2 REGISTER_MINIGAME(pong, _("Pong"));
5 const int PONG_STATUS_WAIT = 0x0010; // waiting for players to join
6 const int PONG_STATUS_PLAY = 0x0020; // playing
9 // (minigame_player) sent when reporting scores
10 const int PONG_SF_PLAYERSCORE = MINIG_SF_CUSTOM;
11 // (pong_ball) sent when changing team
12 const int PONG_SF_BALLTEAM = MINIG_SF_CUSTOM;
15 const int PONG_KEY_INCREASE = 0x01; // Move down/right
16 const int PONG_KEY_DECREASE = 0x02; // Move up/left
17 const int PONG_KEY_BOTH = 0x03; // Player jamming keys at ramdom
20 const int PONG_MAX_PLAYERS = 4;
21 const int PONG_SPECTATOR_TEAM = 255; // must be above max teams and equal to or below 255
22 .int pong_score; // (minigame_player) number of goals
23 .int pong_keys; // (client) pressed keys
24 .entity pong_paddles[PONG_MAX_PLAYERS];// (minigame) paddles
25 .float pong_length; // (pong_paddle/pong_ball) size (0,1)
26 .entity pong_ai_paddle; // (pong_ai) controlled paddle entity
30 float autocvar_sv_minigames_pong_paddle_size;
31 float autocvar_sv_minigames_pong_paddle_speed;
33 float autocvar_sv_minigames_pong_ball_wait;
34 float autocvar_sv_minigames_pong_ball_speed;
35 float autocvar_sv_minigames_pong_ball_radius;
36 float autocvar_sv_minigames_pong_ball_number;
38 float autocvar_sv_minigames_pong_ai_thinkspeed;
39 float autocvar_sv_minigames_pong_ai_tolerance;
41 void pong_ball_think(entity this);
43 // Throws a ball in a random direction and sets the think function
44 void pong_ball_throw(entity ball)
48 angle = random()*M_PI*2;
49 while ( fabs(sin(angle)) < 0.17 || fabs(cos(angle)) < 0.17 );
50 ball.velocity_x = cos(angle)*autocvar_sv_minigames_pong_ball_speed;
51 ball.velocity_y = sin(angle)*autocvar_sv_minigames_pong_ball_speed;
52 setthink(ball, pong_ball_think);
53 ball.nextthink = time;
55 ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
58 // Think equivalent of pong_ball_throw, used to delay throws
59 void pong_ball_throwthink(entity this)
61 pong_ball_throw(this);
64 // Moves ball to the center and stops its motion
65 void pong_ball_reset(entity ball)
67 ball.velocity = '0 0 0';
68 ball.origin = '0.5 0.5 0';
69 setthink(ball, SUB_NullThink);
71 ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
72 setthink(ball, pong_ball_throwthink);
73 ball.nextthink = time + autocvar_sv_minigames_pong_ball_wait;
76 // Add the score to the given team in the minigame
77 void pong_add_score(entity minigame, int team_thrower, int team_receiver, int delta)
82 if ( team_thrower == 0 )
83 team_thrower = team_receiver;
85 if ( team_thrower == team_receiver )
88 entity paddle_thrower = minigame.pong_paddles[team_thrower-1];
89 if ( paddle_thrower.realowner.minigame_players )
91 paddle_thrower.realowner.minigame_players.pong_score += delta;
92 paddle_thrower.realowner.minigame_players.SendFlags |= PONG_SF_PLAYERSCORE;
96 // get point in the box nearest to the given one (2D)
97 vector box_nearest(vector box_min, vector box_max, vector p)
99 return vec2( p.x > box_max.x ? box_max.x : ( p.x < box_min.x ? box_min.x : p.x ),
100 p.y > box_max.y ? box_max.y : ( p.y < box_min.y ? box_min.y : p.y ) );
103 void pong_paddle_bounce(entity ball, int pteam)
107 case 1: ball.velocity_x = -fabs(ball.velocity_x); break;
108 case 2: ball.velocity_x = fabs(ball.velocity_x); break;
109 case 3: ball.velocity_y = fabs(ball.velocity_y); break;
110 case 4: ball.velocity_y = -fabs(ball.velocity_y); break;
113 float angle = atan2(ball.velocity_y, ball.velocity_x);
114 angle += ( random() - 0.5 ) * 2 * M_PI/6;
115 float speed = vlen(ball.velocity);
117 ball.velocity_y = speed * sin(angle);
118 ball.velocity_x = speed * cos(angle);
121 // checks if the ball hit the paddle for the given team
122 bool pong_paddle_hit(entity ball, int pteam)
124 entity paddle = ball.owner.pong_paddles[pteam-1];
129 vector near_point = box_nearest(paddle.m_mins+paddle.origin,
130 paddle.m_maxs+paddle.origin, ball.origin);
131 return vdist(near_point - ball.origin, <=, ball.pong_length);
133 return boxesoverlap(paddle.m_mins + paddle.origin, paddle.m_maxs + paddle.origin, ball.m_mins + ball.origin, ball.m_maxs + ball.origin);
137 // Checks for a goal, when that happes adds scores and resets the ball
138 bool pong_goal(entity ball, int pteam)
140 entity paddle = ball.owner.pong_paddles[pteam-1];
144 if ( !pong_paddle_hit(ball, pteam) )
146 pong_add_score(ball.owner ,ball.team, pteam, 1);
147 pong_ball_reset(ball);
154 // Moves the ball around
155 void pong_ball_think(entity this)
157 float think_speed = autocvar_sys_ticrate;
158 this.nextthink = time + think_speed;
160 this.origin_x += this.velocity_x * think_speed;
161 this.origin_y += this.velocity_y * think_speed;
162 this.SendFlags |= MINIG_SF_UPDATE;
165 for ( i = 1; i <= PONG_MAX_PLAYERS; i++ )
166 if ( pong_paddle_hit(this, i) )
168 pong_paddle_bounce(this,i);
170 this.SendFlags |= PONG_SF_BALLTEAM;
174 if ( this.origin_y <= this.pong_length )
176 if ( !pong_goal(this,3) )
178 this.origin_y = this.pong_length;
179 this.velocity_y *= -1;
182 else if ( this.origin_y >= 1-this.pong_length )
184 if ( !pong_goal(this,4) )
186 this.origin_y = 1-this.pong_length;
187 this.velocity_y *= -1;
191 if ( this.origin_x <= this.pong_length )
193 if ( !pong_goal(this,2) )
195 this.origin_x = this.pong_length;
196 this.velocity_x *= -1;
199 else if ( this.origin_x >= 1-this.pong_length )
201 if ( !pong_goal(this,1) )
203 this.origin_x = 1-this.pong_length;
204 this.velocity_x *= -1;
211 void pong_ai_think(entity this)
213 float think_speed = autocvar_sv_minigames_pong_ai_thinkspeed;
214 this.nextthink = time + think_speed;
218 float min_distance = 1;
220 entity mayball = NULL;
221 while ( ( mayball = findentity(mayball,owner,this.owner) ) )
222 if ( mayball.classname == "pong_ball" )
224 distance = vlen(mayball.origin-this.pong_ai_paddle.origin);
225 next_distance = vlen(mayball.origin+mayball.velocity-this.pong_ai_paddle.origin);
226 if ( distance < min_distance && ( distance < 0.5 || next_distance < distance ) )
228 min_distance = distance;
237 if ( this.team <= 2 )
240 target = ball.origin_y + ball.velocity_y*think_speed;
241 my_pos = this.pong_ai_paddle.origin_y;
246 target = ball.origin_x + ball.velocity_x*think_speed;
247 my_pos = this.pong_ai_paddle.origin_x;
250 distance = this.pong_length/2 * autocvar_sv_minigames_pong_ai_tolerance
251 + autocvar_sv_minigames_pong_paddle_speed * think_speed;
253 if (target < my_pos - distance)
254 this.pong_keys = PONG_KEY_DECREASE;
255 else if (target > my_pos + distance)
256 this.pong_keys = PONG_KEY_INCREASE;
261 entity pong_ai_spawn(entity paddle)
263 entity ai = msle_spawn(paddle.owner,new(pong_ai));
264 ai.minigame_players = ai;
265 ai.team = paddle.team;
266 setthink(ai, pong_ai_think);
268 ai.pong_ai_paddle = paddle;
270 paddle.realowner = ai;
276 void pong_paddle_think(entity this)
278 float think_speed = autocvar_sys_ticrate;
279 this.nextthink = time + think_speed;
281 if ( this.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE ||
282 this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
284 float pmovement = autocvar_sv_minigames_pong_paddle_speed * think_speed;
285 float halflen = this.pong_length/2;
287 if ( this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
291 this.origin_x = bound(halflen, this.origin_x+pmovement, 1-halflen);
293 this.origin_y = bound(halflen, this.origin_y+pmovement, 1-halflen);
295 this.SendFlags |= MINIG_SF_UPDATE;
299 vector pong_team_to_box_halfsize(int nteam, float length, float width)
302 return vec2(length/2, width/2);
303 return vec2(width/2, length/2);
306 vector pong_team_to_paddlepos(int nteam)
310 case 1: return '0.99 0.5 0';
311 case 2: return '0.01 0.5 0';
312 case 3: return '0.5 0.01 0';
313 case 4: return '0.5 0.99 0';
314 default:return '0 0 0';
318 // Spawns a pong paddle
319 // if real_player is NULL, the paddle is controlled by AI
320 entity pong_paddle_spawn(entity minigame, int pl_team, entity real_player)
322 entity paddle = msle_spawn(minigame,new(pong_paddle));
323 paddle.pong_length = autocvar_sv_minigames_pong_paddle_size;
324 paddle.origin = pong_team_to_paddlepos(pl_team);
325 setthink(paddle, pong_paddle_think);
326 paddle.nextthink = time;
327 paddle.team = pl_team;
328 paddle.m_mins = pong_team_to_box_halfsize(pl_team,-paddle.pong_length,-1/16);
329 paddle.m_maxs = pong_team_to_box_halfsize(pl_team,paddle.pong_length,1/16);
331 if ( real_player == NULL )
332 pong_ai_spawn(paddle);
334 paddle.realowner = real_player;
336 minigame.pong_paddles[pl_team-1] = paddle;
342 // required function, handle server side events
343 int pong_server_event(entity minigame, string event, ...)
349 minigame.minigame_flags |= PONG_STATUS_WAIT;
354 // Don't allow joining a match that is already running
355 if ( minigame.minigame_flags & PONG_STATUS_PLAY )
356 return PONG_SPECTATOR_TEAM;
358 entity player = ...(0,entity);
360 for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
362 if ( minigame.pong_paddles[i] == NULL )
364 pong_paddle_spawn(minigame,i+1,player);
369 return PONG_SPECTATOR_TEAM;
373 entity player = ...(0,entity);
377 for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
379 paddle = minigame.pong_paddles[i];
380 if ( paddle != NULL && paddle.realowner == player )
382 ai = pong_ai_spawn(paddle);
383 ai.pong_score = player.minigame_players.pong_score;
392 entity player = ...(0,entity);
393 bool event_blocked = (player.team == PONG_SPECTATOR_TEAM);
399 if ( minigame.minigame_flags & PONG_STATUS_WAIT )
401 minigame.minigame_flags = PONG_STATUS_PLAY |
402 (minigame.minigame_flags & ~PONG_STATUS_WAIT);
403 minigame.SendFlags |= MINIG_SF_UPDATE;
406 for ( int j = 0; j < autocvar_sv_minigames_pong_ball_number; j++ )
408 ball = msle_spawn(minigame,new(pong_ball));
409 ball.pong_length = autocvar_sv_minigames_pong_ball_radius;
410 ball.m_mins = vec2(-ball.pong_length, -ball.pong_length);
411 ball.m_maxs = vec2(ball.pong_length, ball.pong_length);
412 pong_ball_reset(ball);
419 player.pong_keys |= PONG_KEY_INCREASE;
424 player.pong_keys |= PONG_KEY_DECREASE;
429 player.pong_keys &= ~PONG_KEY_INCREASE;
434 player.pong_keys &= ~PONG_KEY_DECREASE;
440 player.pong_keys = stoi(argv(1));
446 // keep declaration here, moving it into for() reverses weapon order
447 // potentially compiler bug
449 if ( minigame.minigame_flags & PONG_STATUS_WAIT )
450 for ( j = 0; j < PONG_MAX_PLAYERS; j++ )
451 //for ( int j = 0; j < PONG_MAX_PLAYERS; j++ )
453 if ( minigame.pong_paddles[j] == NULL )
455 pong_paddle_spawn(minigame,j+1,NULL);
459 sprint(player.minigame_players,"Cannot spawn AI\n");
466 if ( minigame.minigame_flags & PONG_STATUS_WAIT )
469 for ( int j = PONG_MAX_PLAYERS-1; j >= 0; j-- )
471 paddle = minigame.pong_paddles[j];
472 if ( paddle != NULL &&
473 paddle.realowner.classname == "pong_ai" )
475 minigame.pong_paddles[j] = NULL;
476 delete(paddle.realowner);
482 sprint(player.minigame_players,"Cannot remove AI\n");
491 entity sent = ...(0,entity);
493 if ( sent.classname == "minigame_player" && (sf & PONG_SF_PLAYERSCORE ) )
495 WriteLong(MSG_ENTITY,sent.pong_score);
506 void drawrotpic(vector org, float rot, string pic, vector sz, vector hotspot, vector rgb, float a, float f);
508 float pong_team_to_angle(int nteam)
515 case 3: return M_PI*3/2;
516 case 4: return M_PI/2;
520 vector pong_team_to_color(int nteam)
524 case 1: return '1 0 0';
525 case 2: return '0 0 1';
526 case 3: return '1 1 0';
527 case 4: return '1 0 1';
528 default:return '1 1 1';
532 int pong_keys_pressed;
533 int pong_keys_pressed_old;
535 // Required function, draw the game board
536 void pong_hud_board(vector pos, vector mySize)
538 if(pong_keys_pressed != pong_keys_pressed_old)
539 minigame_cmd(strcat("move ", itos(pong_keys_pressed)));
540 pong_keys_pressed_old = pong_keys_pressed;
542 minigame_hud_fitsqare(pos, mySize);
543 minigame_hud_simpleboard(pos,mySize,minigame_texture("pong/board"));
548 FOREACH_MINIGAME_ENTITY(e)
550 if ( e.classname == "pong_ball" )
552 // Note: 4*radius = 2*diameter because the image is large enough to fit the glow around the ball
553 obj_size = minigame_hud_denormalize_size('4 4 0'*e.pong_length,pos,mySize);
554 obj_pos = minigame_hud_denormalize(e.origin,pos,mySize);
556 minigame_drawpic_centered( obj_pos, minigame_texture("pong/ball"),
557 obj_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
559 minigame_drawpic_centered( obj_pos, minigame_texture("pong/ball-glow"),
560 obj_size, pong_team_to_color(e.team),
561 panel_fg_alpha, DRAWFLAG_ADDITIVE );
563 else if ( e.classname == "pong_paddle" )
565 obj_pos = minigame_hud_denormalize(e.origin,pos,mySize);
566 obj_size = minigame_hud_denormalize_size(eX / 16 + eY*e.pong_length,pos,mySize);
568 drawrotpic(obj_pos, pong_team_to_angle(e.team), minigame_texture("pong/paddle-glow"),
569 obj_size, obj_size/2, pong_team_to_color(e.team),
570 panel_fg_alpha, DRAWFLAG_ADDITIVE );
572 drawrotpic(obj_pos, pong_team_to_angle(e.team), minigame_texture("pong/paddle"),
573 obj_size, obj_size/2, '1 1 1',
574 panel_fg_alpha, DRAWFLAG_NORMAL );
580 // Required function, draw the game status panel
581 void pong_hud_status(vector pos, vector mySize)
585 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
586 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
587 ts_y += hud_fontsize_y;
591 vector player_fontsize = hud_fontsize * 1.75;
592 ts_y = ( mySize_y - PONG_MAX_PLAYERS*player_fontsize_y ) / PONG_MAX_PLAYERS;
597 FOREACH_MINIGAME_ENTITY(e)
599 if ( (e.classname == "minigame_player" || e.classname == "pong_ai") && e.team != PONG_SPECTATOR_TEAM )
602 mypos_y += (e.team-1) * (player_fontsize_y + ts_y);
604 drawfill(mypos, ts, pong_team_to_color(e.team), 0.25, DRAWFLAG_ADDITIVE);
606 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
607 (e.minigame_playerslot ? entcs_GetName(e.minigame_playerslot-1) : _("AI")),
608 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
610 drawstring(mypos+eY*player_fontsize_y,ftos(e.pong_score),'48 48 0',
611 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
613 if ( e == minigame_self )
614 drawborderlines(1, mypos, ts, pong_team_to_color(e.team), 1, DRAWFLAG_NORMAL);
619 // convert minigame flags to a message
620 string pong_message(int mgflags)
622 string rmessage = "";
623 if(minigame_self.team == PONG_SPECTATOR_TEAM)
624 rmessage = _("You are spectating");
625 else if (mgflags & PONG_STATUS_WAIT)
626 rmessage = _("Press ^1Start Match^7 to start the match with the current players");
630 // Required function, handle client events
631 int pong_client_event(entity minigame, string event, ...)
639 strfree(minigame.message);
644 if ((minigame.minigame_flags & PONG_STATUS_PLAY) && minigame_self.team != PONG_SPECTATOR_TEAM)
645 switch ( ...(0,int) )
651 if (event == "key_pressed")
653 //minigame_cmd("+moved");
654 pong_keys_pressed |= PONG_KEY_DECREASE;
658 //minigame_cmd("-moved");
659 pong_keys_pressed &= ~PONG_KEY_DECREASE;
665 case K_KP_RIGHTARROW:
666 if (event == "key_pressed")
668 //minigame_cmd("+movei");
669 pong_keys_pressed |= PONG_KEY_INCREASE;
673 //minigame_cmd("-movei");
674 pong_keys_pressed &= ~PONG_KEY_INCREASE;
679 case "network_receive":
681 entity sent = ...(0,entity);
683 if ( sent.classname == "minigame_player" && (sf & PONG_SF_PLAYERSCORE ) )
685 sent.pong_score = ReadLong();
687 else if ( sent.classname == "minigame" )
689 if ( sf & MINIG_SF_UPDATE )
691 strcpy(sent.message, pong_message(sent.minigame_flags));
698 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Start Match"),"pong_throw");
699 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Add AI player"),"pong_aimore");
700 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Remove AI player"),"pong_ailess");
705 string cmd = ...(0,string);
706 if( cmd == "pong_throw" && ( minigame.minigame_flags & PONG_STATUS_WAIT ) )
708 minigame_cmd("throw");
710 else if ( cmd == "pong_aimore" || cmd == "pong_ailess" )