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Use a bitflag to count how many teams are available (allows support for some strange...
[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 const float SP_NEXBALL_GOALS = 4;
74 const float SP_NEXBALL_FAULTS = 5;
75 void nb_ScoreRules(int teams)
76 {
77         ScoreRules_basics(teams, 0, 0, true);
78         ScoreInfo_SetLabel_TeamScore(   ST_NEXBALL_GOALS,  "goals", SFL_SORT_PRIO_PRIMARY);
79         ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS,  "goals", SFL_SORT_PRIO_PRIMARY);
80         ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
81         ScoreRules_basics_end();
82 }
83
84 void LogNB(string mode, entity actor)
85 {
86         string s;
87         if(!autocvar_sv_eventlog)
88                 return;
89         s = strcat(":nexball:", mode);
90         if(actor != NULL)
91                 s = strcat(s, ":", ftos(actor.playerid));
92         GameLogEcho(s);
93 }
94
95 void ball_restart(entity this)
96 {
97         if(this.owner)
98                 DropBall(this, this.owner.origin, '0 0 0');
99         ResetBall(this);
100 }
101
102 void nexball_setstatus(entity this)
103 {
104         this.items &= ~IT_KEY1;
105         if(this.ballcarried)
106         {
107                 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
108                 {
109                         bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
110                         DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
111                         entity e = this.ballcarried;
112                         ResetBall(e);
113                 }
114                 else
115                         this.items |= IT_KEY1;
116         }
117 }
118
119 void relocate_nexball(entity this)
120 {
121         tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
122         if(trace_startsolid)
123         {
124                 vector o;
125                 o = this.origin;
126                 if(!move_out_of_solid(this))
127                         objerror(this, "could not get out of solid at all!");
128                 LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
129                 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
130                 LOG_INFO(" ", ftos(this.origin.y - o.y));
131                 LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
132                 this.origin = o;
133         }
134 }
135
136 void DropOwner(entity this)
137 {
138         entity ownr;
139         ownr = this.owner;
140         DropBall(this, ownr.origin, ownr.velocity);
141         makevectors(ownr.v_angle.y * '0 1 0');
142         ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
143         UNSET_ONGROUND(ownr);
144 }
145
146 void GiveBall(entity plyr, entity ball)
147 {
148         .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
149         entity ownr = ball.owner;
150         if(ownr)
151         {
152                 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
153                 ownr.ballcarried = NULL;
154                 if(ownr.metertime)
155                 {
156                         ownr.metertime = 0;
157                         ownr.(weaponentity).state = WS_READY;
158                 }
159                 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
160         }
161         else
162         {
163                 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
164         }
165
166         //setattachment(ball, plyr, "");
167         setorigin(ball, plyr.origin + plyr.view_ofs);
168
169         if(ball.team != plyr.team)
170                 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
171
172         ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
173         ball.team = plyr.team;
174         plyr.ballcarried = ball;
175         ball.nb_dropper = plyr;
176
177         plyr.effects |= autocvar_g_nexball_basketball_effects_default;
178         ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
179
180         ball.velocity = '0 0 0';
181         ball.movetype = MOVETYPE_NONE;
182         settouch(ball, func_null);
183         ball.effects |= EF_NOSHADOW;
184         ball.scale = 1; // scale down.
185
186         WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
187         WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
188
189         if(autocvar_g_nexball_basketball_delay_hold)
190         {
191                 setthink(ball, DropOwner);
192                 ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
193         }
194
195         plyr.(weaponentity).weapons = plyr.weapons;
196         plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
197         plyr.weapons = WEPSET(NEXBALL);
198         Weapon w = WEP_NEXBALL;
199         w.wr_resetplayer(w, plyr);
200         PS(plyr).m_switchweapon = WEP_NEXBALL;
201         W_SwitchWeapon(plyr, WEP_NEXBALL);
202 }
203
204 void DropBall(entity ball, vector org, vector vel)
205 {
206         ball.effects |= autocvar_g_nexball_basketball_effects_default;
207         ball.effects &= ~EF_NOSHADOW;
208         ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
209
210         setattachment(ball, NULL, "");
211         setorigin(ball, org);
212         ball.movetype = MOVETYPE_BOUNCE;
213         UNSET_ONGROUND(ball);
214         ball.scale = ball_scale;
215         ball.velocity = vel;
216         ball.nb_droptime = time;
217         settouch(ball, basketball_touch);
218         setthink(ball, ResetBall);
219         ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
220
221         if(ball.owner.metertime)
222         {
223                 ball.owner.metertime = 0;
224                 .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
225                 ball.owner.(weaponentity).state = WS_READY;
226         }
227
228         WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
229         WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
230         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
231
232         ball.owner.ballcarried = NULL;
233         ball.owner = NULL;
234 }
235
236 void InitBall(entity this)
237 {
238         if(gameover) return;
239         UNSET_ONGROUND(this);
240         this.movetype = MOVETYPE_BOUNCE;
241         if(this.classname == "nexball_basketball")
242                 settouch(this, basketball_touch);
243         else if(this.classname == "nexball_football")
244                 settouch(this, football_touch);
245         this.cnt = 0;
246         setthink(this, ResetBall);
247         this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
248         this.teamtime = 0;
249         this.pusher = NULL;
250         this.team = false;
251         _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
252         WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
253         LogNB("init", NULL);
254 }
255
256 void ResetBall(entity this)
257 {
258         if(this.cnt < 2)        // step 1
259         {
260                 if(time == this.teamtime)
261                         bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
262
263                 settouch(this, func_null);
264                 this.movetype = MOVETYPE_NOCLIP;
265                 this.velocity = '0 0 0'; // just in case?
266                 if(!this.cnt)
267                         LogNB("resetidle", NULL);
268                 this.cnt = 2;
269                 this.nextthink = time;
270         }
271         else if(this.cnt < 4)     // step 2 and 3
272         {
273 //              dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
274                 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
275                 this.nextthink = time + 0.5;
276                 this.cnt += 1;
277         }
278         else     // step 4
279         {
280 //              dprint("Step 4: time: ", ftos(time), "\n");
281                 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
282                         LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
283                                    vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
284                 this.velocity = '0 0 0';
285                 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
286                 this.movetype = MOVETYPE_NONE;
287                 setthink(this, InitBall);
288                 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
289         }
290 }
291
292 void football_touch(entity this)
293 {
294         if(other.solid == SOLID_BSP)
295         {
296                 if(time > this.lastground + 0.1)
297                 {
298                         _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
299                         this.lastground = time;
300                 }
301                 if(this.velocity && !this.cnt)
302                         this.nextthink = time + autocvar_g_nexball_delay_idle;
303                 return;
304         }
305         if (!IS_PLAYER(other))
306                 return;
307         if(other.health < 1)
308                 return;
309         if(!this.cnt)
310                 this.nextthink = time + autocvar_g_nexball_delay_idle;
311
312         this.pusher = other;
313         this.team = other.team;
314
315         if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
316         {
317                 if(other.velocity)
318                         this.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
319         }
320         else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
321         {
322                 makevectors(other.v_angle);
323                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
324         }
325         else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
326         {
327                 makevectors(other.v_angle.y * '0 1 0');
328                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
329         }
330         else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
331         {
332                 makevectors(other.v_angle);
333                 this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
334         }
335         this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
336 }
337
338 void basketball_touch(entity this)
339 {
340         if(other.ballcarried)
341         {
342                 football_touch(this);
343                 return;
344         }
345         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))
346         {
347                 if(other.health <= 0)
348                         return;
349                 LogNB("caught", other);
350                 GiveBall(other, this);
351         }
352         else if(other.solid == SOLID_BSP)
353         {
354                 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
355                 if(this.velocity && !this.cnt)
356                         this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
357         }
358 }
359
360 void GoalTouch(entity this)
361 {
362         entity ball;
363         float isclient, pscore, otherteam;
364         string pname;
365
366         if(gameover) return;
367         if((this.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
368                 ball = other.ballcarried;
369         else
370                 ball = other;
371         if(ball.classname != "nexball_basketball")
372                 if(ball.classname != "nexball_football")
373                         return;
374         if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
375                 return;
376         EXACTTRIGGER_TOUCH;
377
378
379         if(NumTeams(nb_teams) == 2)
380                 otherteam = OtherTeam(ball.team);
381         else
382                 otherteam = 0;
383
384         if((isclient = IS_CLIENT(ball.pusher)))
385                 pname = ball.pusher.netname;
386         else
387                 pname = "Someone (?)";
388
389         if(ball.team == this.team)               //owngoal (regular goals)
390         {
391                 LogNB("owngoal", ball.pusher);
392                 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
393                 pscore = -1;
394         }
395         else if(this.team == GOAL_FAULT)
396         {
397                 LogNB("fault", ball.pusher);
398                 if(NumTeams(nb_teams) == 2)
399                         bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
400                 else
401                         bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
402                 pscore = -1;
403         }
404         else if(this.team == GOAL_OUT)
405         {
406                 LogNB("out", ball.pusher);
407                 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
408                         bprint(pname, "^7 went out of bounds.\n");
409                 else
410                         bprint("The ball was returned.\n");
411                 pscore = 0;
412         }
413         else                                                       //score
414         {
415                 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
416                 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
417                 pscore = 1;
418         }
419
420         _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
421
422         if(ball.team && pscore)
423         {
424                 if(NumTeams(nb_teams) == 2 && pscore < 0)
425                         TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
426                 else
427                         TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
428         }
429         if(isclient)
430         {
431                 if(pscore > 0)
432                         PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
433                 else if(pscore < 0)
434                         PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
435         }
436
437         if(ball.owner)  // Happens on spawnflag GOAL_TOUCHPLAYER
438                 DropBall(ball, ball.owner.origin, ball.owner.velocity);
439
440         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
441
442         ball.cnt = 1;
443         setthink(ball, ResetBall);
444         if(ball.classname == "nexball_basketball")
445                 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
446         ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
447 }
448
449 //=======================//
450 //         team ents       //
451 //=======================//
452 spawnfunc(nexball_team)
453 {
454         if(!g_nexball)
455         {
456                 remove(this);
457                 return;
458         }
459         this.team = this.cnt + 1;
460 }
461
462 void nb_spawnteam(string teamname, float teamcolor)
463 {
464         LOG_TRACE("^2spawned team ", teamname, "\n");
465         entity e = new(nexball_team);
466         e.netname = teamname;
467         e.cnt = teamcolor;
468         e.team = e.cnt + 1;
469         //nb_teams += 1;
470 }
471
472 void nb_spawnteams()
473 {
474         bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
475         entity e;
476         for(e = NULL; (e = find(e, classname, "nexball_goal"));)
477         {
478                 switch(e.team)
479                 {
480                 case NUM_TEAM_1:
481                         if(!t_red)
482                         {
483                                 nb_spawnteam("Red", e.team-1)   ;
484                                 nb_teams |= BIT(0);
485                                 t_red = true;
486                         }
487                         break;
488                 case NUM_TEAM_2:
489                         if(!t_blue)
490                         {
491                                 nb_spawnteam("Blue", e.team-1)  ;
492                                 t_blue = true;
493                                 nb_teams |= BIT(1);
494                         }
495                         break;
496                 case NUM_TEAM_3:
497                         if(!t_yellow)
498                         {
499                                 nb_spawnteam("Yellow", e.team-1);
500                                 t_yellow = true;
501                                 nb_teams |= BIT(2);
502                         }
503                         break;
504                 case NUM_TEAM_4:
505                         if(!t_pink)
506                         {
507                                 nb_spawnteam("Pink", e.team-1)  ;
508                                 t_pink = true;
509                                 nb_teams |= BIT(3);
510                         }
511                         break;
512                 }
513         }
514 }
515
516 void nb_delayedinit(entity this)
517 {
518         if(find(NULL, classname, "nexball_team") == NULL)
519                 nb_spawnteams();
520         nb_ScoreRules(nb_teams);
521 }
522
523
524 //=======================//
525 //        spawnfuncs       //
526 //=======================//
527
528 void SpawnBall(entity this)
529 {
530         if(!g_nexball) { remove(this); return; }
531
532 //      balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
533
534         if(this.model == "")
535         {
536                 this.model = "models/nexball/ball.md3";
537                 this.scale = 1.3;
538         }
539
540         precache_model(this.model);
541         _setmodel(this, this.model);
542         setsize(this, BALL_MINS, BALL_MAXS);
543         ball_scale = this.scale;
544
545         relocate_nexball(this);
546         this.spawnorigin = this.origin;
547
548         this.effects = this.effects | EF_LOWPRECISION;
549
550         if(cvar(strcat("g_", this.classname, "_trail")))  //nexball_basketball :p
551         {
552                 this.glow_color = autocvar_g_nexball_trail_color;
553                 this.glow_trail = true;
554         }
555
556         this.movetype = MOVETYPE_FLY;
557
558         if(!autocvar_g_nexball_sound_bounce)
559                 this.noise = "";
560         else if(this.noise == "")
561                 this.noise = strzone(SND(NB_BOUNCE));
562         //bounce sound placeholder (FIXME)
563         if(this.noise1 == "")
564                 this.noise1 = strzone(SND(NB_DROP));
565         //ball drop sound placeholder (FIXME)
566         if(this.noise2 == "")
567                 this.noise2 = strzone(SND(NB_STEAL));
568         //stealing sound placeholder (FIXME)
569         if(this.noise) precache_sound(this.noise);
570         precache_sound(this.noise1);
571         precache_sound(this.noise2);
572
573         WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
574
575         this.reset = ball_restart;
576         setthink(this, InitBall);
577         this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
578 }
579
580 spawnfunc(nexball_basketball)
581 {
582         nexball_mode |= NBM_BASKETBALL;
583         this.classname = "nexball_basketball";
584         if (!(balls & BALL_BASKET))
585         {
586                 /*
587                 CVTOV(g_nexball_basketball_effects_default);
588                 CVTOV(g_nexball_basketball_delay_hold);
589                 CVTOV(g_nexball_basketball_delay_hold_forteam);
590                 CVTOV(g_nexball_basketball_teamsteal);
591                 */
592                 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
593         }
594         if(!this.effects)
595                 this.effects = autocvar_g_nexball_basketball_effects_default;
596         this.solid = SOLID_TRIGGER;
597         this.pushable = autocvar_g_nexball_basketball_jumppad;
598         balls |= BALL_BASKET;
599         this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
600         this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
601         SpawnBall(this);
602 }
603
604 spawnfunc(nexball_football)
605 {
606         nexball_mode |= NBM_FOOTBALL;
607         this.classname = "nexball_football";
608         this.solid = SOLID_TRIGGER;
609         balls |= BALL_FOOT;
610         this.pushable = autocvar_g_nexball_football_jumppad;
611         this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
612         this.bouncestop = autocvar_g_nexball_football_bouncestop;
613         SpawnBall(this);
614 }
615
616 float nb_Goal_Customize(entity this)
617 {
618         entity e, wp_owner;
619         e = WaypointSprite_getviewentity(other);
620         wp_owner = this.owner;
621         if(SAME_TEAM(e, wp_owner)) { return false; }
622
623         return true;
624 }
625
626 void SpawnGoal(entity this)
627 {
628         if(!g_nexball) { remove(this); return; }
629
630         EXACTTRIGGER_INIT;
631
632         if(this.team != GOAL_OUT && Team_TeamToNumber(this.team) != -1)
633         {
634                 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
635                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
636                 setcefc(this.sprite, nb_Goal_Customize);
637         }
638
639         this.classname = "nexball_goal";
640         if(this.noise == "")
641                 this.noise = "ctf/respawn.wav";
642         precache_sound(this.noise);
643         settouch(this, GoalTouch);
644 }
645
646 spawnfunc(nexball_redgoal)
647 {
648         this.team = NUM_TEAM_1;
649         SpawnGoal(this);
650 }
651 spawnfunc(nexball_bluegoal)
652 {
653         this.team = NUM_TEAM_2;
654         SpawnGoal(this);
655 }
656 spawnfunc(nexball_yellowgoal)
657 {
658         this.team = NUM_TEAM_3;
659         SpawnGoal(this);
660 }
661 spawnfunc(nexball_pinkgoal)
662 {
663         this.team = NUM_TEAM_4;
664         SpawnGoal(this);
665 }
666
667 spawnfunc(nexball_fault)
668 {
669         this.team = GOAL_FAULT;
670         if(this.noise == "")
671                 this.noise = strzone(SND(TYPEHIT));
672         SpawnGoal(this);
673 }
674
675 spawnfunc(nexball_out)
676 {
677         this.team = GOAL_OUT;
678         if(this.noise == "")
679                 this.noise = strzone(SND(TYPEHIT));
680         SpawnGoal(this);
681 }
682
683 //
684 //Spawnfuncs preserved for compatibility
685 //
686
687 spawnfunc(ball)
688 {
689         spawnfunc_nexball_football(this);
690 }
691 spawnfunc(ball_football)
692 {
693         spawnfunc_nexball_football(this);
694 }
695 spawnfunc(ball_basketball)
696 {
697         spawnfunc_nexball_basketball(this);
698 }
699 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
700 spawnfunc(ball_redgoal)
701 {
702         spawnfunc_nexball_bluegoal(this);       // I blame Revenant
703 }
704 spawnfunc(ball_bluegoal)
705 {
706         spawnfunc_nexball_redgoal(this);        // but he didn't mean to cause trouble :p
707 }
708 spawnfunc(ball_fault)
709 {
710         spawnfunc_nexball_fault(this);
711 }
712 spawnfunc(ball_bound)
713 {
714         spawnfunc_nexball_out(this);
715 }
716
717 //=======================//
718 //        Weapon code     //
719 //=======================//
720
721
722 void W_Nexball_Think(entity this)
723 {
724         //dprint("W_Nexball_Think\n");
725         //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
726         vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
727         vector old_dir = normalize(this.velocity);
728         float _speed = vlen(this.velocity);
729         vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
730         //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
731
732         this.velocity = new_vel;
733
734         this.nextthink = time;
735 }
736
737 void W_Nexball_Touch(entity this)
738 {
739         entity ball, attacker;
740         attacker = this.owner;
741         //this.think = func_null;
742         //this.enemy = NULL;
743
744         PROJECTILE_TOUCH(this);
745         if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
746                 if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
747                 {
748                         other.velocity = other.velocity + normalize(this.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
749                         UNSET_ONGROUND(other);
750                         if(!attacker.ballcarried)
751                         {
752                                 LogNB("stole", attacker);
753                                 _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
754
755                                 if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
756                                 {
757                                         attacker.teamkill_complain = time + 5;
758                                         attacker.teamkill_soundtime = time + 0.4;
759                                         attacker.teamkill_soundsource = other;
760                                 }
761
762                                 GiveBall(attacker, other.ballcarried);
763                         }
764                 }
765         remove(this);
766 }
767
768 void W_Nexball_Attack(entity actor, float t)
769 {
770         entity ball;
771         float mul, mi, ma;
772         if(!(ball = actor.ballcarried))
773                 return;
774
775         W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
776         tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
777         if(trace_startsolid)
778         {
779                 if(actor.metertime)
780                         actor.metertime = 0; // Shot failed, hide the power meter
781                 return;
782         }
783
784         //Calculate multiplier
785         if(t < 0)
786                 mul = 1;
787         else
788         {
789                 mi = autocvar_g_nexball_basketball_meter_minpower;
790                 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
791                 //One triangle wave period with 1 as max
792                 mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
793                 if(mul > 1)
794                         mul = 2 - mul;
795                 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
796         }
797
798         DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
799
800
801         //TODO: use the speed_up cvar too ??
802 }
803
804 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
805
806 void W_Nexball_Attack2(entity actor)
807 {
808         if(actor.ballcarried.enemy)
809         {
810                 entity _ball = actor.ballcarried;
811                 W_SetupShot(actor, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
812                 DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
813                 setthink(_ball, W_Nexball_Think);
814                 _ball.nextthink = time;
815                 return;
816         }
817
818         if(!autocvar_g_nexball_tackling)
819                 return;
820
821         W_SetupShot(actor, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
822         entity missile = new(ballstealer);
823
824         missile.owner = actor;
825
826         missile.movetype = MOVETYPE_FLY;
827         PROJECTILE_MAKETRIGGER(missile);
828
829         //setmodel(missile, "models/elaser.mdl");  // precision set below
830         setsize(missile, '0 0 0', '0 0 0');
831         setorigin(missile, w_shotorg);
832
833         W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
834         missile.angles = vectoangles(missile.velocity);
835         settouch(missile, W_Nexball_Touch);
836         setthink(missile, SUB_Remove);
837         missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
838
839         missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
840         missile.flags = FL_PROJECTILE;
841
842         CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
843 }
844
845 float ball_customize(entity this)
846 {
847         if(!this.owner)
848         {
849                 this.effects &= ~EF_FLAME;
850                 this.scale = 1;
851                 setcefc(this, func_null);
852                 return true;
853         }
854
855         if(other == this.owner)
856         {
857                 this.scale = autocvar_g_nexball_viewmodel_scale;
858                 if(this.enemy)
859                         this.effects |= EF_FLAME;
860                 else
861                         this.effects &= ~EF_FLAME;
862         }
863         else
864         {
865                 this.effects &= ~EF_FLAME;
866                 this.scale = 1;
867         }
868
869         return true;
870 }
871
872 METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
873 {
874     TC(BallStealer, thiswep);
875     if(fire & 1)
876         if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
877             if(autocvar_g_nexball_basketball_meter)
878             {
879                 if(actor.ballcarried && !actor.metertime)
880                     actor.metertime = time;
881                 else
882                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
883             }
884             else
885             {
886                 W_Nexball_Attack(actor, -1);
887                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
888             }
889     if(fire & 2)
890         if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
891         {
892             W_Nexball_Attack2(actor);
893             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
894         }
895
896     if(!(fire & 1) && actor.metertime && actor.ballcarried)
897     {
898         W_Nexball_Attack(actor, time - actor.metertime);
899         // DropBall or stealing will set metertime back to 0
900         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
901     }
902 }
903
904 METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor))
905 {
906     TC(BallStealer, this);
907     //weapon_setup(WEP_PORTO.m_id);
908 }
909
910 METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor))
911 {
912     TC(BallStealer, this);
913     return true;
914 }
915
916 METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor))
917 {
918     TC(BallStealer, this);
919     return true;
920 }
921
922 void nb_DropBall(entity player)
923 {
924         if(player.ballcarried && g_nexball)
925                 DropBall(player.ballcarried, player.origin, player.velocity);
926 }
927
928 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
929 {
930         entity player = M_ARGV(0, entity);
931
932         nb_DropBall(player);
933 }
934
935 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
936 {
937         entity frag_target = M_ARGV(2, entity);
938
939         nb_DropBall(frag_target);
940 }
941
942 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
943 {
944         entity player = M_ARGV(0, entity);
945
946         nb_DropBall(player);
947         return false;
948 }
949
950 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
951 {
952         entity player = M_ARGV(0, entity);
953
954         makevectors(player.v_angle);
955         if(nexball_mode & NBM_BASKETBALL)
956         {
957                 if(player.ballcarried)
958                 {
959                         // 'view ball'
960                         player.ballcarried.velocity = player.velocity;
961                         setcefc(player.ballcarried, ball_customize);
962
963                         vector org = player.origin + player.view_ofs +
964                                           v_forward * autocvar_g_nexball_viewmodel_offset.x +
965                                           v_right * autocvar_g_nexball_viewmodel_offset.y +
966                                           v_up * autocvar_g_nexball_viewmodel_offset.z;
967                         setorigin(player.ballcarried, org);
968
969                         // 'safe passing'
970                         if(autocvar_g_nexball_safepass_maxdist)
971                         {
972                                 if(player.ballcarried.wait < time && player.ballcarried.enemy)
973                                 {
974                                         //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
975                                         player.ballcarried.enemy = NULL;
976                                 }
977
978
979                                 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
980                                 crosshair_trace(player);
981                                 if( trace_ent &&
982                                         IS_CLIENT(trace_ent) &&
983                                         !IS_DEAD(trace_ent) &&
984                                         trace_ent.team == player.team &&
985                                         vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
986                                 {
987
988                                         //if(player.ballcarried.enemy != trace_ent)
989                                         //      centerprint(player, sprintf("Locked to %s", trace_ent.netname));
990                                         player.ballcarried.enemy = trace_ent;
991                                         player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
992
993
994                                 }
995                         }
996                 }
997                 else
998                 {
999                         .entity weaponentity = weaponentities[0]; // TODO
1000                         if(player.(weaponentity).weapons)
1001                         {
1002                                 player.weapons = player.(weaponentity).weapons;
1003                                 Weapon w = WEP_NEXBALL;
1004                                 w.wr_resetplayer(w, player);
1005                                 PS(player).m_switchweapon = player.(weaponentity).m_switchweapon;
1006                                 W_SwitchWeapon(player, PS(player).m_switchweapon);
1007
1008                                 player.(weaponentity).weapons = '0 0 0';
1009                         }
1010                 }
1011
1012         }
1013
1014         nexball_setstatus(player);
1015 }
1016
1017 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
1018 {
1019         entity spectatee = M_ARGV(0, entity);
1020         entity client = M_ARGV(1, entity);
1021
1022         client.metertime = spectatee.metertime;
1023 }
1024
1025 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
1026 {
1027         entity player = M_ARGV(0, entity);
1028
1029         player.metertime = 0;
1030         .entity weaponentity = weaponentities[0];
1031         player.(weaponentity).weapons = '0 0 0';
1032
1033         if (nexball_mode & NBM_BASKETBALL)
1034                 player.weapons |= WEPSET(NEXBALL);
1035         else
1036                 player.weapons = '0 0 0';
1037
1038         return false;
1039 }
1040
1041 .float stat_sv_airspeedlimit_nonqw;
1042 .float stat_sv_maxspeed;
1043
1044 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics)
1045 {
1046         entity player = M_ARGV(0, entity);
1047
1048         if(player.ballcarried)
1049         {
1050                 player.stat_sv_airspeedlimit_nonqw *= autocvar_g_nexball_basketball_carrier_highspeed;
1051                 player.stat_sv_maxspeed *= autocvar_g_nexball_basketball_carrier_highspeed;
1052         }
1053 }
1054
1055 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
1056 {
1057         entity player = M_ARGV(0, entity);
1058
1059         return PS(player).m_weapon == WEP_NEXBALL;
1060 }
1061
1062 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
1063 {
1064         entity player = M_ARGV(0, entity);
1065
1066         return PS(player).m_weapon == WEP_MORTAR; // TODO: what is this for?
1067 }
1068
1069 MUTATOR_HOOKFUNCTION(nb, FilterItem)
1070 {
1071         entity item = M_ARGV(0, entity);
1072
1073         if(item.classname == "droppedweapon")
1074         if(item.weapon == WEP_NEXBALL.m_id)
1075                 return true;
1076
1077         return false;
1078 }
1079
1080 MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
1081 {
1082         M_ARGV(1, string) = "nexball_team";
1083         return true;
1084 }
1085
1086 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
1087 {
1088         M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
1089         return true;
1090 }
1091
1092 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
1093 {
1094         entity frag_target = M_ARGV(0, entity);
1095
1096         if(frag_target.ballcarried)
1097                 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
1098
1099         return false;
1100 }
1101
1102 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
1103 {
1104         M_ARGV(2, int) &= ~0x80;
1105 }
1106
1107 REGISTER_MUTATOR(nb, g_nexball)
1108 {
1109         MUTATOR_ONADD
1110         {
1111                 g_nexball_meter_period = autocvar_g_nexball_meter_period;
1112                 if(g_nexball_meter_period <= 0)
1113                         g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
1114                 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
1115
1116                 // General settings
1117                 /*
1118                 CVTOV(g_nexball_football_boost_forward);   //100
1119                 CVTOV(g_nexball_football_boost_up);             //200
1120                 CVTOV(g_nexball_delay_idle);                       //10
1121                 CVTOV(g_nexball_football_physics);               //0
1122                 */
1123                 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
1124
1125                 InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
1126                 WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
1127
1128                 ActivateTeamplay();
1129                 SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
1130                 have_team_spawns = -1; // request team spawns
1131         }
1132
1133         MUTATOR_ONROLLBACK_OR_REMOVE
1134         {
1135                 WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
1136                 // we actually cannot roll back nb_delayedinit here
1137                 // BUT: we don't need to! If this gets called, adding always
1138                 // succeeds.
1139         }
1140
1141         MUTATOR_ONREMOVE
1142         {
1143                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
1144                 return -1;
1145         }
1146
1147         return 0;
1148 }
1149
1150 #endif
1151 #endif