]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/dodging/sv_dodging.qc
Merge branch 't0uYK8Ne/set_slick_friction' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / sv_dodging.qc
index cf1a33949f091abc2a47ae9d67740bd619aa8286..c97308d58ab1f8cd8a7db8adcd738c277baa739e 100644 (file)
@@ -1,17 +1,23 @@
 #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_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 // TODO separate max air speed, fix frozen 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_DISTANCE_THRESHOLD        STAT(DODGING_DISTANCE_THRESHOLD, 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 // FIXME this is an sv_ file, none of this will even be compiled
+#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
@@ -46,8 +58,6 @@ bool autocvar_sv_dodging_sound;
 #include <common/animdecide.qh>
 #include <common/physics/player.qh>
 
-.float cvar_cl_dodging_timeout;
-
 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
 {
        // this just turns on the cvar.
@@ -88,15 +98,12 @@ 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 // TODO what is this? 1) CSQC in sv_ file never even gets compiled 2) pressedkeys is only defined on server so this would be always 0
+#ifdef CSQC
 .int pressedkeys;
 #endif
 
@@ -126,28 +133,17 @@ bool is_close_to_ground(entity this, float threshold)
 
 #undef X
 
-// TODO use real cvars
-/*float autocvar_velocity_min = 200;
-float autocvar_velocity_max = 700;
-float autocvar_force_min = 50;
-float autocvar_force_max = 350;*/
-float determine_speed(entity player) {
-       float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
-       x = x; // unused
-       return x;
-
-       /*float horiz_vel = vlen(vec2(player.velocity));
-       // force min and max are inverted - the faster you are the wekaer dodging becomes
-       // TODO document cvars in cfg
-       return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
+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)
 {
-       // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
-               return false;
-
        bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
        bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
 
@@ -156,17 +152,19 @@ bool PM_dodging_checkpressedkeys(entity this)
        bool dodge_detected = false;
        vector mymovement = PHYS_CS(this).movement;
 
-       #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;                                                                              \
-               }
+       #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--);
@@ -175,28 +173,26 @@ bool PM_dodging_checkpressedkeys(entity this)
 
        if (!dodge_detected) return false;
 
-       makevectors(this.angles);
-
-       bool wall_dodge = 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;
 
-       if(!PHYS_DODGING_AIR)
-       if(!is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
-       {
-               wall_dodge = (PHYS_DODGING_WALL && is_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 false;
-       }
+       makevectors(this.angles);
 
-       if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
-               return 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;
 
        this.last_dodging_time = time;
 
        this.dodging_action = 1;
        this.dodging_single_action = 1;
 
-       //this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
-       this.dodging_force_total = determine_speed(this);
+       this.dodging_force_total = determine_force(this);
        this.dodging_force_remaining = this.dodging_force_total;
 
        this.dodging_direction.x = tap_direction_x;
@@ -205,8 +201,8 @@ bool PM_dodging_checkpressedkeys(entity this)
        // 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 = this.dodging_direction_x / length;
-       this.dodging_direction_y = this.dodging_direction_y / length;
+       this.dodging_direction.x = this.dodging_direction.x / length;
+       this.dodging_direction.y = this.dodging_direction.y / length;
 
        return true;
 }
@@ -220,8 +216,8 @@ void PM_dodging(entity this)
        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;
        }
 
@@ -236,30 +232,13 @@ void PM_dodging(entity this)
        // 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;
-       common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
-
-       // if ramp time is smaller than frametime we get problems ;D
-       common_factor = min(common_factor, 1);
-
-       /*float horiz_speed = determine_speed(this); // TODO kill this
-       //LOG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), 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;*/
-
-       /*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_y * velocity_difference) * v_right)
-                               + ((this.dodging_direction_x * velocity_difference) * v_forward);
-
-       this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;*/
+       // 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
 
-       float velocity_increase = common_factor * this.dodging_force_total;
-       LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
-       this.velocity += this.dodging_direction_x * velocity_increase * v_forward
-                      + this.dodging_direction_y * velocity_increase * v_right;
+       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)
@@ -278,8 +257,7 @@ void PM_dodging(entity this)
                this.dodging_single_action = 0;
        }
 
-       // are we done with the dodging ramp yet?
-       if((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;
@@ -310,7 +288,6 @@ void PM_dodging_GetPressedKeys(entity this)
 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
 {
        entity player = M_ARGV(0, entity);
-       //LOG_INFOF("player %s, physics %f\n", player.netname, time);
 
 #ifdef CSQC
        PM_dodging_GetPressedKeys(player);
@@ -325,7 +302,6 @@ REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
 {
        entity player = M_ARGV(0, entity);
-       //LOG_INFOF("player %s, keys %f\n", player.netname, time);
 
        PM_dodging_checkpressedkeys(player);
 }