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Improve server performance by making pure entities that don't have models
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / nexball / sv_nexball.qc
1 #include "sv_nexball.qh"
2
3 #include <server/client.qh>
4 #include <server/command/vote.qh>
5 #include <server/gamelog.qh>
6 #include <server/world.qh>
7 #include <common/ent_cs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/mutators/base.qh>
10
11 .entity ballcarried;
12
13 int autocvar_g_nexball_goalleadlimit;
14 float autocvar_g_nexball_goallimit;
15
16 bool autocvar_g_nexball_basketball_jumppad = true;
17 float autocvar_g_nexball_basketball_bouncefactor;
18 float autocvar_g_nexball_basketball_bouncestop;
19 float autocvar_g_nexball_basketball_carrier_highspeed;
20 bool autocvar_g_nexball_basketball_meter;
21 float autocvar_g_nexball_basketball_meter_maxpower;
22 float autocvar_g_nexball_basketball_meter_minpower;
23 float autocvar_g_nexball_delay_collect;
24 float autocvar_g_nexball_delay_goal;
25 float autocvar_g_nexball_delay_start;
26 bool autocvar_g_nexball_football_jumppad = true;
27 float autocvar_g_nexball_football_bouncefactor;
28 float autocvar_g_nexball_football_bouncestop;
29 bool autocvar_g_nexball_radar_showallplayers;
30 bool autocvar_g_nexball_sound_bounce;
31 int autocvar_g_nexball_trail_color;
32 bool autocvar_g_nexball_playerclip_collisions = true;
33
34 float autocvar_g_nexball_safepass_turnrate;
35 float autocvar_g_nexball_safepass_maxdist;
36 float autocvar_g_nexball_safepass_holdtime;
37 float autocvar_g_nexball_viewmodel_scale;
38 float autocvar_g_nexball_tackling;
39 vector autocvar_g_nexball_viewmodel_offset;
40
41 float autocvar_g_balance_nexball_primary_animtime;
42 float autocvar_g_balance_nexball_primary_refire;
43 float autocvar_g_balance_nexball_primary_speed;
44 float autocvar_g_balance_nexball_secondary_animtime;
45 float autocvar_g_balance_nexball_secondary_force;
46 float autocvar_g_balance_nexball_secondary_lifetime;
47 float autocvar_g_balance_nexball_secondary_refire;
48 float autocvar_g_balance_nexball_secondary_speed;
49
50 void basketball_touch(entity this, entity toucher);
51 void football_touch(entity this, entity toucher);
52 void ResetBall(entity this);
53 const int NBM_NONE = 0;
54 const int NBM_FOOTBALL = 2;
55 const int NBM_BASKETBALL = 4;
56 float nexball_mode;
57
58 float OtherTeam(float t)  //works only if there are two teams on the map!
59 {
60         entity e;
61         e = find(NULL, classname, "nexball_team");
62         if(e.team == t)
63                 e = find(e, classname, "nexball_team");
64         return e.team;
65 }
66
67 const int ST_NEXBALL_GOALS = 1;
68 void nb_ScoreRules(int teams)
69 {
70     GameRules_scoring(teams, 0, 0, {
71         field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
72         field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
73         field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
74     });
75 }
76
77 void LogNB(string mode, entity actor)
78 {
79         string s;
80         if(!autocvar_sv_eventlog)
81                 return;
82         s = strcat(":nexball:", mode);
83         if(actor != NULL)
84                 s = strcat(s, ":", ftos(actor.playerid));
85         GameLogEcho(s);
86 }
87
88 void ball_restart(entity this)
89 {
90         if(this.owner)
91                 DropBall(this, this.owner.origin, '0 0 0');
92         ResetBall(this);
93 }
94
95 void nexball_setstatus(entity this)
96 {
97         this.items &= ~IT_KEY1;
98         if(this.ballcarried)
99         {
100                 if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
101                 {
102                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
103                         entity e = this.ballcarried;
104                         DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
105                         ResetBall(e);
106                 }
107                 else
108                         this.items |= IT_KEY1;
109         }
110 }
111
112 void relocate_nexball(entity this)
113 {
114         tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
115         if(trace_startsolid)
116         {
117                 vector o = this.origin;
118                 if (!move_out_of_solid(this)) {
119                         objerror(this, "could not get out of solid at all!");
120         }
121         LOG_INFOF(
122             "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
123             this.classname,
124             vtos(o - '0 0 1'),
125             vtos(this.origin - o)
126         );
127                 this.origin = o;
128         }
129 }
130
131 void DropOwner(entity this)
132 {
133         entity ownr;
134         ownr = this.owner;
135         DropBall(this, ownr.origin, ownr.velocity);
136         makevectors(ownr.v_angle.y * '0 1 0');
137         ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
138         UNSET_ONGROUND(ownr);
139 }
140
141 void GiveBall(entity plyr, entity ball)
142 {
143         .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
144         entity ownr = ball.owner;
145         if(ownr)
146         {
147                 ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
148                 ownr.ballcarried = NULL;
149                 GameRules_scoring_vip(ownr, false);
150                 if(STAT(NB_METERSTART, ownr))
151                 {
152                         STAT(NB_METERSTART, ownr) = 0;
153                         ownr.(weaponentity).state = WS_READY;
154                 }
155                 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
156         }
157         else
158         {
159                 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
160         }
161
162         //setattachment(ball, plyr, "");
163         setorigin(ball, plyr.origin + plyr.view_ofs);
164
165         if(ball.team != plyr.team)
166                 ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
167
168         ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
169         ball.weaponentity_fld = weaponentity;
170         ball.team = plyr.team;
171         plyr.ballcarried = ball;
172         GameRules_scoring_vip(plyr, true);
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         set_movetype(ball, 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         STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
194         plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
195         STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
196         Weapon w = WEP_NEXBALL;
197         w.wr_resetplayer(w, plyr);
198         plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
199         W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
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         set_movetype(ball, 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(STAT(NB_METERSTART, ball.owner))
220         {
221                 STAT(NB_METERSTART, ball.owner) = 0;
222                 .entity weaponentity = ball.weaponentity_fld;
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         entity e = ball.owner; ball.owner = NULL;
231         e.ballcarried = NULL;
232         GameRules_scoring_vip(e, false);
233 }
234
235 void InitBall(entity this)
236 {
237         if(game_stopped) return;
238         UNSET_ONGROUND(this);
239         set_movetype(this, MOVETYPE_BOUNCE);
240         if(this.classname == "nexball_basketball")
241                 settouch(this, basketball_touch);
242         else if(this.classname == "nexball_football")
243                 settouch(this, football_touch);
244         this.cnt = 0;
245         setthink(this, ResetBall);
246         this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
247         this.teamtime = 0;
248         this.pusher = NULL;
249         this.team = false;
250         _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
251         WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
252         LogNB("init", NULL);
253 }
254
255 void ResetBall(entity this)
256 {
257         if(this.cnt < 2)        // step 1
258         {
259                 if(time == this.teamtime)
260                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
261
262                 settouch(this, func_null);
263                 set_movetype(this, MOVETYPE_NOCLIP);
264                 this.velocity = '0 0 0'; // just in case?
265                 if(!this.cnt)
266                         LogNB("resetidle", NULL);
267                 this.cnt = 2;
268                 this.nextthink = time;
269         }
270         else if(this.cnt < 4)     // step 2 and 3
271         {
272 //              dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
273                 this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
274                 this.nextthink = time + 0.5;
275                 this.cnt += 1;
276         }
277         else     // step 4
278         {
279 //              dprint("Step 4: time: ", ftos(time), "\n");
280                 if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
281                         LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
282                                    vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
283                 this.velocity = '0 0 0';
284                 setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
285                 set_movetype(this, MOVETYPE_NONE);
286                 setthink(this, InitBall);
287                 this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
288         }
289 }
290
291 void football_touch(entity this, entity toucher)
292 {
293         if(toucher.solid == SOLID_BSP)
294         {
295                 if(time > this.lastground + 0.1)
296                 {
297                         _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
298                         this.lastground = time;
299                 }
300                 if(this.velocity && !this.cnt)
301                         this.nextthink = time + autocvar_g_nexball_delay_idle;
302                 return;
303         }
304         if (!IS_PLAYER(toucher) && !IS_VEHICLE(toucher))
305                 return;
306         if(GetResource(toucher, RES_HEALTH) < 1)
307                 return;
308         if(!this.cnt)
309                 this.nextthink = time + autocvar_g_nexball_delay_idle;
310
311         this.pusher = toucher;
312         this.team = toucher.team;
313
314         if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
315         {
316                 if(toucher.velocity)
317                         this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
318         }
319         else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
320         {
321                 makevectors(toucher.v_angle);
322                 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
323         }
324         else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
325         {
326                 makevectors(toucher.v_angle.y * '0 1 0');
327                 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
328         }
329         else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
330         {
331                 makevectors(toucher.v_angle);
332                 this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
333         }
334         this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
335 }
336
337 void basketball_touch(entity this, entity toucher)
338 {
339         if(toucher.ballcarried)
340         {
341                 football_touch(this, toucher);
342                 return;
343         }
344         if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
345         {
346                 if(GetResource(toucher, RES_HEALTH) < 1)
347                         return;
348                 LogNB("caught", toucher);
349                 GiveBall(toucher, this);
350         }
351         else if(toucher.solid == SOLID_BSP)
352         {
353                 _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
354                 if(this.velocity && !this.cnt)
355                         this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
356         }
357 }
358
359 void GoalTouch(entity this, entity toucher)
360 {
361         entity ball;
362         float isclient, pscore, otherteam;
363         string pname;
364
365         if(game_stopped) return;
366         if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
367                 ball = toucher.ballcarried;
368         else
369                 ball = toucher;
370         if(ball.classname != "nexball_basketball")
371                 if(ball.classname != "nexball_football")
372                         return;
373         if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
374                 return;
375         EXACTTRIGGER_TOUCH(this, toucher);
376
377
378         if(NumTeams(nb_teams) == 2)
379                 otherteam = OtherTeam(ball.team);
380         else
381                 otherteam = 0;
382
383         if((isclient = IS_CLIENT(ball.pusher)))
384                 pname = ball.pusher.netname;
385         else
386                 pname = "Someone (?)";
387
388         if(ball.team == this.team)               //owngoal (regular goals)
389         {
390                 LogNB("owngoal", ball.pusher);
391                 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
392                 pscore = -1;
393         }
394         else if(this.team == GOAL_FAULT)
395         {
396                 LogNB("fault", ball.pusher);
397                 if(NumTeams(nb_teams) == 2)
398                         bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
399                 else
400                         bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
401                 pscore = -1;
402         }
403         else if(this.team == GOAL_OUT)
404         {
405                 LogNB("out", ball.pusher);
406                 if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
407                         bprint(pname, "^7 went out of bounds.\n");
408                 else
409                         bprint("The ball was returned.\n");
410                 pscore = 0;
411         }
412         else                                                       //score
413         {
414                 LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
415                 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
416                 pscore = 1;
417         }
418
419         _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
420
421         if(ball.team && pscore)
422         {
423                 if(NumTeams(nb_teams) == 2 && pscore < 0)
424                         TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
425                 else
426                         TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
427         }
428         if(isclient)
429         {
430                 if(pscore > 0)
431                         GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
432                 else if(pscore < 0)
433                         GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
434         }
435
436         if(ball.owner)  // Happens on spawnflag GOAL_TOUCHPLAYER
437                 DropBall(ball, ball.owner.origin, ball.owner.velocity);
438
439         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
440
441         ball.cnt = 1;
442         setthink(ball, ResetBall);
443         if(ball.classname == "nexball_basketball")
444                 settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
445         ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
446 }
447
448 //=======================//
449 //         team ents       //
450 //=======================//
451 spawnfunc(nexball_team)
452 {
453         if(!g_nexball)
454         {
455                 delete(this);
456                 return;
457         }
458         this.team = this.cnt + 1;
459 }
460
461 void nb_spawnteam(string teamname, float teamcolor)
462 {
463         LOG_TRACE("^2spawned team ", teamname);
464         entity e = new_pure(nexball_team);
465         e.netname = teamname;
466         e.cnt = teamcolor;
467         e.team = e.cnt + 1;
468         //nb_teams += 1;
469 }
470
471 void nb_spawnteams()
472 {
473         bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
474         entity e;
475         for(e = NULL; (e = find(e, classname, "nexball_goal"));)
476         {
477                 switch(e.team)
478                 {
479                 case NUM_TEAM_1:
480                         if(!t_red)
481                         {
482                                 nb_spawnteam("Red", e.team-1)   ;
483                                 nb_teams |= BIT(0);
484                                 t_red = true;
485                         }
486                         break;
487                 case NUM_TEAM_2:
488                         if(!t_blue)
489                         {
490                                 nb_spawnteam("Blue", e.team-1)  ;
491                                 t_blue = true;
492                                 nb_teams |= BIT(1);
493                         }
494                         break;
495                 case NUM_TEAM_3:
496                         if(!t_yellow)
497                         {
498                                 nb_spawnteam("Yellow", e.team-1);
499                                 t_yellow = true;
500                                 nb_teams |= BIT(2);
501                         }
502                         break;
503                 case NUM_TEAM_4:
504                         if(!t_pink)
505                         {
506                                 nb_spawnteam("Pink", e.team-1)  ;
507                                 t_pink = true;
508                                 nb_teams |= BIT(3);
509                         }
510                         break;
511                 }
512         }
513 }
514
515 void nb_delayedinit(entity this)
516 {
517         if(find(NULL, classname, "nexball_team") == NULL)
518                 nb_spawnteams();
519         nb_ScoreRules(nb_teams);
520 }
521
522
523 //=======================//
524 //        spawnfuncs       //
525 //=======================//
526
527 void SpawnBall(entity this)
528 {
529         if(!g_nexball) { delete(this); return; }
530
531 //      balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
532
533         if(this.model == "")
534         {
535                 this.model = "models/nexball/ball.md3";
536                 this.scale = 1.3;
537         }
538
539         precache_model(this.model);
540         _setmodel(this, this.model);
541         setsize(this, BALL_MINS, BALL_MAXS);
542         ball_scale = this.scale;
543
544         relocate_nexball(this);
545         this.spawnorigin = this.origin;
546
547         this.effects = this.effects | EF_LOWPRECISION;
548
549         if(cvar(strcat("g_", this.classname, "_trail")))  //nexball_basketball :p
550         {
551                 this.glow_color = autocvar_g_nexball_trail_color;
552                 this.glow_trail = true;
553         }
554
555         set_movetype(this, MOVETYPE_FLY);
556
557         if(autocvar_g_nexball_playerclip_collisions)
558                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
559
560         if(!autocvar_g_nexball_sound_bounce)
561                 this.noise = "";
562         else if(this.noise == "")
563                 this.noise = strzone(SND(NB_BOUNCE));
564         //bounce sound placeholder (FIXME)
565         if(this.noise1 == "")
566                 this.noise1 = strzone(SND(NB_DROP));
567         //ball drop sound placeholder (FIXME)
568         if(this.noise2 == "")
569                 this.noise2 = strzone(SND(NB_STEAL));
570         //stealing sound placeholder (FIXME)
571         if(this.noise) precache_sound(this.noise);
572         precache_sound(this.noise1);
573         precache_sound(this.noise2);
574
575         WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
576
577         this.reset = ball_restart;
578         setthink(this, InitBall);
579         this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
580 }
581
582 spawnfunc(nexball_basketball)
583 {
584         nexball_mode |= NBM_BASKETBALL;
585         if (!(balls & BALL_BASKET))
586         {
587                 /*
588                 CVTOV(g_nexball_basketball_effects_default);
589                 CVTOV(g_nexball_basketball_delay_hold);
590                 CVTOV(g_nexball_basketball_delay_hold_forteam);
591                 CVTOV(g_nexball_basketball_teamsteal);
592                 */
593                 autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
594         }
595         if(!this.effects)
596                 this.effects = autocvar_g_nexball_basketball_effects_default;
597         this.solid = SOLID_TRIGGER;
598         this.pushable = autocvar_g_nexball_basketball_jumppad;
599         balls |= BALL_BASKET;
600         this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
601         this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
602         SpawnBall(this);
603 }
604
605 spawnfunc(nexball_football)
606 {
607         nexball_mode |= NBM_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 bool nb_Goal_Customize(entity this, entity client)
617 {
618         entity e = WaypointSprite_getviewentity(client);
619         entity wp_owner = this.owner;
620         if(SAME_TEAM(e, wp_owner)) { return false; }
621
622         return true;
623 }
624
625 void SpawnGoal(entity this)
626 {
627         if(!g_nexball) { delete(this); return; }
628
629         EXACTTRIGGER_INIT;
630
631         if(this.team != GOAL_OUT && Team_IsValidTeam(this.team))
632         {
633                 entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
634                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
635                 setcefc(this.sprite, nb_Goal_Customize);
636         }
637
638         this.classname = "nexball_goal";
639         if(this.noise == "")
640                 this.noise = "ctf/respawn.wav";
641         precache_sound(this.noise);
642         settouch(this, GoalTouch);
643 }
644
645 spawnfunc(nexball_redgoal)
646 {
647         this.team = NUM_TEAM_1;
648         SpawnGoal(this);
649 }
650 spawnfunc(nexball_bluegoal)
651 {
652         this.team = NUM_TEAM_2;
653         SpawnGoal(this);
654 }
655 spawnfunc(nexball_yellowgoal)
656 {
657         this.team = NUM_TEAM_3;
658         SpawnGoal(this);
659 }
660 spawnfunc(nexball_pinkgoal)
661 {
662         this.team = NUM_TEAM_4;
663         SpawnGoal(this);
664 }
665
666 spawnfunc(nexball_fault)
667 {
668         this.team = GOAL_FAULT;
669         if(this.noise == "")
670                 this.noise = strzone(SND(TYPEHIT));
671         SpawnGoal(this);
672 }
673
674 spawnfunc(nexball_out)
675 {
676         this.team = GOAL_OUT;
677         if(this.noise == "")
678                 this.noise = strzone(SND(TYPEHIT));
679         SpawnGoal(this);
680 }
681
682 //
683 //Spawnfuncs preserved for compatibility
684 //
685
686 spawnfunc(ball)
687 {
688         spawnfunc_nexball_football(this);
689 }
690 spawnfunc(ball_football)
691 {
692         spawnfunc_nexball_football(this);
693 }
694 spawnfunc(ball_basketball)
695 {
696         spawnfunc_nexball_basketball(this);
697 }
698 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
699 spawnfunc(ball_redgoal)
700 {
701         spawnfunc_nexball_bluegoal(this);       // I blame Revenant
702 }
703 spawnfunc(ball_bluegoal)
704 {
705         spawnfunc_nexball_redgoal(this);        // but he didn't mean to cause trouble :p
706 }
707 spawnfunc(ball_fault)
708 {
709         spawnfunc_nexball_fault(this);
710 }
711 spawnfunc(ball_bound)
712 {
713         spawnfunc_nexball_out(this);
714 }
715
716 bool ball_customize(entity this, entity client)
717 {
718         if(!this.owner)
719         {
720                 this.effects &= ~EF_FLAME;
721                 this.scale = 1;
722                 setcefc(this, func_null);
723                 return true;
724         }
725
726         if(client == this.owner)
727         {
728                 this.scale = autocvar_g_nexball_viewmodel_scale;
729                 if(this.enemy)
730                         this.effects |= EF_FLAME;
731                 else
732                         this.effects &= ~EF_FLAME;
733         }
734         else
735         {
736                 this.effects &= ~EF_FLAME;
737                 this.scale = 1;
738         }
739
740         return true;
741 }
742
743 void nb_DropBall(entity player)
744 {
745         if(player.ballcarried && g_nexball)
746                 DropBall(player.ballcarried, player.origin, player.velocity);
747 }
748
749 MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
750 {
751         entity player = M_ARGV(0, entity);
752
753         nb_DropBall(player);
754 }
755
756 MUTATOR_HOOKFUNCTION(nb, PlayerDies)
757 {
758         entity frag_target = M_ARGV(2, entity);
759
760         nb_DropBall(frag_target);
761 }
762
763 MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
764 {
765         entity player = M_ARGV(0, entity);
766
767         nb_DropBall(player);
768         return false;
769 }
770
771 MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
772 {
773         entity player = M_ARGV(0, entity);
774
775         makevectors(player.v_angle);
776         if(nexball_mode & NBM_BASKETBALL)
777         {
778                 if(player.ballcarried)
779                 {
780                         // 'view ball'
781                         player.ballcarried.velocity = player.velocity;
782                         setcefc(player.ballcarried, ball_customize);
783
784                         vector org = player.origin + player.view_ofs +
785                                           v_forward * autocvar_g_nexball_viewmodel_offset.x +
786                                           v_right * autocvar_g_nexball_viewmodel_offset.y +
787                                           v_up * autocvar_g_nexball_viewmodel_offset.z;
788                         setorigin(player.ballcarried, org);
789
790                         // 'safe passing'
791                         if(autocvar_g_nexball_safepass_maxdist)
792                         {
793                                 if(player.ballcarried.wait < time && player.ballcarried.enemy)
794                                 {
795                                         //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
796                                         player.ballcarried.enemy = NULL;
797                                 }
798
799
800                                 //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
801                                 crosshair_trace(player);
802                                 if( trace_ent &&
803                                         IS_CLIENT(trace_ent) &&
804                                         !IS_DEAD(trace_ent) &&
805                                         trace_ent.team == player.team &&
806                                         vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
807                                 {
808
809                                         //if(player.ballcarried.enemy != trace_ent)
810                                         //      centerprint(player, sprintf("Locked to %s", trace_ent.netname));
811                                         player.ballcarried.enemy = trace_ent;
812                                         player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
813
814
815                                 }
816                         }
817                 }
818                 else
819                 {
820                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
821                         {
822                                 .entity weaponentity = weaponentities[slot];
823
824                                 if(STAT(WEAPONS, player.(weaponentity)))
825                                 {
826                                         STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
827                                         Weapon w = WEP_NEXBALL;
828                                         w.wr_resetplayer(w, player);
829                                         player.(weaponentity).m_switchweapon = player.m_switchweapon;
830                                         W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
831
832                                         STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
833                                 }
834                         }
835                 }
836
837         }
838
839         nexball_setstatus(player);
840 }
841
842 MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
843 {
844         entity spectatee = M_ARGV(0, entity);
845         entity client = M_ARGV(1, entity);
846
847         STAT(NB_METERSTART, client) = STAT(NB_METERSTART, spectatee);
848 }
849
850 MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
851 {
852         entity player = M_ARGV(0, entity);
853
854         STAT(NB_METERSTART, player) = 0;
855         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
856         {
857                 .entity weaponentity = weaponentities[slot];
858                 STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
859         }
860
861         if (nexball_mode & NBM_BASKETBALL)
862                 STAT(WEAPONS, player) |= WEPSET(NEXBALL);
863         else
864                 STAT(WEAPONS, player) = '0 0 0';
865
866         return false;
867 }
868
869 MUTATOR_HOOKFUNCTION(nb, PlayerPhysics_UpdateStats)
870 {
871         entity player = M_ARGV(0, entity);
872         // these automatically reset, no need to worry
873
874         if(player.ballcarried)
875                 STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nexball_basketball_carrier_highspeed;
876 }
877
878 MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
879 {
880         //entity player = M_ARGV(0, entity);
881         entity wepent = M_ARGV(1, entity);
882
883         return wepent.m_weapon == WEP_NEXBALL;
884 }
885
886 MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
887 {
888         //entity player = M_ARGV(0, entity);
889         int wep = M_ARGV(1, int);
890
891         return wep == WEP_MORTAR.m_id; // TODO: what is this for?
892 }
893
894 MUTATOR_HOOKFUNCTION(nb, FilterItem)
895 {
896         entity item = M_ARGV(0, entity);
897
898         if(Item_IsLoot(item))
899         if(item.weapon == WEP_NEXBALL.m_id)
900                 return true;
901
902         return false;
903 }
904
905 MUTATOR_HOOKFUNCTION(nb, ItemTouch)
906 {
907         entity item = M_ARGV(0, entity);
908         entity toucher = M_ARGV(1, entity);
909
910         if(item.weapon && toucher.ballcarried)
911                 return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
912
913         return MUT_ITEMTOUCH_CONTINUE;
914 }
915
916 MUTATOR_HOOKFUNCTION(nb, TeamBalance_CheckAllowedTeams)
917 {
918         M_ARGV(1, string) = "nexball_team";
919         return true;
920 }
921
922 MUTATOR_HOOKFUNCTION(nb, WantWeapon)
923 {
924         M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
925         return true;
926 }
927
928 MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
929 {
930         entity frag_target = M_ARGV(0, entity);
931
932         if(frag_target.ballcarried)
933                 DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
934
935         return false;
936 }
937
938 MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
939 {
940         M_ARGV(2, int) &= ~0x80;
941 }
942
943 void nb_Initialize()
944 {
945         g_nexball_meter_period = autocvar_g_nexball_meter_period;
946         if(g_nexball_meter_period <= 0)
947                 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
948         g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
949
950         // General settings
951         /*
952         CVTOV(g_nexball_football_boost_forward);   //100
953         CVTOV(g_nexball_football_boost_up);             //200
954         CVTOV(g_nexball_delay_idle);                       //10
955         CVTOV(g_nexball_football_physics);               //0
956         */
957         radar_showenemies = autocvar_g_nexball_radar_showallplayers;
958
959         GameRules_teams(true);
960         GameRules_limit_score(autocvar_g_nexball_goallimit);
961         GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
962
963         InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
964 }