]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
i hate this code
authorMartin Taibr <taibr.martin@gmail.com>
Sun, 13 Aug 2017 01:54:19 +0000 (03:54 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Sun, 13 Aug 2017 01:54:19 +0000 (03:54 +0200)
qcsrc/common/mutators/mutator/dodging/sv_dodging.qc

index 4fff80edc493f0bb6b2db708530aa816e7102936..cf1a33949f091abc2a47ae9d67740bd619aa8286 100644 (file)
@@ -11,7 +11,7 @@
 #define PHYS_DODGING_UP_SPEED                          autocvar_sv_dodging_up_speed
 #define PHYS_DODGING_WALL                                      autocvar_sv_dodging_wall_dodging
 #define PHYS_DODGING_AIR                                       autocvar_sv_dodging_air_dodging
-#define PHYS_DODGING_MAXSPEED                          autocvar_sv_dodging_maxspeed
+#define PHYS_DODGING_MAXSPEED                          autocvar_sv_dodging_maxspeed // TODO separate max air speed, fix frozen dodging
 
 // we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
 #if 0
@@ -75,7 +75,6 @@ REGISTER_MUTATOR(dodging, true);
 // 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;
@@ -92,7 +91,10 @@ REGISTER_MUTATOR(dodging, true);
 // 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;
+//.float dodging_velocity_gain;
+
+.float dodging_force_total;
+.float dodging_force_remaining;
 
 #ifdef CSQC // TODO what is this? 1) CSQC in sv_ file never even gets compiled 2) pressedkeys is only defined on server so this would be always 0
 .int pressedkeys;
@@ -124,6 +126,22 @@ bool is_close_to_ground(entity this, float threshold)
 
 #undef X
 
+// TODO use real cvars
+/*float autocvar_velocity_min = 200;
+float autocvar_velocity_max = 700;
+float autocvar_force_min = 50;
+float autocvar_force_max = 350;*/
+float determine_speed(entity player) {
+       float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+       x = x; // unused
+       return x;
+
+       /*float horiz_vel = vlen(vec2(player.velocity));
+       // force min and max are inverted - the faster you are the wekaer dodging becomes
+       // TODO document cvars in cfg
+       return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
+}
+
 bool PM_dodging_checkpressedkeys(entity this)
 {
        // first check if the last dodge is far enough back in time so we can dodge again
@@ -177,38 +195,22 @@ bool PM_dodging_checkpressedkeys(entity this)
        this.dodging_action = 1;
        this.dodging_single_action = 1;
 
-       this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+       //this.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+       this.dodging_force_total = determine_speed(this);
+       this.dodging_force_remaining = this.dodging_force_total;
 
-       this.dodging_direction_x = tap_direction_x;
-       this.dodging_direction_y = tap_direction_y;
+       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);
+       float length = sqrt(this.dodging_direction.x ** 2 + this.dodging_direction.y ** 2);
 
-       this.dodging_direction_x = this.dodging_direction_x * 1.0 / length;
-       this.dodging_direction_y = this.dodging_direction_y * 1.0 / length;
+       this.dodging_direction_x = this.dodging_direction_x / length;
+       this.dodging_direction_y = this.dodging_direction_y / length;
 
        return true;
 }
 
-// TODO use real cvars
-/*float autocvar_velocity_min = 200;
-float autocvar_velocity_max = 700;
-float autocvar_force_min = 50;
-float autocvar_force_max = 350;*/
-float determine_speed(entity player) {
-       float x = PHYS_FROZEN(player) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
-       x = x; // unused
-       return x;
-
-       /*float horiz_vel = vlen(vec2(player.velocity));
-       // force min and max are inverted - the faster you are the wekaer dodging becomes
-       // TODO document cvars in cfg
-       return map_bound_ranges(horiz_vel, autocvar_velocity_min, autocvar_velocity_max, autocvar_force_max, autocvar_force_min);*/
-}
-
 void PM_dodging(entity this)
 {
        // can't use return value from PM_dodging_checkpressedkeys because they're called from different hooks
@@ -229,31 +231,35 @@ void PM_dodging(entity this)
        else
                makevectors(this.angles);
 
+       // fraction of the force to apply each frame
        // 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;
+       common_factor /= 2; // FIXME this is WRONG but this function is called twice per frame!!!
 
        // if ramp time is smaller than frametime we get problems ;D
        common_factor = min(common_factor, 1);
 
-       float horiz_speed = determine_speed(this); // TODO kill this
-       //OG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), horiz_speed);
+       /*float horiz_speed = determine_speed(this); // TODO kill this
+       //LOG_INFOF("velocity %f -> force %f\n", vlen(vec2(this.velocity)), 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;
+       float velocity_difference = this.dodging_velocity_gain - new_velocity_gain;*/
 
-       // ramp up dodging speed by adding some velocity each frame..
+       /*float velocity_increase = min(common_factor * this.dodging_force_total, this.dodging_force_remaining;
+       this.dodging_force_remaining -= velocity_increase;*/
 
-       //disable jump key during dodge accel phase
-       // FIXME is movement.z ever used? it seems the rest of the code uses PHYS_INPUT_BUTTON_JUMP for jumping
-       if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
-
-       this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
+       /*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;
+       this.dodging_velocity_gain = this.dodging_velocity_gain - velocity_difference;*/
+
+       float velocity_increase = common_factor * this.dodging_force_total;
+       LOG_INFOF("time %f velocity_increase: %f\n", time, velocity_increase);
+       this.velocity += this.dodging_direction_x * velocity_increase * v_forward
+                      + this.dodging_direction_y * velocity_increase * v_right;
 
        // the up part of the dodge is a single shot action
        if (this.dodging_single_action == 1)
@@ -277,8 +283,8 @@ void PM_dodging(entity this)
        {
                // reset state so next dodge can be done correctly
                this.dodging_action = 0;
-               this.dodging_direction_x = 0;
-               this.dodging_direction_y = 0;
+               this.dodging_direction.x = 0;
+               this.dodging_direction.y = 0;
        }
 }