]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
Merge branch 'master' into Mario/qc_physics_prehax
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index 58d24a4d820c526376026c84bfa1c774e1506545..130a864089c6369172e3e6e1af562b48558a8c0f 100644 (file)
@@ -1,6 +1,57 @@
+#ifdef CSQC
+       #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
+       #define PHYS_DODGING                                            getstati(STAT_DODGING)
+       #define PHYS_DODGING_DELAY                                      getstatf(STAT_DODGING_DELAY)
+       #define PHYS_DODGING_TIMEOUT(s)                         getstatf(STAT_DODGING_TIMEOUT)
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
+       #define PHYS_DODGING_HORIZ_SPEED                        getstatf(STAT_DODGING_HORIZ_SPEED)
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
+       #define PHYS_DODGING_RAMP_TIME                          getstatf(STAT_DODGING_RAMP_TIME)
+       #define PHYS_DODGING_UP_SPEED                           getstatf(STAT_DODGING_UP_SPEED)
+       #define PHYS_DODGING_WALL                                       getstatf(STAT_DODGING_WALL)
+#elif defined(SVQC)
+       #define PHYS_DODGING_FRAMETIME                          sys_frametime
+       #define PHYS_DODGING                                            g_dodging
+       #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
+       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
+       #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
+       #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
+       #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
+       #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
+#endif
+
+#ifdef SVQC
 
 .float cvar_cl_dodging_timeout;
 
+.float stat_dodging;
+.float stat_dodging_delay;
+.float stat_dodging_horiz_speed_frozen;
+.float stat_dodging_frozen_nodoubletap;
+.float stat_dodging_frozen;
+.float stat_dodging_horiz_speed;
+.float stat_dodging_height_threshold;
+.float stat_dodging_distance_threshold;
+.float stat_dodging_ramp_time;
+.float stat_dodging_up_speed;
+.float stat_dodging_wall;
+
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
 
 // these are used to store the last key press time for each of the keys..
 .float last_FORWARD_KEY_time;
 // until it's 0.
 .float dodging_velocity_gain;
 
-MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
-       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return 0;
+#ifdef CSQC
+.int pressedkeys;
+
+#elif defined(SVQC)
+
+void dodging_UpdateStats()
+{
+       self.stat_dodging = PHYS_DODGING;
+       self.stat_dodging_delay = PHYS_DODGING_DELAY;
+       self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+       self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
+       self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
+       self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
+       self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
+       self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
+       self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
+       self.stat_dodging_wall = PHYS_DODGING_WALL;
 }
 
-MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
-       // print("dodging_PlayerPhysics\n");
+void dodging_Initialize()
+{
+       addstat(STAT_DODGING, AS_INT, stat_dodging);
+       addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
+       addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
+       addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
+       addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
+       addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+       addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
+       addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
+       addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
+       addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
+       addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
+       addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
+}
+
+#endif
+
+// returns 1 if the player is close to a wall
+bool check_close_to_wall(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)                \
+               return true;
+       X(1000*v_right);
+       X(-1000*v_right);
+       X(1000*v_forward);
+       X(-1000*v_forward);
+       #undef X
+
+       return false;
+}
+
+bool check_close_to_ground(float threshold)
+{
+       return IS_ONGROUND(self) ? true : false;
+}
+
+float PM_dodging_checkpressedkeys()
+{
+       if(!PHYS_DODGING)
+               return false;
+
+       float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+       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)
+               return false;
+
+       makevectors(self.angles);
 
-       float common_factor;
-       float new_velocity_gain;
-       float velocity_difference;
-       float clean_up_and_do_nothing;
-       float horiz_speed = autocvar_sv_dodging_horiz_speed;
+       if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+               && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+               return true;
 
-       if(self.frozen)
-               horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
+       float tap_direction_x = 0;
+       float tap_direction_y = 0;
+       float dodge_detected = 0;
+
+       #define X(COND,BTN,RESULT)                                                                                                                      \
+       if (self.movement_##COND)                                                                                               \
+               /* is this a state change? */                                                                                                   \
+               if(!(PHYS_DODGING_PRESSED_KEYS(self) & 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;                                                                              \
+               }
+       X(x < 0, BACKWARD,      x--);
+       X(x > 0, FORWARD,       x++);
+       X(y < 0, LEFT,          y--);
+       X(y > 0, RIGHT,         y++);
+       #undef X
+
+       if (dodge_detected == 1)
+       {
+               self.last_dodging_time = time;
 
-    if (self.deadflag != DEAD_NO)
-        return 0;
+               self.dodging_action = 1;
+               self.dodging_single_action = 1;
 
-       new_velocity_gain = 0;
-       clean_up_and_do_nothing = 0;
+               self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
 
-       if (g_dodging == 0)
-               clean_up_and_do_nothing = 1;
+               self.dodging_direction_x = tap_direction_x;
+               self.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;
+               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;
+               return true;
+       }
+       return false;
+}
+
+void PM_dodging()
+{
+       if (!PHYS_DODGING)
+               return;
+
+#ifdef SVQC
+       dodging_UpdateStats();
+#endif
+
+    if (PHYS_DEAD(self))
+        return;
 
        // when swimming, no dodging allowed..
        if (self.waterlevel >= WATERLEVEL_SWIMMING)
-               clean_up_and_do_nothing = 1;
-
-       if (clean_up_and_do_nothing != 0) {
+       {
                self.dodging_action = 0;
                self.dodging_direction_x = 0;
                self.dodging_direction_y = 0;
-               return 0;
+               return;
        }
 
        // make sure v_up, v_right and v_forward are sane
@@ -63,192 +219,77 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
        // 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
        // add 0.5 * the total speed each frame until the dodge action is done..
-       common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
+       float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
 
        // if ramp time is smaller than frametime we get problems ;D
-       if (common_factor > 1)
-               common_factor = 1;
+       common_factor = min(common_factor, 1);
 
-       new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
-       if (new_velocity_gain < 0)
-               new_velocity_gain = 0;
+       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);
+       new_velocity_gain = max(0, new_velocity_gain);
 
-       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+       float velocity_difference = self.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 (self.dodging_action == 1)
+       {
                //disable jump key during dodge accel phase
-               if (self.movement.z > 0) self.movement_z = 0;
+               if(self.movement_z > 0) { self.movement_z = 0; }
 
-               self.velocity =
-                         self.velocity
-                       + ((self.dodging_direction.y * velocity_difference) * v_right)
-                       + ((self.dodging_direction.x * velocity_difference) * v_forward);
+               self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
+                                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
 
                self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
        }
 
        // the up part of the dodge is a single shot action
-       if (self.dodging_single_action == 1) {
-               self.flags &= ~FL_ONGROUND;
+       if (self.dodging_single_action == 1)
+       {
+               UNSET_ONGROUND(self);
 
-               self.velocity =
-                         self.velocity
-                       + (autocvar_sv_dodging_up_speed * v_up);
+               self.velocity += PHYS_DODGING_UP_SPEED * v_up;
 
+#ifdef SVQC
                if (autocvar_sv_dodging_sound)
                        PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
                animdecide_setaction(self, ANIMACTION_JUMP, true);
+#endif
 
                self.dodging_single_action = 0;
        }
 
        // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
+       if((self.dodging_action == 1) && ((time - self.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;
        }
-
-       return 0;
 }
 
+#ifdef SVQC
 
-// returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
+MUTATOR_HOOKFUNCTION(dodging_GetCvars)
 {
-       if(!autocvar_sv_dodging_wall_dodging)
-               return false;
-
-       vector trace_start;
-       vector trace_end;
-
-       trace_start = self.origin;
-
-       trace_end = self.origin + (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return true;
-
-       trace_end = self.origin - (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return true;
-
-       trace_end = self.origin + (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return true;
-
-       trace_end = self.origin - (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, true, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return true;
-
+       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
        return false;
 }
 
-bool check_close_to_ground(float threshold)
+MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
 {
-       if (self.flags & FL_ONGROUND)
-               return true;
+       // print("dodging_PlayerPhysics\n");
+       PM_dodging();
 
        return false;
 }
 
+MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
+{
+       PM_dodging_checkpressedkeys();
 
-MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
-       // print("dodging_PlayerPhysics\n");
-
-       float length;
-       vector tap_direction = '0 0 0';
-
-       float frozen_dodging, frozen_no_doubletap;
-       frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
-       frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
-
-       float dodge_detected;
-       if (g_dodging == 0)
-               return 0;
-
-       dodge_detected = 0;
-
-       // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
-               return 0;
-
-       if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
-               && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
-               return 0;
-
-       if (self.movement.x > 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
-                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
-                               tap_direction.x = 1.0;
-                               dodge_detected = 1;
-                       }
-                       self.last_FORWARD_KEY_time = time;
-               }
-       }
-
-       if (self.movement.x < 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
-                       tap_direction.x = -1.0;
-                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        {
-                               dodge_detected = 1;
-                       }
-                       self.last_BACKWARD_KEY_time = time;
-               }
-       }
-
-       if (self.movement.y > 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
-                       tap_direction.y = 1.0;
-                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   {
-                               dodge_detected = 1;
-                       }
-                       self.last_RIGHT_KEY_time = time;
-               }
-       }
-
-       if (self.movement.y < 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
-                       tap_direction.y = -1.0;
-                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    {
-                               dodge_detected = 1;
-                       }
-                       self.last_LEFT_KEY_time = time;
-               }
-       }
-
-       if (dodge_detected == 1) {
-               self.last_dodging_time = time;
-
-               self.dodging_action = 1;
-               self.dodging_single_action = 1;
-
-               self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
-
-               self.dodging_direction_x = tap_direction.x;
-               self.dodging_direction_y = tap_direction.y;
-
-               // normalize the dodging_direction vector.. (unlike UT99) XD
-               length =          self.dodging_direction.x * self.dodging_direction.x;
-               length = length + self.dodging_direction.y * self.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;
-       }
-
-       return 0;
+       return false;
 }
 
 MUTATOR_DEFINITION(mutator_dodging)
@@ -266,7 +307,8 @@ MUTATOR_DEFINITION(mutator_dodging)
        // this just turns on the cvar.
        MUTATOR_ONADD
        {
-               g_dodging = 1;
+               g_dodging = cvar("g_dodging");
+               dodging_Initialize();
        }
 
        // this just turns off the cvar.
@@ -275,9 +317,6 @@ MUTATOR_DEFINITION(mutator_dodging)
                g_dodging = 0;
        }
 
-       MUTATOR_ONREMOVE
-       {
-       }
-
-       return 0;
+       return false;
 }
+#endif