]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/dodging/dodging.qc
Merge branch 'master' into matthiaskrgr/quad_blue
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / dodging / dodging.qc
diff --git a/qcsrc/common/mutators/mutator/dodging/dodging.qc b/qcsrc/common/mutators/mutator/dodging/dodging.qc
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+#ifdef IMPLEMENTATION
+
+#define PHYS_DODGING                                           STAT(DODGING, this)
+#define PHYS_DODGING_DELAY                                     STAT(DODGING_DELAY, this)
+#define PHYS_DODGING_DISTANCE_THRESHOLD        STAT(DODGING_DISTANCE_THRESHOLD, this)
+#define PHYS_DODGING_FROZEN_NODOUBLETAP                STAT(DODGING_FROZEN_NO_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_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_PRESSED_KEYS(s)           (s).pressedkeys
+
+#ifdef CSQC
+       #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
+       #define PHYS_DODGING_TIMEOUT(s)                         STAT(DODGING_TIMEOUT)
+#elif defined(SVQC)
+       #define PHYS_DODGING_FRAMETIME                          sys_frametime
+       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
+
+
+#endif
+
+#ifdef SVQC
+
+bool autocvar_sv_dodging_sound;
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
+#include <common/animdecide.qh>
+#include <common/physics/player.qh>
+
+.float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
+
+REGISTER_MUTATOR(dodging, cvar("g_dodging"))
+{
+       // this just turns on the cvar.
+       MUTATOR_ONADD
+       {
+               g_dodging = cvar("g_dodging");
+       }
+
+       // this just turns off the cvar.
+       MUTATOR_ONROLLBACK_OR_REMOVE
+       {
+               g_dodging = 0;
+       }
+
+       return false;
+}
+
+#elif defined(CSQC)
+REGISTER_MUTATOR(dodging, true);
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
+
+// these are used to store the last key press time for each of the keys..
+.float last_FORWARD_KEY_time;
+.float last_BACKWARD_KEY_time;
+.float last_LEFT_KEY_time;
+.float last_RIGHT_KEY_time;
+
+// these store the movement direction at the time of the dodge action happening.
+.vector dodging_direction;
+
+// this indicates the last time a dodge was executed. used to check if another one is allowed
+// 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;
+
+#ifdef CSQC
+.int pressedkeys;
+#endif
+
+// returns 1 if the player is close to a wall
+bool check_close_to_wall(entity this, float threshold)
+{
+       if (PHYS_DODGING_WALL == 0) { return false; }
+
+#define X(OFFSET) \
+       tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
+       if(trace_fraction < 1 && vdist(this.origin - trace_endpos, <, threshold)) \
+               return true;
+       X(1000*v_right);
+       X(-1000*v_right);
+       X(1000*v_forward);
+       X(-1000*v_forward);
+#undef X
+
+       return false;
+}
+
+bool check_close_to_ground(entity this, float threshold)
+{
+       return IS_ONGROUND(this) ? true : false;
+}
+
+float PM_dodging_checkpressedkeys(entity this)
+{
+       if(!PHYS_DODGING)
+               return false;
+
+       float frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
+       float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
+
+       // 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;
+
+       makevectors(this.angles);
+
+       if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+               && check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+               return true;
+
+       float tap_direction_x = 0;
+       float tap_direction_y = 0;
+       bool dodge_detected = false;
+
+       #define X(COND,BTN,RESULT)                                                                                                                      \
+       if (this.movement_##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;                                                                                                  \
+                               this.last_##BTN##_KEY_time = time;                                                                              \
+               }
+       X(x < 0, BACKWARD,      x--);
+       X(x > 0, FORWARD,       x++);
+       X(y < 0, LEFT,          y--);
+       X(y > 0, RIGHT,         y++);
+       #undef X
+
+       if (dodge_detected)
+       {
+               this.last_dodging_time = time;
+
+               this.dodging_action = 1;
+               this.dodging_single_action = 1;
+
+               this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+
+               this.dodging_direction_x = tap_direction_x;
+               this.dodging_direction_y = tap_direction_y;
+
+               // normalize the dodging_direction vector.. (unlike UT99) XD
+               float length = this.dodging_direction_x * this.dodging_direction_x
+                                       + this.dodging_direction_y * this.dodging_direction_y;
+               length = sqrt(length);
+
+               this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
+               this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
+               return true;
+       }
+       return false;
+}
+
+void PM_dodging(entity this)
+{
+       if (!PHYS_DODGING)
+               return;
+
+    if (IS_DEAD(this))
+        return;
+
+       // when swimming, no dodging allowed..
+       if (this.waterlevel >= WATERLEVEL_SWIMMING)
+       {
+               this.dodging_action = 0;
+               this.dodging_direction_x = 0;
+               this.dodging_direction_y = 0;
+               return;
+       }
+
+       // make sure v_up, v_right and v_forward are sane
+       makevectors(this.angles);
+
+       // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
+       // 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;
+
+       // if ramp time is smaller than frametime we get problems ;D
+       common_factor = min(common_factor, 1);
+
+       float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_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;
+
+       // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
+       if (this.dodging_action == 1)
+       {
+               //disable jump key during dodge accel phase
+               if(this.movement_z > 0) { this.movement_z = 0; }
+
+               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;
+       }
+
+       // the up part of the dodge is a single shot action
+       if (this.dodging_single_action == 1)
+       {
+               UNSET_ONGROUND(this);
+
+               this.velocity += PHYS_DODGING_UP_SPEED * v_up;
+
+#ifdef SVQC
+               if (autocvar_sv_dodging_sound)
+                       PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+               animdecide_setaction(this, ANIMACTION_JUMP, true);
+#endif
+
+               this.dodging_single_action = 0;
+       }
+
+       // are we done with the dodging ramp yet?
+       if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
+       {
+               // reset state so next dodge can be done correctly
+               this.dodging_action = 0;
+               this.dodging_direction_x = 0;
+               this.dodging_direction_y = 0;
+       }
+}
+
+void PM_dodging_GetPressedKeys(entity this)
+{
+#ifdef CSQC
+       if(!PHYS_DODGING) { return; }
+
+       PM_dodging_checkpressedkeys(this);
+
+       int keys = this.pressedkeys;
+       keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
+       keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
+       keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
+       keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
+
+       keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
+       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
+       keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
+       keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
+       this.pressedkeys = keys;
+#endif
+}
+
+MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
+{
+    entity player = M_ARGV(0, entity);
+
+       // print("dodging_PlayerPhysics\n");
+       PM_dodging_GetPressedKeys(player);
+       PM_dodging(player);
+}
+
+#ifdef SVQC
+
+REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
+
+MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
+{
+       entity player = M_ARGV(0, entity);
+
+       PM_dodging_checkpressedkeys(player);
+}
+
+#endif
+#endif