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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_NODOUBLETAP         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
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_NODOUBLETAP         STAT(DODGING_FROZEN_NO_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
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
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;
84
85 // these store the movement direction at the time of the dodge action happening.
86 .vector dodging_direction;
87
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;
91
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
94 // until it's 0.
95 .float dodging_velocity_gain;
96
97 #ifdef CSQC
98 .int pressedkeys;
99 #endif
100
101 // returns true if the player is close to a wall
102 bool check_close_to_wall(entity this, float threshold)
103 {
104         if (PHYS_DODGING_WALL == 0) { return false; }
105
106 #define X(dir) \
107         tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
108         if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
109                 return true;
110
111         X(v_right);
112         X(-v_right);
113         X(v_forward);
114         X(-v_forward);
115 #undef X
116
117         return false;
118 }
119
120 bool check_close_to_ground(entity this, float threshold)
121 {
122         return IS_ONGROUND(this) ? true : false;
123 }
124
125 bool PM_dodging_checkpressedkeys(entity this)
126 {
127         // first check if the last dodge is far enough back in time so we can dodge again
128         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
129                 return false;
130
131         makevectors(this.angles);
132
133         bool wall_dodge = false;
134
135         if(!PHYS_DODGING_AIR)
136         if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
137         {
138                 wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD);
139                 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
140                         return true;
141         }
142
143         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
144                 return false;
145
146         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
147         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
148
149         float tap_direction_x = 0;
150         float tap_direction_y = 0;
151         bool dodge_detected = false;
152         vector mymovement = PHYS_CS(this).movement;
153
154         #define X(COND,BTN,RESULT)                                                                                                                      \
155         if (mymovement_##COND)                                                                                          \
156                 /* is this a state change? */                                                                                                   \
157                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
158                                 tap_direction_##RESULT;                                                                                                 \
159                                 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
160                                         dodge_detected = true;                                                                                          \
161                                 if(PHYS_INPUT_BUTTON_DODGE(this))                                                                               \
162                                         dodge_detected = true;                                                                                          \
163                                 this.last_##BTN##_KEY_time = time;                                                                              \
164                 }
165         X(x < 0, BACKWARD,      x--);
166         X(x > 0, FORWARD,       x++);
167         X(y < 0, LEFT,          y--);
168         X(y > 0, RIGHT,         y++);
169         #undef X
170
171         if (dodge_detected)
172         {
173                 this.last_dodging_time = time;
174
175                 this.dodging_action = 1;
176                 this.dodging_single_action = 1;
177
178                 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
179
180                 this.dodging_direction_x = tap_direction_x;
181                 this.dodging_direction_y = tap_direction_y;
182
183                 // normalize the dodging_direction vector.. (unlike UT99) XD
184                 float length = this.dodging_direction_x * this.dodging_direction_x
185                                         + this.dodging_direction_y * this.dodging_direction_y;
186                 length = sqrt(length);
187
188                 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
189                 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
190                 return true;
191         }
192         return false;
193 }
194
195 void PM_dodging(entity this)
196 {
197         // when swimming or dead, no dodging allowed..
198         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
199         {
200                 this.dodging_action = 0;
201                 this.dodging_direction_x = 0;
202                 this.dodging_direction_y = 0;
203                 return;
204         }
205
206         // make sure v_up, v_right and v_forward are sane
207         if(PHYS_DODGING_AIR)
208                 makevectors(this.v_angle);
209         else
210                 makevectors(this.angles);
211
212         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
213         // will be called ramp_time/frametime times = 2 times. so, we need to
214         // add 0.5 * the total speed each frame until the dodge action is done..
215         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
216
217         // if ramp time is smaller than frametime we get problems ;D
218         common_factor = min(common_factor, 1);
219
220         float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
221         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
222         new_velocity_gain = max(0, new_velocity_gain);
223
224         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
225
226         // ramp up dodging speed by adding some velocity each frame..
227         if (this.dodging_action == 1)
228         {
229                 //disable jump key during dodge accel phase
230                 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
231
232                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
233                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
234
235                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
236         }
237
238         // the up part of the dodge is a single shot action
239         if (this.dodging_single_action == 1)
240         {
241                 UNSET_ONGROUND(this);
242
243                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
244
245 #ifdef SVQC
246                 if (autocvar_sv_dodging_sound)
247                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
248
249                 animdecide_setaction(this, ANIMACTION_JUMP, true);
250 #endif
251
252                 this.dodging_single_action = 0;
253         }
254
255         // are we done with the dodging ramp yet?
256         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
257         {
258                 // reset state so next dodge can be done correctly
259                 this.dodging_action = 0;
260                 this.dodging_direction_x = 0;
261                 this.dodging_direction_y = 0;
262         }
263 }
264
265 void PM_dodging_GetPressedKeys(entity this)
266 {
267 #ifdef CSQC
268         PM_dodging_checkpressedkeys(this);
269
270         int keys = this.pressedkeys;
271         keys = BITSET(keys, KEY_FORWARD,        PHYS_CS(this).movement.x > 0);
272         keys = BITSET(keys, KEY_BACKWARD,       PHYS_CS(this).movement.x < 0);
273         keys = BITSET(keys, KEY_RIGHT,          PHYS_CS(this).movement.y > 0);
274         keys = BITSET(keys, KEY_LEFT,           PHYS_CS(this).movement.y < 0);
275
276         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
277         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
278         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
279         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
280         this.pressedkeys = keys;
281 #endif
282 }
283
284 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
285 {
286         entity player = M_ARGV(0, entity);
287
288         // print("dodging_PlayerPhysics\n");
289         PM_dodging_GetPressedKeys(player);
290         PM_dodging(player);
291 }
292
293 #ifdef SVQC
294
295 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
296
297 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
298 {
299         entity player = M_ARGV(0, entity);
300
301         PM_dodging_checkpressedkeys(player);
302 }
303
304 #endif