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Fix some SVQC and CSQC string leaks.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / multijump / multijump.qc
1 #ifdef IMPLEMENTATION
2 #ifdef SVQC
3         #include "../../../../server/antilag.qh"
4 #endif
5 #include "../../../physics.qh"
6
7
8 #if defined(SVQC)
9 void multijump_AddStats();
10
11 REGISTER_MUTATOR(multijump, cvar("g_multijump"))
12 {
13         MUTATOR_ONADD
14         {
15                 multijump_AddStats();
16         }
17         return false;
18 }
19 #elif defined(CSQC)
20 REGISTER_MUTATOR(multijump, true);
21 #endif
22
23 .int multijump_count;
24 .bool multijump_ready;
25
26 #ifdef CSQC
27
28 bool autocvar_cl_multijump = true;
29
30 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
31 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
32 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
33 #define PHYS_MULTIJUMP_MAXSPEED         getstatf(STAT_MULTIJUMP_MAXSPEED)
34 #define PHYS_MULTIJUMP_DODGING          getstati(STAT_MULTIJUMP_DODGING)
35 #define PHYS_MULTIJUMP_COUNT(s)         getstati(STAT_MULTIJUMP_COUNT)
36 #define PHYS_MULTIJUMP_CLIENT(s)        autocvar_cl_multijump
37
38 #elif defined(SVQC)
39
40 .bool cvar_cl_multijump;
41
42 int autocvar_g_multijump;
43 float autocvar_g_multijump_add;
44 float autocvar_g_multijump_speed;
45 float autocvar_g_multijump_maxspeed;
46 float autocvar_g_multijump_dodging = 1;
47
48 #define PHYS_MULTIJUMP                          autocvar_g_multijump
49 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
50 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
51 #define PHYS_MULTIJUMP_MAXSPEED         autocvar_g_multijump_maxspeed
52 #define PHYS_MULTIJUMP_DODGING          autocvar_g_multijump_dodging
53 #define PHYS_MULTIJUMP_COUNT(s)         (s).multijump_count
54 #define PHYS_MULTIJUMP_CLIENT(s)        (s).cvar_cl_multijump
55
56 .float stat_multijump;
57 .float stat_multijump_speed;
58 .float stat_multijump_add;
59 .float stat_multijump_maxspeed;
60 .float stat_multijump_dodging;
61
62 void multijump_UpdateStats(entity this)
63 {
64         this.stat_multijump = PHYS_MULTIJUMP;
65         this.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
66         this.stat_multijump_add = PHYS_MULTIJUMP_ADD;
67         this.stat_multijump_maxspeed = PHYS_MULTIJUMP_MAXSPEED;
68         this.stat_multijump_dodging = PHYS_MULTIJUMP_DODGING;
69 }
70
71 void multijump_AddStats()
72 {
73         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
74         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
75         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
76         addstat(STAT_MULTIJUMP_MAXSPEED, AS_FLOAT, stat_multijump_maxspeed);
77         addstat(STAT_MULTIJUMP_DODGING, AS_INT, stat_multijump_dodging);
78         addstat(STAT_MULTIJUMP_COUNT, AS_INT, multijump_count);
79 }
80
81 #endif
82
83 void PM_multijump(entity this)
84 {
85         if(!PHYS_MULTIJUMP) { return; }
86
87         if(IS_ONGROUND(this))
88                 this.multijump_count = 0;
89 }
90
91 bool PM_multijump_checkjump(entity this)
92 {
93         if(!PHYS_MULTIJUMP) { return false; }
94
95         int client_multijump = PHYS_MULTIJUMP_CLIENT(this);
96         if(client_multijump > 1)
97                 return false; // nope
98
99         if (!IS_JUMP_HELD(this) && !IS_ONGROUND(this) && client_multijump) // jump button pressed this frame and we are in midair
100                 this.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
101         else
102                 this.multijump_ready = false;
103
104         int phys_multijump = PHYS_MULTIJUMP;
105
106         if(!player_multijump && this.multijump_ready && (PHYS_MULTIJUMP_COUNT(this) < phys_multijump || phys_multijump == -1) && this.velocity_z > PHYS_MULTIJUMP_SPEED && (!PHYS_MULTIJUMP_MAXSPEED || vlen(this.velocity) <= PHYS_MULTIJUMP_MAXSPEED))
107         {
108                 if (PHYS_MULTIJUMP)
109                 {
110                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
111                         {
112                                 if (this.velocity_z < PHYS_JUMPVELOCITY(this))
113                                 {
114                                         player_multijump = true;
115                                         this.velocity_z = 0;
116                                 }
117                         }
118                         else
119                                 player_multijump = true;
120
121                         if(player_multijump)
122                         {
123                                 if(PHYS_MULTIJUMP_DODGING)
124                                 if(this.movement_x != 0 || this.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
125                                 {
126                                         float curspeed;
127                                         vector wishvel, wishdir;
128
129 /*#ifdef SVQC
130                                         curspeed = max(
131                                                 vlen(vec2(this.velocity)), // current xy speed
132                                                 vlen(vec2(antilag_takebackavgvelocity(this, max(this.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
133                                         );
134 #elif defined(CSQC)*/
135                                         curspeed = vlen(vec2(this.velocity));
136 //#endif
137
138                                         makevectors(this.v_angle_y * '0 1 0');
139                                         wishvel = v_forward * this.movement_x + v_right * this.movement_y;
140                                         wishdir = normalize(wishvel);
141
142                                         this.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
143                                         this.velocity_y = wishdir_y * curspeed;
144                                         // keep velocity_z unchanged!
145                                 }
146                                 if (PHYS_MULTIJUMP > 0)
147                                 {
148                                         this.multijump_count += 1;
149                                 }
150                         }
151                 }
152                 this.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
153         }
154
155         return false;
156 }
157
158 MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
159 {
160 #ifdef SVQC
161         multijump_UpdateStats(self);
162 #elif defined(CSQC)
163         self.multijump_count = PHYS_MULTIJUMP_COUNT(self);
164 #endif
165         PM_multijump(self);
166         return false;
167 }
168
169 MUTATOR_HOOKFUNCTION(multijump, PlayerJump)
170 {
171         return PM_multijump_checkjump(self);
172 }
173
174 #ifdef SVQC
175
176 MUTATOR_HOOKFUNCTION(multijump, GetCvars)
177 {
178         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_multijump, "cl_multijump");
179         return false;
180 }
181
182 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
183 {
184         ret_string = strcat(ret_string, ":multijump");
185         return false;
186 }
187
188 MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsPrettyString)
189 {
190         ret_string = strcat(ret_string, ", Multi jump");
191         return false;
192 }
193
194 #endif
195 #endif