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1 #include "sv_dodging.qh"
2
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 // TODO separate max air speed, fix frozen dodging
15
16 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
17 #if 0
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)
30 #endif
31
32 #ifdef CSQC // FIXME this is an sv_ file, none of this will even be compiled
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
36 #elif defined(SVQC)
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
40 #endif
41
42 #ifdef SVQC
43
44 bool autocvar_sv_dodging_sound;
45
46 #include <common/animdecide.qh>
47 #include <common/physics/player.qh>
48
49 .float cvar_cl_dodging_timeout;
50
51 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
52 {
53         // this just turns on the cvar.
54         MUTATOR_ONADD
55         {
56                 g_dodging = cvar("g_dodging");
57         }
58
59         // this just turns off the cvar.
60         MUTATOR_ONROLLBACK_OR_REMOVE
61         {
62                 g_dodging = 0;
63         }
64
65         return false;
66 }
67
68 #elif defined(CSQC)
69 REGISTER_MUTATOR(dodging, true);
70 #endif
71
72 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
73 .float dodging_action;
74
75 // the jump part of the dodge cannot be ramped
76 .float dodging_single_action;
77
78 // these are used to store the last key press time for each of the keys..
79 .float last_FORWARD_KEY_time;
80 .float last_BACKWARD_KEY_time;
81 .float last_LEFT_KEY_time;
82 .float last_RIGHT_KEY_time;
83
84 // these store the movement direction at the time of the dodge action happening.
85 .vector dodging_direction;
86
87 // this indicates the last time a dodge was executed. used to check if another one is allowed
88 // and to ramp up the dodge acceleration in the physics hook.
89 .float last_dodging_time;
90
91 // This is the velocity gain to be added over the ramp time.
92 // It will decrease from frame to frame during dodging_action = 1
93 // until it's 0.
94 //.float dodging_velocity_gain;
95
96 .float dodging_force_total;
97 .float dodging_force_remaining;
98
99 #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
100 .int pressedkeys;
101 #endif
102
103 #define X(dir) \
104         tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
105         if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
106                 return true;
107
108 // returns true if the player is close to a wall
109 bool is_close_to_wall(entity this, float threshold)
110 {
111         X(v_right);
112         X(-v_right);
113         X(v_forward);
114         X(-v_forward);
115
116         return false;
117 }
118
119 bool is_close_to_ground(entity this, float threshold)
120 {
121         if (IS_ONGROUND(this)) return true;
122         X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
123
124         return false;
125 }
126
127 #undef X
128
129 // TODO use real cvars
130 /*float autocvar_velocity_min = 200;
131 float autocvar_velocity_max = 700;
132 float autocvar_force_min = 50;
133 float autocvar_force_max = 350;*/
134 float determine_speed(entity player) {
135         float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
136         x = x; // unused
137         return x;
138
139         /*float horiz_vel = vlen(vec2(player.velocity));
140         // force min and max are inverted - the faster you are the wekaer dodging becomes
141         // TODO document cvars in cfg
142         return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
143 }
144
145 bool PM_dodging_checkpressedkeys(entity this)
146 {
147         // first check if the last dodge is far enough back in time so we can dodge again
148         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
149                 return false;
150
151         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
152         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
153
154         float tap_direction_x = 0;
155         float tap_direction_y = 0;
156         bool dodge_detected = false;
157         vector mymovement = PHYS_CS(this).movement;
158
159         #define X(COND,BTN,RESULT)                                                                                                                      \
160         if (mymovement_##COND)                                                                                          \
161                 /* is this a state change? */                                                                                                   \
162                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
163                         tap_direction_##RESULT;                                                                                                 \
164                         if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
165                                 dodge_detected = true;                                                                                          \
166                         if(PHYS_INPUT_BUTTON_DODGE(this))                                                                               \
167                                 dodge_detected = true;                                                                                          \
168                         this.last_##BTN##_KEY_time = time;                                                                              \
169                 }
170         X(x < 0, BACKWARD,      x--);
171         X(x > 0, FORWARD,       x++);
172         X(y < 0, LEFT,          y--);
173         X(y > 0, RIGHT,         y++);
174         #undef X
175
176         if (!dodge_detected) return false;
177
178         makevectors(this.angles);
179
180         bool wall_dodge = false;
181
182         if(!PHYS_DODGING_AIR)
183         if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
184         {
185                 wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
186                 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
187                         return false;
188         }
189
190         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
191                 return false;
192
193         this.last_dodging_time = time;
194
195         this.dodging_action = 1;
196         this.dodging_single_action = 1;
197
198         //this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
199         this.dodging_force_total = determine_speed(this);
200         this.dodging_force_remaining = this.dodging_force_total;
201
202         this.dodging_direction.x = tap_direction_x;
203         this.dodging_direction.y = tap_direction_y;
204
205         // normalize the dodging_direction vector.. (unlike UT99) XD
206         float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
207
208         this.dodging_direction_x = this.dodging_direction_x / length;
209         this.dodging_direction_y = this.dodging_direction_y / length;
210
211         return true;
212 }
213
214 void PM_dodging(entity this)
215 {
216         // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
217         if (!this.dodging_action) return;
218
219         // when swimming or dead, no dodging allowed..
220         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
221         {
222                 this.dodging_action = 0;
223                 this.dodging_direction_x = 0;
224                 this.dodging_direction_y = 0;
225                 return;
226         }
227
228         // make sure v_up, v_right and v_forward are sane
229         if(PHYS_DODGING_AIR)
230                 makevectors(this.v_angle);
231         else
232                 makevectors(this.angles);
233
234         // fraction of the force to apply each frame
235         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
236         // will be called ramp_time/frametime times = 2 times. so, we need to
237         // add 0.5 * the total speed each frame until the dodge action is done..
238         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
239         common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
240
241         // if ramp time is smaller than frametime we get problems ;D
242         common_factor = min(common_factor, 1);
243
244         /*float horiz_speed = determine_speed(this); // TODO kill this
245         //LOG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), horiz_speed);
246         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
247         new_velocity_gain = max(0, new_velocity_gain);
248
249         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;*/
250
251         /*float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining;
252         this.dodging_force_remaining -= velocity_increase;*/
253
254         /*this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
255                                 + ((this.dodging_direction_x * velocity_difference) * v_forward);
256
257         this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;*/
258
259         float velocity_increase = common_factor * this.dodging_force_total;
260         LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
261         this.velocity += this.dodging_direction_x * velocity_increase * v_forward
262                        + this.dodging_direction_y * velocity_increase * v_right;
263
264         // the up part of the dodge is a single shot action
265         if (this.dodging_single_action == 1)
266         {
267                 UNSET_ONGROUND(this);
268
269                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
270
271 #ifdef SVQC
272                 if (autocvar_sv_dodging_sound)
273                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
274
275                 animdecide_setaction(this, ANIMACTION_JUMP, true);
276 #endif
277
278                 this.dodging_single_action = 0;
279         }
280
281         // are we done with the dodging ramp yet?
282         if((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME)
283         {
284                 // reset state so next dodge can be done correctly
285                 this.dodging_action = 0;
286                 this.dodging_direction.x = 0;
287                 this.dodging_direction.y = 0;
288         }
289 }
290
291 #ifdef CSQC
292 void PM_dodging_GetPressedKeys(entity this)
293 {
294         PM_dodging_checkpressedkeys(this);
295
296         int keys = this.pressedkeys;
297         keys = BITSET(keys, KEY_FORWARD,        PHYS_CS(this).movement.x > 0);
298         keys = BITSET(keys, KEY_BACKWARD,       PHYS_CS(this).movement.x < 0);
299         keys = BITSET(keys, KEY_RIGHT,          PHYS_CS(this).movement.y > 0);
300         keys = BITSET(keys, KEY_LEFT,           PHYS_CS(this).movement.y < 0);
301
302         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
303         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
304         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
305         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
306         this.pressedkeys = keys;
307 }
308 #endif
309
310 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
311 {
312         entity player = M_ARGV(0, entity);
313         //LOG_INFOF("player %s, physics %f\n", player.netname, time);
314
315 #ifdef CSQC
316         PM_dodging_GetPressedKeys(player);
317 #endif
318         PM_dodging(player);
319 }
320
321 #ifdef SVQC
322
323 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
324
325 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
326 {
327         entity player = M_ARGV(0, entity);
328         //LOG_INFOF("player %s, keys %f\n", player.netname, time);
329
330         PM_dodging_checkpressedkeys(player);
331 }
332
333 #endif