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1 #include "pong.qh"
2 REGISTER_MINIGAME(pong, _("Pong"));
3
4 // minigame flags
5 const int PONG_STATUS_WAIT = 0x0010; // waiting for players to join
6 const int PONG_STATUS_PLAY = 0x0020; // playing
7
8 // send flags
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;
13
14 // keys
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
18
19 // fields
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
27
28 #ifdef SVQC
29
30 float autocvar_sv_minigames_pong_paddle_size;
31 float autocvar_sv_minigames_pong_paddle_speed;
32
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;
37
38 float autocvar_sv_minigames_pong_ai_thinkspeed;
39 float autocvar_sv_minigames_pong_ai_tolerance;
40
41 void pong_ball_think(entity this);
42
43 // Throws a ball in a random direction and sets the think function
44 void pong_ball_throw(entity ball)
45 {
46         float angle;
47         do
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;
54         ball.team = 0;
55         ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
56 }
57
58 // Think equivalent of pong_ball_throw, used to delay throws
59 void pong_ball_throwthink(entity this)
60 {
61         pong_ball_throw(this);
62 }
63
64 // Moves ball to the center and stops its motion
65 void pong_ball_reset(entity ball)
66 {
67         ball.velocity = '0 0 0';
68         ball.origin = '0.5 0.5 0';
69         setthink(ball, SUB_NullThink);
70         ball.team = 0;
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;
74 }
75
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)
78 {
79         if ( !minigame )
80                 return;
81
82         if ( team_thrower == 0 )
83                 team_thrower = team_receiver;
84
85         if ( team_thrower == team_receiver )
86                 delta *= -1;
87
88         entity paddle_thrower = minigame.pong_paddles[team_thrower-1];
89         if ( paddle_thrower.realowner.minigame_players )
90         {
91                 paddle_thrower.realowner.minigame_players.pong_score += delta;
92                 paddle_thrower.realowner.minigame_players.SendFlags |= PONG_SF_PLAYERSCORE;
93         }
94 }
95
96 // get point in the box nearest to the given one (2D)
97 vector box_nearest(vector box_min, vector box_max, vector p)
98 {
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 ) );
101 }
102
103 void pong_paddle_bounce(entity ball, int pteam)
104 {
105         switch(pteam)
106         {
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;
111         }
112
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);
116
117         ball.velocity_y = speed * sin(angle);
118         ball.velocity_x = speed * cos(angle);
119 }
120
121 // checks if the ball hit the paddle for the given team
122 bool pong_paddle_hit(entity ball, int pteam)
123 {
124         entity paddle = ball.owner.pong_paddles[pteam-1];
125         if (!paddle)
126                 return false;
127
128 #if 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);
132 #else
133         return boxesoverlap(paddle.m_mins + paddle.origin, paddle.m_maxs + paddle.origin, ball.m_mins + ball.origin, ball.m_maxs + ball.origin);
134 #endif
135 }
136
137 // Checks for a goal, when that happes adds scores and resets the ball
138 bool pong_goal(entity ball, int pteam)
139 {
140         entity paddle = ball.owner.pong_paddles[pteam-1];
141         if (!paddle)
142                 return false;
143
144         if ( !pong_paddle_hit(ball, pteam) )
145         {
146                 pong_add_score(ball.owner ,ball.team, pteam, 1);
147                 pong_ball_reset(ball);
148                 return true;
149         }
150
151         return false;
152 }
153
154 // Moves the ball around
155 void pong_ball_think(entity this)
156 {
157         float think_speed = autocvar_sys_ticrate;
158         this.nextthink = time + think_speed;
159
160         this.origin_x += this.velocity_x * think_speed;
161         this.origin_y += this.velocity_y * think_speed;
162         this.SendFlags |= MINIG_SF_UPDATE;
163
164         int i;
165         for ( i = 1; i <= PONG_MAX_PLAYERS; i++ )
166                 if ( pong_paddle_hit(this, i) )
167                 {
168                         pong_paddle_bounce(this,i);
169                         this.team = i;
170                         this.SendFlags |= PONG_SF_BALLTEAM;
171                         return;
172                 }
173
174         if ( this.origin_y <= this.pong_length )
175         {
176                 if ( !pong_goal(this,3) )
177                 {
178                         this.origin_y = this.pong_length;
179                         this.velocity_y *= -1;
180                 }
181         }
182         else if ( this.origin_y >= 1-this.pong_length )
183         {
184                 if ( !pong_goal(this,4) )
185                 {
186                         this.origin_y = 1-this.pong_length;
187                         this.velocity_y *= -1;
188                 }
189         }
190
191         if ( this.origin_x <= this.pong_length )
192         {
193                 if ( !pong_goal(this,2) )
194                 {
195                          this.origin_x = this.pong_length;
196                          this.velocity_x *= -1;
197                 }
198         }
199         else if ( this.origin_x >= 1-this.pong_length )
200         {
201                 if ( !pong_goal(this,1) )
202                 {
203                          this.origin_x = 1-this.pong_length;
204                          this.velocity_x *= -1;
205                 }
206         }
207
208 }
209
210 // AI action
211 void pong_ai_think(entity this)
212 {
213         float think_speed = autocvar_sv_minigames_pong_ai_thinkspeed;
214         this.nextthink = time + think_speed;
215
216         float distance;
217         float next_distance;
218         float min_distance = 1;
219         entity ball = NULL;
220         entity mayball = NULL;
221         while ( ( mayball = findentity(mayball,owner,this.owner) ) )
222                 if ( mayball.classname == "pong_ball" )
223                 {
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 ) )
227                         {
228                                 min_distance = distance;
229                                 ball = mayball;
230                         }
231                 }
232
233         float target = 0.5;
234         float my_pos;
235
236
237         if ( this.team <= 2 )
238         {
239                 if ( ball )
240                         target = ball.origin_y + ball.velocity_y*think_speed;
241                 my_pos = this.pong_ai_paddle.origin_y;
242         }
243         else
244         {
245                 if ( ball )
246                         target = ball.origin_x + ball.velocity_x*think_speed;
247                 my_pos = this.pong_ai_paddle.origin_x;
248         }
249
250         distance = this.pong_length/2 * autocvar_sv_minigames_pong_ai_tolerance
251                 + autocvar_sv_minigames_pong_paddle_speed * think_speed;
252
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;
257         else
258                 this.pong_keys = 0;
259 }
260
261 entity pong_ai_spawn(entity paddle)
262 {
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);
267         ai.nextthink = time;
268         ai.pong_ai_paddle = paddle;
269
270         paddle.realowner = ai;
271
272         return ai;
273 }
274
275 // Moves the paddle
276 void pong_paddle_think(entity this)
277 {
278         float think_speed = autocvar_sys_ticrate;
279         this.nextthink = time + think_speed;
280
281         if ( this.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE ||
282                  this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
283         {
284                 float pmovement = autocvar_sv_minigames_pong_paddle_speed * think_speed;
285                 float halflen = this.pong_length/2;
286
287                 if ( this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
288                         pmovement *= -1;
289
290                 if ( this.team > 2 )
291                         this.origin_x = bound(halflen, this.origin_x+pmovement, 1-halflen);
292                 else
293                         this.origin_y = bound(halflen, this.origin_y+pmovement, 1-halflen);
294
295                 this.SendFlags |= MINIG_SF_UPDATE;
296         }
297 }
298
299 vector pong_team_to_box_halfsize(int nteam, float length, float width)
300 {
301         if ( nteam > 2 )
302                 return vec2(length/2, width/2);
303         return vec2(width/2, length/2);
304 }
305
306 vector pong_team_to_paddlepos(int nteam)
307 {
308         switch(nteam)
309         {
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';
315         }
316 }
317
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)
321 {
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);
330
331         if ( real_player == NULL )
332                 pong_ai_spawn(paddle);
333         else
334                 paddle.realowner = real_player;
335
336         minigame.pong_paddles[pl_team-1] = paddle;
337
338         return paddle;
339
340 }
341
342 // required function, handle server side events
343 int pong_server_event(entity minigame, string event, ...)
344 {
345         switch (event)
346         {
347                 case "start":
348                 {
349                         minigame.minigame_flags |= PONG_STATUS_WAIT;
350                         return true;
351                 }
352                 case "join":
353                 {
354                         // Don't allow joining a match that is already running
355                         if ( minigame.minigame_flags & PONG_STATUS_PLAY )
356                                 return PONG_SPECTATOR_TEAM;
357
358                         entity player = ...(0,entity);
359                         int i;
360                         for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
361                         {
362                                 if ( minigame.pong_paddles[i] == NULL )
363                                 {
364                                         pong_paddle_spawn(minigame,i+1,player);
365                                         return i+1;
366                                 }
367                         }
368
369                         return PONG_SPECTATOR_TEAM;
370                 }
371                 case "part":
372                 {
373                         entity player = ...(0,entity);
374                         entity paddle;
375                         entity ai;
376                         int i;
377                         for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
378                         {
379                                 paddle = minigame.pong_paddles[i];
380                                 if ( paddle != NULL && paddle.realowner == player )
381                                 {
382                                         ai = pong_ai_spawn(paddle);
383                                         ai.pong_score = player.minigame_players.pong_score;
384                                         break;
385                                 }
386
387                         }
388                         return false;
389                 }
390                 case "cmd":
391                 {
392                         entity player = ...(0,entity);
393                         bool event_blocked = (player.team == PONG_SPECTATOR_TEAM);
394                         switch(argv(0))
395                         {
396                                 case "throw":
397                                         if(event_blocked)
398                                                 return true;
399                                         if ( minigame.minigame_flags & PONG_STATUS_WAIT )
400                                         {
401                                                 minigame.minigame_flags = PONG_STATUS_PLAY |
402                                                         (minigame.minigame_flags & ~PONG_STATUS_WAIT);
403                                                 minigame.SendFlags |= MINIG_SF_UPDATE;
404
405                                                 entity ball;
406                                                 for ( int j = 0; j < autocvar_sv_minigames_pong_ball_number; j++ )
407                                                 {
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);
413                                                 }
414                                         }
415                                         return true;
416                                 case "+movei":
417                                         if(event_blocked)
418                                                 return true;
419                                         player.pong_keys |= PONG_KEY_INCREASE;
420                                         return true;
421                                 case "+moved":
422                                         if(event_blocked)
423                                                 return true;
424                                         player.pong_keys |= PONG_KEY_DECREASE;
425                                         return true;
426                                 case "-movei":
427                                         if(event_blocked)
428                                                 return true;
429                                         player.pong_keys &= ~PONG_KEY_INCREASE;
430                                         return true;
431                                 case "-moved":
432                                         if(event_blocked)
433                                                 return true;
434                                         player.pong_keys &= ~PONG_KEY_DECREASE;
435                                         return true;
436                                 case "move":
437                                         if(event_blocked)
438                                                 return true;
439                                         if(argv(1))
440                                                 player.pong_keys = stoi(argv(1));
441                                         return true;
442                                 case "pong_aimore":
443                                 {
444                                         if(event_blocked)
445                                                 return true;
446                                         // keep declaration here, moving it into for() reverses weapon order
447                                         // potentially compiler bug
448                                         int j;
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++ )
452                                                 {
453                                                         if ( minigame.pong_paddles[j] == NULL )
454                                                         {
455                                                                 pong_paddle_spawn(minigame,j+1,NULL);
456                                                                 return true;
457                                                         }
458                                                 }
459                                         sprint(player.minigame_players,"Cannot spawn AI\n");
460                                         return true;
461                                 }
462                                 case "pong_ailess":
463                                 {
464                                         if(event_blocked)
465                                                 return true;
466                                         if ( minigame.minigame_flags & PONG_STATUS_WAIT )
467                                         {
468                                                 entity paddle;
469                                                 for ( int j = PONG_MAX_PLAYERS-1; j >= 0; j-- )
470                                                 {
471                                                         paddle = minigame.pong_paddles[j];
472                                                         if ( paddle != NULL &&
473                                                                 paddle.realowner.classname == "pong_ai" )
474                                                         {
475                                                                 minigame.pong_paddles[j] = NULL;
476                                                                 delete(paddle.realowner);
477                                                                 delete(paddle);
478                                                                 return true;
479                                                         }
480                                                 }
481                                         }
482                                         sprint(player.minigame_players,"Cannot remove AI\n");
483                                         return true;
484                                 }
485
486                         }
487                         return false;
488                 }
489                 case "network_send":
490                 {
491                         entity sent = ...(0,entity);
492                         int sf = ...(1,int);
493                         if ( sent.classname == "minigame_player" && (sf & PONG_SF_PLAYERSCORE ) )
494                         {
495                                 WriteLong(MSG_ENTITY,sent.pong_score);
496                         }
497                         return false;
498                 }
499         }
500         return false;
501 }
502
503
504 #elif defined(CSQC)
505
506 void drawrotpic(vector org, float rot, string pic, vector sz, vector hotspot, vector rgb, float a, float f);
507
508 float pong_team_to_angle(int nteam)
509 {
510         switch(nteam)
511         {
512                 default:
513                 case 1: return 0;
514                 case 2: return M_PI;
515                 case 3: return M_PI*3/2;
516                 case 4: return M_PI/2;
517         }
518 }
519
520 vector pong_team_to_color(int nteam)
521 {
522         switch(nteam)
523         {
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';
529         }
530 }
531
532 int pong_keys_pressed;
533 int pong_keys_pressed_old;
534
535 // Required function, draw the game board
536 void pong_hud_board(vector pos, vector mySize)
537 {
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;
541
542         minigame_hud_fitsqare(pos, mySize);
543         minigame_hud_simpleboard(pos,mySize,minigame_texture("pong/board"));
544
545         entity e;
546         vector obj_pos;
547         vector obj_size;
548         FOREACH_MINIGAME_ENTITY(e)
549         {
550                 if ( e.classname == "pong_ball" )
551                 {
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);
555
556                         minigame_drawpic_centered( obj_pos, minigame_texture("pong/ball"),
557                                         obj_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
558
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 );
562                 }
563                 else if ( e.classname == "pong_paddle" )
564                 {
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);
567
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 );
571
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 );
575
576                 }
577         }
578 }
579
580 // Required function, draw the game status panel
581 void pong_hud_status(vector pos, vector mySize)
582 {
583         HUD_Panel_DrawBg();
584         vector ts;
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;
588         pos_y += ts_y;
589         mySize_y -= ts_y;
590
591         vector player_fontsize = hud_fontsize * 1.75;
592         ts_y = ( mySize_y - PONG_MAX_PLAYERS*player_fontsize_y ) / PONG_MAX_PLAYERS;
593         ts_x = mySize_x;
594         vector mypos;
595
596         entity e;
597         FOREACH_MINIGAME_ENTITY(e)
598         {
599                 if ( (e.classname == "minigame_player" || e.classname == "pong_ai") && e.team != PONG_SPECTATOR_TEAM )
600                 {
601                         mypos = pos;
602                         mypos_y  += (e.team-1) * (player_fontsize_y + ts_y);
603
604                         drawfill(mypos, ts, pong_team_to_color(e.team), 0.25, DRAWFLAG_ADDITIVE);
605
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);
609
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);
612
613                         if ( e == minigame_self )
614                                 drawborderlines(1, mypos, ts, pong_team_to_color(e.team), 1, DRAWFLAG_NORMAL);
615                 }
616         }
617 }
618
619 // convert minigame flags to a message
620 string pong_message(int mgflags)
621 {
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");
627         return rmessage;
628 }
629
630 // Required function, handle client events
631 int pong_client_event(entity minigame, string event, ...)
632 {
633         switch(event)
634         {
635                 case "activate":
636                         return false;
637                 case "deactivate":
638                 {
639                         strfree(minigame.message);
640                         return false;
641                 }
642                 case "key_pressed":
643                 case "key_released":
644                         if ((minigame.minigame_flags & PONG_STATUS_PLAY) && minigame_self.team != PONG_SPECTATOR_TEAM)
645                                 switch ( ...(0,int) )
646                                 {
647                                         case K_UPARROW:
648                                         case K_KP_UPARROW:
649                                         case K_LEFTARROW:
650                                         case K_KP_LEFTARROW:
651                                                 if (event == "key_pressed")
652                                                 {
653                                                         //minigame_cmd("+moved");
654                                                         pong_keys_pressed |= PONG_KEY_DECREASE;
655                                                 }
656                                                 else
657                                                 {
658                                                         //minigame_cmd("-moved");
659                                                         pong_keys_pressed &= ~PONG_KEY_DECREASE;
660                                                 }
661                                                 return true;
662                                         case K_DOWNARROW:
663                                         case K_KP_DOWNARROW:
664                                         case K_RIGHTARROW:
665                                         case K_KP_RIGHTARROW:
666                                                 if (event == "key_pressed")
667                                                 {
668                                                         //minigame_cmd("+movei");
669                                                         pong_keys_pressed |= PONG_KEY_INCREASE;
670                                                 }
671                                                 else
672                                                 {
673                                                         //minigame_cmd("-movei");
674                                                         pong_keys_pressed &= ~PONG_KEY_INCREASE;
675                                                 }
676                                                 return true;
677                                 }
678                         return false;
679                 case "network_receive":
680                 {
681                         entity sent = ...(0,entity);
682                         int sf = ...(1,int);
683                         if ( sent.classname == "minigame_player" && (sf & PONG_SF_PLAYERSCORE ) )
684                         {
685                                 sent.pong_score = ReadLong();
686                         }
687                         else if ( sent.classname == "minigame" )
688                         {
689                                 if ( sf & MINIG_SF_UPDATE )
690                                 {
691                                         strcpy(sent.message, pong_message(sent.minigame_flags));
692                                 }
693                         }
694                         return false;
695                 }
696                 case "menu_show":
697                 {
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");
701                         return false;
702                 }
703                 case "menu_click":
704                 {
705                         string cmd = ...(0,string);
706                         if( cmd == "pong_throw" && minigame.minigame_flags & PONG_STATUS_WAIT )
707                         {
708                                 minigame_cmd("throw");
709                         }
710                         else if ( cmd == "pong_aimore" || cmd == "pong_ailess" )
711                         {
712                                 minigame_cmd(cmd);
713                         }
714                         return false;
715                 }
716         }
717
718         return false;
719 }
720 #endif