X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator_dodging.qc;h=3b193c163c9d61ea0cce471f7df999bdd0139323;hb=0cd168336bae636c572d55b24fce0b9f3fd0528d;hp=46ca34fd89ce8e6987d8d2ec794771daf92d13e4;hpb=d29977975e0fff5644ea94df53e9d527a00a2ea3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator_dodging.qc b/qcsrc/server/mutators/mutator_dodging.qc index 46ca34fd8..3b193c163 100644 --- a/qcsrc/server/mutators/mutator_dodging.qc +++ b/qcsrc/server/mutators/mutator_dodging.qc @@ -1,4 +1,7 @@ +.float cvar_cl_dodging_timeout; + + // 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; @@ -16,80 +19,254 @@ // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done.. .float dodging_action; +// 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 jump part of the dodge cannot be ramped +.float dodging_single_action; + void dodging_Initialize() { + // print("dodging_Initialize\n"); + self.last_FORWARD_KEY_time = 0; self.last_BACKWARD_KEY_time = 0; self.last_RIGHT_KEY_time = 0; self.last_LEFT_KEY_time = 0; self.last_dodging_time = 0; self.dodging_action = 0; + self.dodging_velocity_gain = 0; + self.dodging_single_action = 0; self.dodging_direction_x = 0; self.dodging_direction_y = 0; } +MUTATOR_HOOKFUNCTION(dodging_GetCvars) { + GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout"); + return 0; +} + MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) { - // print("physics hook\n"); + // print("dodging_PlayerPhysics\n"); + + float common_factor; + float new_velocity_gain; + float velocity_difference; + float clean_up_and_do_nothing; + + new_velocity_gain = 0; + clean_up_and_do_nothing = 0; + if (g_dodging == 0) + clean_up_and_do_nothing = 1; + + // when swimming, no dodging allowed.. + if (self.waterlevel >= WATERLEVEL_SWIMMING) + clean_up_and_do_nothing = 1; + + if (clean_up_and_do_nothing != 0) { + self.dodging_action = 0; + self.dodging_direction_x = 0; + self.dodging_direction_y = 0; return 0; + } + + // 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.. + common_factor = sys_frametime / autocvar_sv_dodging_ramp_time; + + // if ramp time is smaller than frametime we get problems ;D + if (common_factor > 1) + common_factor = 1; - // ramp up dodging speed by adding some velocity each frame.. + new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed); + if (new_velocity_gain < 0) + new_velocity_gain = 0; + + 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) { - self.velocity = self.velocity + self.dodging_direction_y * (cvar("sv_dodging_horiz_speed") * v_right) + self.dodging_direction_x * (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);//'100 0 50'; - self.dodging_action = 0; + //disable jump key during dodge accel phase + if (self.movement_z > 0) self.movement_z = 0; + + self.velocity = + 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) { + self.flags &~= FL_ONGROUND; + + self.velocity = + self.velocity + + (autocvar_sv_dodging_up_speed * v_up); + + if (autocvar_sv_dodging_sound == 1) + PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); + + setanim(self, self.anim_jump, TRUE, FALSE, TRUE); + + self.dodging_single_action = 0; } // are we done with the dodging ramp yet? - if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time"))) + if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_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; + } + + return 0; +} + + +// returns 1 if the player is close to a wall +float check_close_to_wall(float threshold) { + if (autocvar_sv_dodging_wall_dodging == 0) + return 0; + + vector trace_start; + vector trace_end; + + trace_start = self.origin; + + trace_end = self.origin + (1000*v_right); + tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self); + if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) + return 1; + + trace_end = self.origin - (1000*v_right); + tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self); + if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) + return 1; + + trace_end = self.origin + (1000*v_forward); + tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self); + if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) + return 1; + + trace_end = self.origin - (1000*v_forward); + tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self); + if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold) + return 1; + + return 0; +} + +float check_close_to_ground(float threshold) { + if (self.flags & FL_ONGROUND) + return 1; return 0; } + MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) { - //print("dodging_hook\n"); + // print("dodging_PlayerPhysics\n"); + + float length; + float tap_direction_x; + float tap_direction_y; + + tap_direction_x = 0; + tap_direction_y = 0; + float dodge_detected; if (g_dodging == 0) return 0; - if (self.movement_x > 0) // get if movement keys are pressed - { // forward key pressed - if (!(self.pressedkeys & KEY_FORWARD)) { // is this a state change? - if ( - ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) && - (self.lastflags & FL_ONGROUND) && - ((time - self.last_dodging_time) > cvar("sv_dodging_delay")) - ) { // are we allowed to dodge? - self.dodging_action = 1; - self.dodging_direction_x = self.movement_x; - self.dodging_direction_y = self.movement_y; + dodge_detected = 0; + // first check if the last dodge is far enough back in time so we can dodge again + if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay) + return 0; + + if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1 + && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1) + return 0; - self.last_dodging_time = time; + if (self.movement_x > 0) { + // is this a state change? + if (!(self.pressedkeys & KEY_FORWARD)) { + if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { + tap_direction_x = 1.0; + dodge_detected = 1; } self.last_FORWARD_KEY_time = time; } } - if (self.movement_x < 0) // get if movement keys are pressed - { // forward key pressed - if (!(self.pressedkeys & KEY_BACKWARD)) { // is this a state change? - if ( - ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) && - (self.lastflags & FL_ONGROUND) && - ((time - self.last_dodging_time) > cvar("sv_dodging_delay")) - ) { // are we allowed to dodge? - self.dodging_action = 1; - // self.velocity = self.velocity + (cvar("sv_dodging_horiz_speed") * v_forward) + (cvar("sv_dodging_up_speed") * v_up);//'100 0 50'; - self.last_dodging_time = time; + if (self.movement_x < 0) { + // is this a state change? + if (!(self.pressedkeys & KEY_BACKWARD)) { + tap_direction_x = -1.0; + if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { + dodge_detected = 1; } self.last_BACKWARD_KEY_time = time; } } + if (self.movement_y > 0) { + // is this a state change? + if (!(self.pressedkeys & KEY_RIGHT)) { + tap_direction_y = 1.0; + if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { + dodge_detected = 1; + } + self.last_RIGHT_KEY_time = time; + } + } + + if (self.movement_y < 0) { + // is this a state change? + if (!(self.pressedkeys & KEY_LEFT)) { + tap_direction_y = -1.0; + if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { + dodge_detected = 1; + } + self.last_LEFT_KEY_time = time; + } + } + + + + if (dodge_detected == 1) { + self.last_dodging_time = time; + + self.dodging_action = 1; + self.dodging_single_action = 1; + + self.dodging_velocity_gain = autocvar_sv_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 + length = length + self.dodging_direction_x * self.dodging_direction_x; + length = length + 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 0; } -MUTATOR_DEFINITION(dodging) +MUTATOR_DEFINITION(mutator_dodging) { // we need to be called before GetPressedKey does its thing so we can // detect state changes and therefore dodging actions.. @@ -98,18 +275,21 @@ MUTATOR_DEFINITION(dodging) // in the physics hook we actually implement the dodge.. MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY); - // this just turns on the cvar. TODO: implement :D + // get timeout information from the client, so the client can configure it.. + MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY); + + // this just turns on the cvar. MUTATOR_ONADD { g_dodging = 1; dodging_Initialize(); } - // this just turns off the cvar. TODO: implement :D + // this just turns off the cvar. MUTATOR_ONREMOVE { g_dodging = 0; } return 0; -} \ No newline at end of file +}