1 #include "sv_dodging.qh"
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 #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
17 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
19 #define PHYS_DODGING STAT(DODGING, this)
20 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
21 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
22 #define PHYS_DODGING_FROZEN_NODOUBLETAP STAT(DODGING_FROZEN_NO_DOUBLETAP, this)
23 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
24 #define PHYS_DODGING_HORIZ_SPEED STAT(DODGING_HORIZ_SPEED, this)
25 #define PHYS_DODGING_HORIZ_SPEED_FROZEN STAT(DODGING_HORIZ_SPEED_FROZEN, this)
26 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
27 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
28 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
29 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
30 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
34 #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
35 #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
37 #define PHYS_DODGING_FRAMETIME sys_frametime
38 #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
43 bool autocvar_sv_dodging_sound;
45 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
46 .float dodging_action;
48 // the jump part of the dodge cannot be ramped
49 .float dodging_single_action;
51 #include <common/animdecide.qh>
52 #include <common/physics/player.qh>
54 .float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
56 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
58 // this just turns on the cvar.
61 g_dodging = cvar("g_dodging");
64 // this just turns off the cvar.
65 MUTATOR_ONROLLBACK_OR_REMOVE
74 REGISTER_MUTATOR(dodging, true);
77 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
78 .float dodging_action;
80 // the jump part of the dodge cannot be ramped
81 .float dodging_single_action;
84 // these are used to store the last key press time for each of the keys..
85 .float last_FORWARD_KEY_time;
86 .float last_BACKWARD_KEY_time;
87 .float last_LEFT_KEY_time;
88 .float last_RIGHT_KEY_time;
90 // these store the movement direction at the time of the dodge action happening.
91 .vector dodging_direction;
93 // this indicates the last time a dodge was executed. used to check if another one is allowed
94 // and to ramp up the dodge acceleration in the physics hook.
95 .float last_dodging_time;
97 // This is the velocity gain to be added over the ramp time.
98 // It will decrease from frame to frame during dodging_action = 1
100 .float dodging_velocity_gain;
106 // returns 1 if the player is close to a wall
107 bool check_close_to_wall(entity this, float threshold)
109 if (PHYS_DODGING_WALL == 0) { return false; }
112 tracebox(this.origin, this.mins, this.maxs, this.origin + OFFSET, true, this); \
113 if(trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) && vdist(this.origin - trace_endpos, <, threshold)) \
124 bool check_close_to_ground(entity this, float threshold)
126 return IS_ONGROUND(this) ? true : false;
129 bool PM_dodging_checkpressedkeys(entity this)
134 bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
135 bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
137 // first check if the last dodge is far enough back in time so we can dodge again
138 if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
141 makevectors(this.angles);
143 bool wall_dodge = false;
145 if(!PHYS_DODGING_AIR)
146 if(!check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD))
148 wall_dodge = check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD);
149 if(!wall_dodge) // we're not on the ground, and wall dodging isn't allowed, end it!
153 if(!wall_dodge && PHYS_DODGING_MAXSPEED && vdist(this.velocity, >, PHYS_DODGING_MAXSPEED))
156 float tap_direction_x = 0;
157 float tap_direction_y = 0;
158 bool dodge_detected = false;
160 #define X(COND,BTN,RESULT) \
161 if (this.movement_##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; \
171 X(x < 0, BACKWARD, x--);
172 X(x > 0, FORWARD, x++);
174 X(y > 0, RIGHT, y++);
179 this.last_dodging_time = time;
181 this.dodging_action = 1;
182 this.dodging_single_action = 1;
184 this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
186 this.dodging_direction_x = tap_direction_x;
187 this.dodging_direction_y = tap_direction_y;
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);
194 this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
195 this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
201 void PM_dodging(entity this)
206 // when swimming or dead, no dodging allowed..
207 if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this))
209 this.dodging_action = 0;
210 this.dodging_direction_x = 0;
211 this.dodging_direction_y = 0;
215 // make sure v_up, v_right and v_forward are sane
217 makevectors(this.v_angle);
219 makevectors(this.angles);
221 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
222 // will be called ramp_time/frametime times = 2 times. so, we need to
223 // add 0.5 * the total speed each frame until the dodge action is done..
224 float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
226 // if ramp time is smaller than frametime we get problems ;D
227 common_factor = min(common_factor, 1);
229 float horiz_speed = PHYS_FROZEN(this) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
230 float new_velocity_gain = this.dodging_velocity_gain - (common_factor * horiz_speed);
231 new_velocity_gain = max(0, new_velocity_gain);
233 float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;
235 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
236 if (this.dodging_action == 1)
238 //disable jump key during dodge accel phase
239 if(this.movement_z > 0) { this.movement_z = 0; }
241 this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
242 + ((this.dodging_direction_x * velocity_difference) * v_forward);
244 this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;
247 // the up part of the dodge is a single shot action
248 if (this.dodging_single_action == 1)
250 UNSET_ONGROUND(this);
252 this.velocity += PHYS_DODGING_UP_SPEED * v_up;
255 if (autocvar_sv_dodging_sound)
256 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
258 animdecide_setaction(this, ANIMACTION_JUMP, true);
261 this.dodging_single_action = 0;
264 // are we done with the dodging ramp yet?
265 if((this.dodging_action == 1) && ((time - this.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
267 // reset state so next dodge can be done correctly
268 this.dodging_action = 0;
269 this.dodging_direction_x = 0;
270 this.dodging_direction_y = 0;
274 void PM_dodging_GetPressedKeys(entity this)
277 if(!PHYS_DODGING) { return; }
279 PM_dodging_checkpressedkeys(this);
281 int keys = this.pressedkeys;
282 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
283 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
284 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
285 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
287 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
288 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
289 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
290 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
291 this.pressedkeys = keys;
295 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
297 entity player = M_ARGV(0, entity);
299 // print("dodging_PlayerPhysics\n");
300 PM_dodging_GetPressedKeys(player);
306 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
308 MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
310 entity player = M_ARGV(0, entity);
312 PM_dodging_checkpressedkeys(player);