]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/dodging/dodging.qc
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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / dodging.qc
index c4deba5eab2d2c4e72b3bc870119c9e9f76ed186..9e7ea204f70fea157d8c69d5930b49afc2b995d1 100644 (file)
@@ -1,322 +1 @@
-#ifdef IMPLEMENTATION
-
-#ifdef CSQC
-       #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
-       #define PHYS_DODGING                                            STAT(DODGING)
-       #define PHYS_DODGING_DELAY                                      STAT(DODGING_DELAY)
-       #define PHYS_DODGING_TIMEOUT(s)                         STAT(DODGING_TIMEOUT)
-       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         STAT(DODGING_HORIZ_SPEED_FROZEN)
-       #define PHYS_DODGING_FROZEN_NODOUBLETAP         STAT(DODGING_FROZEN_NO_DOUBLETAP)
-       #define PHYS_DODGING_HORIZ_SPEED                        STAT(DODGING_HORIZ_SPEED)
-       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
-       #define PHYS_DODGING_HEIGHT_THRESHOLD           STAT(DODGING_HEIGHT_THRESHOLD)
-       #define PHYS_DODGING_DISTANCE_THRESHOLD         STAT(DODGING_DISTANCE_THRESHOLD)
-       #define PHYS_DODGING_RAMP_TIME                          STAT(DODGING_RAMP_TIME)
-       #define PHYS_DODGING_UP_SPEED                           STAT(DODGING_UP_SPEED)
-       #define PHYS_DODGING_WALL                                       STAT(DODGING_WALL)
-#elif defined(SVQC)
-       #define PHYS_DODGING_FRAMETIME                          sys_frametime
-       #define PHYS_DODGING                                            g_dodging
-       #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
-       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
-       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
-       #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
-       #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
-       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
-       #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
-       #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
-       #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
-       #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
-       #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
-
-       float autocvar_sv_dodging_delay;
-    float autocvar_sv_dodging_height_threshold;
-    float autocvar_sv_dodging_horiz_speed;
-    float autocvar_sv_dodging_horiz_speed_frozen;
-    float autocvar_sv_dodging_ramp_time;
-    bool autocvar_sv_dodging_sound;
-    float autocvar_sv_dodging_up_speed;
-    float autocvar_sv_dodging_wall_distance_threshold;
-    bool autocvar_sv_dodging_wall_dodging;
-    bool autocvar_sv_dodging_frozen_doubletap;
-#endif
-
-#ifdef SVQC
-
-float g_dodging;
-
-// 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 "../../../animdecide.qh"
-#include "../../../physics.qh"
-
-.float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
-
-.float stat_dodging = _STAT(DODGING);
-.float stat_dodging_delay = _STAT(DODGING_DELAY);
-.float stat_dodging_horiz_speed_frozen = _STAT(DODGING_HORIZ_SPEED_FROZEN);
-.float stat_dodging_frozen_nodoubletap = _STAT(DODGING_FROZEN_NO_DOUBLETAP);
-.float stat_dodging_frozen = _STAT(DODGING_FROZEN);
-.float stat_dodging_horiz_speed = _STAT(DODGING_HORIZ_SPEED);
-.float stat_dodging_height_threshold = _STAT(DODGING_HEIGHT_THRESHOLD);
-.float stat_dodging_distance_threshold = _STAT(DODGING_DISTANCE_THRESHOLD);
-.float stat_dodging_ramp_time = _STAT(DODGING_RAMP_TIME);
-.float stat_dodging_up_speed = _STAT(DODGING_UP_SPEED);
-.float stat_dodging_wall = _STAT(DODGING_WALL);
-
-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;
-}
-
-#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;
-
-#elif defined(SVQC)
-
-void dodging_UpdateStats()
-{SELFPARAM();
-       self.stat_dodging = PHYS_DODGING;
-       self.stat_dodging_delay = PHYS_DODGING_DELAY;
-       self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
-       self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
-       self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
-       self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
-       self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
-       self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
-       self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
-       self.stat_dodging_wall = PHYS_DODGING_WALL;
-}
-
-#endif
-
-// returns 1 if the player is close to a wall
-bool check_close_to_wall(float threshold)
-{SELFPARAM();
-       if (PHYS_DODGING_WALL == 0) { return false; }
-
-       #define X(OFFSET)                                                                                                                               \
-       tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, true, self);  \
-       if (trace_fraction < 1 && vlen (self.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(float threshold)
-{SELFPARAM();
-       return IS_ONGROUND(self) ? true : false;
-}
-
-float PM_dodging_checkpressedkeys()
-{SELFPARAM();
-       if(!PHYS_DODGING)
-               return false;
-
-       float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
-       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 - self.last_dodging_time) < PHYS_DODGING_DELAY)
-               return false;
-
-       makevectors(self.angles);
-
-       if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
-               && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
-               return true;
-
-       float tap_direction_x = 0;
-       float tap_direction_y = 0;
-       float dodge_detected = 0;
-
-       #define X(COND,BTN,RESULT)                                                                                                                      \
-       if (self.movement_##COND)                                                                                               \
-               /* is this a state change? */                                                                                                   \
-               if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) {             \
-                               tap_direction_##RESULT;                                                                                                 \
-                               if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self))   \
-                                       dodge_detected = 1;                                                                                                     \
-                               self.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 == 1)
-       {
-               self.last_dodging_time = time;
-
-               self.dodging_action = 1;
-               self.dodging_single_action = 1;
-
-               self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
-
-               self.dodging_direction_x = tap_direction_x;
-               self.dodging_direction_y = tap_direction_y;
-
-               // normalize the dodging_direction vector.. (unlike UT99) XD
-               float length = self.dodging_direction_x * self.dodging_direction_x
-                                       + self.dodging_direction_y * self.dodging_direction_y;
-               length = sqrt(length);
-
-               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
-               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
-               return true;
-       }
-       return false;
-}
-
-void PM_dodging()
-{SELFPARAM();
-       if (!PHYS_DODGING)
-               return;
-
-#ifdef SVQC
-       dodging_UpdateStats();
-#endif
-
-    if (PHYS_DEAD(self))
-        return;
-
-       // when swimming, no dodging allowed..
-       if (self.waterlevel >= WATERLEVEL_SWIMMING)
-       {
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
-               return;
-       }
-
-       // make sure v_up, v_right and v_forward are sane
-       makevectors(self.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(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
-       float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
-       new_velocity_gain = max(0, new_velocity_gain);
-
-       float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
-
-       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
-       if (self.dodging_action == 1)
-       {
-               //disable jump key during dodge accel phase
-               if(self.movement_z > 0) { self.movement_z = 0; }
-
-               self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
-                                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
-
-               self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
-       }
-
-       // the up part of the dodge is a single shot action
-       if (self.dodging_single_action == 1)
-       {
-               UNSET_ONGROUND(self);
-
-               self.velocity += PHYS_DODGING_UP_SPEED * v_up;
-
-#ifdef SVQC
-               if (autocvar_sv_dodging_sound)
-                       PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
-               animdecide_setaction(self, ANIMACTION_JUMP, true);
-#endif
-
-               self.dodging_single_action = 0;
-       }
-
-       // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
-       {
-               // reset state so next dodge can be done correctly
-               self.dodging_action = 0;
-               self.dodging_direction_x = 0;
-               self.dodging_direction_y = 0;
-       }
-}
-
-#ifdef SVQC
-
-MUTATOR_HOOKFUNCTION(dodging, GetCvars)
-{
-       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
-{
-       // print("dodging_PlayerPhysics\n");
-       PM_dodging();
-
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
-{
-       PM_dodging_checkpressedkeys();
-
-       return false;
-}
-
-#endif
-
-#endif
+#include "dodging.qh"