1 #include "sv_dodging.qh"
3 // TODO the CSQC blocks in this sv_ file are currently not compiled but will be when dodging prediction gets enabled
5 #define PHYS_DODGING g_dodging
6 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
7 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
8 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
9 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
10 #define PHYS_DODGING_HORIZ_SPEED_MIN autocvar_sv_dodging_horiz_speed_min
11 #define PHYS_DODGING_HORIZ_SPEED_MAX autocvar_sv_dodging_horiz_speed_max
12 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST autocvar_sv_dodging_horiz_force_slowest
13 #define PHYS_DODGING_HORIZ_FORCE_FASTEST autocvar_sv_dodging_horiz_force_fastest
14 #define PHYS_DODGING_HORIZ_FORCE_FROZEN autocvar_sv_dodging_horiz_force_frozen
15 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
16 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
17 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
18 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
19 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed // TODO separate max air speed, fix frozen dodging
21 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
23 #define PHYS_DODGING STAT(DODGING, this)
24 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
25 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
26 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
27 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
28 #define PHYS_DODGING_HORIZ_SPEED_MIN STAT(DODGING_HORIZ_SPEED_MIN, this)
29 #define PHYS_DODGING_HORIZ_SPEED_MAX STAT(DODGING_HORIZ_SPEED_MAX, this)
30 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST STAT(DODGING_HORIZ_FORCE_SLOWEST, this)
31 #define PHYS_DODGING_HORIZ_FORCE_FASTEST STAT(DODGING_HORIZ_FORCE_FASTEST, this)
32 #define PHYS_DODGING_HORIZ_FORCE_FROZEN STAT(DODGING_HORIZ_FORCE_FROZEN, this)
33 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
34 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
35 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
36 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
37 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
41 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
42 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
43 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
45 #define PHYS_DODGING_FRAMETIME sys_frametime
46 #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
47 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
52 bool autocvar_sv_dodging_sound;
54 #include <common/animdecide.qh>
55 #include <common/physics/player.qh>
57 .float cvar_cl_dodging_timeout;
59 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
61 // this just turns on the cvar.
64 g_dodging = cvar("g_dodging");
67 // this just turns off the cvar.
68 MUTATOR_ONROLLBACK_OR_REMOVE
77 REGISTER_MUTATOR(dodging, true);
80 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
81 .float dodging_action;
83 // the jump part of the dodge cannot be ramped
84 .float dodging_single_action;
86 // these are used to store the last key press time for each of the keys..
87 .float last_FORWARD_KEY_time;
88 .float last_BACKWARD_KEY_time;
89 .float last_LEFT_KEY_time;
90 .float last_RIGHT_KEY_time;
92 // these store the movement direction at the time of the dodge action happening.
93 .vector dodging_direction;
95 // this indicates the last time a dodge was executed. used to check if another one is allowed
96 // and to ramp up the dodge acceleration in the physics hook.
97 .float last_dodging_time;
99 // the total speed that will be added over the ramp time
100 .float dodging_force_total;
101 // the part of total yet to be added
102 .float dodging_force_remaining;
109 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
110 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
113 // returns true if the player is close to a wall
114 bool is_close_to_wall(entity this, float threshold)
124 bool is_close_to_ground(entity this, float threshold)
126 if (IS_ONGROUND(this)) return true;
127 X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
134 float determine_force(entity player) {
135 if (PHYS_FROZEN(player)) return PHYS_DODGING_HORIZ_FORCE_FROZEN;
137 float horiz_vel = vlen(vec2(player.velocity));
138 return map_bound_ranges(horiz_vel,
139 PHYS_DODGING_HORIZ_SPEED_MIN, PHYS_DODGING_HORIZ_SPEED_MAX,
140 PHYS_DODGING_HORIZ_FORCE_SLOWEST, PHYS_DODGING_HORIZ_FORCE_FASTEST);
143 bool PM_dodging_checkpressedkeys(entity this)
145 // first check if the last dodge is far enough back in time so we can dodge again
146 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
149 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
150 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
152 float tap_direction_x = 0;
153 float tap_direction_y = 0;
154 bool dodge_detected = false;
155 vector mymovement = PHYS_CS(this).movement;
157 #define X(COND,BTN,RESULT) \
158 if (mymovement_##COND) \
159 /* is this a state change? */ \
160 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
161 tap_direction_##RESULT; \
162 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
163 dodge_detected = true; \
164 if(PHYS_INPUT_BUTTON_DODGE(this)) \
165 dodge_detected = true; \
166 this.last_##BTN##_KEY_time = time; \
168 X(x < 0, BACKWARD, x--);
169 X(x > 0, FORWARD, x++);
171 X(y > 0, RIGHT, y++);
174 if (!dodge_detected) return false;
176 makevectors(this.angles);
178 bool wall_dodge = false;
180 if(!PHYS_DODGING_AIR)
181 if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD)) // TODO first check wall wallldodging - this fails for sloped walls
183 wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
184 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
188 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
191 this.last_dodging_time = time;
193 this.dodging_action = 1;
194 this.dodging_single_action = 1;
196 this.dodging_force_total = determine_force(this);
197 this.dodging_force_remaining = this.dodging_force_total;
199 this.dodging_direction.x = tap_direction_x;
200 this.dodging_direction.y = tap_direction_y;
202 // normalize the dodging_direction vector.. (unlike UT99) XD
203 float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
205 this.dodging_direction.x = this.dodging_direction.x / length;
206 this.dodging_direction.y = this.dodging_direction.y / length;
211 void PM_dodging(entity this)
213 // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
214 if (!this.dodging_action) return;
216 // when swimming or dead, no dodging allowed..
217 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
219 this.dodging_action = 0;
220 this.dodging_direction.x = 0;
221 this.dodging_direction.y = 0;
225 // make sure v_up, v_right and v_forward are sane
227 makevectors(this.v_angle);
229 makevectors(this.angles);
231 // fraction of the force to apply each frame
232 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
233 // will be called ramp_time/frametime times = 2 times. so, we need to
234 // add 0.5 * the total speed each frame until the dodge action is done..
235 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
236 //common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
238 // if ramp time is smaller than frametime we get problems ;D
239 common_factor = min(common_factor, 1); // TODO necessary with dodging_force_remaining?
241 float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
242 this.dodging_force_remaining -= velocity_increase;
243 LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
244 this.velocity += this.dodging_direction.x * velocity_increase * v_forward
245 + this.dodging_direction.y * velocity_increase * v_right;
247 // the up part of the dodge is a single shot action
248 if (this.dodging_single_action == 1)
250 UNSET_ONGROUND(this);
252 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
255 if (autocvar_sv_dodging_sound)
256 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
258 animdecide_setaction(this, ANIMACTION_JUMP, true);
261 this.dodging_single_action = 0;
264 if(this.dodging_force_remaining <= 0)
266 // reset state so next dodge can be done correctly
267 this.dodging_action = 0;
268 this.dodging_direction.x = 0;
269 this.dodging_direction.y = 0;
274 void PM_dodging_GetPressedKeys(entity this)
276 PM_dodging_checkpressedkeys(this);
278 int keys = this.pressedkeys;
279 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
280 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
281 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
282 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
284 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
285 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
286 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
287 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
288 this.pressedkeys = keys;
292 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
294 entity player = M_ARGV(0, entity);
295 //LOG_INFOF("player %s, physics %f\n", player.netname, time);
298 PM_dodging_GetPressedKeys(player);
305 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
307 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
309 entity player = M_ARGV(0, entity);
310 //LOG_INFOF("player %s, keys %f\n", player.netname, time);
312 PM_dodging_checkpressedkeys(player);