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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
1 #ifdef SVQC
2         #include "../_all.qh"
3         #include "mutator.qh"
4         #include "../antilag.qh"
5 #endif
6
7 .float multijump_count;
8 .float multijump_ready;
9
10 #ifdef CSQC
11
12 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
13 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
14 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
15
16 #elif defined(SVQC)
17
18 #define PHYS_MULTIJUMP                          autocvar_g_multijump
19 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
20 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
21
22
23 .float stat_multijump;
24 .float stat_multijump_speed;
25 .float stat_multijump_add;
26
27 void multijump_UpdateStats()
28 {
29         self.stat_multijump = PHYS_MULTIJUMP;
30         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
31         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
32 }
33
34 void multijump_AddStats()
35 {
36         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
37         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
38         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
39 }
40
41 #endif
42
43 void PM_multijump()
44 {
45         if(!PHYS_MULTIJUMP) { return; }
46
47         if(IS_ONGROUND(self))
48         {
49                 self.multijump_count = 0;
50         }
51 }
52
53 float PM_multijump_checkjump()
54 {
55         if(!PHYS_MULTIJUMP) { return false; }
56
57         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
58                 self.multijump_ready = true;  // this is necessary to check that we released the jump button and pressed it again
59         else
60                 self.multijump_ready = false;
61
62         if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
63         {
64                 if (PHYS_MULTIJUMP)
65                 {
66                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
67                         {
68                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
69                                 {
70                                         player_multijump = true;
71                                         self.velocity_z = 0;
72                                 }
73                         }
74                         else
75                                 player_multijump = true;
76
77                         if(player_multijump)
78                         {
79                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
80                                 {
81                                         float curspeed;
82                                         vector wishvel, wishdir;
83
84 #ifdef SVQC
85                                         curspeed = max(
86                                                 vlen(vec2(self.velocity)), // current xy speed
87                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
88                                         );
89 #elif defined(CSQC)
90                                         curspeed = vlen(vec2(self.velocity));
91 #endif
92
93                                         makevectors(self.v_angle_y * '0 1 0');
94                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
95                                         wishdir = normalize(wishvel);
96
97                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
98                                         self.velocity_y = wishdir_y * curspeed;
99                                         // keep velocity_z unchanged!
100                                 }
101                                 self.multijump_count += 1;
102                         }
103                 }
104                 self.multijump_ready = false; // require releasing and pressing the jump button again for the next jump
105         }
106
107         return false;
108 }
109
110 #ifdef SVQC
111 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
112 {
113         multijump_UpdateStats();
114         PM_multijump();
115
116         return false;
117 }
118
119 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
120 {
121         return PM_multijump_checkjump();
122 }
123
124 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
125 {
126         ret_string = strcat(ret_string, ":multijump");
127         return false;
128 }
129
130 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
131 {
132         ret_string = strcat(ret_string, ", Multi jump");
133         return false;
134 }
135
136 MUTATOR_DEFINITION(mutator_multijump)
137 {
138         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
139         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
140         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
141         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
142
143         MUTATOR_ONADD
144         {
145                 multijump_AddStats();
146         }
147
148         return false;
149 }
150 #endif