]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/dodging/dodging.qc
Merge branch 'master' into terencehill/hud_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / dodging.qc
1 #ifdef IMPLEMENTATION
2
3 #define PHYS_DODGING                                            STAT(DODGING, this)
4 #define PHYS_DODGING_DELAY                                      STAT(DODGING_DELAY, this)
5 #define PHYS_DODGING_DISTANCE_THRESHOLD         STAT(DODGING_DISTANCE_THRESHOLD, this)
6 #define PHYS_DODGING_FROZEN_NODOUBLETAP         STAT(DODGING_FROZEN_NO_DOUBLETAP, this)
7 #define PHYS_DODGING_HEIGHT_THRESHOLD           STAT(DODGING_HEIGHT_THRESHOLD, this)
8 #define PHYS_DODGING_HORIZ_SPEED                        STAT(DODGING_HORIZ_SPEED, this)
9 #define PHYS_DODGING_HORIZ_SPEED_FROZEN         STAT(DODGING_HORIZ_SPEED_FROZEN, this)
10 #define PHYS_DODGING_RAMP_TIME                          STAT(DODGING_RAMP_TIME, this)
11 #define PHYS_DODGING_UP_SPEED                           STAT(DODGING_UP_SPEED, this)
12 #define PHYS_DODGING_WALL                                       STAT(DODGING_WALL, this)
13 #define PHYS_DODGING_PRESSED_KEYS(s)            (s).pressedkeys
14
15 #ifdef CSQC
16         #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
17         #define PHYS_DODGING_TIMEOUT(s)                         STAT(DODGING_TIMEOUT)
18 #elif defined(SVQC)
19         #define PHYS_DODGING_FRAMETIME                          sys_frametime
20         #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
21
22
23 #endif
24
25 #ifdef SVQC
26
27 bool autocvar_sv_dodging_sound;
28
29 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
30 .float dodging_action;
31
32 // the jump part of the dodge cannot be ramped
33 .float dodging_single_action;
34
35 #include <common/animdecide.qh>
36 #include <common/physics/player.qh>
37
38 .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
39
40 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
41 {
42         // this just turns on the cvar.
43         MUTATOR_ONADD
44         {
45                 g_dodging = cvar("g_dodging");
46         }
47
48         // this just turns off the cvar.
49         MUTATOR_ONROLLBACK_OR_REMOVE
50         {
51                 g_dodging = 0;
52         }
53
54         return false;
55 }
56
57 #elif defined(CSQC)
58 REGISTER_MUTATOR(dodging, true);
59 #endif
60
61 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
62 .float dodging_action;
63
64 // the jump part of the dodge cannot be ramped
65 .float dodging_single_action;
66
67
68 // these are used to store the last key press time for each of the keys..
69 .float last_FORWARD_KEY_time;
70 .float last_BACKWARD_KEY_time;
71 .float last_LEFT_KEY_time;
72 .float last_RIGHT_KEY_time;
73
74 // these store the movement direction at the time of the dodge action happening.
75 .vector dodging_direction;
76
77 // this indicates the last time a dodge was executed. used to check if another one is allowed
78 // and to ramp up the dodge acceleration in the physics hook.
79 .float last_dodging_time;
80
81 // This is the velocity gain to be added over the ramp time.
82 // It will decrease from frame to frame during dodging_action = 1
83 // until it's 0.
84 .float dodging_velocity_gain;
85
86 #ifdef CSQC
87 .int pressedkeys;
88 #endif
89
90 // returns 1 if the player is close to a wall
91 bool check_close_to_wall(entity this, float threshold)
92 {
93         if (PHYS_DODGING_WALL == 0) { return false; }
94
95 #define X(OFFSET) \
96         tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
97         if(trace_fraction < 1 && vdist(this.origin - trace_endpos, <, threshold)) \
98                 return true;
99         X(1000*v_right);
100         X(-1000*v_right);
101         X(1000*v_forward);
102         X(-1000*v_forward);
103 #undef X
104
105         return false;
106 }
107
108 bool check_close_to_ground(entity this, float threshold)
109 {
110         return IS_ONGROUND(this) ? true : false;
111 }
112
113 float PM_dodging_checkpressedkeys(entity this)
114 {
115         if(!PHYS_DODGING)
116                 return false;
117
118         float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
119         float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
120
121         // first check if the last dodge is far enough back in time so we can dodge again
122         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
123                 return false;
124
125         makevectors(this.angles);
126
127         if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
128                 && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
129                 return true;
130
131         float tap_direction_x = 0;
132         float tap_direction_y = 0;
133         bool dodge_detected = false;
134
135         #define X(COND,BTN,RESULT)                                                                                                                      \
136         if (this.movement_##COND)                                                                                               \
137                 /* is this a state change? */                                                                                                   \
138                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
139                                 tap_direction_##RESULT;                                                                                                 \
140                                 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
141                                         dodge_detected = true;                                                                                                  \
142                                 this.last_##BTN##_KEY_time = time;                                                                              \
143                 }
144         X(x < 0, BACKWARD,      x--);
145         X(x > 0, FORWARD,       x++);
146         X(y < 0, LEFT,          y--);
147         X(y > 0, RIGHT,         y++);
148         #undef X
149
150         if (dodge_detected)
151         {
152                 this.last_dodging_time = time;
153
154                 this.dodging_action = 1;
155                 this.dodging_single_action = 1;
156
157                 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
158
159                 this.dodging_direction_x = tap_direction_x;
160                 this.dodging_direction_y = tap_direction_y;
161
162                 // normalize the dodging_direction vector.. (unlike UT99) XD
163                 float length = this.dodging_direction_x * this.dodging_direction_x
164                                         + this.dodging_direction_y * this.dodging_direction_y;
165                 length = sqrt(length);
166
167                 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
168                 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
169                 return true;
170         }
171         return false;
172 }
173
174 void PM_dodging(entity this)
175 {
176         if (!PHYS_DODGING)
177                 return;
178
179     if (IS_DEAD(this))
180         return;
181
182         // when swimming, no dodging allowed..
183         if (this.waterlevel >= WATERLEVEL_SWIMMING)
184         {
185                 this.dodging_action = 0;
186                 this.dodging_direction_x = 0;
187                 this.dodging_direction_y = 0;
188                 return;
189         }
190
191         // make sure v_up, v_right and v_forward are sane
192         makevectors(this.angles);
193
194         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
195         // will be called ramp_time/frametime times = 2 times. so, we need to
196         // add 0.5 * the total speed each frame until the dodge action is done..
197         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
198
199         // if ramp time is smaller than frametime we get problems ;D
200         common_factor = min(common_factor, 1);
201
202         float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
203         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
204         new_velocity_gain = max(0, new_velocity_gain);
205
206         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
207
208         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
209         if (this.dodging_action == 1)
210         {
211                 //disable jump key during dodge accel phase
212                 if(this.movement_z > 0) { this.movement_z = 0; }
213
214                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
215                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
216
217                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
218         }
219
220         // the up part of the dodge is a single shot action
221         if (this.dodging_single_action == 1)
222         {
223                 UNSET_ONGROUND(this);
224
225                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
226
227 #ifdef SVQC
228                 if (autocvar_sv_dodging_sound)
229                         PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
230
231                 animdecide_setaction(this, ANIMACTION_JUMP, true);
232 #endif
233
234                 this.dodging_single_action = 0;
235         }
236
237         // are we done with the dodging ramp yet?
238         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
239         {
240                 // reset state so next dodge can be done correctly
241                 this.dodging_action = 0;
242                 this.dodging_direction_x = 0;
243                 this.dodging_direction_y = 0;
244         }
245 }
246
247 void PM_dodging_GetPressedKeys(entity this)
248 {
249 #ifdef CSQC
250         if(!PHYS_DODGING) { return; }
251
252         PM_dodging_checkpressedkeys(this);
253
254         int keys = this.pressedkeys;
255         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
256         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
257         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
258         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
259
260         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
261         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
262         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
263         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
264         this.pressedkeys = keys;
265 #endif
266 }
267
268 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
269 {
270     SELFPARAM();
271         // print("dodging_PlayerPhysics\n");
272         PM_dodging_GetPressedKeys(self);
273         PM_dodging(self);
274         return false;
275 }
276
277 #ifdef SVQC
278
279 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
280
281 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
282 {
283     SELFPARAM();
284         PM_dodging_checkpressedkeys(self);
285         return false;
286 }
287
288 #endif
289 #endif