]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/dodging/dodging.qc
Merge branch 'master' into Mario/showspecs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / dodging.qc
index 4f724cfbf7148af2e51e523eb4ff02d47f99d76b..64312727e4e0cc682743643eefbb8e9af4d06f4b 100644 (file)
@@ -32,8 +32,8 @@ bool autocvar_sv_dodging_sound;
 // the jump part of the dodge cannot be ramped
 .float dodging_single_action;
 
-#include "../../../animdecide.qh"
-#include "../../../physics.qh"
+#include <common/animdecide.qh>
+#include <common/physics/player.qh>
 
 .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
 
@@ -54,6 +54,8 @@ REGISTER_MUTATOR(dodging, cvar("g_dodging"))
        return false;
 }
 
+#elif defined(CSQC)
+REGISTER_MUTATOR(dodging, true);
 #endif
 
 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
@@ -86,58 +88,58 @@ REGISTER_MUTATOR(dodging, cvar("g_dodging"))
 #endif
 
 // returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
-{SELFPARAM();
+bool check_close_to_wall(entity this, float threshold)
+{
        if (PHYS_DODGING_WALL == 0) { return false; }
 
-       #define X(OFFSET)                                                                                                                               \
-       tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self);  \
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)                \
+#define X(OFFSET) \
+       tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
+       if(trace_fraction < 1 && vdist(this.origin - trace_endpos, <, threshold)) \
                return true;
        X(1000*v_right);
        X(-1000*v_right);
        X(1000*v_forward);
        X(-1000*v_forward);
-       #undef X
+#undef X
 
        return false;
 }
 
-bool check_close_to_ground(float threshold)
-{SELFPARAM();
-       return IS_ONGROUND(self) ? true : false;
+bool check_close_to_ground(entity this, float threshold)
+{
+       return IS_ONGROUND(this) ? true : false;
 }
 
-float PM_dodging_checkpressedkeys()
-{SELFPARAM();
+float PM_dodging_checkpressedkeys(entity this)
+{
        if(!PHYS_DODGING)
                return false;
 
-       float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+       float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
        float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
 
        // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
+       if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
                return false;
 
-       makevectors(self.angles);
+       makevectors(this.angles);
 
-       if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
-               && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+       if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+               && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
                return true;
 
        float tap_direction_x = 0;
        float tap_direction_y = 0;
-       float dodge_detected = 0;
+       bool dodge_detected = false;
 
        #define X(COND,BTN,RESULT)                                                                                                                      \
-       if (self.movement_##COND)                                                                                               \
+       if (this.movement_##COND)                                                                                               \
                /* is this a state change? */                                                                                                   \
-               if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) {             \
+               if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
                                tap_direction_##RESULT;                                                                                                 \
-                               if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self))   \
-                                       dodge_detected = 1;                                                                                                     \
-                               self.last_##BTN##_KEY_time = time;                                                                              \
+                               if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
+                                       dodge_detected = true;                                                                                                  \
+                               this.last_##BTN##_KEY_time = time;                                                                              \
                }
        X(x < 0, BACKWARD,      x--);
        X(x > 0, FORWARD,       x++);
@@ -145,49 +147,49 @@ float PM_dodging_checkpressedkeys()
        X(y > 0, RIGHT,         y++);
        #undef X
 
-       if (dodge_detected == 1)
+       if (dodge_detected)
        {
-               self.last_dodging_time = time;
+               this.last_dodging_time = time;
 
-               self.dodging_action = 1;
-               self.dodging_single_action = 1;
+               this.dodging_action = 1;
+               this.dodging_single_action = 1;
 
-               self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+               this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
 
-               self.dodging_direction_x = tap_direction_x;
-               self.dodging_direction_y = tap_direction_y;
+               this.dodging_direction_x = tap_direction_x;
+               this.dodging_direction_y = tap_direction_y;
 
                // normalize the dodging_direction vector.. (unlike UT99) XD
-               float length = self.dodging_direction_x * self.dodging_direction_x
-                                       + self.dodging_direction_y * self.dodging_direction_y;
+               float length = this.dodging_direction_x * this.dodging_direction_x
+                                       + this.dodging_direction_y * this.dodging_direction_y;
                length = sqrt(length);
 
-               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
-               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
+               this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
+               this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
                return true;
        }
        return false;
 }
 
-void PM_dodging()
-{SELFPARAM();
+void PM_dodging(entity this)
+{
        if (!PHYS_DODGING)
                return;
 
-    if (PHYS_DEAD(self))
+    if (IS_DEAD(this))
         return;
 
        // when swimming, no dodging allowed..
-       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+       if (this.waterlevel >= WATERLEVEL_SWIMMING)
        {
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
+               this.dodging_action = 0;
+               this.dodging_direction_x = 0;
+               this.dodging_direction_y = 0;
                return;
        }
 
        // make sure v_up, v_right and v_forward are sane
-       makevectors(self.angles);
+       makevectors(this.angles);
 
        // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
        // will be called ramp_time/frametime times = 2 times. so, we need to
@@ -197,74 +199,91 @@ void PM_dodging()
        // if ramp time is smaller than frametime we get problems ;D
        common_factor = min(common_factor, 1);
 
-       float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
-       float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
+       float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+       float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
        new_velocity_gain = max(0, new_velocity_gain);
 
-       float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+       float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
 
        // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
-       if (self.dodging_action == 1)
+       if (this.dodging_action == 1)
        {
                //disable jump key during dodge accel phase
-               if(self.movement_z > 0) { self.movement_z = 0; }
+               if(this.movement_z > 0) { this.movement_z = 0; }
 
-               self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
-                                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
+               this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
+                                       + ((this.dodging_direction_x * velocity_difference) * v_forward);
 
-               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
+               this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
        }
 
        // the up part of the dodge is a single shot action
-       if (self.dodging_single_action == 1)
+       if (this.dodging_single_action == 1)
        {
-               UNSET_ONGROUND(self);
+               UNSET_ONGROUND(this);
 
-               self.velocity += PHYS_DODGING_UP_SPEED * v_up;
+               this.velocity += PHYS_DODGING_UP_SPEED * v_up;
 
 #ifdef SVQC
                if (autocvar_sv_dodging_sound)
-                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+                       PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
 
-               animdecide_setaction(self, ANIMACTION_JUMP, true);
+               animdecide_setaction(this, ANIMACTION_JUMP, true);
 #endif
 
-               self.dodging_single_action = 0;
+               this.dodging_single_action = 0;
        }
 
        // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
+       if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
        {
                // reset state so next dodge can be done correctly
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
+               this.dodging_action = 0;
+               this.dodging_direction_x = 0;
+               this.dodging_direction_y = 0;
        }
 }
 
-#ifdef SVQC
-
-MUTATOR_HOOKFUNCTION(dodging, GetCvars)
+void PM_dodging_GetPressedKeys(entity this)
 {
-       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return false;
+#ifdef CSQC
+       if(!PHYS_DODGING) { return; }
+
+       PM_dodging_checkpressedkeys(this);
+
+       int keys = this.pressedkeys;
+       keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
+       keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
+       keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
+       keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
+
+       keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
+       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
+       keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
+       keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
+       this.pressedkeys = keys;
+#endif
 }
 
 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
 {
-       // print("dodging_PlayerPhysics\n");
-       PM_dodging();
+    entity player = M_ARGV(0, entity);
 
-       return false;
+       // print("dodging_PlayerPhysics\n");
+       PM_dodging_GetPressedKeys(player);
+       PM_dodging(player);
 }
 
+#ifdef SVQC
+
+REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
+
 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
 {
-       PM_dodging_checkpressedkeys();
+       entity player = M_ARGV(0, entity);
 
-       return false;
+       PM_dodging_checkpressedkeys(player);
 }
 
 #endif
-
 #endif