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DODGING: adjust defaults to make more sense with tracebox
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1
2 .float cvar_cl_dodging_timeout;
3
4
5 // these are used to store the last key press time for each of the keys..
6 .float last_FORWARD_KEY_time;
7 .float last_BACKWARD_KEY_time;
8 .float last_LEFT_KEY_time;
9 .float last_RIGHT_KEY_time;
10
11 // these store the movement direction at the time of the dodge action happening.
12 .float dodging_direction_x;
13 .float dodging_direction_y;
14
15 // this indicates the last time a dodge was executed. used to check if another one is allowed
16 // and to ramp up the dodge acceleration in the physics hook.
17 .float last_dodging_time;
18
19 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
20 .float dodging_action;
21
22 // the jump part of the dodge cannot be ramped
23 .float dodging_single_action;
24
25 void dodging_Initialize() {
26         // print("dodging_Initialize\n");
27
28         self.last_FORWARD_KEY_time = 0;
29         self.last_BACKWARD_KEY_time = 0;
30         self.last_RIGHT_KEY_time = 0;
31         self.last_LEFT_KEY_time = 0;
32         self.last_dodging_time = 0;
33         self.dodging_action = 0;
34         self.dodging_single_action = 0;
35         self.dodging_direction_x = 0;
36         self.dodging_direction_y = 0;
37 }
38
39 MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
40         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
41         return 0;
42 }
43
44 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
45         // print("dodging_PlayerPhysics\n");
46
47         float common_factor;
48
49         // is dodging enabled at all? if not, do nothing..
50         if (g_dodging == 0)
51                 return 0;
52
53         // make sure v_up, v_right and v_forward are sane
54         makevectors(self.angles);
55
56         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code 
57         // will be called ramp_time/frametime times = 2 times. so, we need to 
58         // add 0.5 * the total speed each frame until the dodge action is done..
59         common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
60
61         // if ramp time is smaller than frametime we get problems ;D
62         if (common_factor > 1) 
63                 common_factor = 1;
64
65
66         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
67         if (self.dodging_action == 1) {
68                 //disable jump key during dodge accel phase
69                 if (self.movement_z > 0) self.movement_z = 0;
70
71                 self.velocity = 
72                           self.velocity 
73                         + (common_factor * (self.dodging_direction_y * cvar("sv_dodging_horiz_speed")) * v_right) 
74                         + (common_factor * (self.dodging_direction_x * cvar("sv_dodging_horiz_speed")) * v_forward);
75         }
76
77         // the up part of the dodge is a single shot action
78         if (self.dodging_single_action == 1) {
79                 self.velocity = 
80                           self.velocity 
81                         + (cvar("sv_dodging_up_speed") * v_up);
82
83                 if (cvar("sv_dodging_sound") == 1)
84                         PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
85
86                 self.dodging_single_action = 0;
87         }
88
89         // are we done with the dodging ramp yet?
90         if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
91         {
92                 // reset state so next dodge can be done correctly
93                 self.dodging_action = 0;
94                 self.dodging_direction_x = 0;
95                 self.dodging_direction_y = 0;
96         }
97
98         return 0;
99 }
100
101
102 // returns 1 if the player is close to a wall
103 float check_close_to_wall(float threshold) {
104         if (cvar("sv_dodging_wall_dodging") == 0)
105                 return 0;
106
107         vector trace_start;
108         vector trace_end;
109
110         float distance;
111
112         trace_start = self.origin;
113
114
115         trace_end = self.origin + (1000*v_right);
116         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
117         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
118                 return 1;
119
120         trace_end = self.origin - (1000*v_right);
121         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
122         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
123                 return 1;
124
125         trace_end = self.origin + (1000*v_forward);
126         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
127         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
128                 return 1;
129
130         trace_end = self.origin - (1000*v_forward);
131         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
132         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
133                 return 1;
134
135         return 0;
136 }
137
138 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
139         // print("dodging_PlayerPhysics\n");
140
141         float length;
142         float dodge_detected;
143         vector trace_start;
144         vector trace_end;
145         float height_above_ground;
146
147         if (g_dodging == 0)
148                 return 0;
149
150         dodge_detected = 0;
151
152         // no dodging and jumping at the same time..
153         if (self.BUTTON_JUMP)
154                 return 0;
155
156         // first check if the last dodge is far enough back in time so we can dodge again
157         if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))
158                 return 0;
159
160         // determine height above ground is below a threshold
161         trace_start = self.origin;
162         trace_end = self.origin - (1000*v_up);
163
164         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
165
166         // check if the trace hit anything at all
167         if (trace_fraction > 1)
168                 return 0;
169
170         height_above_ground = self.origin_z - trace_endpos_z;
171
172         // check if our feet are on the ground or at least close :D
173         if ((height_above_ground > (fabs(PL_MIN_z) + cvar("sv_dodging_height_threshold")))
174                 && (check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1))
175                 return 0;
176
177         if (self.movement_x > 0) {
178                 // is this a state change?
179                 if (!(self.pressedkeys & KEY_FORWARD)) {
180                         if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { 
181                                 dodge_detected = 1;
182                                 self.dodging_direction_x = 1.0;
183                         }
184                         self.last_FORWARD_KEY_time = time;
185                 }
186         }
187
188         if (self.movement_x < 0) {
189                 // is this a state change?
190                 if (!(self.pressedkeys & KEY_BACKWARD)) {
191                         if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { 
192                                 dodge_detected = 1;
193                                 self.dodging_direction_x = -1.0;
194                         }
195                         self.last_BACKWARD_KEY_time = time;
196                 }
197         }
198
199         if (self.movement_y > 0) {
200                 // is this a state change?
201                 if (!(self.pressedkeys & KEY_RIGHT)) {
202                         if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { 
203                                 dodge_detected = 1;
204                                 self.dodging_direction_y = 1.0;
205                         }
206                         self.last_RIGHT_KEY_time = time;
207                 }
208         }
209
210         if (self.movement_y < 0) {
211                 // is this a state change?
212                 if (!(self.pressedkeys & KEY_LEFT)) {
213                         if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { 
214                                 dodge_detected = 1;
215                                 self.dodging_direction_y = -1.0;
216                         }
217                         self.last_LEFT_KEY_time = time;
218                 }
219         }
220
221
222
223         if (dodge_detected == 1) {
224                 if (self.movement_z > 0)
225                         self.movement_z = 0;
226
227                 self.last_dodging_time = time;
228
229                 self.dodging_action = 1;
230                 self.dodging_single_action = 1;
231
232                 // normalize the dodging_direction vector.. (unlike UT99) XD
233                 length = length + self.dodging_direction_x * self.dodging_direction_x;
234                 length = length + self.dodging_direction_y * self.dodging_direction_y;
235                 length = sqrt(length);
236
237                 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
238                 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
239         }
240
241         return 0;
242 }
243
244 MUTATOR_DEFINITION(dodging)
245 {
246         // we need to be called before GetPressedKey does its thing so we can
247         // detect state changes and therefore dodging actions..
248         MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
249
250         // in the physics hook we actually implement the dodge..
251         MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
252
253         // get timeout information from the client, so the client can configure it..
254         MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
255
256         // this just turns on the cvar.
257         MUTATOR_ONADD
258         {
259                 g_dodging = 1;
260                 dodging_Initialize();
261         }
262
263         // this just turns off the cvar.
264         MUTATOR_ONREMOVE
265         {        
266                 g_dodging = 0;
267         }
268
269         return 0;
270 }