X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdodging%2Fsv_dodging.qc;h=c97308d58ab1f8cd8a7db8adcd738c277baa739e;hb=4b615d6ea3ee6794ea9368c782393c66ef55c170;hp=d62aa42c4e529e8c64ff85798a8e4a85b98534b9;hpb=fdbfb6f9364d8aeae67e108400a6bd1dd37dc0b7;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc b/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc index d62aa42c4..c97308d58 100644 --- a/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc +++ b/qcsrc/common/mutators/mutator/dodging/sv_dodging.qc @@ -1,39 +1,51 @@ #include "sv_dodging.qh" +// TODO the CSQC blocks in this sv_ file are currently not compiled but will be when dodging prediction gets enabled + #define PHYS_DODGING g_dodging #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold -#define PHYS_DODGING_FROZEN_NODOUBLETAP autocvar_sv_dodging_frozen_doubletap +#define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold -#define PHYS_DODGING_HORIZ_SPEED autocvar_sv_dodging_horiz_speed -#define PHYS_DODGING_HORIZ_SPEED_FROZEN autocvar_sv_dodging_horiz_speed_frozen +#define PHYS_DODGING_HORIZ_SPEED_MIN autocvar_sv_dodging_horiz_speed_min +#define PHYS_DODGING_HORIZ_SPEED_MAX autocvar_sv_dodging_horiz_speed_max +#define PHYS_DODGING_HORIZ_FORCE_SLOWEST autocvar_sv_dodging_horiz_force_slowest +#define PHYS_DODGING_HORIZ_FORCE_FASTEST autocvar_sv_dodging_horiz_force_fastest +#define PHYS_DODGING_HORIZ_FORCE_FROZEN autocvar_sv_dodging_horiz_force_frozen #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 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed +#define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging #if 0 #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_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_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_HORIZ_SPEED_MIN STAT(DODGING_HORIZ_SPEED_MIN, this) +#define PHYS_DODGING_HORIZ_SPEED_MAX STAT(DODGING_HORIZ_SPEED_MAX, this) +#define PHYS_DODGING_HORIZ_FORCE_SLOWEST STAT(DODGING_HORIZ_FORCE_SLOWEST, this) +#define PHYS_DODGING_HORIZ_FORCE_FASTEST STAT(DODGING_HORIZ_FORCE_FASTEST, this) +#define PHYS_DODGING_HORIZ_FORCE_FROZEN STAT(DODGING_HORIZ_FORCE_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_AIR STAT(DODGING_AIR, this) #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this) +#define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this) #endif #ifdef CSQC + float cvar_cl_dodging_timeout; #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime)) #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT) #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys #elif defined(SVQC) + .float cvar_cl_dodging_timeout; #define PHYS_DODGING_FRAMETIME sys_frametime #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys @@ -43,17 +55,9 @@ 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 #include -.float cvar_cl_dodging_timeout; - REGISTER_MUTATOR(dodging, cvar("g_dodging")) { // this just turns on the cvar. @@ -81,7 +85,6 @@ REGISTER_MUTATOR(dodging, true); // 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; @@ -95,122 +98,126 @@ REGISTER_MUTATOR(dodging, true); // 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; +// the total speed that will be added over the ramp time +.float dodging_force_total; +// the part of total yet to be added +.float dodging_force_remaining; #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 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) && vdist(this.origin - trace_endpos, <, threshold)) \ +#define X(dir) \ + tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \ + if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \ return true; - X(1000*v_right); - X(-1000*v_right); - X(1000*v_forward); - X(-1000*v_forward); -#undef X + +// returns true if the player is close to a wall +bool is_close_to_wall(entity this, float threshold) +{ + X(v_right); + X(-v_right); + X(v_forward); + X(-v_forward); return false; } -bool check_close_to_ground(entity this, float threshold) +bool is_close_to_ground(entity this, float threshold) { - return IS_ONGROUND(this) ? true : false; + if (IS_ONGROUND(this)) return true; + X(-v_up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway) + + return false; +} + +#undef X + +float determine_force(entity player) { + if (PHYS_FROZEN(player)) return PHYS_DODGING_HORIZ_FORCE_FROZEN; + + float horiz_vel = vlen(vec2(player.velocity)); + return map_bound_ranges(horiz_vel, + PHYS_DODGING_HORIZ_SPEED_MIN, PHYS_DODGING_HORIZ_SPEED_MAX, + PHYS_DODGING_HORIZ_FORCE_SLOWEST, PHYS_DODGING_HORIZ_FORCE_FASTEST); } bool PM_dodging_checkpressedkeys(entity this) { - if(!PHYS_DODGING) - return false; - bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this)); - bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP); + bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP); + + float tap_direction_x = 0; + float tap_direction_y = 0; + bool dodge_detected = false; + vector mymovement = PHYS_CS(this).movement; - // first check if the last dodge is far enough back in time so we can dodge again + #define X(COND,BTN,RESULT) \ + if (mymovement_##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; \ + } else if(PHYS_INPUT_BUTTON_DODGE(this)) { \ + 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) return false; + + // this check has to be after checking keys: + // the first key press of the double tap is allowed to be before dodging delay, + // only the second has to be after, otherwise +dodge gives an advantage because typical repress time is 0.1 s + // or higher which means players using +dodge would be able to do it more often if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY) return false; makevectors(this.angles); - bool wall_dodge = false; + bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED))); + bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD)); + bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED))); + if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false; - if(!PHYS_DODGING_AIR) - if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD)) - { - wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD); - if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it! - return true; - } + this.last_dodging_time = time; - if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED)) - return false; + this.dodging_action = 1; + this.dodging_single_action = 1; - float tap_direction_x = 0; - float tap_direction_y = 0; - bool dodge_detected = false; - vector mymovement = PHYS_CS(this).movement; + this.dodging_force_total = determine_force(this); + this.dodging_force_remaining = this.dodging_force_total; - #define X(COND,BTN,RESULT) \ - if (mymovement_##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; \ - if(PHYS_INPUT_BUTTON_DODGE(this)) \ - 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_direction.x = tap_direction_x; + this.dodging_direction.y = tap_direction_y; - this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED; + // normalize the dodging_direction vector.. (unlike UT99) XD + float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2); - this.dodging_direction_x = tap_direction_x; - this.dodging_direction_y = tap_direction_y; + this.dodging_direction.x = this.dodging_direction.x / length; + this.dodging_direction.y = this.dodging_direction.y / length; - // 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; + return true; } void PM_dodging(entity this) { - if (!PHYS_DODGING) - return; + // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks + if (!this.dodging_action) return; // when swimming or dead, no dodging allowed.. if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this)) { this.dodging_action = 0; - this.dodging_direction_x = 0; - this.dodging_direction_y = 0; + this.dodging_direction.x = 0; + this.dodging_direction.y = 0; return; } @@ -220,31 +227,18 @@ void PM_dodging(entity this) else makevectors(this.angles); + // fraction of the force to apply each frame // 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; + // NOTE: depending on cl_netfps the client may (and probably will) send more input frames during each server frame + // but common_factor uses server frame rate so players with higher cl_netfps will ramp slightly faster - // 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(PHYS_CS(this).movement.z > 0) { PHYS_CS(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; - } + float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining); + this.dodging_force_remaining -= velocity_increase; + this.velocity += this.dodging_direction.x * velocity_increase * v_forward + + this.dodging_direction.y * velocity_increase * v_right; // the up part of the dodge is a single shot action if (this.dodging_single_action == 1) @@ -263,21 +257,18 @@ void PM_dodging(entity this) 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)) + if(this.dodging_force_remaining <= 0) { // reset state so next dodge can be done correctly this.dodging_action = 0; - this.dodging_direction_x = 0; - this.dodging_direction_y = 0; + this.dodging_direction.x = 0; + this.dodging_direction.y = 0; } } +#ifdef CSQC void PM_dodging_GetPressedKeys(entity this) { -#ifdef CSQC - if(!PHYS_DODGING) { return; } - PM_dodging_checkpressedkeys(this); int keys = this.pressedkeys; @@ -291,15 +282,16 @@ void PM_dodging_GetPressedKeys(entity 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 } +#endif MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics) { - entity player = M_ARGV(0, entity); + entity player = M_ARGV(0, entity); - // print("dodging_PlayerPhysics\n"); +#ifdef CSQC PM_dodging_GetPressedKeys(player); +#endif PM_dodging(player); } @@ -307,13 +299,6 @@ MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics) REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout"); -MUTATOR_HOOKFUNCTION(dodging, PlayerPreThink) -{ - entity player = M_ARGV(0, entity); - - STAT(DODGING_TIMEOUT, player) = CS(player).cvar_cl_dodging_timeout; -} - MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys) { entity player = M_ARGV(0, entity);