]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/mutator_multijump.qc
439552f25977f0f5c001ee2b99f7ab987bf40990
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_multijump.qc
1 .float multijump_count;
2 .float multijump_ready;
3
4 #ifdef CSQC
5
6 #define PHYS_MOVE_MULTIJUMP                     pm_multijump
7 #define PHYS_MULTIJUMP                          getstati(STAT_MULTIJUMP)
8 #define PHYS_MULTIJUMP_SPEED            getstatf(STAT_MULTIJUMP_SPEED)
9 #define PHYS_MULTIJUMP_ADD                      getstati(STAT_MULTIJUMP_ADD)
10
11 #elif defined(SVQC)
12
13 #define PHYS_MOVE_MULTIJUMP                     player_multijump
14 #define PHYS_MULTIJUMP                          autocvar_g_multijump
15 #define PHYS_MULTIJUMP_SPEED            autocvar_g_multijump_speed
16 #define PHYS_MULTIJUMP_ADD                      autocvar_g_multijump_add
17
18
19 .float stat_multijump;
20 .float stat_multijump_speed;
21 .float stat_multijump_add;
22
23 void multijump_UpdateStats()
24 {
25         self.stat_multijump = PHYS_MULTIJUMP;
26         self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
27         self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
28 }
29
30 void multijump_AddStats()
31 {
32         addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
33         addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
34         addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
35 }
36
37 #endif
38
39 void PM_multijump()
40 {
41         if(!PHYS_MULTIJUMP) { return; }
42
43         if(IS_ONGROUND(self))
44         {
45                 if (PHYS_MULTIJUMP > 0)
46                         self.multijump_count = 0;
47                 else
48                         self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
49         }
50
51 #ifdef SVQC
52         multijump_UpdateStats();
53 #endif
54 }
55
56 float PM_multijump_checkjump()
57 {
58         if(!PHYS_MULTIJUMP) { return FALSE; }
59
60         if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
61                 self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
62         else
63                 self.multijump_ready = FALSE;
64
65         if(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
66         {
67                 if (PHYS_MULTIJUMP)
68                 {
69                         if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
70                         {
71                                 if (self.velocity_z < PHYS_JUMPVELOCITY)
72                                 {
73                                         PHYS_MOVE_MULTIJUMP = TRUE;
74                                         self.velocity_z = 0;
75                                 }
76                         }
77                         else
78                                 PHYS_MOVE_MULTIJUMP = TRUE;
79
80                         if(PHYS_MOVE_MULTIJUMP)
81                         {
82                                 if(PHYS_INPUT_MOVEVALUES(self)_x != 0 || PHYS_INPUT_MOVEVALUES(self)_y != 0) // don't remove all speed if player isnt pressing any movement keys
83                                 {
84                                         float curspeed = vlen(vec2(self.velocity));
85                                         vector wishvel, wishdir;
86
87                                         makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
88                                         wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
89                                         wishdir = normalize(wishvel);
90
91                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
92                                         self.velocity_y = wishdir_y * curspeed;
93                                         // keep velocity_z unchanged!
94                                 }
95                                 if (PHYS_MULTIJUMP > 0)
96                                         self.multijump_count += 1;
97                         }
98                 }
99                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
100         }
101
102         return FALSE;
103 }
104
105 #ifdef SVQC
106 MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
107 {
108         PM_multijump();
109
110         return FALSE;
111 }
112
113 MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
114 {
115         return PM_multijump_checkjump();
116 }
117
118 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
119 {
120         ret_string = strcat(ret_string, ":multijump");
121         return FALSE;
122 }
123
124 MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
125 {
126         ret_string = strcat(ret_string, ", Multi jump");
127         return FALSE;
128 }
129
130 MUTATOR_DEFINITION(mutator_multijump)
131 {
132         MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
133         MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
134         MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
135         MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
136
137         MUTATOR_ONADD
138         {
139                 multijump_AddStats();
140         }
141
142         return FALSE;
143 }
144 #endif