Xonotic
sv_dodging.qc
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1 #include "sv_dodging.qh"
2 
3 // TODO the CSQC blocks in this sv_ file are currently not compiled but will be when dodging prediction gets enabled
4 
5 #define PHYS_DODGING g_dodging
6 #define PHYS_DODGING_DELAY autocvar_sv_dodging_delay
7 #define PHYS_DODGING_DISTANCE_THRESHOLD autocvar_sv_dodging_wall_distance_threshold
8 #define PHYS_DODGING_FROZEN_DOUBLETAP autocvar_sv_dodging_frozen_doubletap
9 #define PHYS_DODGING_HEIGHT_THRESHOLD autocvar_sv_dodging_height_threshold
10 #define PHYS_DODGING_HORIZ_SPEED_MIN autocvar_sv_dodging_horiz_speed_min
11 #define PHYS_DODGING_HORIZ_SPEED_MAX autocvar_sv_dodging_horiz_speed_max
12 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST autocvar_sv_dodging_horiz_force_slowest
13 #define PHYS_DODGING_HORIZ_FORCE_FASTEST autocvar_sv_dodging_horiz_force_fastest
14 #define PHYS_DODGING_HORIZ_FORCE_FROZEN autocvar_sv_dodging_horiz_force_frozen
15 #define PHYS_DODGING_RAMP_TIME autocvar_sv_dodging_ramp_time
16 #define PHYS_DODGING_UP_SPEED autocvar_sv_dodging_up_speed
17 #define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
18 #define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
19 #define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
20 #define PHYS_DODGING_AIR_MAXSPEED autocvar_sv_dodging_air_maxspeed
21 #define PHYS_DODGING_CLIENTSELECT autocvar_sv_dodging_clientselect
22 
23 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
24 #if 0
25 #define PHYS_DODGING STAT(DODGING, this)
26 #define PHYS_DODGING_DELAY STAT(DODGING_DELAY, this)
27 #define PHYS_DODGING_DISTANCE_THRESHOLD STAT(DODGING_DISTANCE_THRESHOLD, this)
28 #define PHYS_DODGING_FROZEN_DOUBLETAP STAT(DODGING_FROZEN_DOUBLETAP, this)
29 #define PHYS_DODGING_HEIGHT_THRESHOLD STAT(DODGING_HEIGHT_THRESHOLD, this)
30 #define PHYS_DODGING_HORIZ_SPEED_MIN STAT(DODGING_HORIZ_SPEED_MIN, this)
31 #define PHYS_DODGING_HORIZ_SPEED_MAX STAT(DODGING_HORIZ_SPEED_MAX, this)
32 #define PHYS_DODGING_HORIZ_FORCE_SLOWEST STAT(DODGING_HORIZ_FORCE_SLOWEST, this)
33 #define PHYS_DODGING_HORIZ_FORCE_FASTEST STAT(DODGING_HORIZ_FORCE_FASTEST, this)
34 #define PHYS_DODGING_HORIZ_FORCE_FROZEN STAT(DODGING_HORIZ_FORCE_FROZEN, this)
35 #define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
36 #define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
37 #define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
38 #define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
39 #define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
40 #define PHYS_DODGING_AIR_MAXSPEED STAT(DODGING_AIR_MAXSPEED, this)
41 #define PHYS_DODGING_CLIENTSELECT STAT(DODGING_CLIENTSELECT, this)
42 #endif
43 
44 #ifdef CSQC
45  bool autocvar_cl_dodging;
46  #define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
47  #define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
48  #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
49  #define PHYS_DODGING_ENABLED(s) autocvar_cl_dodging
50 #elif defined(SVQC)
51  #define PHYS_DODGING_FRAMETIME sys_frametime
52  #define PHYS_DODGING_TIMEOUT(s) CS_CVAR(s).cvar_cl_dodging_timeout
53  #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
54  #define PHYS_DODGING_ENABLED(s) CS_CVAR(s).cvar_cl_dodging
55 #endif
56 
57 REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
58 REPLICATE(cvar_cl_dodging, bool, "cl_dodging");
59 
60 #ifdef SVQC
61 
62 bool autocvar_sv_dodging_sound;
63 
64 #include <common/animdecide.qh>
65 #include <common/physics/player.qh>
66 
67 REGISTER_MUTATOR(dodging, cvar("g_dodging"))
68 {
69  // this just turns on the cvar.
71  {
72  g_dodging = cvar("g_dodging");
73  }
74 
75  // this just turns off the cvar.
77  {
78  g_dodging = 0;
79  }
80 
81  return false;
82 }
83 
84 #elif defined(CSQC)
85 REGISTER_MUTATOR(dodging, true);
86 #endif
87 
88 // set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
90 
91 // the jump part of the dodge cannot be ramped
93 
94 // these are used to store the last key press time for each of the keys..
99 
100 // these store the movement direction at the time of the dodge action happening.
102 
103 // this indicates the last time a dodge was executed. used to check if another one is allowed
104 // and to ramp up the dodge acceleration in the physics hook.
106 
107 // the total speed that will be added over the ramp time
109 // the part of total yet to be added
111 
112 #ifdef CSQC
113 .int pressedkeys;
114 #endif
115 
116 #define X(dir) \
117  tracebox(this.origin, this.mins, this.maxs, this.origin + threshold * dir, true, this); \
118  if (trace_fraction < 1 && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)) \
119  return true;
120 
121 // returns true if the player is close to a wall
122 bool is_close_to_wall(entity this, float threshold, vector forward, vector right)
123 {
124  X(right);
125  X(-right);
126  X(forward);
127  X(-forward);
128 
129  return false;
130 }
131 
132 bool is_close_to_ground(entity this, float threshold, vector up)
133 {
134  if (IS_ONGROUND(this)) return true;
135  X(-up); // necessary for dodging down a slope using doubletap (using `+dodge` works anyway)
136 
137  return false;
138 }
139 
140 #undef X
141 
142 float determine_force(entity player) {
143  if (PHYS_FROZEN(player)) return PHYS_DODGING_HORIZ_FORCE_FROZEN;
144 
145  float horiz_vel = vlen(vec2(player.velocity));
146  return map_bound_ranges(horiz_vel,
149 }
150 
152 {
153  bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
154  bool frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_DOUBLETAP);
155 
156  float tap_direction_x = 0;
157  float tap_direction_y = 0;
158  bool dodge_detected = false;
159  vector mymovement = PHYS_CS(this).movement;
160 
161  #define X(COND,BTN,RESULT) \
162  if (mymovement_##COND) { \
163  /* is this a state change? */ \
164  if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
165  tap_direction_##RESULT; \
166  if ((time - this.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(this) || frozen_no_doubletap) { \
167  dodge_detected = true; \
168  } else if(PHYS_INPUT_BUTTON_DODGE(this)) { \
169  dodge_detected = true; \
170  } \
171  this.last_##BTN##_KEY_time = time; \
172  } \
173  }
174  X(x < 0, BACKWARD, x--);
175  X(x > 0, FORWARD, x++);
176  X(y < 0, LEFT, y--);
177  X(y > 0, RIGHT, y++);
178  #undef X
179 
180  if (!dodge_detected) return false;
181 
182  // this check has to be after checking keys:
183  // the first key press of the double tap is allowed to be before dodging delay,
184  // only the second has to be after, otherwise +dodge gives an advantage because typical repress time is 0.1 s
185  // or higher which means players using +dodge would be able to do it more often
187  return false;
188 
189  vector forward, right, up;
190  MAKE_VECTORS(this.angles, forward, right, up);
191 
193  bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD, forward, right));
194  bool can_air_dodge = (PHYS_DODGING_AIR && (PHYS_DODGING_AIR_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_AIR_MAXSPEED)));
195  if (!can_dodge && !can_wall_dodge && !can_air_dodge) return false;
196 
197  this.last_dodging_time = time;
198 
199  this.dodging_action = 1;
200  this.dodging_single_action = 1;
201 
204 
205  this.dodging_direction.x = tap_direction_x;
206  this.dodging_direction.y = tap_direction_y;
207 
208  // normalize the dodging_direction vector.. (unlike UT99) XD
209  float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
210 
211  this.dodging_direction.x = this.dodging_direction.x / length;
212  this.dodging_direction.y = this.dodging_direction.y / length;
213 
214  return true;
215 }
216 
217 void PM_dodging(entity this)
218 {
219  // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
220  if (!this.dodging_action) return;
221 
222  // when swimming or dead, no dodging allowed..
223  bool frozen_dodging = (PHYS_FROZEN(this) && PHYS_DODGING_FROZEN(this));
224  if (this.waterlevel >= WATERLEVEL_SWIMMING || IS_DEAD(this) || (PHYS_DODGING_CLIENTSELECT && !PHYS_DODGING_ENABLED(this) && !frozen_dodging))
225  {
226  this.dodging_action = 0;
227  this.dodging_direction.x = 0;
228  this.dodging_direction.y = 0;
229  return;
230  }
231 
232  vector forward, right, up;
233  if(PHYS_DODGING_AIR)
234  MAKE_VECTORS(this.v_angle, forward, right, up);
235  else
236  MAKE_VECTORS(this.angles, forward, right, up);
237 
238  // fraction of the force to apply each frame
239  // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
240  // will be called ramp_time/frametime times = 2 times. so, we need to
241  // add 0.5 * the total speed each frame until the dodge action is done..
242  float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
243  // NOTE: depending on cl_netfps the client may (and probably will) send more input frames during each server frame
244  // but common_factor uses server frame rate so players with higher cl_netfps will ramp slightly faster
245 
246  float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining);
247  this.dodging_force_remaining -= velocity_increase;
248  this.velocity += this.dodging_direction.x * velocity_increase * forward
249  + this.dodging_direction.y * velocity_increase * right;
250 
251  // the up part of the dodge is a single shot action
252  if (this.dodging_single_action == 1)
253  {
254  UNSET_ONGROUND(this);
255 
256  this.velocity += PHYS_DODGING_UP_SPEED * up;
257 
258 #ifdef SVQC
259  if (autocvar_sv_dodging_sound)
260  PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
261 
263 #endif
264 
265  this.dodging_single_action = 0;
266  }
267 
268  if(this.dodging_force_remaining <= 0)
269  {
270  // reset state so next dodge can be done correctly
271  this.dodging_action = 0;
272  this.dodging_direction.x = 0;
273  this.dodging_direction.y = 0;
274  }
275 }
276 
277 #ifdef CSQC
278 void PM_dodging_GetPressedKeys(entity this)
279 {
281 
282  // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
283  int keys = this.pressedkeys;
284  keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
285  keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
286  keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
287  keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
288 
289  keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
290  keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
291  keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
292  keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
293  this.pressedkeys = keys;
294 }
295 #endif
296 
297 MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
298 {
299  entity player = M_ARGV(0, entity);
300 
301 #ifdef CSQC
302  PM_dodging_GetPressedKeys(player);
303 #endif
304  PM_dodging(player);
305 }
306 
307 #ifdef SVQC
308 
309 void dodging_ResetPlayer(entity this)
310 {
311  this.last_dodging_time = 0;
312 
313  this.dodging_action = 0;
314  this.dodging_single_action = 0;
315 
316  this.dodging_force_total = 0;
317  this.dodging_force_remaining = 0;
318 
319  this.dodging_direction = '0 0 0';
320 }
321 
322 MUTATOR_HOOKFUNCTION(dodging, PlayerSpawn)
323 {
324  entity player = M_ARGV(0, entity);
325  dodging_ResetPlayer(player);
326 }
327 
328 MUTATOR_HOOKFUNCTION(dodging, MakePlayerObserver)
329 {
330  entity player = M_ARGV(0, entity);
331  dodging_ResetPlayer(player);
332 }
333 
335 {
336  entity player = M_ARGV(0, entity);
337 
339 }
340 
341 #endif
vector dodging_direction
Definition: sv_dodging.qc:101
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition: player.qh:148
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition: player.qh:147
#define PHYS_DODGING_HEIGHT_THRESHOLD
Definition: sv_dodging.qc:9
float determine_force(entity player)
Definition: sv_dodging.qc:142
#define REGISTER_MUTATOR(id, dependence)
Definition: base.qh:263
const int VOICETYPE_PLAYERSOUND
Definition: globalsound.qh:64
float waterlevel
Definition: progsdefs.qc:181
#define IS_DUCKED(s)
Definition: player.qh:206
#define PHYS_DODGING_HORIZ_FORCE_FROZEN
Definition: sv_dodging.qc:14
#define PHYS_DODGING_AIR_MAXSPEED
Definition: sv_dodging.qc:20
const int ANIMACTION_JUMP
Definition: animdecide.qh:141
entity() spawn
#define PHYS_DODGING_DISTANCE_THRESHOLD
Definition: sv_dodging.qc:7
vector v_angle
Definition: progsdefs.qc:161
#define IS_ONGROUND(s)
Definition: movetypes.qh:16
bool is_close_to_wall(entity this, float threshold, vector forward, vector right)
Definition: sv_dodging.qc:122
#define PHYS_DODGING_FROZEN_DOUBLETAP
Definition: sv_dodging.qc:8
float dodging_action
Definition: sv_dodging.qc:89
#define PHYS_DODGING_FROZEN(s)
Definition: player.qh:108
#define PHYS_DODGING_MAXSPEED
Definition: sv_dodging.qc:19
#define PHYS_DODGING_AIR
Definition: sv_dodging.qc:18
#define PHYS_DODGING_CLIENTSELECT
Definition: sv_dodging.qc:21
#define UNSET_ONGROUND(s)
Definition: movetypes.qh:18
#define X(dir)
Definition: sv_dodging.qc:116
void PM_dodging(entity this)
Definition: sv_dodging.qc:217
#define PHYS_FROZEN(s)
Definition: player.qh:114
#define MUTATOR_ONROLLBACK_OR_REMOVE
Definition: base.qh:286
float last_dodging_time
Definition: sv_dodging.qc:105
float dodging_force_total
Definition: sv_dodging.qc:108
ERASEABLE float map_bound_ranges(float value, float src_min, float src_max, float dest_min, float dest_max)
Same as map_ranges except that values outside the source range are clamped to min or max...
Definition: math.qh:375
#define PHYS_DODGING_RAMP_TIME
Definition: sv_dodging.qc:15
REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout")
float last_RIGHT_KEY_time
Definition: sv_dodging.qc:98
float dodging_single_action
Definition: sv_dodging.qc:92
void GetPressedKeys(entity this)
Definition: client.qc:1681
float last_BACKWARD_KEY_time
Definition: sv_dodging.qc:96
void animdecide_setaction(entity e, float action, float restart)
Definition: animdecide.qc:338
const float VOL_BASE
Definition: sound.qh:36
float dodging_force_remaining
Definition: sv_dodging.qc:110
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition: player.qh:146
#define M_ARGV(x, type)
Definition: events.qh:17
#define IS_DEAD(s)
Definition: utils.qh:26
#define BITSET(var, mask, flag)
Definition: bits.qh:11
vector movement
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define PHYS_DODGING_HORIZ_FORCE_FASTEST
Definition: sv_dodging.qc:13
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
int pressedkeys
Definition: client.qh:76
const int WATERLEVEL_SWIMMING
Definition: movetypes.qh:13
#define PHYS_DODGING_HORIZ_FORCE_SLOWEST
Definition: sv_dodging.qc:12
const int CH_PLAYER
Definition: sound.qh:20
#define vec2(...)
Definition: vector.qh:90
#define PHYS_DODGING_UP_SPEED
Definition: sv_dodging.qc:16
bool is_close_to_ground(entity this, float threshold, vector up)
Definition: sv_dodging.qc:132
vector angles
Definition: csprogsdefs.qc:104
float last_FORWARD_KEY_time
Definition: sv_dodging.qc:95
#define PHYS_DODGING_WALL
Definition: sv_dodging.qc:17
#define MUTATOR_ONADD
Definition: base.qh:284
float time
Definition: csprogsdefs.qc:16
#define PHYS_DODGING_DELAY
Definition: sv_dodging.qc:6
vector velocity
Definition: csprogsdefs.qc:103
#define PHYS_DODGING_HORIZ_SPEED_MIN
Definition: sv_dodging.qc:10
#define PHYS_DODGING_HORIZ_SPEED_MAX
Definition: sv_dodging.qc:11
MUTATOR_HOOKFUNCTION(dodging, PlayerPhysics)
Definition: sv_dodging.qc:297
bool PM_dodging_checkpressedkeys(entity this)
Definition: sv_dodging.qc:151
float last_LEFT_KEY_time
Definition: sv_dodging.qc:97