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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
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
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 // 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
98 .int pressedkeys;
99 #endif
100
101 #define X(dir) \
102         tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
103         if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
104                 return true;
105
106 // returns true if the player is close to a wall
107 bool is_close_to_wall(entity this, float threshold)
108 {
109         X(v_right);
110         X(-v_right);
111         X(v_forward);
112         X(-v_forward);
113
114         return false;
115 }
116
117 bool is_close_to_ground(entity this, float threshold)
118 {
119         if (IS_ONGROUND(this)) return true;
120         X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
121
122         return false;
123 }
124
125 #undef X
126
127 bool PM_dodging_checkpressedkeys(entity this)
128 {
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)
131                 return false;
132
133         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
134         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
135
136         float tap_direction_x = 0;
137         float tap_direction_y = 0;
138         bool dodge_detected = false;
139         vector mymovement = PHYS_CS(this).movement;
140
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;                                                                              \
151                 }
152         X(x < 0, BACKWARD,      x--);
153         X(x > 0, FORWARD,       x++);
154         X(y < 0, LEFT,          y--);
155         X(y > 0, RIGHT,         y++);
156         #undef X
157
158         if (!dodge_detected) return false;
159
160         makevectors(this.angles);
161
162         bool wall_dodge = false;
163
164         if(!PHYS_DODGING_AIR)
165         if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
166         {
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!
169                         return true;
170         }
171
172         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
173                 return false;
174
175         this.last_dodging_time = time;
176
177         this.dodging_action = 1;
178         this.dodging_single_action = 1;
179
180         this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
181
182         this.dodging_direction_x = tap_direction_x;
183         this.dodging_direction_y = tap_direction_y;
184
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);
189
190         this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
191         this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
192
193         return true;
194 }
195
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;
203         x = x; // unused
204         return x;
205
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);*/
210 }
211
212 void PM_dodging(entity this)
213 {
214         // when swimming or dead, no dodging allowed..
215         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
216         {
217                 this.dodging_action = 0;
218                 this.dodging_direction_x = 0;
219                 this.dodging_direction_y = 0;
220                 return;
221         }
222
223         // make sure v_up, v_right and v_forward are sane
224         if(PHYS_DODGING_AIR)
225                 makevectors(this.v_angle);
226         else
227                 makevectors(this.angles);
228
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;
233
234         // if ramp time is smaller than frametime we get problems ;D
235         common_factor = min(common_factor, 1);
236
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);
241
242         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
243
244         // ramp up dodging speed by adding some velocity each frame..
245         if (this.dodging_action == 1)
246         {
247                 //disable jump key during dodge accel phase
248                 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
249
250                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
251                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
252
253                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
254         }
255
256         // the up part of the dodge is a single shot action
257         if (this.dodging_single_action == 1)
258         {
259                 UNSET_ONGROUND(this);
260
261                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
262
263 #ifdef SVQC
264                 if (autocvar_sv_dodging_sound)
265                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
266
267                 animdecide_setaction(this, ANIMACTION_JUMP, true);
268 #endif
269
270                 this.dodging_single_action = 0;
271         }
272
273         // are we done with the dodging ramp yet?
274         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
275         {
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;
280         }
281 }
282
283 void PM_dodging_GetPressedKeys(entity this)
284 {
285 #ifdef CSQC
286         PM_dodging_checkpressedkeys(this);
287
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);
293
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;
299 #endif
300 }
301
302 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
303 {
304         entity player = M_ARGV(0, entity);
305
306         // print("dodging_PlayerPhysics\n");
307         PM_dodging_GetPressedKeys(player);
308         PM_dodging(player);
309 }
310
311 #ifdef SVQC
312
313 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
314
315 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
316 {
317         entity player = M_ARGV(0, entity);
318
319         PM_dodging_checkpressedkeys(player);
320 }
321
322 #endif