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Merge branch 'master' into TimePath/scoreboard_elo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / nexball / nexball.qc
1 #include "nexball.qh"
2
3 #ifdef IMPLEMENTATION
4 #ifdef CSQC
5 int autocvar_cl_eventchase_nexball = 1;
6
7 REGISTER_MUTATOR(cl_nb, true);
8
9 MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
10 {
11         if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
12                 return true;
13         return false;
14 }
15 #endif
16 #ifdef SVQC
17 .float metertime = _STAT(NB_METERSTART);
18
19 int autocvar_g_nexball_goalleadlimit;
20 #define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
21
22 bool autocvar_g_nexball_basketball_jumppad = true;
23 float autocvar_g_nexball_basketball_bouncefactor;
24 float autocvar_g_nexball_basketball_bouncestop;
25 float autocvar_g_nexball_basketball_carrier_highspeed;
26 bool autocvar_g_nexball_basketball_meter;
27 float autocvar_g_nexball_basketball_meter_maxpower;
28 float autocvar_g_nexball_basketball_meter_minpower;
29 float autocvar_g_nexball_delay_collect;
30 float autocvar_g_nexball_delay_goal;
31 float autocvar_g_nexball_delay_start;
32 bool autocvar_g_nexball_football_jumppad = true;
33 float autocvar_g_nexball_football_bouncefactor;
34 float autocvar_g_nexball_football_bouncestop;
35 bool autocvar_g_nexball_radar_showallplayers;
36 bool autocvar_g_nexball_sound_bounce;
37 int autocvar_g_nexball_trail_color;
38
39 float autocvar_g_nexball_safepass_turnrate;
40 float autocvar_g_nexball_safepass_maxdist;
41 float autocvar_g_nexball_safepass_holdtime;
42 float autocvar_g_nexball_viewmodel_scale;
43 float autocvar_g_nexball_tackling;
44 vector autocvar_g_nexball_viewmodel_offset;
45
46 float autocvar_g_balance_nexball_primary_animtime;
47 float autocvar_g_balance_nexball_primary_refire;
48 float autocvar_g_balance_nexball_primary_speed;
49 float autocvar_g_balance_nexball_secondary_animtime;
50 float autocvar_g_balance_nexball_secondary_force;
51 float autocvar_g_balance_nexball_secondary_lifetime;
52 float autocvar_g_balance_nexball_secondary_refire;
53 float autocvar_g_balance_nexball_secondary_speed;
54
55 void basketball_touch(entity this);
56 void football_touch(entity this);
57 void ResetBall(entity this);
58 const int NBM_NONE = 0;
59 const int NBM_FOOTBALL = 2;
60 const int NBM_BASKETBALL = 4;
61 float nexball_mode;
62
63 float OtherTeam(float t)  //works only if there are two teams on the map!
64 {
65         entity e;
66         e = find(NULL, classname, "nexball_team");
67         if(e.team == t)
68                 e = find(e, classname, "nexball_team");
69         return e.team;
70 }
71
72 const float ST_NEXBALL_GOALS = 1;
73 void nb_ScoreRules(float teams)
74 {
75         ScoreRules_basics(teams, 0, 0, true);
76         ScoreInfo_SetLabel_TeamScore(   ST_NEXBALL_GOALS,  "goals", SFL_SORT_PRIO_PRIMARY);
77         ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_GOALS,  "goals", SFL_SORT_PRIO_PRIMARY);
78         ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
79         ScoreRules_basics_end();
80 }
81
82 void LogNB(string mode, entity actor)
83 {
84         string s;
85         if(!autocvar_sv_eventlog)
86                 return;
87         s = strcat(":nexball:", mode);
88         if(actor != NULL)
89                 s = strcat(s, ":", ftos(actor.playerid));
90         GameLogEcho(s);
91 }
92
93 void ball_restart(entity this)
94 {
95         if(this.owner)
96                 DropBall(this, this.owner.origin, '0 0 0');
97         ResetBall(this);
98 }
99
100 void nexball_setstatus(entity this)
101 {
102         this.items &= ~IT_KEY1;
103         if(this.ballcarried)
104         {
105                 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
106                 {
107                         bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
108                         DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
109                         entity e = this.ballcarried;
110                         ResetBall(e);
111                 }
112                 else
113                         this.items |= IT_KEY1;
114         }
115 }
116
117 void relocate_nexball(entity this)
118 {
119         tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
120         if(trace_startsolid)
121         {
122                 vector o;
123                 o = this.origin;
124                 if(!move_out_of_solid(this))
125                         objerror(this, "could not get out of solid at all!");
126                 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
127                 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
128                 LOG_INFO(" ", ftos(this.origin.y - o.y));
129                 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
130                 this.origin = o;
131         }
132 }
133
134 void DropOwner(entity this)
135 {
136         entity ownr;
137         ownr = this.owner;
138         DropBall(this, ownr.origin, ownr.velocity);
139         makevectors(ownr.v_angle.y * '0 1 0');
140         ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
141         UNSET_ONGROUND(ownr);
142 }
143
144 void GiveBall(entity plyr, entity ball)
145 {
146         .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
147         entity ownr = ball.owner;
148         if(ownr)
149         {
150                 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
151                 ownr.ballcarried = NULL;
152                 if(ownr.metertime)
153                 {
154                         ownr.metertime = 0;
155                         ownr.(weaponentity).state = WS_READY;
156                 }
157                 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
158         }
159         else
160         {
161                 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
162         }
163
164         //setattachment(ball, plyr, "");
165         setorigin(ball, plyr.origin + plyr.view_ofs);
166
167         if(ball.team != plyr.team)
168                 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
169
170         ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
171         ball.team = plyr.team;
172         plyr.ballcarried = ball;
173         ball.nb_dropper = plyr;
174
175         plyr.effects |= autocvar_g_nexball_basketball_effects_default;
176         ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
177
178         ball.velocity = '0 0 0';
179         ball.movetype = MOVETYPE_NONE;
180         settouch(ball, func_null);
181         ball.effects |= EF_NOSHADOW;
182         ball.scale = 1; // scale down.
183
184         WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
185         WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
186
187         if(autocvar_g_nexball_basketball_delay_hold)
188         {
189                 setthink(ball, DropOwner);
190                 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
191         }
192
193         plyr.(weaponentity).weapons = plyr.weapons;
194         plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
195         plyr.weapons = WEPSET(NEXBALL);
196         Weapon w = WEP_NEXBALL;
197         w.wr_resetplayer(w, plyr);
198         PS(plyr).m_switchweapon = WEP_NEXBALL;
199         W_SwitchWeapon(plyr, WEP_NEXBALL);
200 }
201
202 void DropBall(entity ball, vector org, vector vel)
203 {
204         ball.effects |= autocvar_g_nexball_basketball_effects_default;
205         ball.effects &= ~EF_NOSHADOW;
206         ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
207
208         setattachment(ball, NULL, "");
209         setorigin(ball, org);
210         ball.movetype = MOVETYPE_BOUNCE;
211         UNSET_ONGROUND(ball);
212         ball.scale = ball_scale;
213         ball.velocity = vel;
214         ball.nb_droptime = time;
215         settouch(ball, basketball_touch);
216         setthink(ball, ResetBall);
217         ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
218
219         if(ball.owner.metertime)
220         {
221                 ball.owner.metertime = 0;
222                 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
223                 ball.owner.(weaponentity).state = WS_READY;
224         }
225
226         WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
227         WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
228         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
229
230         ball.owner.ballcarried = NULL;
231         ball.owner = NULL;
232 }
233
234 void InitBall(entity this)
235 {
236         if(gameover) return;
237         UNSET_ONGROUND(this);
238         this.movetype = MOVETYPE_BOUNCE;
239         if(this.classname == "nexball_basketball")
240                 settouch(this, basketball_touch);
241         else if(this.classname == "nexball_football")
242                 settouch(this, football_touch);
243         this.cnt = 0;
244         setthink(this, ResetBall);
245         this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
246         this.teamtime = 0;
247         this.pusher = NULL;
248         this.team = false;
249         _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
250         WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
251         LogNB("init", NULL);
252 }
253
254 void ResetBall(entity this)
255 {
256         if(this.cnt < 2)        // step 1
257         {
258                 if(time == this.teamtime)
259                         bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
260
261                 settouch(this, func_null);
262                 this.movetype = MOVETYPE_NOCLIP;
263                 this.velocity = '0 0 0'; // just in case?
264                 if(!this.cnt)
265                         LogNB("resetidle", NULL);
266                 this.cnt = 2;
267                 this.nextthink = time;
268         }
269         else if(this.cnt < 4)     // step 2 and 3
270         {
271 //              dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
272                 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
273                 this.nextthink = time + 0.5;
274                 this.cnt += 1;
275         }
276         else     // step 4
277         {
278 //              dprint("Step 4: time: ", ftos(time), "\n");
279                 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
280                         LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
281                                    vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
282                 this.velocity = '0 0 0';
283                 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
284                 this.movetype = MOVETYPE_NONE;
285                 setthink(this, InitBall);
286                 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
287         }
288 }
289
290 void football_touch(entity this)
291 {
292         if(other.solid == SOLID_BSP)
293         {
294                 if(time > this.lastground + 0.1)
295                 {
296                         _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
297                         this.lastground = time;
298                 }
299                 if(this.velocity && !this.cnt)
300                         this.nextthink = time + autocvar_g_nexball_delay_idle;
301                 return;
302         }
303         if (!IS_PLAYER(other))
304                 return;
305         if(other.health < 1)
306                 return;
307         if(!this.cnt)
308                 this.nextthink = time + autocvar_g_nexball_delay_idle;
309
310         this.pusher = other;
311         this.team = other.team;
312
313         if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
314         {
315                 if(other.velocity)
316                         this.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
317         }
318         else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
319         {
320                 makevectors(other.v_angle);
321                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
322         }
323         else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
324         {
325                 makevectors(other.v_angle.y * '0 1 0');
326                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
327         }
328         else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
329         {
330                 makevectors(other.v_angle);
331                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
332         }
333         this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
334 }
335
336 void basketball_touch(entity this)
337 {
338         if(other.ballcarried)
339         {
340                 football_touch(this);
341                 return;
342         }
343         if(!this.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
344         {
345                 if(other.health <= 0)
346                         return;
347                 LogNB("caught", other);
348                 GiveBall(other, this);
349         }
350         else if(other.solid == SOLID_BSP)
351         {
352                 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
353                 if(this.velocity && !this.cnt)
354                         this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
355         }
356 }
357
358 void GoalTouch(entity this)
359 {
360         entity ball;
361         float isclient, pscore, otherteam;
362         string pname;
363
364         if(gameover) return;
365         if((this.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
366                 ball = other.ballcarried;
367         else
368                 ball = other;
369         if(ball.classname != "nexball_basketball")
370                 if(ball.classname != "nexball_football")
371                         return;
372         if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
373                 return;
374         EXACTTRIGGER_TOUCH;
375
376
377         if(nb_teams == 2)
378                 otherteam = OtherTeam(ball.team);
379         else
380                 otherteam = 0;
381
382         if((isclient = IS_CLIENT(ball.pusher)))
383                 pname = ball.pusher.netname;
384         else
385                 pname = "Someone (?)";
386
387         if(ball.team == this.team)               //owngoal (regular goals)
388         {
389                 LogNB("owngoal", ball.pusher);
390                 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
391                 pscore = -1;
392         }
393         else if(this.team == GOAL_FAULT)
394         {
395                 LogNB("fault", ball.pusher);
396                 if(nb_teams == 2)
397                         bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
398                 else
399                         bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
400                 pscore = -1;
401         }
402         else if(this.team == GOAL_OUT)
403         {
404                 LogNB("out", ball.pusher);
405                 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
406                         bprint(pname, "^7 went out of bounds.\n");
407                 else
408                         bprint("The ball was returned.\n");
409                 pscore = 0;
410         }
411         else                                                       //score
412         {
413                 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
414                 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
415                 pscore = 1;
416         }
417
418         _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
419
420         if(ball.team && pscore)
421         {
422                 if(nb_teams == 2 && pscore < 0)
423                         TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
424                 else
425                         TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
426         }
427         if(isclient)
428         {
429                 if(pscore > 0)
430                         PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
431                 else if(pscore < 0)
432                         PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
433         }
434
435         if(ball.owner)  // Happens on spawnflag GOAL_TOUCHPLAYER
436                 DropBall(ball, ball.owner.origin, ball.owner.velocity);
437
438         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
439
440         ball.cnt = 1;
441         setthink(ball, ResetBall);
442         if(ball.classname == "nexball_basketball")
443                 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
444         ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
445 }
446
447 //=======================//
448 //         team ents       //
449 //=======================//
450 spawnfunc(nexball_team)
451 {
452         if(!g_nexball)
453         {
454                 remove(this);
455                 return;
456         }
457         this.team = this.cnt + 1;
458 }
459
460 void nb_spawnteam(string teamname, float teamcolor)
461 {
462         LOG_TRACE("^2spawned team ", teamname, "\n");
463         entity e = new(nexball_team);
464         e.netname = teamname;
465         e.cnt = teamcolor;
466         e.team = e.cnt + 1;
467         nb_teams += 1;
468 }
469
470 void nb_spawnteams()
471 {
472         bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
473         entity e;
474         for(e = NULL; (e = find(e, classname, "nexball_goal"));)
475         {
476                 switch(e.team)
477                 {
478                 case NUM_TEAM_1:
479                         if(!t_red)
480                         {
481                                 nb_spawnteam("Red", e.team-1)   ;
482                                 t_red = true;
483                         }
484                         break;
485                 case NUM_TEAM_2:
486                         if(!t_blue)
487                         {
488                                 nb_spawnteam("Blue", e.team-1)  ;
489                                 t_blue = true;
490                         }
491                         break;
492                 case NUM_TEAM_3:
493                         if(!t_yellow)
494                         {
495                                 nb_spawnteam("Yellow", e.team-1);
496                                 t_yellow = true;
497                         }
498                         break;
499                 case NUM_TEAM_4:
500                         if(!t_pink)
501                         {
502                                 nb_spawnteam("Pink", e.team-1)  ;
503                                 t_pink = true;
504                         }
505                         break;
506                 }
507         }
508 }
509
510 void nb_delayedinit(entity this)
511 {
512         if(find(NULL, classname, "nexball_team") == NULL)
513                 nb_spawnteams();
514         nb_ScoreRules(nb_teams);
515 }
516
517
518 //=======================//
519 //        spawnfuncs       //
520 //=======================//
521
522 void SpawnBall(entity this)
523 {
524         if(!g_nexball) { remove(this); return; }
525
526 //      balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
527
528         if(this.model == "")
529         {
530                 this.model = "models/nexball/ball.md3";
531                 this.scale = 1.3;
532         }
533
534         precache_model(this.model);
535         _setmodel(this, this.model);
536         setsize(this, BALL_MINS, BALL_MAXS);
537         ball_scale = this.scale;
538
539         relocate_nexball(this);
540         this.spawnorigin = this.origin;
541
542         this.effects = this.effects | EF_LOWPRECISION;
543
544         if(cvar(strcat("g_", this.classname, "_trail")))  //nexball_basketball :p
545         {
546                 this.glow_color = autocvar_g_nexball_trail_color;
547                 this.glow_trail = true;
548         }
549
550         this.movetype = MOVETYPE_FLY;
551
552         if(!autocvar_g_nexball_sound_bounce)
553                 this.noise = "";
554         else if(this.noise == "")
555                 this.noise = strzone(SND(NB_BOUNCE));
556         //bounce sound placeholder (FIXME)
557         if(this.noise1 == "")
558                 this.noise1 = strzone(SND(NB_DROP));
559         //ball drop sound placeholder (FIXME)
560         if(this.noise2 == "")
561                 this.noise2 = strzone(SND(NB_STEAL));
562         //stealing sound placeholder (FIXME)
563         if(this.noise) precache_sound(this.noise);
564         precache_sound(this.noise1);
565         precache_sound(this.noise2);
566
567         WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
568
569         this.reset = ball_restart;
570         setthink(this, InitBall);
571         this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
572 }
573
574 spawnfunc(nexball_basketball)
575 {
576         nexball_mode |= NBM_BASKETBALL;
577         this.classname = "nexball_basketball";
578         if (!(balls & BALL_BASKET))
579         {
580                 /*
581                 CVTOV(g_nexball_basketball_effects_default);
582                 CVTOV(g_nexball_basketball_delay_hold);
583                 CVTOV(g_nexball_basketball_delay_hold_forteam);
584                 CVTOV(g_nexball_basketball_teamsteal);
585                 */
586                 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
587         }
588         if(!this.effects)
589                 this.effects = autocvar_g_nexball_basketball_effects_default;
590         this.solid = SOLID_TRIGGER;
591         this.pushable = autocvar_g_nexball_basketball_jumppad;
592         balls |= BALL_BASKET;
593         this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
594         this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
595         SpawnBall(this);
596 }
597
598 spawnfunc(nexball_football)
599 {
600         nexball_mode |= NBM_FOOTBALL;
601         this.classname = "nexball_football";
602         this.solid = SOLID_TRIGGER;
603         balls |= BALL_FOOT;
604         this.pushable = autocvar_g_nexball_football_jumppad;
605         this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
606         this.bouncestop = autocvar_g_nexball_football_bouncestop;
607         SpawnBall(this);
608 }
609
610 float nb_Goal_Customize(entity this)
611 {
612         entity e, wp_owner;
613         e = WaypointSprite_getviewentity(other);
614         wp_owner = this.owner;
615         if(SAME_TEAM(e, wp_owner)) { return false; }
616
617         return true;
618 }
619
620 void SpawnGoal(entity this)
621 {
622         if(!g_nexball) { remove(this); return; }
623
624         EXACTTRIGGER_INIT;
625
626         if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
627         {
628                 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
629                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
630                 setcefc(this.sprite, nb_Goal_Customize);
631         }
632
633         this.classname = "nexball_goal";
634         if(this.noise == "")
635                 this.noise = "ctf/respawn.wav";
636         precache_sound(this.noise);
637         settouch(this, GoalTouch);
638 }
639
640 spawnfunc(nexball_redgoal)
641 {
642         this.team = NUM_TEAM_1;
643         SpawnGoal(this);
644 }
645 spawnfunc(nexball_bluegoal)
646 {
647         this.team = NUM_TEAM_2;
648         SpawnGoal(this);
649 }
650 spawnfunc(nexball_yellowgoal)
651 {
652         this.team = NUM_TEAM_3;
653         SpawnGoal(this);
654 }
655 spawnfunc(nexball_pinkgoal)
656 {
657         this.team = NUM_TEAM_4;
658         SpawnGoal(this);
659 }
660
661 spawnfunc(nexball_fault)
662 {
663         this.team = GOAL_FAULT;
664         if(this.noise == "")
665                 this.noise = strzone(SND(TYPEHIT));
666         SpawnGoal(this);
667 }
668
669 spawnfunc(nexball_out)
670 {
671         this.team = GOAL_OUT;
672         if(this.noise == "")
673                 this.noise = strzone(SND(TYPEHIT));
674         SpawnGoal(this);
675 }
676
677 //
678 //Spawnfuncs preserved for compatibility
679 //
680
681 spawnfunc(ball)
682 {
683         spawnfunc_nexball_football(this);
684 }
685 spawnfunc(ball_football)
686 {
687         spawnfunc_nexball_football(this);
688 }
689 spawnfunc(ball_basketball)
690 {
691         spawnfunc_nexball_basketball(this);
692 }
693 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
694 spawnfunc(ball_redgoal)
695 {
696         spawnfunc_nexball_bluegoal(this);       // I blame Revenant
697 }
698 spawnfunc(ball_bluegoal)
699 {
700         spawnfunc_nexball_redgoal(this);        // but he didn't mean to cause trouble :p
701 }
702 spawnfunc(ball_fault)
703 {
704         spawnfunc_nexball_fault(this);
705 }
706 spawnfunc(ball_bound)
707 {
708         spawnfunc_nexball_out(this);
709 }
710
711 //=======================//
712 //        Weapon code     //
713 //=======================//
714
715
716 void W_Nexball_Think(entity this)
717 {
718         //dprint("W_Nexball_Think\n");
719         //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
720         vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
721         vector old_dir = normalize(this.velocity);
722         float _speed = vlen(this.velocity);
723         vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
724         //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
725
726         this.velocity = new_vel;
727
728         this.nextthink = time;
729 }
730
731 void W_Nexball_Touch(entity this)
732 {
733         entity ball, attacker;
734         attacker = this.owner;
735         //this.think = func_null;
736         //this.enemy = NULL;
737
738         PROJECTILE_TOUCH(this);
739         if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
740                 if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
741                 {
742                         other.velocity = other.velocity + normalize(this.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
743                         UNSET_ONGROUND(other);
744                         if(!attacker.ballcarried)
745                         {
746                                 LogNB("stole", attacker);
747                                 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
748
749                                 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
750                                 {
751                                         attacker.teamkill_complain = time + 5;
752                                         attacker.teamkill_soundtime = time + 0.4;
753                                         attacker.teamkill_soundsource = other;
754                                 }
755
756                                 GiveBall(attacker, other.ballcarried);
757                         }
758                 }
759         remove(this);
760 }
761
762 void W_Nexball_Attack(entity actor, float t)
763 {
764         entity ball;
765         float mul, mi, ma;
766         if(!(ball = actor.ballcarried))
767                 return;
768
769         W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
770         tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
771         if(trace_startsolid)
772         {
773                 if(actor.metertime)
774                         actor.metertime = 0; // Shot failed, hide the power meter
775                 return;
776         }
777
778         //Calculate multiplier
779         if(t < 0)
780                 mul = 1;
781         else
782         {
783                 mi = autocvar_g_nexball_basketball_meter_minpower;
784                 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
785                 //One triangle wave period with 1 as max
786                 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
787                 if(mul > 1)
788                         mul = 2 - mul;
789                 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
790         }
791
792         DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
793
794
795         //TODO: use the speed_up cvar too ??
796 }
797
798 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
799
800 void W_Nexball_Attack2(entity actor)
801 {
802         if(actor.ballcarried.enemy)
803         {
804                 entity _ball = actor.ballcarried;
805                 W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
806                 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
807                 setthink(_ball, W_Nexball_Think);
808                 _ball.nextthink = time;
809                 return;
810         }
811
812         if(!autocvar_g_nexball_tackling)
813                 return;
814
815         W_SetupShot(actor, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
816         entity missile = new(ballstealer);
817
818         missile.owner = actor;
819
820         missile.movetype = MOVETYPE_FLY;
821         PROJECTILE_MAKETRIGGER(missile);
822
823         //setmodel(missile, "models/elaser.mdl");  // precision set below
824         setsize(missile, '0 0 0', '0 0 0');
825         setorigin(missile, w_shotorg);
826
827         W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
828         missile.angles = vectoangles(missile.velocity);
829         settouch(missile, W_Nexball_Touch);
830         setthink(missile, SUB_Remove);
831         missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
832
833         missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
834         missile.flags = FL_PROJECTILE;
835
836         CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
837 }
838
839 float ball_customize(entity this)
840 {
841         if(!this.owner)
842         {
843                 this.effects &= ~EF_FLAME;
844                 this.scale = 1;
845                 setcefc(this, func_null);
846                 return true;
847         }
848
849         if(other == this.owner)
850         {
851                 this.scale = autocvar_g_nexball_viewmodel_scale;
852                 if(this.enemy)
853                         this.effects |= EF_FLAME;
854                 else
855                         this.effects &= ~EF_FLAME;
856         }
857         else
858         {
859                 this.effects &= ~EF_FLAME;
860                 this.scale = 1;
861         }
862
863         return true;
864 }
865
866 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
867 {
868     TC(BallStealer, thiswep);
869     if(fire & 1)
870         if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
871             if(autocvar_g_nexball_basketball_meter)
872             {
873                 if(actor.ballcarried && !actor.metertime)
874                     actor.metertime = time;
875                 else
876                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
877             }
878             else
879             {
880                 W_Nexball_Attack(actor, -1);
881                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
882             }
883     if(fire & 2)
884         if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
885         {
886             W_Nexball_Attack2(actor);
887             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
888         }
889
890     if(!(fire & 1) && actor.metertime && actor.ballcarried)
891     {
892         W_Nexball_Attack(actor, time - actor.metertime);
893         // DropBall or stealing will set metertime back to 0
894         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
895     }
896 }
897
898 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
899 {
900     TC(BallStealer, this);
901     //weapon_setup(WEP_PORTO.m_id);
902 }
903
904 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
905 {
906     TC(BallStealer, this);
907     return true;
908 }
909
910 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
911 {
912     TC(BallStealer, this);
913     return true;
914 }
915
916 void nb_DropBall(entity player)
917 {
918         if(player.ballcarried && g_nexball)
919                 DropBall(player.ballcarried, player.origin, player.velocity);
920 }
921
922 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
923 {
924         entity player = M_ARGV(0, entity);
925
926         nb_DropBall(player);
927 }
928
929 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
930 {
931         entity frag_target = M_ARGV(2, entity);
932
933         nb_DropBall(frag_target);
934 }
935
936 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
937 {
938         entity player = M_ARGV(0, entity);
939
940         nb_DropBall(player);
941         return false;
942 }
943
944 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
945 {
946         entity player = M_ARGV(0, entity);
947
948         makevectors(player.v_angle);
949         if(nexball_mode & NBM_BASKETBALL)
950         {
951                 if(player.ballcarried)
952                 {
953                         // 'view ball'
954                         player.ballcarried.velocity = player.velocity;
955                         setcefc(player.ballcarried, ball_customize);
956
957                         vector org = player.origin + player.view_ofs +
958                                           v_forward * autocvar_g_nexball_viewmodel_offset.x +
959                                           v_right * autocvar_g_nexball_viewmodel_offset.y +
960                                           v_up * autocvar_g_nexball_viewmodel_offset.z;
961                         setorigin(player.ballcarried, org);
962
963                         // 'safe passing'
964                         if(autocvar_g_nexball_safepass_maxdist)
965                         {
966                                 if(player.ballcarried.wait < time && player.ballcarried.enemy)
967                                 {
968                                         //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
969                                         player.ballcarried.enemy = NULL;
970                                 }
971
972
973                                 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
974                                 crosshair_trace(player);
975                                 if( trace_ent &&
976                                         IS_CLIENT(trace_ent) &&
977                                         !IS_DEAD(trace_ent) &&
978                                         trace_ent.team == player.team &&
979                                         vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
980                                 {
981
982                                         //if(player.ballcarried.enemy != trace_ent)
983                                         //      centerprint(player, sprintf("Locked to %s", trace_ent.netname));
984                                         player.ballcarried.enemy = trace_ent;
985                                         player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
986
987
988                                 }
989                         }
990                 }
991                 else
992                 {
993                         .entity weaponentity = weaponentities[0]; // TODO
994                         if(player.(weaponentity).weapons)
995                         {
996                                 player.weapons = player.(weaponentity).weapons;
997                                 Weapon w = WEP_NEXBALL;
998                                 w.wr_resetplayer(w, player);
999                                 PS(player).m_switchweapon = player.(weaponentity).m_switchweapon;
1000                                 W_SwitchWeapon(player, PS(player).m_switchweapon);
1001
1002                                 player.(weaponentity).weapons = '0 0 0';
1003                         }
1004                 }
1005
1006         }
1007
1008         nexball_setstatus(player);
1009 }
1010
1011 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1012 {
1013         entity spectatee = M_ARGV(0, entity);
1014         entity client = M_ARGV(1, entity);
1015
1016         client.metertime = spectatee.metertime;
1017 }
1018
1019 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1020 {
1021         entity player = M_ARGV(0, entity);
1022
1023         player.metertime = 0;
1024         .entity weaponentity = weaponentities[0];
1025         player.(weaponentity).weapons = '0 0 0';
1026
1027         if (nexball_mode & NBM_BASKETBALL)
1028                 player.weapons |= WEPSET(NEXBALL);
1029         else
1030                 player.weapons = '0 0 0';
1031
1032         return false;
1033 }
1034
1035 .float stat_sv_airspeedlimit_nonqw;
1036 .float stat_sv_maxspeed;
1037
1038 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1039 {
1040         entity player = M_ARGV(0, entity);
1041
1042         if(player.ballcarried)
1043         {
1044                 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1045                 player.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1046         }
1047 }
1048
1049 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1050 {
1051         entity player = M_ARGV(0, entity);
1052
1053         return PS(player).m_weapon == WEP_NEXBALL;
1054 }
1055
1056 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1057 {
1058         entity player = M_ARGV(0, entity);
1059
1060         return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
1061 }
1062
1063 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1064 {
1065         entity item = M_ARGV(0, entity);
1066
1067         if(item.classname == "droppedweapon")
1068         if(item.weapon == WEP_NEXBALL.m_id)
1069                 return true;
1070
1071         return false;
1072 }
1073
1074 MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
1075 {
1076         M_ARGV(1, string) = "nexball_team";
1077         return true;
1078 }
1079
1080 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1081 {
1082         M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1083         return true;
1084 }
1085
1086 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1087 {
1088         entity frag_target = M_ARGV(0, entity);
1089
1090         if(frag_target.ballcarried)
1091                 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1092
1093         return false;
1094 }
1095
1096 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1097 {
1098         M_ARGV(2, int) &= ~0x80;
1099 }
1100
1101 REGISTER_MUTATOR(nb, g_nexball)
1102 {
1103         MUTATOR_ONADD
1104         {
1105                 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1106                 if(g_nexball_meter_period <= 0)
1107                         g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1108                 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1109
1110                 // General settings
1111                 /*
1112                 CVTOV(g_nexball_football_boost_forward);   //100
1113                 CVTOV(g_nexball_football_boost_up);             //200
1114                 CVTOV(g_nexball_delay_idle);                       //10
1115                 CVTOV(g_nexball_football_physics);               //0
1116                 */
1117                 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1118
1119                 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
1120                 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1121
1122                 ActivateTeamplay();
1123                 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1124                 have_team_spawns = -1; // request team spawns
1125         }
1126
1127         MUTATOR_ONROLLBACK_OR_REMOVE
1128         {
1129                 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1130                 // we actually cannot roll back nb_delayedinit here
1131                 // BUT: we don't need to! If this gets called, adding always
1132                 // succeeds.
1133         }
1134
1135         MUTATOR_ONREMOVE
1136         {
1137                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
1138                 return -1;
1139         }
1140
1141         return 0;
1142 }
1143
1144 #endif
1145 #endif