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
20 #define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed
22 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
24 #define PHYS_DODGING STAT(DODGING, this)
25 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
26 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
27 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
28 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
29 #define PHYS_DODGING_HORIZ_SPEED_MIN STAT(DODGING_HORIZ_SPEED_MIN, this)
30 #define PHYS_DODGING_HORIZ_SPEED_MAX STAT(DODGING_HORIZ_SPEED_MAX, this)
31 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST STAT(DODGING_HORIZ_FORCE_SLOWEST, this)
32 #define PHYS_DODGING_HORIZ_FORCE_FASTEST STAT(DODGING_HORIZ_FORCE_FASTEST, this)
33 #define PHYS_DODGING_HORIZ_FORCE_FROZEN STAT(DODGING_HORIZ_FORCE_FROZEN, this)
34 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
35 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
36 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
37 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
38 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
39 #define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this)
43 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
44 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
45 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
47 #define PHYS_DODGING_FRAMETIME sys_frametime
48 #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
49 #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
54 bool autocvar_sv_dodging_sound;
56 #include <common/animdecide.qh>
57 #include <common/physics/player.qh>
59 .float cvar_cl_dodging_timeout;
61 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
63 // this just turns on the cvar.
66 g_dodging = cvar("g_dodging");
69 // this just turns off the cvar.
70 MUTATOR_ONROLLBACK_OR_REMOVE
79 REGISTER_MUTATOR(dodging, true);
82 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
83 .float dodging_action;
85 // the jump part of the dodge cannot be ramped
86 .float dodging_single_action;
88 // these are used to store the last key press time for each of the keys..
89 .float last_FORWARD_KEY_time;
90 .float last_BACKWARD_KEY_time;
91 .float last_LEFT_KEY_time;
92 .float last_RIGHT_KEY_time;
94 // these store the movement direction at the time of the dodge action happening.
95 .vector dodging_direction;
97 // this indicates the last time a dodge was executed. used to check if another one is allowed
98 // and to ramp up the dodge acceleration in the physics hook.
99 .float last_dodging_time;
101 // the total speed that will be added over the ramp time
102 .float dodging_force_total;
103 // the part of total yet to be added
104 .float dodging_force_remaining;
111 tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
112 if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
115 // returns true if the player is close to a wall
116 bool is_close_to_wall(entity this, float threshold)
126 bool is_close_to_ground(entity this, float threshold)
128 if (IS_ONGROUND(this)) return true;
129 X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
136 float determine_force(entity player) {
137 if (PHYS_FROZEN(player)) return PHYS_DODGING_HORIZ_FORCE_FROZEN;
139 float horiz_vel = vlen(vec2(player.velocity));
140 return map_bound_ranges(horiz_vel,
141 PHYS_DODGING_HORIZ_SPEED_MIN, PHYS_DODGING_HORIZ_SPEED_MAX,
142 PHYS_DODGING_HORIZ_FORCE_SLOWEST, PHYS_DODGING_HORIZ_FORCE_FASTEST);
145 bool PM_dodging_checkpressedkeys(entity this)
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)
151 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
152 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
154 float tap_direction_x = 0;
155 float tap_direction_y = 0;
156 bool dodge_detected = false;
157 vector mymovement = PHYS_CS(this).movement;
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; \
170 X(x < 0, BACKWARD, x--);
171 X(x > 0, FORWARD, x++);
173 X(y > 0, RIGHT, y++);
176 if (!dodge_detected) return false;
178 //LOG_INFOF("dodge keys detected %f, speed %f\n", time, vlen(this.velocity));
180 makevectors(this.angles);
182 bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
183 bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD));
184 bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
185 if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
187 //LOG_INFOF("dodge delay %f\n", time - this.last_dodging_time); // TODO lowest i got with double press: 0.63
188 this.last_dodging_time = time;
190 this.dodging_action = 1;
191 this.dodging_single_action = 1;
193 this.dodging_force_total = determine_force(this);
194 this.dodging_force_remaining = this.dodging_force_total;
196 this.dodging_direction.x = tap_direction_x;
197 this.dodging_direction.y = tap_direction_y;
199 // normalize the dodging_direction vector.. (unlike UT99) XD
200 float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
202 this.dodging_direction.x = this.dodging_direction.x / length;
203 this.dodging_direction.y = this.dodging_direction.y / length;
208 void PM_dodging(entity this)
210 // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
211 if (!this.dodging_action) return;
213 // when swimming or dead, no dodging allowed..
214 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
216 this.dodging_action = 0;
217 this.dodging_direction.x = 0;
218 this.dodging_direction.y = 0;
222 // make sure v_up, v_right and v_forward are sane
224 makevectors(this.v_angle);
226 makevectors(this.angles);
228 // fraction of the force to apply each frame
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 // NOTE: depending on cl_netfps the client may (and probably will) send more input frames during each server frame
234 // but common_factor uses server frame rate so players with higher cl_netfps will ramp slightly faster
236 float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
237 this.dodging_force_remaining -= velocity_increase;
238 //LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
239 this.velocity += this.dodging_direction.x * velocity_increase * v_forward
240 + this.dodging_direction.y * velocity_increase * v_right;
242 // the up part of the dodge is a single shot action
243 if (this.dodging_single_action == 1)
245 UNSET_ONGROUND(this);
247 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
250 if (autocvar_sv_dodging_sound)
251 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
253 animdecide_setaction(this, ANIMACTION_JUMP, true);
256 this.dodging_single_action = 0;
259 if(this.dodging_force_remaining <= 0)
261 // reset state so next dodge can be done correctly
262 this.dodging_action = 0;
263 this.dodging_direction.x = 0;
264 this.dodging_direction.y = 0;
269 void PM_dodging_GetPressedKeys(entity this)
271 PM_dodging_checkpressedkeys(this);
273 int keys = this.pressedkeys;
274 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
275 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
276 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
277 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
279 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
280 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
281 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
282 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
283 this.pressedkeys = keys;
287 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
289 entity player = M_ARGV(0, entity);
290 //LOG_INFOF("player %s, physics %f\n", player.netname, time);
293 PM_dodging_GetPressedKeys(player);
300 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
302 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
304 entity player = M_ARGV(0, entity);
305 //LOG_INFOF("player %s, keys %f\n", player.netname, time);
307 PM_dodging_checkpressedkeys(player);