1 #include "sv_dodging.qh"
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
16 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
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)
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
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
44 bool autocvar_sv_dodging_sound;
46 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
47 .float dodging_action;
49 // the jump part of the dodge cannot be ramped
50 .float dodging_single_action;
52 #include <common/animdecide.qh>
53 #include <common/physics/player.qh>
55 .float cvar_cl_dodging_timeout;
57 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
59 // this just turns on the cvar.
62 g_dodging = cvar("g_dodging");
65 // this just turns off the cvar.
66 MUTATOR_ONROLLBACK_OR_REMOVE
75 REGISTER_MUTATOR(dodging, true);
78 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
79 .float dodging_action;
81 // the jump part of the dodge cannot be ramped
82 .float dodging_single_action;
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;
91 // these store the movement direction at the time of the dodge action happening.
92 .vector dodging_direction;
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;
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
101 .float dodging_velocity_gain;
107 // returns 1 if the player is close to a wall
108 bool check_close_to_wall(entity this, float threshold)
110 if (PHYS_DODGING_WALL == 0) { return false; }
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)) \
125 bool check_close_to_ground(entity this, float threshold)
127 return IS_ONGROUND(this) ? true : false;
130 bool PM_dodging_checkpressedkeys(entity this)
135 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
136 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
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)
142 makevectors(this.angles);
144 bool wall_dodge = false;
146 if(!PHYS_DODGING_AIR)
147 if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
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!
154 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
157 float tap_direction_x = 0;
158 float tap_direction_y = 0;
159 bool dodge_detected = false;
160 vector mymovement = PHYS_CS(this).movement;
162 #define X(COND,BTN,RESULT) \
163 if (mymovement_##COND) \
164 /* is this a state change? */ \
165 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
166 tap_direction_##RESULT; \
167 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) \
168 dodge_detected = true; \
169 if(PHYS_INPUT_BUTTON_DODGE(this)) \
170 dodge_detected = true; \
171 this.last_##BTN##_KEY_time = time; \
173 X(x < 0, BACKWARD, x--);
174 X(x > 0, FORWARD, x++);
176 X(y > 0, RIGHT, y++);
181 this.last_dodging_time = time;
183 this.dodging_action = 1;
184 this.dodging_single_action = 1;
186 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
188 this.dodging_direction_x = tap_direction_x;
189 this.dodging_direction_y = tap_direction_y;
191 // normalize the dodging_direction vector.. (unlike UT99) XD
192 float length = this.dodging_direction_x * this.dodging_direction_x
193 + this.dodging_direction_y * this.dodging_direction_y;
194 length = sqrt(length);
196 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
197 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
203 void PM_dodging(entity this)
208 // when swimming or dead, no dodging allowed..
209 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
211 this.dodging_action = 0;
212 this.dodging_direction_x = 0;
213 this.dodging_direction_y = 0;
217 // make sure v_up, v_right and v_forward are sane
219 makevectors(this.v_angle);
221 makevectors(this.angles);
223 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
224 // will be called ramp_time/frametime times = 2 times. so, we need to
225 // add 0.5 * the total speed each frame until the dodge action is done..
226 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
228 // if ramp time is smaller than frametime we get problems ;D
229 common_factor = min(common_factor, 1);
231 float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
232 float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
233 new_velocity_gain = max(0, new_velocity_gain);
235 float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
237 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
238 if (this.dodging_action == 1)
240 //disable jump key during dodge accel phase
241 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
243 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
244 + ((this.dodging_direction_x * velocity_difference) * v_forward);
246 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
249 // the up part of the dodge is a single shot action
250 if (this.dodging_single_action == 1)
252 UNSET_ONGROUND(this);
254 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
257 if (autocvar_sv_dodging_sound)
258 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
260 animdecide_setaction(this, ANIMACTION_JUMP, true);
263 this.dodging_single_action = 0;
266 // are we done with the dodging ramp yet?
267 if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
269 // reset state so next dodge can be done correctly
270 this.dodging_action = 0;
271 this.dodging_direction_x = 0;
272 this.dodging_direction_y = 0;
276 void PM_dodging_GetPressedKeys(entity this)
279 if(!PHYS_DODGING) { return; }
281 PM_dodging_checkpressedkeys(this);
283 int keys = this.pressedkeys;
284 keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
285 keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
286 keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
287 keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
289 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
290 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
291 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
292 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
293 this.pressedkeys = keys;
297 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
299 entity player = M_ARGV(0, entity);
301 // print("dodging_PlayerPhysics\n");
302 PM_dodging_GetPressedKeys(player);
308 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
310 MUTATOR_HOOKFUNCTION(dodging, PlayerPreThink)
312 entity player = M_ARGV(0, entity);
314 STAT(DODGING_TIMEOUT, player) = CS(player).cvar_cl_dodging_timeout;
317 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
319 entity player = M_ARGV(0, entity);
321 PM_dodging_checkpressedkeys(player);