]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/dodging/dodging.qc
Q1BSP: use engine default for gl_max_lightmapsize (currently 512)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / dodging.qc
index 1707d0a9d0084d95b927cab079aef6e69d4112e8..9e7ea204f70fea157d8c69d5930b49afc2b995d1 100644 (file)
@@ -1,287 +1 @@
-#ifdef IMPLEMENTATION
-
-#define PHYS_DODGING                                           STAT(DODGING, this)
-#define PHYS_DODGING_DELAY                                     STAT(DODGING_DELAY, this)
-#define PHYS_DODGING_DISTANCE_THRESHOLD        STAT(DODGING_DISTANCE_THRESHOLD, this)
-#define PHYS_DODGING_FROZEN_NODOUBLETAP                STAT(DODGING_FROZEN_NO_DOUBLETAP, this)
-#define PHYS_DODGING_HEIGHT_THRESHOLD          STAT(DODGING_HEIGHT_THRESHOLD, this)
-#define PHYS_DODGING_HORIZ_SPEED                       STAT(DODGING_HORIZ_SPEED, this)
-#define PHYS_DODGING_HORIZ_SPEED_FROZEN        STAT(DODGING_HORIZ_SPEED_FROZEN, this)
-#define PHYS_DODGING_RAMP_TIME                                 STAT(DODGING_RAMP_TIME, this)
-#define PHYS_DODGING_UP_SPEED                          STAT(DODGING_UP_SPEED, this)
-#define PHYS_DODGING_WALL                                      STAT(DODGING_WALL, this)
-#define PHYS_DODGING_PRESSED_KEYS(s)           (s).pressedkeys
-
-#ifdef CSQC
-       #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
-       #define PHYS_DODGING_TIMEOUT(s)                         STAT(DODGING_TIMEOUT)
-#elif defined(SVQC)
-       #define PHYS_DODGING_FRAMETIME                          sys_frametime
-       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
-
-
-#endif
-
-#ifdef SVQC
-
-bool autocvar_sv_dodging_sound;
-
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
-#include <common/animdecide.qh>
-#include <common/physics/player.qh>
-
-.float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
-
-REGISTER_MUTATOR(dodging, cvar("g_dodging"))
-{
-       // this just turns on the cvar.
-       MUTATOR_ONADD
-       {
-               g_dodging = cvar("g_dodging");
-       }
-
-       // this just turns off the cvar.
-       MUTATOR_ONROLLBACK_OR_REMOVE
-       {
-               g_dodging = 0;
-       }
-
-       return false;
-}
-
-#elif defined(CSQC)
-REGISTER_MUTATOR(dodging, true);
-#endif
-
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
-
-// these are used to store the last key press time for each of the keys..
-.float last_FORWARD_KEY_time;
-.float last_BACKWARD_KEY_time;
-.float last_LEFT_KEY_time;
-.float last_RIGHT_KEY_time;
-
-// these store the movement direction at the time of the dodge action happening.
-.vector dodging_direction;
-
-// this indicates the last time a dodge was executed. used to check if another one is allowed
-// and to ramp up the dodge acceleration in the physics hook.
-.float last_dodging_time;
-
-// This is the velocity gain to be added over the ramp time.
-// It will decrease from frame to frame during dodging_action = 1
-// until it's 0.
-.float dodging_velocity_gain;
-
-#ifdef CSQC
-.int pressedkeys;
-#endif
-
-// returns 1 if the player is close to a wall
-bool check_close_to_wall(entity this, float threshold)
-{
-       if (PHYS_DODGING_WALL == 0) { return false; }
-
-#define X(OFFSET) \
-       tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
-       if(trace_fraction < 1 && vdist(this.origin - trace_endpos, <, threshold)) \
-               return true;
-       X(1000*v_right);
-       X(-1000*v_right);
-       X(1000*v_forward);
-       X(-1000*v_forward);
-#undef X
-
-       return false;
-}
-
-bool check_close_to_ground(entity this, float threshold)
-{
-       return IS_ONGROUND(this) ? true : false;
-}
-
-float PM_dodging_checkpressedkeys(entity this)
-{
-       if(!PHYS_DODGING)
-               return false;
-
-       float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
-       float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
-
-       // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
-               return false;
-
-       makevectors(this.angles);
-
-       if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
-               && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
-               return true;
-
-       float tap_direction_x = 0;
-       float tap_direction_y = 0;
-       bool dodge_detected = false;
-
-       #define X(COND,BTN,RESULT)                                                                                                                      \
-       if (this.movement_##COND)                                                                                               \
-               /* is this a state change? */                                                                                                   \
-               if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
-                               tap_direction_##RESULT;                                                                                                 \
-                               if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
-                                       dodge_detected = true;                                                                                                  \
-                               this.last_##BTN##_KEY_time = time;                                                                              \
-               }
-       X(x < 0, BACKWARD,      x--);
-       X(x > 0, FORWARD,       x++);
-       X(y < 0, LEFT,          y--);
-       X(y > 0, RIGHT,         y++);
-       #undef X
-
-       if (dodge_detected)
-       {
-               this.last_dodging_time = time;
-
-               this.dodging_action = 1;
-               this.dodging_single_action = 1;
-
-               this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
-
-               this.dodging_direction_x = tap_direction_x;
-               this.dodging_direction_y = tap_direction_y;
-
-               // normalize the dodging_direction vector.. (unlike UT99) XD
-               float length = this.dodging_direction_x * this.dodging_direction_x
-                                       + this.dodging_direction_y * this.dodging_direction_y;
-               length = sqrt(length);
-
-               this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
-               this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
-               return true;
-       }
-       return false;
-}
-
-void PM_dodging(entity this)
-{
-       if (!PHYS_DODGING)
-               return;
-
-    if (IS_DEAD(this))
-        return;
-
-       // when swimming, no dodging allowed..
-       if (this.waterlevel >= WATERLEVEL_SWIMMING)
-       {
-               this.dodging_action = 0;
-               this.dodging_direction_x = 0;
-               this.dodging_direction_y = 0;
-               return;
-       }
-
-       // make sure v_up, v_right and v_forward are sane
-       makevectors(this.angles);
-
-       // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
-       // will be called ramp_time/frametime times = 2 times. so, we need to
-       // add 0.5 * the total speed each frame until the dodge action is done..
-       float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
-
-       // if ramp time is smaller than frametime we get problems ;D
-       common_factor = min(common_factor, 1);
-
-       float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
-       float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
-       new_velocity_gain = max(0, new_velocity_gain);
-
-       float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
-
-       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
-       if (this.dodging_action == 1)
-       {
-               //disable jump key during dodge accel phase
-               if(this.movement_z > 0) { this.movement_z = 0; }
-
-               this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
-                                       + ((this.dodging_direction_x * velocity_difference) * v_forward);
-
-               this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
-       }
-
-       // the up part of the dodge is a single shot action
-       if (this.dodging_single_action == 1)
-       {
-               UNSET_ONGROUND(this);
-
-               this.velocity += PHYS_DODGING_UP_SPEED * v_up;
-
-#ifdef SVQC
-               if (autocvar_sv_dodging_sound)
-                       PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
-               animdecide_setaction(this, ANIMACTION_JUMP, true);
-#endif
-
-               this.dodging_single_action = 0;
-       }
-
-       // are we done with the dodging ramp yet?
-       if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
-       {
-               // reset state so next dodge can be done correctly
-               this.dodging_action = 0;
-               this.dodging_direction_x = 0;
-               this.dodging_direction_y = 0;
-       }
-}
-
-void PM_dodging_GetPressedKeys(entity this)
-{
-#ifdef CSQC
-       if(!PHYS_DODGING) { return; }
-
-       PM_dodging_checkpressedkeys(this);
-
-       int keys = this.pressedkeys;
-       keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
-       keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
-       keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
-       keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
-
-       keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
-       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
-       keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
-       keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
-       this.pressedkeys = keys;
-#endif
-}
-
-MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
-{
-       // print("dodging_PlayerPhysics\n");
-       PM_dodging_GetPressedKeys(self);
-       PM_dodging(self);
-       return false;
-}
-
-#ifdef SVQC
-
-REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
-
-MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
-{
-       PM_dodging_checkpressedkeys(self);
-       return false;
-}
-
-#endif
-#endif
+#include "dodging.qh"