1 #include "sv_dodging.qh"
3 #define PHYS_DODGING g_dodging
4 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
5 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
6 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
7 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
8 #define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed
9 #define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen
10 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
11 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
12 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
13 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
14 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
16 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
18 #define PHYS_DODGING STAT(DODGING, this)
19 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
20 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
21 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
22 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
23 #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this)
24 #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this)
25 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
26 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
27 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
28 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
29 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
33 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
34 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
35 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
37 #define PHYS_DODGING_FRAMETIME sys_frametime
38 #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
39 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
44 bool autocvar_sv_dodging_sound;
46 #include <common/animdecide.qh>
47 #include <common/physics/player.qh>
49 .float cvar_cl_dodging_timeout;
51 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
53 // this just turns on the cvar.
56 g_dodging = cvar("g_dodging");
59 // this just turns off the cvar.
60 MUTATOR_ONROLLBACK_OR_REMOVE
69 REGISTER_MUTATOR(dodging, true);
72 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
73 .float dodging_action;
75 // the jump part of the dodge cannot be ramped
76 .float dodging_single_action;
79 // these are used to store the last key press time for each of the keys..
80 .float last_FORWARD_KEY_time;
81 .float last_BACKWARD_KEY_time;
82 .float last_LEFT_KEY_time;
83 .float last_RIGHT_KEY_time;
85 // these store the movement direction at the time of the dodge action happening.
86 .vector dodging_direction;
88 // this indicates the last time a dodge was executed. used to check if another one is allowed
89 // and to ramp up the dodge acceleration in the physics hook.
90 .float last_dodging_time;
92 // This is the velocity gain to be added over the ramp time.
93 // It will decrease from frame to frame during dodging_action = 1
95 .float dodging_velocity_gain;
97 #ifdef CSQC // TODO what is this? 1) CSQC in sv_ file never even gets compiled 2) pressedkeys is only defined on server so this would be always 0
102 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
103 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
106 // returns true if the player is close to a wall
107 bool is_close_to_wall(entity this, float threshold)
117 bool is_close_to_ground(entity this, float threshold)
119 if (IS_ONGROUND(this)) return true;
120 X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
127 bool PM_dodging_checkpressedkeys(entity this)
129 // first check if the last dodge is far enough back in time so we can dodge again
130 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
133 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
134 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
136 float tap_direction_x = 0;
137 float tap_direction_y = 0;
138 bool dodge_detected = false;
139 vector mymovement = PHYS_CS(this).movement;
141 #define X(COND,BTN,RESULT) \
142 if (mymovement_##COND) \
143 /* is this a state change? */ \
144 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
145 tap_direction_##RESULT; \
146 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
147 dodge_detected = true; \
148 if(PHYS_INPUT_BUTTON_DODGE(this)) \
149 dodge_detected = true; \
150 this.last_##BTN##_KEY_time = time; \
152 X(x < 0, BACKWARD, x--);
153 X(x > 0, FORWARD, x++);
155 X(y > 0, RIGHT, y++);
158 if (!dodge_detected) return false;
160 makevectors(this.angles);
162 bool wall_dodge = false;
164 if(!PHYS_DODGING_AIR)
165 if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
167 wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
168 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
172 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
175 this.last_dodging_time = time;
177 this.dodging_action = 1;
178 this.dodging_single_action = 1;
180 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
182 this.dodging_direction_x = tap_direction_x;
183 this.dodging_direction_y = tap_direction_y;
185 // normalize the dodging_direction vector.. (unlike UT99) XD
186 float length = this.dodging_direction_x * this.dodging_direction_x
187 + this.dodging_direction_y * this.dodging_direction_y;
188 length = sqrt(length);
190 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
191 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
196 // TODO use real cvars
197 /*float autocvar_velocity_min = 200;
198 float autocvar_velocity_max = 700;
199 float autocvar_force_min = 50;
200 float autocvar_force_max = 350;*/
201 float determine_speed(entity player) {
202 float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
206 /*float horiz_vel = vlen(vec2(player.velocity));
207 // force min and max are inverted - the faster you are the wekaer dodging becomes
208 // TODO document cvars in cfg
209 return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
212 void PM_dodging(entity this)
214 // when swimming or dead, no dodging allowed..
215 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
217 this.dodging_action = 0;
218 this.dodging_direction_x = 0;
219 this.dodging_direction_y = 0;
223 // make sure v_up, v_right and v_forward are sane
225 makevectors(this.v_angle);
227 makevectors(this.angles);
229 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
230 // will be called ramp_time/frametime times = 2 times. so, we need to
231 // add 0.5 * the total speed each frame until the dodge action is done..
232 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
234 // if ramp time is smaller than frametime we get problems ;D
235 common_factor = min(common_factor, 1);
237 float horiz_speed = determine_speed(this); // TODO kill this
238 //OG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), horiz_speed);
239 float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
240 new_velocity_gain = max(0, new_velocity_gain);
242 float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
244 // ramp up dodging speed by adding some velocity each frame..
245 if (this.dodging_action == 1)
247 //disable jump key during dodge accel phase
248 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
250 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
251 + ((this.dodging_direction_x * velocity_difference) * v_forward);
253 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
256 // the up part of the dodge is a single shot action
257 if (this.dodging_single_action == 1)
259 UNSET_ONGROUND(this);
261 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
264 if (autocvar_sv_dodging_sound)
265 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
267 animdecide_setaction(this, ANIMACTION_JUMP, true);
270 this.dodging_single_action = 0;
273 // are we done with the dodging ramp yet?
274 if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
276 // reset state so next dodge can be done correctly
277 this.dodging_action = 0;
278 this.dodging_direction_x = 0;
279 this.dodging_direction_y = 0;
283 void PM_dodging_GetPressedKeys(entity this)
286 PM_dodging_checkpressedkeys(this);
288 int keys = this.pressedkeys;
289 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
290 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
291 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
292 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
294 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
295 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
296 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
297 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
298 this.pressedkeys = keys;
302 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
304 entity player = M_ARGV(0, entity);
306 // print("dodging_PlayerPhysics\n");
307 PM_dodging_GetPressedKeys(player);
313 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
315 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
317 entity player = M_ARGV(0, entity);
319 PM_dodging_checkpressedkeys(player);