1 //EF_BRIGHTFIELD|EF_BRIGHTLIGHT|EF_DIMLIGHT|EF_BLUE|EF_RED|EF_FLAME
2 #define BALL_EFFECTMASK 1229
3 #define BALL_MINS '-16 -16 -16' // The model is 24*24*24
4 #define BALL_MAXS '16 16 16'
5 #define BALL_ATTACHORG '3 0 16'
6 #define BALL_SPRITECOLOR '.91 .85 .62'
10 #define GOAL_TOUCHPLAYER 1
15 #define CVTOV(s) s = cvar( #s )
17 float g_nexball_football_boost_forward;
18 float g_nexball_football_boost_up;
19 float g_nexball_football_physics;
20 float g_nexball_delay_idle;
21 float g_nexball_basketball_delay_hold;
22 float g_nexball_basketball_delay_hold_forteam;
23 float g_nexball_basketball_effects_default;
24 float g_nexball_basketball_teamsteal;
34 void nb_delayedinit();
35 void nb_init() // Called early (worldspawn stage)
37 CVTOV(g_nexball_meter_period); //sent with the client init entity
38 if (g_nexball_meter_period <= 0)
39 g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
40 g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
41 addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
44 CVTOV(g_nexball_football_boost_forward); //100
45 CVTOV(g_nexball_football_boost_up); //200
46 CVTOV(g_nexball_delay_idle); //10
47 CVTOV(g_nexball_football_physics); //0
49 radar_showennemies = autocvar_g_nexball_radar_showallplayers;
51 InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
54 float OtherTeam(float t) //works only if there are two teams on the map!
57 e = find(world, classname, "nexball_team");
59 e = find(e, classname, "nexball_team");
65 void LogNB(string mode, entity actor)
68 if(!autocvar_sv_eventlog)
70 s = strcat(":nexball:", mode);
72 s = strcat(s, ":", ftos(actor.playerid));
76 void ball_restart (void)
79 DropBall(self, self.owner.origin, '0 0 0');
83 void nexball_setstatus (void)
86 self.items &~= IT_KEY1;
89 if (self.ballcarried.teamtime && (self.ballcarried.teamtime < time))
91 bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
93 self = self.ballcarried;
94 DropBall(self, self.owner.origin, '0 0 0');
98 self.items |= IT_KEY1;
102 void relocate_nexball (void)
104 tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, TRUE, self);
105 if (trace_startsolid)
109 if(!move_out_of_solid(self))
110 objerror("could not get out of solid at all!");
111 print("^1NOTE: this map needs FIXING. ", self.classname, " at ", vtos(o - '0 0 1'));
112 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
113 print(" ", ftos(self.origin_y - o_y));
114 print(" ", ftos(self.origin_z - o_z), "'\n");
119 void basketball_touch();
120 void football_touch();
122 void DropOwner (void)
126 DropBall(self, ownr.origin, ownr.velocity);
127 makevectors(ownr.v_angle_y * '0 1 0');
128 ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
129 ownr.flags &~= FL_ONGROUND;
132 void GiveBall (entity plyr, entity ball)
136 if ((ownr = ball.owner))
138 ownr.effects &~= g_nexball_basketball_effects_default;
139 ownr.ballcarried = world;
143 ownr.weaponentity.state = WS_READY;
145 WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
149 WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
152 setattachment(ball, plyr, "");
153 setorigin(ball, BALL_ATTACHORG);
155 if (ball.team != plyr.team)
156 ball.teamtime = time + g_nexball_basketball_delay_hold_forteam;
158 ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
159 ball.team = plyr.team;
160 plyr.ballcarried = ball;
161 ball.nb_dropperid = plyr.playerid;
163 plyr.effects |= g_nexball_basketball_effects_default;
164 ball.effects &~= g_nexball_basketball_effects_default;
166 ball.velocity = '0 0 0';
167 ball.movetype = MOVETYPE_NONE;
168 ball.touch = func_null;
169 ball.effects |= EF_NOSHADOW;
170 ball.scale = 1; // scale down.
172 WaypointSprite_AttachCarrier("nb-ball", plyr, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR);
173 WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
175 if (g_nexball_basketball_delay_hold)
177 ball.think = DropOwner;
178 ball.nextthink = time + g_nexball_basketball_delay_hold;
182 void DropBall (entity ball, vector org, vector vel)
184 ball.effects |= g_nexball_basketball_effects_default;
185 ball.effects &~= EF_NOSHADOW;
186 ball.owner.effects &~= g_nexball_basketball_effects_default;
188 setattachment(ball, world, "");
189 setorigin (ball, org);
190 ball.movetype = MOVETYPE_BOUNCE;
191 ball.flags &~= FL_ONGROUND;
192 ball.scale = ball_scale;
194 ball.nb_droptime = time;
195 ball.touch = basketball_touch;
196 ball.think = ResetBall;
197 ball.nextthink = min(time + g_nexball_delay_idle, ball.teamtime);
199 if (ball.owner.metertime)
201 ball.owner.metertime = 0;
202 ball.owner.weaponentity.state = WS_READY;
205 WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
206 WaypointSprite_Spawn("nb-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR); // no health bar please
207 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
209 ball.owner.ballcarried = world;
215 if (gameover) return;
216 self.flags &~= FL_ONGROUND;
217 self.movetype = MOVETYPE_BOUNCE;
218 if (self.classname == "nexball_basketball")
219 self.touch = basketball_touch;
220 else if (self.classname == "nexball_football")
221 self.touch = football_touch;
223 self.think = ResetBall;
224 self.nextthink = time + g_nexball_delay_idle + 3;
228 sound (self, CH_TRIGGER, self.noise1, VOL_BASE, ATTN_NORM);
229 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
230 LogNB("init", world);
233 void ResetBall (void)
235 if (self.cnt < 2) { // step 1
236 if (time == self.teamtime)
237 bprint("The ", ColoredTeamName(self.team), " held the ball for too long.\n");
238 self.touch = func_null;
239 self.movetype = MOVETYPE_NOCLIP;
240 self.velocity = '0 0 0'; // just in case?
242 LogNB("resetidle", world);
244 self.nextthink = time;
245 } else if (self.cnt < 4) { // step 2 and 3
246 // dprint("Step ", ftos(self.cnt), ": Calculated velocity: ", vtos(self.spawnorigin - self.origin), ", time: ", ftos(time), "\n");
247 self.velocity = (self.spawnorigin - self.origin) * (self.cnt - 1); // 1 or 0.5 second movement
248 self.nextthink = time + 0.5;
251 // dprint("Step 4: time: ", ftos(time), "\n");
252 if (vlen(self.origin - self.spawnorigin) > 10) // should not happen anymore
253 dprint("The ball moved too far away from its spawn origin.\nOffset: ",
254 vtos(self.origin - self.spawnorigin), " Velocity: ", vtos(self.velocity), "\n");
255 self.velocity = '0 0 0';
256 setorigin(self, self.spawnorigin); // make sure it's positioned correctly anyway
257 self.movetype = MOVETYPE_NONE;
258 self.think = InitBall;
259 self.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
263 void football_touch (void)
265 if (other.solid == SOLID_BSP) {
266 if (time > self.lastground + 0.1)
268 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
269 self.lastground = time;
271 if (vlen(self.velocity) && !self.cnt)
272 self.nextthink = time + g_nexball_delay_idle;
275 if (other.classname != "player")
277 if (other.health < 1)
280 self.nextthink = time + g_nexball_delay_idle;
283 self.team = other.team;
285 if (g_nexball_football_physics == -1) { // MrBougo try 1, before decompiling Rev's original
286 if (vlen(other.velocity))
287 self.velocity = other.velocity * 1.5 + '0 0 1' * g_nexball_football_boost_up;
288 } else if (g_nexball_football_physics == 1) { // MrBougo's modded Rev style: partially independant of the height of the aiming point
289 makevectors(other.v_angle);
290 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + '0 0 1' * g_nexball_football_boost_up;
291 } else if (g_nexball_football_physics == 2) { // 2nd mod try: totally independant. Really playable!
292 makevectors(other.v_angle_y * '0 1 0');
293 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
294 } else { // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
295 makevectors(other.v_angle);
296 self.velocity = other.velocity + v_forward * g_nexball_football_boost_forward + v_up * g_nexball_football_boost_up;
298 self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
301 void basketball_touch (void)
303 if (other.ballcarried)
308 if (!self.cnt && other.classname == "player" && (other.playerid != self.nb_dropperid || time > self.nb_droptime + autocvar_g_nexball_delay_collect)) {
309 if (other.health <= 0)
311 LogNB("caught", other);
312 GiveBall(other, self);
313 } else if (other.solid == SOLID_BSP) {
314 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
315 if (vlen(self.velocity) && !self.cnt)
316 self.nextthink = min(time + g_nexball_delay_idle, self.teamtime);
320 void GoalTouch (void)
323 float isclient, pscore, otherteam;
326 if (gameover) return;
327 if ((self.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
328 ball = other.ballcarried;
331 if (ball.classname != "nexball_basketball")
332 if (ball.classname != "nexball_football")
334 if ((!ball.pusher && self.team != GOAL_OUT) || ball.cnt)
340 otherteam = OtherTeam(ball.team);
342 if((isclient = ball.pusher.flags & FL_CLIENT))
343 pname = ball.pusher.netname;
345 pname = "Someone (?)";
347 if (ball.team == self.team) //owngoal (regular goals)
349 LogNB("owngoal", ball.pusher);
350 bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
352 } else if (self.team == GOAL_FAULT) {
353 LogNB("fault", ball.pusher);
355 bprint(ColoredTeamName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
357 bprint(ColoredTeamName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
359 } else if (self.team == GOAL_OUT) {
360 LogNB("out", ball.pusher);
361 if ((self.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
362 bprint(pname, "^7 went out of bounds.\n");
364 bprint("The ball was returned.\n");
367 LogNB(strcat("goal:", ftos(self.team)), ball.pusher);
368 bprint("Goaaaaal! ", pname, "^7 scored a point for the ", ColoredTeamName(ball.team), ".\n");
372 sound (ball, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NONE);
374 if(ball.team && pscore)
376 if (nb_teams == 2 && pscore < 0)
377 TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
379 TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
384 PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
386 PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
389 if (ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
390 DropBall(ball, ball.owner.origin, ball.owner.velocity);
392 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
395 ball.think = ResetBall;
396 if (ball.classname == "nexball_basketball")
397 ball.touch = football_touch; // better than func_null: football control until the ball gets reset
398 ball.nextthink = time + autocvar_g_nexball_delay_goal * (self.team != GOAL_OUT);
401 //=======================//
403 //=======================//
404 void spawnfunc_nexball_team (void)
406 if(!g_nexball) { remove(self); return; }
407 self.team = self.cnt + 1;
410 void nb_spawnteam (string teamname, float teamcolor)
412 dprint("^2spawned team ", teamname, "\n");
415 e.classname = "nexball_team";
416 e.netname = teamname;
422 void nb_spawnteams (void)
424 float t_r, t_b, t_y, t_p;
426 for(e = world; (e = find(e, classname, "nexball_goal")); )
430 case NUM_TEAM_1: if(!t_r) { nb_spawnteam ("Red", e.team-1) ; t_r = 1; } break;
431 case NUM_TEAM_2: if(!t_b) { nb_spawnteam ("Blue", e.team-1) ; t_b = 1; } break;
432 case NUM_TEAM_3: if(!t_y) { nb_spawnteam ("Yellow", e.team-1); t_y = 1; } break;
433 case NUM_TEAM_4: if(!t_p) { nb_spawnteam ("Pink", e.team-1) ; t_p = 1; } break;
438 void nb_delayedinit (void)
440 if (find(world, classname, "nexball_team") == world)
442 ScoreRules_nexball(nb_teams);
446 //=======================//
448 //=======================//
450 void SpawnBall (void)
452 if(!g_nexball) { remove(self); return; }
454 // balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
457 self.model = "models/nexball/ball.md3";
461 precache_model (self.model);
462 setmodel (self, self.model);
463 setsize (self, BALL_MINS, BALL_MAXS);
464 ball_scale = self.scale;
467 self.spawnorigin = self.origin;
469 self.effects = self.effects | EF_LOWPRECISION;
471 if (cvar(strcat("g_", self.classname, "_trail"))) //nexball_basketball :p
473 self.glow_color = autocvar_g_nexball_trail_color;
474 self.glow_trail = TRUE;
477 self.movetype = MOVETYPE_FLY;
479 if (!autocvar_g_nexball_sound_bounce)
481 else if (!self.noise)
482 self.noise = "sound/nexball/bounce.wav";
483 //bounce sound placeholder (FIXME)
485 self.noise1 = "sound/nexball/drop.wav";
486 //ball drop sound placeholder (FIXME)
488 self.noise2 = "sound/nexball/steal.wav";
489 //stealing sound placeholder (FIXME)
490 if (self.noise) precache_sound (self.noise);
491 precache_sound (self.noise1);
492 precache_sound (self.noise2);
494 WaypointSprite_AttachCarrier("nb-ball", self, RADARICON_FLAGCARRIER, BALL_SPRITECOLOR); // the ball's team is not set yet, no rule update needed
496 self.reset = ball_restart;
497 self.think = InitBall;
498 self.nextthink = game_starttime + autocvar_g_nexball_delay_start;
501 void spawnfunc_nexball_basketball (void)
503 self.classname = "nexball_basketball";
504 if not(balls & BALL_BASKET)
506 CVTOV(g_nexball_basketball_effects_default);
507 CVTOV(g_nexball_basketball_delay_hold);
508 CVTOV(g_nexball_basketball_delay_hold_forteam);
509 CVTOV(g_nexball_basketball_teamsteal);
510 g_nexball_basketball_effects_default = g_nexball_basketball_effects_default & BALL_EFFECTMASK;
513 self.effects = g_nexball_basketball_effects_default;
514 self.solid = SOLID_TRIGGER;
515 balls |= BALL_BASKET;
516 self.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
517 self.bouncestop = autocvar_g_nexball_basketball_bouncestop;
521 void spawnfunc_nexball_football (void)
523 self.classname = "nexball_football";
524 self.solid = SOLID_TRIGGER;
526 self.bouncefactor = autocvar_g_nexball_football_bouncefactor;
527 self.bouncestop = autocvar_g_nexball_football_bouncestop;
531 void SpawnGoal (void)
533 if(!g_nexball) { remove(self); return; }
535 self.classname = "nexball_goal";
537 self.noise = "ctf/respawn.wav";
538 precache_sound(self.noise);
539 self.touch = GoalTouch;
542 void spawnfunc_nexball_redgoal (void)
544 self.team = NUM_TEAM_1;
547 void spawnfunc_nexball_bluegoal (void)
549 self.team = NUM_TEAM_2;
552 void spawnfunc_nexball_yellowgoal (void)
554 self.team = NUM_TEAM_3;
557 void spawnfunc_nexball_pinkgoal (void)
559 self.team = NUM_TEAM_4;
563 void spawnfunc_nexball_fault (void)
565 self.team = GOAL_FAULT;
567 self.noise = "misc/typehit.wav";
571 void spawnfunc_nexball_out (void)
573 self.team = GOAL_OUT;
575 self.noise = "misc/typehit.wav";
580 //Spawnfuncs preserved for compatibility
583 void spawnfunc_ball (void) { spawnfunc_nexball_football(); }
584 void spawnfunc_ball_football (void) { spawnfunc_nexball_football(); }
585 void spawnfunc_ball_basketball (void) { spawnfunc_nexball_basketball(); }
586 // The "red goal" is defended by blue team. A ball in there counts as a point for red.
587 void spawnfunc_ball_redgoal (void) { spawnfunc_nexball_bluegoal(); } // I blame Revenant
588 void spawnfunc_ball_bluegoal (void) { spawnfunc_nexball_redgoal(); } // but he didn't mean to cause trouble :p
589 void spawnfunc_ball_fault (void) { spawnfunc_nexball_fault(); }
590 void spawnfunc_ball_bound (void) { spawnfunc_nexball_out(); }
592 //=======================//
594 //=======================//
596 void W_Nexball_Touch (void)
598 entity ball, attacker;
599 attacker = self.owner;
602 if(attacker.team != other.team || g_nexball_basketball_teamsteal)
603 if((ball = other.ballcarried) && (attacker.classname == "player"))
605 other.velocity = other.velocity + normalize(self.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
606 other.flags &~= FL_ONGROUND;
607 if(!attacker.ballcarried)
609 LogNB("stole", attacker);
610 sound (other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTN_NORM);
612 if(attacker.team == other.team && time > attacker.teamkill_complain)
614 attacker.teamkill_complain = time + 5;
615 attacker.teamkill_soundtime = time + 0.4;
616 attacker.teamkill_soundsource = other;
619 GiveBall(attacker, other.ballcarried);
625 void W_Nexball_Attack (float t)
629 if (!(ball = self.ballcarried))
632 W_SetupShot (self, FALSE, 4, "nexball/shoot1.wav", CH_WEAPON_A, 0);
633 tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, world);
637 self.metertime = 0; // Shot failed, hide the power meter
641 //Calculate multiplier
646 mi = autocvar_g_nexball_basketball_meter_minpower;
647 ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
648 //One triangle wave period with 1 as max
649 mul = 2 * mod(t, g_nexball_meter_period) / g_nexball_meter_period;
652 mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
654 DropBall (ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
655 //TODO: use the speed_up cvar too ??
658 void W_Nexball_Attack2 (void)
661 if (!(balls & BALL_BASKET))
663 W_SetupShot (self, FALSE, 2, "nexball/shoot2.wav", CH_WEAPON_A, 0);
664 // pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
667 missile.owner = self;
668 missile.classname = "ballstealer";
670 missile.movetype = MOVETYPE_FLY;
671 PROJECTILE_MAKETRIGGER(missile);
673 setmodel (missile, "models/elaser.mdl"); // precision set below
674 setsize (missile, '0 0 0', '0 0 0');
675 setorigin (missile, w_shotorg);
677 W_SetupProjectileVelocity(missile, autocvar_g_balance_nexball_secondary_speed, 0);
678 missile.angles = vectoangles (missile.velocity);
679 missile.touch = W_Nexball_Touch;
680 missile.think = SUB_Remove;
681 missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
683 missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
684 missile.flags = FL_PROJECTILE;
687 float w_nexball_weapon(float req)
691 if (self.BUTTON_ATCK)
692 if (weapon_prepareattack(0, autocvar_g_balance_nexball_primary_refire))
693 if (autocvar_g_nexball_basketball_meter)
695 if (self.ballcarried && !self.metertime)
696 self.metertime = time;
698 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
702 W_Nexball_Attack(-1);
703 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
705 if (self.BUTTON_ATCK2)
706 if (weapon_prepareattack(1, autocvar_g_balance_nexball_secondary_refire))
709 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
712 if (!self.BUTTON_ATCK && self.metertime && self.ballcarried)
714 W_Nexball_Attack(time - self.metertime);
715 // DropBall or stealing will set metertime back to 0
716 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
719 else if (req == WR_PRECACHE)
721 precache_model ("models/weapons/g_porto.md3");
722 precache_model ("models/weapons/v_porto.md3");
723 precache_model ("models/weapons/h_porto.iqm");
724 precache_model ("models/elaser.mdl");
725 precache_sound ("nexball/shoot1.wav");
726 precache_sound ("nexball/shoot2.wav");
727 precache_sound ("misc/typehit.wav");
729 else if (req == WR_SETUP)
730 weapon_setup(WEP_PORTO);
731 else if (req == WR_SUICIDEMESSAGE)
733 w_deathtypestring = "is a weirdo";
735 else if (req == WR_KILLMESSAGE)
737 w_deathtypestring = "got killed by #'s black magic";
739 // No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE