]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator_dodging.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_dodging.qc
index 92faa6a40e45d9486c0d244b9cc55b9710b6b5cc..ab70fb217da5829ae99d1df98c8dd7c9e5dfb007 100644 (file)
@@ -1,5 +1,5 @@
 #ifdef CSQC
-       #define PHYS_DODGING_FRAMETIME                          (1 / frametime <= 0 ? 60 : frametime)
+       #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)
 #endif
 
 #ifdef SVQC
+#include "mutator_dodging.qh"
+#include "../_all.qh"
+
+#include "mutator.qh"
+
+#include "../../common/animdecide.qh"
 
 .float cvar_cl_dodging_timeout;
 
 .float stat_dodging;
-.float stat_dodging_timeout;
 .float stat_dodging_delay;
 .float stat_dodging_horiz_speed_frozen;
 .float stat_dodging_frozen_nodoubletap;
@@ -61,8 +66,7 @@
 .float last_RIGHT_KEY_time;
 
 // these store the movement direction at the time of the dodge action happening.
-.float dodging_direction_x;
-.float dodging_direction_y;
+.vector dodging_direction;
 
 // this indicates the last time a dodge was executed. used to check if another one is allowed
 // and to ramp up the dodge acceleration in the physics hook.
@@ -74,7 +78,7 @@
 .float dodging_velocity_gain;
 
 #ifdef CSQC
-.float pressedkeys;
+.int pressedkeys;
 
 #elif defined(SVQC)
 
@@ -82,7 +86,6 @@ void dodging_UpdateStats()
 {
        self.stat_dodging = PHYS_DODGING;
        self.stat_dodging_delay = PHYS_DODGING_DELAY;
-       self.stat_dodging_timeout = PHYS_DODGING_TIMEOUT(self);
        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;
@@ -109,186 +112,67 @@ void dodging_Initialize()
        addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
 }
 
-#endif
-#ifdef CSQC
-// instantly updates pressed keys, for use with dodging (may be out of date, but we can't care)
-void PM_dodging_updatepressedkeys()
-{
-       if (PHYS_INPUT_MOVEVALUES(self)_x > 0) // get if movement keys are pressed
-       {       // forward key pressed
-               self.pressedkeys |= KEY_FORWARD;
-               self.pressedkeys &= ~KEY_BACKWARD;
-       }
-       else if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
-       {       // backward key pressed
-               self.pressedkeys |= KEY_BACKWARD;
-               self.pressedkeys &= ~KEY_FORWARD;
-       }
-       else
-       {       // no x input
-               self.pressedkeys &= ~KEY_FORWARD;
-               self.pressedkeys &= ~KEY_BACKWARD;
-       }
-
-       if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
-       {       // right key pressed
-               self.pressedkeys |= KEY_RIGHT;
-               self.pressedkeys &= ~KEY_LEFT;
-       }
-       else if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
-       {       // left key pressed
-               self.pressedkeys |= KEY_LEFT;
-               self.pressedkeys &= ~KEY_RIGHT;
-       }
-       else
-       {       // no y input
-               self.pressedkeys &= ~KEY_RIGHT;
-               self.pressedkeys &= ~KEY_LEFT;
-       }
-
-       if (PHYS_INPUT_BUTTONS(self) & 2) // get if jump and crouch keys are pressed
-               self.pressedkeys |= KEY_JUMP;
-       else
-               self.pressedkeys &= ~KEY_JUMP;
-       if (PHYS_INPUT_BUTTONS(self) & 16)
-               self.pressedkeys |= KEY_CROUCH;
-       else
-               self.pressedkeys &= ~KEY_CROUCH;
-
-       if (PHYS_INPUT_BUTTONS(self) & 1)
-               self.pressedkeys |= KEY_ATCK;
-       else
-               self.pressedkeys &= ~KEY_ATCK;
-       if (PHYS_INPUT_BUTTONS(self) & 4)
-               self.pressedkeys |= KEY_ATCK2;
-       else
-               self.pressedkeys &= ~KEY_ATCK2;
-}
 #endif
 
 // returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold)
+bool check_close_to_wall(float threshold)
 {
-       if (PHYS_DODGING_WALL == 0) { 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;
-
-       return FALSE;
+       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;
 }
 
-float check_close_to_ground(float threshold)
+bool check_close_to_ground(float threshold)
 {
-       if (IS_ONGROUND(self))
-               return TRUE;
-
-       return FALSE;
+       return IS_ONGROUND(self) ? true : false;
 }
 
-void PM_dodging_checkpressedkeys()
+float PM_dodging_checkpressedkeys()
 {
-       if(!PHYS_DODGING) { return; }
+       if(!PHYS_DODGING)
+               return false;
 
-       float length;
-       float tap_direction_x;
-       float tap_direction_y;
-
-       tap_direction_x = 0;
-       tap_direction_y = 0;
-
-       float frozen_dodging, frozen_no_doubletap;
-       frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
-       frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
-
-       float dodge_detected = 0;
+       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;
+               return false;
 
-       makevectors(PHYS_WORLD_ANGLES(self));
+       makevectors(self.angles);
 
        if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
                && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
-               return;
-
-       if (PHYS_INPUT_MOVEVALUES(self)_x > 0)
-       {
-               // is this a state change?
-               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_FORWARD) || frozen_no_doubletap)
-               {
-                       if ((time - self.last_FORWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
-                       {
-                               tap_direction_x = 1.0;
-                               dodge_detected = 1;
-                       }
-                       self.last_FORWARD_KEY_time = time;
-               }
-       }
-
-       if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
-       {
-               // is this a state change?
-               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_BACKWARD) || frozen_no_doubletap)
-               {
-                       tap_direction_x = -1.0;
-                       if ((time - self.last_BACKWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
-                       {
-                               dodge_detected = 1;
-                       }
-                       self.last_BACKWARD_KEY_time = time;
-               }
-       }
+               return true;
 
-       if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
-       {
-               // is this a state change?
-               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_RIGHT) || frozen_no_doubletap)
-               {
-                       tap_direction_y = 1.0;
-                       if ((time - self.last_RIGHT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
-                       {
-                               dodge_detected = 1;
-                       }
-                       self.last_RIGHT_KEY_time = time;
-               }
-       }
+       float tap_direction_x = 0;
+       float tap_direction_y = 0;
+       float dodge_detected = 0;
 
-       if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
-       {
-               // is this a state change?
-               if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_LEFT) || frozen_no_doubletap)
-               {
-                       tap_direction_y = -1.0;
-                       if ((time - self.last_LEFT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
-                       {
-                               dodge_detected = 1;
-                       }
-                       self.last_LEFT_KEY_time = time;
-               }
-       }
+       #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)
        {
@@ -303,43 +187,31 @@ void PM_dodging_checkpressedkeys()
                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;
+               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;
+               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; }
-
-       float common_factor;
-       float new_velocity_gain;
-       float velocity_difference;
-       float clean_up_and_do_nothing;
-       float horiz_speed = PHYS_DODGING_HORIZ_SPEED;
+       if (!PHYS_DODGING)
+               return;
 
 #ifdef SVQC
        dodging_UpdateStats();
 #endif
 
-       if(PHYS_FROZEN(self))
-               horiz_speed = PHYS_DODGING_HORIZ_SPEED_FROZEN;
-
-    if(PHYS_DEAD(self))
+    if (PHYS_DEAD(self))
         return;
 
-       new_velocity_gain = 0;
-       clean_up_and_do_nothing = 0;
-
        // 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;
@@ -348,33 +220,30 @@ void PM_dodging()
        }
 
        // make sure v_up, v_right and v_forward are sane
-       makevectors(PHYS_WORLD_ANGLES(self));
+       makevectors(self.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
        // add 0.5 * the total speed each frame until the dodge action is done..
-       common_factor = PHYS_DODGING_FRAMETIME / PHYS_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)
        {
                //disable jump key during dodge accel phase
-               if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_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;
        }
@@ -384,15 +253,13 @@ void PM_dodging()
        {
                UNSET_ONGROUND(self);
 
-               self.velocity =
-                         self.velocity
-                       + (PHYS_DODGING_UP_SPEED * v_up);
+               self.velocity += PHYS_DODGING_UP_SPEED * v_up;
 
 #ifdef SVQC
-               if (autocvar_sv_dodging_sound == 1)
+               if (autocvar_sv_dodging_sound)
                        PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
-               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+               animdecide_setaction(self, ANIMACTION_JUMP, true);
 #endif
 
                self.dodging_single_action = 0;
@@ -413,7 +280,7 @@ void PM_dodging()
 MUTATOR_HOOKFUNCTION(dodging_GetCvars)
 {
        GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return FALSE;
+       return false;
 }
 
 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
@@ -421,14 +288,14 @@ MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
        // print("dodging_PlayerPhysics\n");
        PM_dodging();
 
-       return FALSE;
+       return false;
 }
 
 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
 {
        PM_dodging_checkpressedkeys();
 
-       return FALSE;
+       return false;
 }
 
 MUTATOR_DEFINITION(mutator_dodging)
@@ -456,6 +323,6 @@ MUTATOR_DEFINITION(mutator_dodging)
                g_dodging = 0;
        }
 
-       return FALSE;
+       return false;
 }
 #endif