+#include "pong.qh"
REGISTER_MINIGAME(pong, "Pong");
// minigame flags
float autocvar_sv_minigames_pong_ai_thinkspeed;
float autocvar_sv_minigames_pong_ai_tolerance;
-void pong_ball_think();
+void pong_ball_think(entity this);
// Throws a ball in a random direction and sets the think function
void pong_ball_throw(entity ball)
while ( fabs(sin(angle)) < 0.17 || fabs(cos(angle)) < 0.17 );
ball.velocity_x = cos(angle)*autocvar_sv_minigames_pong_ball_speed;
ball.velocity_y = sin(angle)*autocvar_sv_minigames_pong_ball_speed;
- ball.think = pong_ball_think;
+ setthink(ball, pong_ball_think);
ball.nextthink = time;
ball.team = 0;
ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
}
// Think equivalent of pong_ball_throw, used to delay throws
-void pong_ball_throwthink()
-{SELFPARAM();
- pong_ball_throw(self);
+void pong_ball_throwthink(entity this)
+{
+ pong_ball_throw(this);
}
// Moves ball to the center and stops its motion
{
ball.velocity = '0 0 0';
ball.origin = '0.5 0.5 0';
- ball.think = SUB_NullThink;
+ setthink(ball, SUB_NullThink);
ball.team = 0;
ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
- ball.think = pong_ball_throwthink;
+ setthink(ball, pong_ball_throwthink);
ball.nextthink = time + autocvar_sv_minigames_pong_ball_wait;
}
// get point in the box nearest to the given one (2D)
vector box_nearest(vector box_min, vector box_max, vector p)
{
- return eX * ( p_x > box_max_x ? box_max_x : ( p_x < box_min_x ? box_min_x : p_x ) )
- + eY * ( p_y > box_max_y ? box_max_y : ( p_y < box_min_y ? box_min_y : p_y ) );
+ return vec2( p.x > box_max.x ? box_max.x : ( p.x < box_min.x ? box_min.x : p.x ),
+ p.y > box_max.y ? box_max.y : ( p.y < box_min.y ? box_min.y : p.y ) );
}
void pong_paddle_bounce(entity ball, int pteam)
entity paddle = ball.owner.pong_paddles[pteam-1];
if (!paddle)
return false;
- vector near_point = box_nearest(paddle.mins+paddle.origin,
- paddle.maxs+paddle.origin, ball.origin);
- return vlen(near_point-ball.origin) <= ball.pong_length ;
+
+#if 1
+ vector near_point = box_nearest(paddle.m_mins+paddle.origin,
+ paddle.m_maxs+paddle.origin, ball.origin);
+ return vdist(near_point - ball.origin, <=, ball.pong_length);
+#else
+ return boxesoverlap(paddle.m_mins + paddle.origin, paddle.m_maxs + paddle.origin, ball.m_mins + ball.origin, ball.m_maxs + ball.origin);
+#endif
}
// Checks for a goal, when that happes adds scores and resets the ball
}
// Moves the ball around
-void pong_ball_think()
-{SELFPARAM();
+void pong_ball_think(entity this)
+{
float think_speed = autocvar_sys_ticrate;
- self.nextthink = time + think_speed;
+ this.nextthink = time + think_speed;
- self.origin_x += self.velocity_x * think_speed;
- self.origin_y += self.velocity_y * think_speed;
- self.SendFlags |= MINIG_SF_UPDATE;
+ this.origin_x += this.velocity_x * think_speed;
+ this.origin_y += this.velocity_y * think_speed;
+ this.SendFlags |= MINIG_SF_UPDATE;
int i;
for ( i = 1; i <= PONG_MAX_PLAYERS; i++ )
- if ( pong_paddle_hit(self, i) )
+ if ( pong_paddle_hit(this, i) )
{
- pong_paddle_bounce(self,i);
- self.team = i;
- self.SendFlags |= PONG_SF_BALLTEAM;
+ pong_paddle_bounce(this,i);
+ this.team = i;
+ this.SendFlags |= PONG_SF_BALLTEAM;
return;
}
- if ( self.origin_y <= self.pong_length )
+ if ( this.origin_y <= this.pong_length )
{
- if ( !pong_goal(self,3) )
+ if ( !pong_goal(this,3) )
{
- self.origin_y = self.pong_length;
- self.velocity_y *= -1;
+ this.origin_y = this.pong_length;
+ this.velocity_y *= -1;
}
}
- else if ( self.origin_y >= 1-self.pong_length )
+ else if ( this.origin_y >= 1-this.pong_length )
{
- if ( !pong_goal(self,4) )
+ if ( !pong_goal(this,4) )
{
- self.origin_y = 1-self.pong_length;
- self.velocity_y *= -1;
+ this.origin_y = 1-this.pong_length;
+ this.velocity_y *= -1;
}
}
- if ( self.origin_x <= self.pong_length )
+ if ( this.origin_x <= this.pong_length )
{
- if ( !pong_goal(self,2) )
+ if ( !pong_goal(this,2) )
{
- self.origin_x = self.pong_length;
- self.velocity_x *= -1;
+ this.origin_x = this.pong_length;
+ this.velocity_x *= -1;
}
}
- else if ( self.origin_x >= 1-self.pong_length )
+ else if ( this.origin_x >= 1-this.pong_length )
{
- if ( !pong_goal(self,1) )
+ if ( !pong_goal(this,1) )
{
- self.origin_x = 1-self.pong_length;
- self.velocity_x *= -1;
+ this.origin_x = 1-this.pong_length;
+ this.velocity_x *= -1;
}
}
}
// AI action
-void pong_ai_think()
-{SELFPARAM();
+void pong_ai_think(entity this)
+{
float think_speed = autocvar_sv_minigames_pong_ai_thinkspeed;
- self.nextthink = time + think_speed;
+ this.nextthink = time + think_speed;
float distance;
float next_distance;
float min_distance = 1;
- entity ball = world;
- entity mayball = world;
- while ( ( mayball = findentity(mayball,owner,self.owner) ) )
+ entity ball = NULL;
+ entity mayball = NULL;
+ while ( ( mayball = findentity(mayball,owner,this.owner) ) )
if ( mayball.classname == "pong_ball" )
{
- distance = vlen(mayball.origin-self.pong_ai_paddle.origin);
- next_distance = vlen(mayball.origin+mayball.velocity-self.pong_ai_paddle.origin);
+ distance = vlen(mayball.origin-this.pong_ai_paddle.origin);
+ next_distance = vlen(mayball.origin+mayball.velocity-this.pong_ai_paddle.origin);
if ( distance < min_distance && ( distance < 0.5 || next_distance < distance ) )
{
min_distance = distance;
}
float target = 0.5;
- float self_pos;
+ float my_pos;
- if ( self.team <= 2 )
+ if ( this.team <= 2 )
{
if ( ball )
target = ball.origin_y + ball.velocity_y*think_speed;
- self_pos = self.pong_ai_paddle.origin_y;
+ my_pos = this.pong_ai_paddle.origin_y;
}
else
{
if ( ball )
target = ball.origin_x + ball.velocity_x*think_speed;
- self_pos = self.pong_ai_paddle.origin_x;
+ my_pos = this.pong_ai_paddle.origin_x;
}
- distance = self.pong_length/2 * autocvar_sv_minigames_pong_ai_tolerance
+ distance = this.pong_length/2 * autocvar_sv_minigames_pong_ai_tolerance
+ autocvar_sv_minigames_pong_paddle_speed * think_speed;
- if (target < self_pos - distance)
- self.pong_keys = PONG_KEY_DECREASE;
- else if (target > self_pos + distance)
- self.pong_keys = PONG_KEY_INCREASE;
+ if (target < my_pos - distance)
+ this.pong_keys = PONG_KEY_DECREASE;
+ else if (target > my_pos + distance)
+ this.pong_keys = PONG_KEY_INCREASE;
else
- self.pong_keys = 0;
+ this.pong_keys = 0;
}
entity pong_ai_spawn(entity paddle)
entity ai = msle_spawn(paddle.owner,"pong_ai");
ai.minigame_players = ai;
ai.team = paddle.team;
- ai.think = pong_ai_think;
+ setthink(ai, pong_ai_think);
ai.nextthink = time;
ai.pong_ai_paddle = paddle;
}
// Moves the paddle
-void pong_paddle_think()
-{SELFPARAM();
+void pong_paddle_think(entity this)
+{
float think_speed = autocvar_sys_ticrate;
- self.nextthink = time + think_speed;
+ this.nextthink = time + think_speed;
- if ( self.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE ||
- self.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
+ if ( this.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE ||
+ this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
{
- float movement = autocvar_sv_minigames_pong_paddle_speed * think_speed;
- float halflen = self.pong_length/2;
+ float pmovement = autocvar_sv_minigames_pong_paddle_speed * think_speed;
+ float halflen = this.pong_length/2;
- if ( self.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
- movement *= -1;
+ if ( this.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
+ pmovement *= -1;
- if ( self.team > 2 )
- self.origin_x = bound(halflen, self.origin_x+movement, 1-halflen);
+ if ( this.team > 2 )
+ this.origin_x = bound(halflen, this.origin_x+pmovement, 1-halflen);
else
- self.origin_y = bound(halflen, self.origin_y+movement, 1-halflen);
+ this.origin_y = bound(halflen, this.origin_y+pmovement, 1-halflen);
- self.SendFlags |= MINIG_SF_UPDATE;
+ this.SendFlags |= MINIG_SF_UPDATE;
}
}
vector pong_team_to_box_halfsize(int nteam, float length, float width)
{
if ( nteam > 2 )
- return eY*width/2 + eX*length/2;
- return eX*width/2 + eY*length/2;
+ return vec2(length/2, width/2);
+ return vec2(width/2, length/2);
}
vector pong_team_to_paddlepos(int nteam)
}
// Spawns a pong paddle
-// if real_player is world, the paddle is controlled by AI
+// if real_player is NULL, the paddle is controlled by AI
entity pong_paddle_spawn(entity minigame, int pl_team, entity real_player)
{
entity paddle = msle_spawn(minigame,"pong_paddle");
paddle.pong_length = autocvar_sv_minigames_pong_paddle_size;
paddle.origin = pong_team_to_paddlepos(pl_team);
- paddle.think = pong_paddle_think;
+ setthink(paddle, pong_paddle_think);
paddle.nextthink = time;
paddle.team = pl_team;
- paddle.mins = pong_team_to_box_halfsize(pl_team,-paddle.pong_length,-1/16);
- paddle.maxs = pong_team_to_box_halfsize(pl_team,paddle.pong_length,1/16);
+ paddle.m_mins = pong_team_to_box_halfsize(pl_team,-paddle.pong_length,-1/16);
+ paddle.m_maxs = pong_team_to_box_halfsize(pl_team,paddle.pong_length,1/16);
- if ( real_player == world )
+ if ( real_player == NULL )
pong_ai_spawn(paddle);
else
paddle.realowner = real_player;
int i;
for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
{
- if ( minigame.pong_paddles[i] == world )
+ if ( minigame.pong_paddles[i] == NULL )
{
pong_paddle_spawn(minigame,i+1,player);
return i+1;
for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
{
paddle = minigame.pong_paddles[i];
- if ( paddle != world && paddle.realowner == player )
+ if ( paddle != NULL && paddle.realowner == player )
{
ai = pong_ai_spawn(paddle);
ai.pong_score = player.minigame_players.pong_score;
(minigame.minigame_flags & ~PONG_STATUS_WAIT);
minigame.SendFlags |= MINIG_SF_UPDATE;
- int i;
entity ball;
- for ( i = 0; i < autocvar_sv_minigames_pong_ball_number; i++ )
+ for ( int j = 0; j < autocvar_sv_minigames_pong_ball_number; j++ )
{
ball = msle_spawn(minigame,"pong_ball");
ball.pong_length = autocvar_sv_minigames_pong_ball_radius;
+ ball.m_mins = vec2(-ball.pong_length, -ball.pong_length);
+ ball.m_maxs = vec2(ball.pong_length, ball.pong_length);
pong_ball_reset(ball);
}
}
case "-moved":
player.pong_keys &= ~PONG_KEY_DECREASE;
return true;
+ case "move":
+ if(argv(1))
+ player.pong_keys = stoi(argv(1));
+ return true;
case "pong_aimore":
{
- int i;
+ // keep declaration here, moving it into for() reverses weapon order
+ // potentially compiler bug
+ int j;
if ( minigame.minigame_flags & PONG_STATUS_WAIT )
- for ( i = 0; i < PONG_MAX_PLAYERS; i++ )
+ for ( j = 0; j < PONG_MAX_PLAYERS; j++ )
+ //for ( int j = 0; j < PONG_MAX_PLAYERS; j++ )
{
- if ( minigame.pong_paddles[i] == world )
+ if ( minigame.pong_paddles[j] == NULL )
{
- pong_paddle_spawn(minigame,i+1,world);
+ pong_paddle_spawn(minigame,j+1,NULL);
return true;
}
}
if ( minigame.minigame_flags & PONG_STATUS_WAIT )
{
entity paddle;
- int i;
- for ( i = PONG_MAX_PLAYERS-1; i >= 0; i-- )
+ for ( int j = PONG_MAX_PLAYERS-1; j >= 0; j-- )
{
- paddle = minigame.pong_paddles[i];
- if ( paddle != world &&
+ paddle = minigame.pong_paddles[j];
+ if ( paddle != NULL &&
paddle.realowner.classname == "pong_ai" )
{
- minigame.pong_paddles[i] = world;
- remove(paddle.realowner);
- remove(paddle);
+ minigame.pong_paddles[j] = NULL;
+ delete(paddle.realowner);
+ delete(paddle);
return true;
}
}
}
}
+int pong_keys_pressed;
+int pong_keys_pressed_old;
+
// Required function, draw the game board
void pong_hud_board(vector pos, vector mySize)
{
+ if(pong_keys_pressed != pong_keys_pressed_old)
+ minigame_cmd(strcat("move ", itos(pong_keys_pressed)));
+ pong_keys_pressed_old = pong_keys_pressed;
+
minigame_hud_fitsqare(pos, mySize);
minigame_hud_simpleboard(pos,mySize,minigame_texture("pong/board"));
// Required function, draw the game status panel
void pong_hud_status(vector pos, vector mySize)
{
- HUD_Panel_DrawBg(1);
+ HUD_Panel_DrawBg();
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
drawfill(mypos, ts, pong_team_to_color(e.team), 0.25, DRAWFLAG_ADDITIVE);
minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
- (e.minigame_playerslot ? GetPlayerName(e.minigame_playerslot-1) : _("AI")),
+ (e.minigame_playerslot ? entcs_GetName(e.minigame_playerslot-1) : _("AI")),
player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
drawstring(mypos+eY*player_fontsize_y,ftos(e.pong_score),'48 48 0',
case K_KP_UPARROW:
case K_LEFTARROW:
case K_KP_LEFTARROW:
- minigame_cmd("+moved");
+ //minigame_cmd("+moved");
+ pong_keys_pressed |= PONG_KEY_DECREASE;
return true;
case K_DOWNARROW:
case K_KP_DOWNARROW:
case K_RIGHTARROW:
case K_KP_RIGHTARROW:
- minigame_cmd("+movei");
+ //minigame_cmd("+movei");
+ pong_keys_pressed |= PONG_KEY_INCREASE;
return true;
}
return false;
case K_KP_UPARROW:
case K_LEFTARROW:
case K_KP_LEFTARROW:
- minigame_cmd("-moved");
+ //minigame_cmd("-moved");
+ pong_keys_pressed &= ~PONG_KEY_DECREASE;
return true;
case K_DOWNARROW:
case K_KP_DOWNARROW:
case K_RIGHTARROW:
case K_KP_RIGHTARROW:
- minigame_cmd("-movei");
+ //minigame_cmd("-movei");
+ pong_keys_pressed &= ~PONG_KEY_INCREASE;
return true;
}
return false;