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1
2 #ifdef SVQC
3
4 .float cvar_cl_dodging_timeout;
5
6 .float stat_dodging;
7 .float stat_dodging_timeout;
8 .float stat_dodging_delay;
9 .float stat_dodging_horiz_speed_frozen;
10 .float stat_dodging_frozen_nodoubletap;
11 .float stat_dodging_frozen;
12 .float stat_dodging_horiz_speed;
13 .float stat_dodging_height_threshold;
14 .float stat_dodging_distance_threshold;
15 .float stat_dodging_ramp_time;
16 .float stat_dodging_up_speed;
17 .float stat_dodging_wall;
18
19 #endif
20
21 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
22 .float dodging_action;
23
24 // the jump part of the dodge cannot be ramped
25 .float dodging_single_action;
26
27
28 // these are used to store the last key press time for each of the keys..
29 .float last_FORWARD_KEY_time;
30 .float last_BACKWARD_KEY_time;
31 .float last_LEFT_KEY_time;
32 .float last_RIGHT_KEY_time;
33
34 // these store the movement direction at the time of the dodge action happening.
35 .float dodging_direction_x;
36 .float dodging_direction_y;
37
38 // this indicates the last time a dodge was executed. used to check if another one is allowed
39 // and to ramp up the dodge acceleration in the physics hook.
40 .float last_dodging_time;
41
42 // This is the velocity gain to be added over the ramp time.
43 // It will decrease from frame to frame during dodging_action = 1
44 // until it's 0.
45 .float dodging_velocity_gain;
46
47 #ifdef CSQC
48 .float pressedkeys;
49
50 #define PHYS_INPUT_MOVEVALUES(s)                        input_movevalues
51 #define PHYS_INPUT_BUTTONS(s)                           input_buttons
52 #define PHYS_INPUT_ANGLES(s)                            input_angles
53
54 #define UNSET_ONGROUND(s)                                       s.pmove_flags &= ~PMF_ONGROUND
55 #define PHYS_FROZEN(s)                                          getstati(STAT_FROZEN)
56 #define IS_ONGROUND(s)                                          (s.pmove_flags & PMF_ONGROUND)
57
58 #define PHYS_DEAD(s)                                            s.csqcmodel_isdead
59
60 #define PHYS_DODGING_FRAMETIME                          1 / frametime
61 #define PHYS_DODGING                                            getstati(STAT_DODGING)
62 #define PHYS_DODGING_DELAY                                      getstatf(STAT_DODGING_DELAY)
63 #define PHYS_DODGING_TIMEOUT(s)                         getstatf(STAT_DODGING_TIMEOUT)
64 #define PHYS_DODGING_HORIZ_SPEED_FROZEN         getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
65 #define PHYS_DODGING_FROZEN                                     getstati(STAT_DODGING_FROZEN)
66 #define PHYS_DODGING_FROZEN_NODOUBLETAP         getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
67 #define PHYS_DODGING_HORIZ_SPEED                        getstatf(STAT_DODGING_HORIZ_SPEED)
68 #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
69 #define PHYS_DODGING_HEIGHT_THRESHOLD           getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
70 #define PHYS_DODGING_DISTANCE_THRESHOLD         getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
71 #define PHYS_DODGING_RAMP_TIME                          getstatf(STAT_DODGING_RAMP_TIME)
72 #define PHYS_DODGING_UP_SPEED                           getstatf(STAT_DODGING_UP_SPEED)
73 #define PHYS_DODGING_WALL                                       getstatf(STAT_DODGING_WALL)
74
75 #elif defined(SVQC)
76
77 #define PHYS_INPUT_ANGLES(s)                            s.angles
78 #define PHYS_INPUT_MOVEVALUES(s)                        s.movement
79 #define PHYS_INPUT_BUTTONS(s)                           (s.BUTTON_ATCK + 2 * s.BUTTON_JUMP + 4 * s.BUTTON_ATCK2 + 8 * s.BUTTON_ZOOM + 16 * s.BUTTON_CROUCH + 32 * s.BUTTON_HOOK + 64 * s.BUTTON_USE + 128 * (s.movement_x < 0) + 256 * (s.movement_x > 0) + 512 * (s.movement_y < 0) + 1024 * (s.movement_y > 0))
80 #define UNSET_ONGROUND(s)                                       s.flags &= ~FL_ONGROUND
81 #define PHYS_FROZEN(s)                                          s.frozen
82 #define IS_ONGROUND(s)                                          (s.flags & FL_ONGROUND)
83
84 #define PHYS_DEAD(s)                                            s.deadflag != DEAD_NO
85
86 #define PHYS_DODGING_FRAMETIME                          sys_frametime
87 #define PHYS_DODGING                                            g_dodging
88 #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
89 #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
90 #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
91 #define PHYS_DODGING_FROZEN                                     autocvar_sv_dodging_frozen
92 #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
93 #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
94 #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
95 #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
96 #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
97 #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
98 #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
99 #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
100
101
102 void dodging_UpdateStats()
103 {
104         self.stat_dodging = PHYS_DODGING;
105         self.stat_dodging_delay = PHYS_DODGING_DELAY;
106         self.stat_dodging_timeout = PHYS_DODGING_TIMEOUT(self);
107         self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
108         self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
109         self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
110         self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
111         self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
112         self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
113         self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
114         self.stat_dodging_wall = PHYS_DODGING_WALL;
115 }
116
117 void dodging_Initialize()
118 {
119         addstat(STAT_DODGING, AS_INT, stat_dodging);
120         addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
121         addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
122         addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
123         addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
124         addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
125         addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
126         addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
127         addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
128         addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
129         addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
130         addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
131 }
132
133 #endif
134 #ifdef CSQC
135 // instantly updates pressed keys, for use with dodging (may be out of date, but we can't care)
136 void PM_dodging_updatepressedkeys()
137 {
138         if (PHYS_INPUT_MOVEVALUES(self)_x > 0) // get if movement keys are pressed
139         {       // forward key pressed
140                 self.pressedkeys |= KEY_FORWARD;
141                 self.pressedkeys &= ~KEY_BACKWARD;
142         }
143         else if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
144         {       // backward key pressed
145                 self.pressedkeys |= KEY_BACKWARD;
146                 self.pressedkeys &= ~KEY_FORWARD;
147         }
148         else
149         {       // no x input
150                 self.pressedkeys &= ~KEY_FORWARD;
151                 self.pressedkeys &= ~KEY_BACKWARD;
152         }
153
154         if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
155         {       // right key pressed
156                 self.pressedkeys |= KEY_RIGHT;
157                 self.pressedkeys &= ~KEY_LEFT;
158         }
159         else if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
160         {       // left key pressed
161                 self.pressedkeys |= KEY_LEFT;
162                 self.pressedkeys &= ~KEY_RIGHT;
163         }
164         else
165         {       // no y input
166                 self.pressedkeys &= ~KEY_RIGHT;
167                 self.pressedkeys &= ~KEY_LEFT;
168         }
169
170         if (PHYS_INPUT_BUTTONS(self) & 2) // get if jump and crouch keys are pressed
171                 self.pressedkeys |= KEY_JUMP;
172         else
173                 self.pressedkeys &= ~KEY_JUMP;
174         if (PHYS_INPUT_BUTTONS(self) & 16)
175                 self.pressedkeys |= KEY_CROUCH;
176         else
177                 self.pressedkeys &= ~KEY_CROUCH;
178
179         if (PHYS_INPUT_BUTTONS(self) & 1)
180                 self.pressedkeys |= KEY_ATCK;
181         else
182                 self.pressedkeys &= ~KEY_ATCK;
183         if (PHYS_INPUT_BUTTONS(self) & 4)
184                 self.pressedkeys |= KEY_ATCK2;
185         else
186                 self.pressedkeys &= ~KEY_ATCK2;
187 }
188 #endif
189
190 // returns 1 if the player is close to a wall
191 float check_close_to_wall(float threshold)
192 {
193         if (PHYS_DODGING_WALL == 0) { return FALSE; }
194
195         vector trace_start;
196         vector trace_end;
197
198         trace_start = self.origin;
199
200         trace_end = self.origin + (1000*v_right);
201         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
202         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
203                 return TRUE;
204
205         trace_end = self.origin - (1000*v_right);
206         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
207         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
208                 return TRUE;
209
210         trace_end = self.origin + (1000*v_forward);
211         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
212         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
213                 return TRUE;
214
215         trace_end = self.origin - (1000*v_forward);
216         tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
217         if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
218                 return TRUE;
219
220         return FALSE;
221 }
222
223 float check_close_to_ground(float threshold)
224 {
225         if (IS_ONGROUND(self))
226                 return TRUE;
227
228         return FALSE;
229 }
230
231 void PM_dodging_checkpressedkeys()
232 {
233         if(!PHYS_DODGING) { return; }
234
235         float length;
236         float tap_direction_x;
237         float tap_direction_y;
238
239         tap_direction_x = 0;
240         tap_direction_y = 0;
241
242         float frozen_dodging, frozen_no_doubletap;
243         frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
244         frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
245
246         float dodge_detected = 0;
247
248         // first check if the last dodge is far enough back in time so we can dodge again
249         if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
250                 return;
251
252         makevectors(PHYS_INPUT_ANGLES(self));
253
254         if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
255                 && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
256                 return;
257
258         if (PHYS_INPUT_MOVEVALUES(self)_x > 0)
259         {
260                 // is this a state change?
261                 if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_FORWARD) || frozen_no_doubletap)
262                 {
263                         if ((time - self.last_FORWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
264                         {
265                                 tap_direction_x = 1.0;
266                                 dodge_detected = 1;
267                         }
268                         self.last_FORWARD_KEY_time = time;
269                 }
270         }
271
272         if (PHYS_INPUT_MOVEVALUES(self)_x < 0)
273         {
274                 // is this a state change?
275                 if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_BACKWARD) || frozen_no_doubletap)
276                 {
277                         tap_direction_x = -1.0;
278                         if ((time - self.last_BACKWARD_KEY_time) < PHYS_DODGING_TIMEOUT(self))
279                         {
280                                 dodge_detected = 1;
281                         }
282                         self.last_BACKWARD_KEY_time = time;
283                 }
284         }
285
286         if (PHYS_INPUT_MOVEVALUES(self)_y > 0)
287         {
288                 // is this a state change?
289                 if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_RIGHT) || frozen_no_doubletap)
290                 {
291                         tap_direction_y = 1.0;
292                         if ((time - self.last_RIGHT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
293                         {
294                                 dodge_detected = 1;
295                         }
296                         self.last_RIGHT_KEY_time = time;
297                 }
298         }
299
300         if (PHYS_INPUT_MOVEVALUES(self)_y < 0)
301         {
302                 // is this a state change?
303                 if (!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_LEFT) || frozen_no_doubletap)
304                 {
305                         tap_direction_y = -1.0;
306                         if ((time - self.last_LEFT_KEY_time) < PHYS_DODGING_TIMEOUT(self))
307                         {
308                                 dodge_detected = 1;
309                         }
310                         self.last_LEFT_KEY_time = time;
311                 }
312         }
313
314         if (dodge_detected == 1)
315         {
316                 self.last_dodging_time = time;
317
318                 self.dodging_action = 1;
319                 self.dodging_single_action = 1;
320
321                 self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
322
323                 self.dodging_direction_x = tap_direction_x;
324                 self.dodging_direction_y = tap_direction_y;
325
326                 // normalize the dodging_direction vector.. (unlike UT99) XD
327                 length =          self.dodging_direction_x * self.dodging_direction_x;
328                 length = length + self.dodging_direction_y * self.dodging_direction_y;
329                 length = sqrt(length);
330
331                 self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
332                 self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
333         }
334
335 #ifdef CSQC
336         PM_dodging_updatepressedkeys();
337 #endif
338 }
339
340 void PM_dodging()
341 {
342         if(!PHYS_DODGING) { return; }
343
344         float common_factor;
345         float new_velocity_gain;
346         float velocity_difference;
347         float clean_up_and_do_nothing;
348         float horiz_speed = PHYS_DODGING_HORIZ_SPEED;
349
350 #ifdef SVQC
351         dodging_UpdateStats();
352 #endif
353
354         if(PHYS_FROZEN(self))
355                 horiz_speed = PHYS_DODGING_HORIZ_SPEED_FROZEN;
356
357     if(PHYS_DEAD(self))
358         return;
359
360         new_velocity_gain = 0;
361         clean_up_and_do_nothing = 0;
362
363         // when swimming, no dodging allowed..
364         if (self.waterlevel >= WATERLEVEL_SWIMMING)
365                 clean_up_and_do_nothing = 1;
366
367         if (clean_up_and_do_nothing != 0)
368         {
369                 self.dodging_action = 0;
370                 self.dodging_direction_x = 0;
371                 self.dodging_direction_y = 0;
372                 return;
373         }
374
375         // make sure v_up, v_right and v_forward are sane
376         makevectors(PHYS_INPUT_ANGLES(self));
377
378         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
379         // will be called ramp_time/frametime times = 2 times. so, we need to
380         // add 0.5 * the total speed each frame until the dodge action is done..
381         common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
382
383         // if ramp time is smaller than frametime we get problems ;D
384         if (common_factor > 1)
385                 common_factor = 1;
386
387         new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
388         if (new_velocity_gain < 0)
389                 new_velocity_gain = 0;
390
391         velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
392
393         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
394         if (self.dodging_action == 1)
395         {
396                 //disable jump key during dodge accel phase
397                 if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
398
399                 self.velocity =
400                           self.velocity
401                         + ((self.dodging_direction_y * velocity_difference) * v_right)
402                         + ((self.dodging_direction_x * velocity_difference) * v_forward);
403
404                 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
405         }
406
407         // the up part of the dodge is a single shot action
408         if (self.dodging_single_action == 1)
409         {
410                 UNSET_ONGROUND(self);
411
412                 self.velocity =
413                           self.velocity
414                         + (PHYS_DODGING_UP_SPEED * v_up);
415
416 #ifdef SVQC
417                 if (autocvar_sv_dodging_sound == 1)
418                         PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
419
420                 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
421 #endif
422
423                 self.dodging_single_action = 0;
424         }
425
426         // are we done with the dodging ramp yet?
427         if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
428         {
429                 // reset state so next dodge can be done correctly
430                 self.dodging_action = 0;
431                 self.dodging_direction_x = 0;
432                 self.dodging_direction_y = 0;
433         }
434
435 #ifdef CSQC
436         PM_dodging_checkpressedkeys();
437 #endif
438 }
439
440 #ifdef SVQC
441
442 MUTATOR_HOOKFUNCTION(dodging_GetCvars)
443 {
444         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
445         return FALSE;
446 }
447
448 MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
449 {
450         // print("dodging_PlayerPhysics\n");
451         PM_dodging();
452
453         return FALSE;
454 }
455
456 MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
457 {
458         PM_dodging_checkpressedkeys();
459
460         return FALSE;
461 }
462
463 MUTATOR_DEFINITION(mutator_dodging)
464 {
465         // we need to be called before GetPressedKey does its thing so we can
466         // detect state changes and therefore dodging actions..
467         MUTATOR_HOOK(GetPressedKeys, dodging_GetPressedKeys, CBC_ORDER_ANY);
468
469         // in the physics hook we actually implement the dodge..
470         MUTATOR_HOOK(PlayerPhysics, dodging_PlayerPhysics, CBC_ORDER_ANY);
471
472         // get timeout information from the client, so the client can configure it..
473         MUTATOR_HOOK(GetCvars, dodging_GetCvars, CBC_ORDER_ANY);
474
475         // this just turns on the cvar.
476         MUTATOR_ONADD
477         {
478                 g_dodging = cvar("g_dodging");
479                 dodging_Initialize();
480         }
481
482         // this just turns off the cvar.
483         MUTATOR_ONROLLBACK_OR_REMOVE
484         {
485                 g_dodging = 0;
486         }
487
488         return FALSE;
489 }
490 #endif
491
492 // we use this elsewhere, but let's undefine it anyway
493 #undef PHYS_DODGING_FROZEN
494 #undef PHYS_INPUT_MOVEVALUES
495 #undef PHYS_INPUT_ANGLES
496 #undef PHYS_INPUT_BUTTONS
497 #undef UNSET_ONGROUND
498 #undef PHYS_FROZEN
499 #undef IS_ONGROUND