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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)                         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 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
47 .float dodging_action;
48
49 // the jump part of the dodge cannot be ramped
50 .float dodging_single_action;
51
52 #include <common/animdecide.qh>
53 #include <common/physics/player.qh>
54
55 .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
56
57 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
58 {
59         // this just turns on the cvar.
60         MUTATOR_ONADD
61         {
62                 g_dodging = cvar("g_dodging");
63         }
64
65         // this just turns off the cvar.
66         MUTATOR_ONROLLBACK_OR_REMOVE
67         {
68                 g_dodging = 0;
69         }
70
71         return false;
72 }
73
74 #elif defined(CSQC)
75 REGISTER_MUTATOR(dodging, true);
76 #endif
77
78 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
79 .float dodging_action;
80
81 // the jump part of the dodge cannot be ramped
82 .float dodging_single_action;
83
84
85 // these are used to store the last key press time for each of the keys..
86 .float last_FORWARD_KEY_time;
87 .float last_BACKWARD_KEY_time;
88 .float last_LEFT_KEY_time;
89 .float last_RIGHT_KEY_time;
90
91 // these store the movement direction at the time of the dodge action happening.
92 .vector dodging_direction;
93
94 // this indicates the last time a dodge was executed. used to check if another one is allowed
95 // and to ramp up the dodge acceleration in the physics hook.
96 .float last_dodging_time;
97
98 // This is the velocity gain to be added over the ramp time.
99 // It will decrease from frame to frame during dodging_action = 1
100 // until it's 0.
101 .float dodging_velocity_gain;
102
103 #ifdef CSQC
104 .int pressedkeys;
105 #endif
106
107 // returns 1 if the player is close to a wall
108 bool check_close_to_wall(entity this, float threshold)
109 {
110         if (PHYS_DODGING_WALL == 0) { return false; }
111
112 #define X(OFFSET) \
113         tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
114         if(trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) && vdist(this.origin - trace_endpos, <, threshold)) \
115                 return true;
116         X(1000*v_right);
117         X(-1000*v_right);
118         X(1000*v_forward);
119         X(-1000*v_forward);
120 #undef X
121
122         return false;
123 }
124
125 bool check_close_to_ground(entity this, float threshold)
126 {
127         return IS_ONGROUND(this) ? true : false;
128 }
129
130 bool PM_dodging_checkpressedkeys(entity this)
131 {
132         if(!PHYS_DODGING)
133                 return false;
134
135         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
136         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
137
138         // first check if the last dodge is far enough back in time so we can dodge again
139         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
140                 return false;
141
142         makevectors(this.angles);
143
144         bool wall_dodge = false;
145
146         if(!PHYS_DODGING_AIR)
147         if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
148         {
149                 wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD);
150                 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
151                         return true;
152         }
153
154         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
155                 return false;
156
157         float tap_direction_x = 0;
158         float tap_direction_y = 0;
159         bool dodge_detected = false;
160
161         #define X(COND,BTN,RESULT)                                                                                                                      \
162         if (this.movement_##COND)                                                                                               \
163                 /* is this a state change? */                                                                                                   \
164                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
165                                 tap_direction_##RESULT;                                                                                                 \
166                                 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
167                                         dodge_detected = true;                                                                                          \
168                                 if(PHYS_INPUT_BUTTON_DODGE(this))                                                                               \
169                                         dodge_detected = true;                                                                                          \
170                                 this.last_##BTN##_KEY_time = time;                                                                              \
171                 }
172         X(x < 0, BACKWARD,      x--);
173         X(x > 0, FORWARD,       x++);
174         X(y < 0, LEFT,          y--);
175         X(y > 0, RIGHT,         y++);
176         #undef X
177
178         if (dodge_detected)
179         {
180                 this.last_dodging_time = time;
181
182                 this.dodging_action = 1;
183                 this.dodging_single_action = 1;
184
185                 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
186
187                 this.dodging_direction_x = tap_direction_x;
188                 this.dodging_direction_y = tap_direction_y;
189
190                 // normalize the dodging_direction vector.. (unlike UT99) XD
191                 float length = this.dodging_direction_x * this.dodging_direction_x
192                                         + this.dodging_direction_y * this.dodging_direction_y;
193                 length = sqrt(length);
194
195                 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
196                 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
197                 return true;
198         }
199         return false;
200 }
201
202 void PM_dodging(entity this)
203 {
204         if (!PHYS_DODGING)
205                 return;
206
207         // when swimming or dead, no dodging allowed..
208         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
209         {
210                 this.dodging_action = 0;
211                 this.dodging_direction_x = 0;
212                 this.dodging_direction_y = 0;
213                 return;
214         }
215
216         // make sure v_up, v_right and v_forward are sane
217         if(PHYS_DODGING_AIR)
218                 makevectors(this.v_angle);
219         else
220                 makevectors(this.angles);
221
222         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
223         // will be called ramp_time/frametime times = 2 times. so, we need to
224         // add 0.5 * the total speed each frame until the dodge action is done..
225         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
226
227         // if ramp time is smaller than frametime we get problems ;D
228         common_factor = min(common_factor, 1);
229
230         float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
231         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
232         new_velocity_gain = max(0, new_velocity_gain);
233
234         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
235
236         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
237         if (this.dodging_action == 1)
238         {
239                 //disable jump key during dodge accel phase
240                 if(this.movement_z > 0) { this.movement_z = 0; }
241
242                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
243                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
244
245                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
246         }
247
248         // the up part of the dodge is a single shot action
249         if (this.dodging_single_action == 1)
250         {
251                 UNSET_ONGROUND(this);
252
253                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
254
255 #ifdef SVQC
256                 if (autocvar_sv_dodging_sound)
257                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
258
259                 animdecide_setaction(this, ANIMACTION_JUMP, true);
260 #endif
261
262                 this.dodging_single_action = 0;
263         }
264
265         // are we done with the dodging ramp yet?
266         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
267         {
268                 // reset state so next dodge can be done correctly
269                 this.dodging_action = 0;
270                 this.dodging_direction_x = 0;
271                 this.dodging_direction_y = 0;
272         }
273 }
274
275 void PM_dodging_GetPressedKeys(entity this)
276 {
277 #ifdef CSQC
278         if(!PHYS_DODGING) { return; }
279
280         PM_dodging_checkpressedkeys(this);
281
282         int keys = this.pressedkeys;
283         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
284         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
285         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
286         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
287
288         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
289         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
290         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
291         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
292         this.pressedkeys = keys;
293 #endif
294 }
295
296 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
297 {
298     entity player = M_ARGV(0, entity);
299
300         // print("dodging_PlayerPhysics\n");
301         PM_dodging_GetPressedKeys(player);
302         PM_dodging(player);
303 }
304
305 #ifdef SVQC
306
307 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
308
309 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
310 {
311         entity player = M_ARGV(0, entity);
312
313         PM_dodging_checkpressedkeys(player);
314 }
315
316 #endif