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as far as i can tell `if(!PHYS_DODGING) { return; }` is completely useless
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / sv_dodging.qc
1 #include "sv_dodging.qh"
2
3 #define PHYS_DODGING                                            g_dodging
4 #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
5 #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
6 #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
7 #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
8 #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
9 #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
10 #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
11 #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
12 #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
13 #define PHYS_DODGING_AIR                                        autocvar_sv_dodging_air_dodging
14 #define PHYS_DODGING_MAXSPEED                           autocvar_sv_dodging_maxspeed
15
16 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
17 #if 0
18 #define PHYS_DODGING                                            STAT(DODGING, this)
19 #define PHYS_DODGING_DELAY                                      STAT(DODGING_DELAY, this)
20 #define PHYS_DODGING_DISTANCE_THRESHOLD         STAT(DODGING_DISTANCE_THRESHOLD, this)
21 #define PHYS_DODGING_FROZEN_NODOUBLETAP         STAT(DODGING_FROZEN_NO_DOUBLETAP, this)
22 #define PHYS_DODGING_HEIGHT_THRESHOLD           STAT(DODGING_HEIGHT_THRESHOLD, this)
23 #define PHYS_DODGING_HORIZ_SPEED                        STAT(DODGING_HORIZ_SPEED, this)
24 #define PHYS_DODGING_HORIZ_SPEED_FROZEN         STAT(DODGING_HORIZ_SPEED_FROZEN, this)
25 #define PHYS_DODGING_RAMP_TIME                          STAT(DODGING_RAMP_TIME, this)
26 #define PHYS_DODGING_UP_SPEED                           STAT(DODGING_UP_SPEED, this)
27 #define PHYS_DODGING_WALL                                       STAT(DODGING_WALL, this)
28 #define PHYS_DODGING_AIR                                        STAT(DODGING_AIR, this)
29 #define PHYS_DODGING_MAXSPEED                           STAT(DODGING_MAXSPEED, this)
30 #endif
31
32 #ifdef CSQC
33         #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
34         #define PHYS_DODGING_TIMEOUT(s)                         STAT(DODGING_TIMEOUT)
35         #define PHYS_DODGING_PRESSED_KEYS(s)            (s).pressedkeys
36 #elif defined(SVQC)
37         #define PHYS_DODGING_FRAMETIME                          sys_frametime
38         #define PHYS_DODGING_TIMEOUT(s)                         CS(s).cvar_cl_dodging_timeout
39         #define PHYS_DODGING_PRESSED_KEYS(s)            CS(s).pressedkeys
40 #endif
41
42 #ifdef SVQC
43
44 bool autocvar_sv_dodging_sound;
45
46 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
47 .float dodging_action;
48
49 // the jump part of the dodge cannot be ramped
50 .float dodging_single_action;
51
52 #include <common/animdecide.qh>
53 #include <common/physics/player.qh>
54
55 .float cvar_cl_dodging_timeout;
56
57 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
58 {
59         // this just turns on the cvar.
60         MUTATOR_ONADD
61         {
62                 g_dodging = cvar("g_dodging");
63         }
64
65         // this just turns off the cvar.
66         MUTATOR_ONROLLBACK_OR_REMOVE
67         {
68                 g_dodging = 0;
69         }
70
71         return false;
72 }
73
74 #elif defined(CSQC)
75 REGISTER_MUTATOR(dodging, true);
76 #endif
77
78 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
79 .float dodging_action;
80
81 // the jump part of the dodge cannot be ramped
82 .float dodging_single_action;
83
84
85 // these are used to store the last key press time for each of the keys..
86 .float last_FORWARD_KEY_time;
87 .float last_BACKWARD_KEY_time;
88 .float last_LEFT_KEY_time;
89 .float last_RIGHT_KEY_time;
90
91 // these store the movement direction at the time of the dodge action happening.
92 .vector dodging_direction;
93
94 // this indicates the last time a dodge was executed. used to check if another one is allowed
95 // and to ramp up the dodge acceleration in the physics hook.
96 .float last_dodging_time;
97
98 // This is the velocity gain to be added over the ramp time.
99 // It will decrease from frame to frame during dodging_action = 1
100 // until it's 0.
101 .float dodging_velocity_gain;
102
103 #ifdef CSQC
104 .int pressedkeys;
105 #endif
106
107 // returns true if the player is close to a wall
108 bool check_close_to_wall(entity this, float threshold)
109 {
110         if (PHYS_DODGING_WALL == 0) { return false; }
111
112 #define X(dir) \
113         tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
114         if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
115                 return true;
116
117         X(v_right);
118         X(-v_right);
119         X(v_forward);
120         X(-v_forward);
121 #undef X
122
123         return false;
124 }
125
126 bool check_close_to_ground(entity this, float threshold)
127 {
128         return IS_ONGROUND(this) ? true : false;
129 }
130
131 bool PM_dodging_checkpressedkeys(entity this)
132 {
133         // first check if the last dodge is far enough back in time so we can dodge again
134         if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
135                 return false;
136
137         makevectors(this.angles);
138
139         bool wall_dodge = false;
140
141         if(!PHYS_DODGING_AIR)
142         if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
143         {
144                 wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD);
145                 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
146                         return true;
147         }
148
149         if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
150                 return false;
151
152         bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
153         bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
154
155         float tap_direction_x = 0;
156         float tap_direction_y = 0;
157         bool dodge_detected = false;
158         vector mymovement = PHYS_CS(this).movement;
159
160         #define X(COND,BTN,RESULT)                                                                                                                      \
161         if (mymovement_##COND)                                                                                          \
162                 /* is this a state change? */                                                                                                   \
163                 if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) {             \
164                                 tap_direction_##RESULT;                                                                                                 \
165                                 if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap)    \
166                                         dodge_detected = true;                                                                                          \
167                                 if(PHYS_INPUT_BUTTON_DODGE(this))                                                                               \
168                                         dodge_detected = true;                                                                                          \
169                                 this.last_##BTN##_KEY_time = time;                                                                              \
170                 }
171         X(x < 0, BACKWARD,      x--);
172         X(x > 0, FORWARD,       x++);
173         X(y < 0, LEFT,          y--);
174         X(y > 0, RIGHT,         y++);
175         #undef X
176
177         if (dodge_detected)
178         {
179                 this.last_dodging_time = time;
180
181                 this.dodging_action = 1;
182                 this.dodging_single_action = 1;
183
184                 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
185
186                 this.dodging_direction_x = tap_direction_x;
187                 this.dodging_direction_y = tap_direction_y;
188
189                 // normalize the dodging_direction vector.. (unlike UT99) XD
190                 float length = this.dodging_direction_x * this.dodging_direction_x
191                                         + this.dodging_direction_y * this.dodging_direction_y;
192                 length = sqrt(length);
193
194                 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
195                 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
196                 return true;
197         }
198         return false;
199 }
200
201 void PM_dodging(entity this)
202 {
203         // when swimming or dead, no dodging allowed..
204         if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
205         {
206                 this.dodging_action = 0;
207                 this.dodging_direction_x = 0;
208                 this.dodging_direction_y = 0;
209                 return;
210         }
211
212         // make sure v_up, v_right and v_forward are sane
213         if(PHYS_DODGING_AIR)
214                 makevectors(this.v_angle);
215         else
216                 makevectors(this.angles);
217
218         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
219         // will be called ramp_time/frametime times = 2 times. so, we need to
220         // add 0.5 * the total speed each frame until the dodge action is done..
221         float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
222
223         // if ramp time is smaller than frametime we get problems ;D
224         common_factor = min(common_factor, 1);
225
226         float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
227         float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
228         new_velocity_gain = max(0, new_velocity_gain);
229
230         float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
231
232         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
233         if (this.dodging_action == 1)
234         {
235                 //disable jump key during dodge accel phase
236                 if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
237
238                 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
239                                         + ((this.dodging_direction_x * velocity_difference) * v_forward);
240
241                 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
242         }
243
244         // the up part of the dodge is a single shot action
245         if (this.dodging_single_action == 1)
246         {
247                 UNSET_ONGROUND(this);
248
249                 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
250
251 #ifdef SVQC
252                 if (autocvar_sv_dodging_sound)
253                         PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
254
255                 animdecide_setaction(this, ANIMACTION_JUMP, true);
256 #endif
257
258                 this.dodging_single_action = 0;
259         }
260
261         // are we done with the dodging ramp yet?
262         if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
263         {
264                 // reset state so next dodge can be done correctly
265                 this.dodging_action = 0;
266                 this.dodging_direction_x = 0;
267                 this.dodging_direction_y = 0;
268         }
269 }
270
271 void PM_dodging_GetPressedKeys(entity this)
272 {
273 #ifdef CSQC
274         PM_dodging_checkpressedkeys(this);
275
276         int keys = this.pressedkeys;
277         keys = BITSET(keys, KEY_FORWARD,        PHYS_CS(this).movement.x > 0);
278         keys = BITSET(keys, KEY_BACKWARD,       PHYS_CS(this).movement.x < 0);
279         keys = BITSET(keys, KEY_RIGHT,          PHYS_CS(this).movement.y > 0);
280         keys = BITSET(keys, KEY_LEFT,           PHYS_CS(this).movement.y < 0);
281
282         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
283         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
284         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
285         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
286         this.pressedkeys = keys;
287 #endif
288 }
289
290 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
291 {
292         entity player = M_ARGV(0, entity);
293
294         // print("dodging_PlayerPhysics\n");
295         PM_dodging_GetPressedKeys(player);
296         PM_dodging(player);
297 }
298
299 #ifdef SVQC
300
301 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
302
303 MUTATOR_HOOKFUNCTION(dodging, PlayerPreThink)
304 {
305         entity player = M_ARGV(0, entity);
306
307         STAT(DODGING_TIMEOUT, player) = CS(player).cvar_cl_dodging_timeout;
308 }
309
310 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
311 {
312         entity player = M_ARGV(0, entity);
313
314         PM_dodging_checkpressedkeys(player);
315 }
316
317 #endif