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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / sv_dodging.qc
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 // 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;
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 true 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(dir) \
113         tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
114         if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
115                 return true;
116
117         X(v_right);
118         X(-v_right);
119         X(v_forward);
120         X(-v_forward);
121 #undef X
122
123         return false;
124 }
125
126 bool check_close_to_ground(entity this, float threshold)
127 {
128         return IS_ONGROUND(this) ? true : false;
129 }
130
131 bool PM_dodging_checkpressedkeys(entity this)
132 {
133         if(!PHYS_DODGING)
134                 return false;
135
136         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
137         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
138
139         // first check if the last dodge is far enough back in time so we can dodge again
140         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
141                 return false;
142
143         makevectors(this.angles);
144
145         bool wall_dodge = false;
146
147         if(!PHYS_DODGING_AIR)
148         if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
149         {
150                 wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD);
151                 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
152                         return true;
153         }
154
155         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
156                 return false;
157
158         float tap_direction_x = 0;
159         float tap_direction_y = 0;
160         bool dodge_detected = false;
161         vector mymovement = PHYS_CS(this).movement;
162
163         #define X(COND,BTN,RESULT)                                                                                                                      \
164         if (mymovement_##COND)                                                                                          \
165                 /* is this a state change? */                                                                                                   \
166                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
167                                 tap_direction_##RESULT;                                                                                                 \
168                                 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
169                                         dodge_detected = true;                                                                                          \
170                                 if(PHYS_INPUT_BUTTON_DODGE(this))                                                                               \
171                                         dodge_detected = true;                                                                                          \
172                                 this.last_##BTN##_KEY_time = time;                                                                              \
173                 }
174         X(x < 0, BACKWARD,      x--);
175         X(x > 0, FORWARD,       x++);
176         X(y < 0, LEFT,          y--);
177         X(y > 0, RIGHT,         y++);
178         #undef X
179
180         if (dodge_detected)
181         {
182                 this.last_dodging_time = time;
183
184                 this.dodging_action = 1;
185                 this.dodging_single_action = 1;
186
187                 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
188
189                 this.dodging_direction_x = tap_direction_x;
190                 this.dodging_direction_y = tap_direction_y;
191
192                 // normalize the dodging_direction vector.. (unlike UT99) XD
193                 float length = this.dodging_direction_x * this.dodging_direction_x
194                                         + this.dodging_direction_y * this.dodging_direction_y;
195                 length = sqrt(length);
196
197                 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
198                 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
199                 return true;
200         }
201         return false;
202 }
203
204 void PM_dodging(entity this)
205 {
206         if (!PHYS_DODGING)
207                 return;
208
209         // when swimming or dead, no dodging allowed..
210         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
211         {
212                 this.dodging_action = 0;
213                 this.dodging_direction_x = 0;
214                 this.dodging_direction_y = 0;
215                 return;
216         }
217
218         // make sure v_up, v_right and v_forward are sane
219         if(PHYS_DODGING_AIR)
220                 makevectors(this.v_angle);
221         else
222                 makevectors(this.angles);
223
224         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
225         // will be called ramp_time/frametime times = 2 times. so, we need to
226         // add 0.5 * the total speed each frame until the dodge action is done..
227         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
228
229         // if ramp time is smaller than frametime we get problems ;D
230         common_factor = min(common_factor, 1);
231
232         float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
233         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
234         new_velocity_gain = max(0, new_velocity_gain);
235
236         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
237
238         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
239         if (this.dodging_action == 1)
240         {
241                 //disable jump key during dodge accel phase
242                 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
243
244                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
245                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
246
247                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
248         }
249
250         // the up part of the dodge is a single shot action
251         if (this.dodging_single_action == 1)
252         {
253                 UNSET_ONGROUND(this);
254
255                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
256
257 #ifdef SVQC
258                 if (autocvar_sv_dodging_sound)
259                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
260
261                 animdecide_setaction(this, ANIMACTION_JUMP, true);
262 #endif
263
264                 this.dodging_single_action = 0;
265         }
266
267         // are we done with the dodging ramp yet?
268         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
269         {
270                 // reset state so next dodge can be done correctly
271                 this.dodging_action = 0;
272                 this.dodging_direction_x = 0;
273                 this.dodging_direction_y = 0;
274         }
275 }
276
277 void PM_dodging_GetPressedKeys(entity this)
278 {
279 #ifdef CSQC
280         if(!PHYS_DODGING) { return; }
281
282         PM_dodging_checkpressedkeys(this);
283
284         int keys = this.pressedkeys;
285         keys = BITSET(keys, KEY_FORWARD,        PHYS_CS(this).movement.x > 0);
286         keys = BITSET(keys, KEY_BACKWARD,       PHYS_CS(this).movement.x < 0);
287         keys = BITSET(keys, KEY_RIGHT,          PHYS_CS(this).movement.y > 0);
288         keys = BITSET(keys, KEY_LEFT,           PHYS_CS(this).movement.y < 0);
289
290         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
291         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
292         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
293         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
294         this.pressedkeys = keys;
295 #endif
296 }
297
298 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
299 {
300     entity player = M_ARGV(0, entity);
301
302         // print("dodging_PlayerPhysics\n");
303         PM_dodging_GetPressedKeys(player);
304         PM_dodging(player);
305 }
306
307 #ifdef SVQC
308
309 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
310
311 MUTATOR_HOOKFUNCTION(dodging, PlayerPreThink)
312 {
313         entity player = M_ARGV(0, entity);
314
315         STAT(DODGING_TIMEOUT, player) = CS(player).cvar_cl_dodging_timeout;
316 }
317
318 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
319 {
320         entity player = M_ARGV(0, entity);
321
322         PM_dodging_checkpressedkeys(player);
323 }
324
325 #endif