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