]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/gamemode_onslaught.qc
Merge branch 'master' into terencehill/slider_anim_improvements
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_onslaught.qc
1 #include "../_all.qh"
2
3 #include "gamemode.qh"
4 #include "../controlpoint.qh"
5 #include "../generator.qh"
6
7 // =======================
8 // CaptureShield Functions
9 // =======================
10
11 bool ons_CaptureShield_Customize()
12 {SELFPARAM();
13         entity e = WaypointSprite_getviewentity(other);
14
15         if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
16         if(SAME_TEAM(self, e)) { return false; }
17
18         return true;
19 }
20
21 void ons_CaptureShield_Touch()
22 {SELFPARAM();
23         if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
24         if(!IS_PLAYER(other)) { return; }
25         if(SAME_TEAM(other, self)) { return; }
26
27         vector mymid = (self.absmin + self.absmax) * 0.5;
28         vector othermid = (other.absmin + other.absmax) * 0.5;
29
30         Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ons_captureshield_force);
31
32         if(IS_REAL_CLIENT(other))
33         {
34                 play2(other, "onslaught/damageblockedbyshield.wav");
35
36                 if(self.enemy.classname == "onslaught_generator")
37                         Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
38                 else
39                         Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
40         }
41 }
42
43 void ons_CaptureShield_Reset()
44 {SELFPARAM();
45         self.colormap = self.enemy.colormap;
46         self.team = self.enemy.team;
47 }
48
49 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
50 {
51         entity shield = spawn();
52
53         shield.enemy = generator;
54         shield.team = generator.team;
55         shield.colormap = generator.colormap;
56         shield.reset = ons_CaptureShield_Reset;
57         shield.touch = ons_CaptureShield_Touch;
58         shield.customizeentityforclient = ons_CaptureShield_Customize;
59         shield.classname = "ons_captureshield";
60         shield.effects = EF_ADDITIVE;
61         shield.movetype = MOVETYPE_NOCLIP;
62         shield.solid = SOLID_TRIGGER;
63         shield.avelocity = '7 0 11';
64         shield.scale = 1;
65         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
66
67         precache_model(shield.model);
68         setorigin(shield, generator.origin);
69         setmodel(shield, shield.model);
70         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
71 }
72
73
74 // ==========
75 // Junk Pile
76 // ==========
77
78 void ons_debug(string input)
79 {
80         switch(autocvar_g_onslaught_debug)
81         {
82                 case 1: LOG_TRACE(input); break;
83                 case 2: LOG_INFO(input); break;
84         }
85 }
86
87 void setmodel_fixsize(entity e, string m)
88 {
89         setmodel(e, m);
90         FixSize(e);
91 }
92
93 void onslaught_updatelinks()
94 {
95         entity l;
96         // first check if the game has ended
97         ons_debug("--- updatelinks ---\n");
98         // mark generators as being shielded and networked
99         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
100         {
101                 if (l.iscaptured)
102                         ons_debug(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
103                 else
104                         ons_debug(strcat(etos(l), " (generator) is destroyed\n"));
105                 l.islinked = l.iscaptured;
106                 l.isshielded = l.iscaptured;
107                 l.sprite.SendFlags |= 16;
108         }
109         // mark points as shielded and not networked
110         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
111         {
112                 l.islinked = false;
113                 l.isshielded = true;
114                 int i;
115                 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
116                 ons_debug(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
117                 l.sprite.SendFlags |= 16;
118         }
119         // flow power outward from the generators through the network
120         bool stop = false;
121         while (!stop)
122         {
123                 stop = true;
124                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
125                 {
126                         // if both points are captured by the same team, and only one of
127                         // them is powered, mark the other one as powered as well
128                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
129                                 if (l.enemy.islinked != l.goalentity.islinked)
130                                         if(SAME_TEAM(l.enemy, l.goalentity))
131                                         {
132                                                 if (!l.goalentity.islinked)
133                                                 {
134                                                         stop = false;
135                                                         l.goalentity.islinked = true;
136                                                         ons_debug(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
137                                                 }
138                                                 else if (!l.enemy.islinked)
139                                                 {
140                                                         stop = false;
141                                                         l.enemy.islinked = true;
142                                                         ons_debug(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
143                                                 }
144                                         }
145                 }
146         }
147         // now that we know which points are powered we can mark their neighbors
148         // as unshielded if team differs
149         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
150         {
151                 if (l.goalentity.islinked)
152                 {
153                         if(DIFF_TEAM(l.goalentity, l.enemy))
154                         {
155                                 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
156                                 l.enemy.isshielded = false;
157                         }
158                         if(l.goalentity.classname == "onslaught_generator")
159                                 l.enemy.isgenneighbor[l.goalentity.team] = true;
160                         else
161                                 l.enemy.iscpneighbor[l.goalentity.team] = true;
162                 }
163                 if (l.enemy.islinked)
164                 {
165                         if(DIFF_TEAM(l.goalentity, l.enemy))
166                         {
167                                 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
168                                 l.goalentity.isshielded = false;
169                         }
170                         if(l.enemy.classname == "onslaught_generator")
171                                 l.goalentity.isgenneighbor[l.enemy.team] = true;
172                         else
173                                 l.goalentity.iscpneighbor[l.enemy.team] = true;
174                 }
175         }
176         // now update the generators
177         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
178         {
179                 if (l.isshielded)
180                 {
181                         ons_debug(strcat(etos(l), " (generator) is shielded\n"));
182                         l.takedamage = DAMAGE_NO;
183                         l.bot_attack = false;
184                 }
185                 else
186                 {
187                         ons_debug(strcat(etos(l), " (generator) is not shielded\n"));
188                         l.takedamage = DAMAGE_AIM;
189                         l.bot_attack = true;
190                 }
191
192                 ons_Generator_UpdateSprite(l);
193         }
194         // now update the takedamage and alpha variables on control point icons
195         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
196         {
197                 if (l.isshielded)
198                 {
199                         ons_debug(strcat(etos(l), " (point) is shielded\n"));
200                         if (l.goalentity)
201                         {
202                                 l.goalentity.takedamage = DAMAGE_NO;
203                                 l.goalentity.bot_attack = false;
204                         }
205                 }
206                 else
207                 {
208                         ons_debug(strcat(etos(l), " (point) is not shielded\n"));
209                         if (l.goalentity)
210                         {
211                                 l.goalentity.takedamage = DAMAGE_AIM;
212                                 l.goalentity.bot_attack = true;
213                         }
214                 }
215                 ons_ControlPoint_UpdateSprite(l);
216         }
217         l = findchain(classname, "ons_captureshield");
218         while(l)
219         {
220                 l.team = l.enemy.team;
221                 l.colormap = l.enemy.colormap;
222                 l = l.chain;
223         }
224 }
225
226
227 // ===================
228 // Main Link Functions
229 // ===================
230
231 bool ons_Link_Send(entity to, int sendflags)
232 {SELFPARAM();
233         WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
234         WriteByte(MSG_ENTITY, sendflags);
235         if(sendflags & 1)
236         {
237                 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
238                 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
239                 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
240         }
241         if(sendflags & 2)
242         {
243                 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
244                 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
245                 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
246         }
247         if(sendflags & 4)
248         {
249                 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
250         }
251         return true;
252 }
253
254 void ons_Link_CheckUpdate()
255 {SELFPARAM();
256         // TODO check if the two sides have moved (currently they won't move anyway)
257         float cc = 0, cc1 = 0, cc2 = 0;
258
259         if(self.goalentity.islinked || self.goalentity.iscaptured) { cc1 = (self.goalentity.team - 1) * 0x01; }
260         if(self.enemy.islinked || self.enemy.iscaptured) { cc2 = (self.enemy.team - 1) * 0x10; }
261
262         cc = cc1 + cc2;
263
264         if(cc != self.clientcolors)
265         {
266                 self.clientcolors = cc;
267                 self.SendFlags |= 4;
268         }
269
270         self.nextthink = time;
271 }
272
273 void ons_DelayedLinkSetup()
274 {SELFPARAM();
275         self.goalentity = find(world, targetname, self.target);
276         self.enemy = find(world, targetname, self.target2);
277         if(!self.goalentity) { objerror("can not find target\n"); }
278         if(!self.enemy) { objerror("can not find target2\n"); }
279
280         ons_debug(strcat(etos(self.goalentity), " linked with ", etos(self.enemy), "\n"));
281         self.SendFlags |= 3;
282         self.think = ons_Link_CheckUpdate;
283         self.nextthink = time;
284 }
285
286
287 // =============================
288 // Main Control Point Functions
289 // =============================
290
291 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
292 {
293         if(cp.isgenneighbor[teamnumber]) { return 2; }
294         if(cp.iscpneighbor[teamnumber]) { return 1; }
295
296         return 0;
297 }
298
299 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
300         // -2: SAME TEAM, attackable by enemy!
301         // -1: SAME TEAM!
302         // 0: off limits
303         // 1: attack it
304         // 2: touch it
305         // 3: attack it (HIGH PRIO)
306         // 4: touch it (HIGH PRIO)
307 {
308         int a;
309
310         if(cp.isshielded)
311         {
312                 return 0;
313         }
314         else if(cp.goalentity)
315         {
316                 // if there's already an icon built, nothing happens
317                 if(cp.team == teamnumber)
318                 {
319                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
320                         if(a) // attackable by enemy?
321                                 return -2; // EMERGENCY!
322                         return -1;
323                 }
324                 // we know it can be linked, so no need to check
325                 // but...
326                 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
327                 if(a == 2) // near our generator?
328                         return 3; // EMERGENCY!
329                 return 1;
330         }
331         else
332         {
333                 // free point
334                 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
335                 {
336                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
337                         if(a == 2)
338                                 return 4; // GET THIS ONE NOW!
339                         else
340                                 return 2; // TOUCH ME
341                 }
342         }
343         return 0;
344 }
345
346 void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
347 {SELFPARAM();
348         if(damage <= 0) { return; }
349
350         if (self.owner.isshielded)
351         {
352                 // this is protected by a shield, so ignore the damage
353                 if (time > self.pain_finished)
354                         if (IS_PLAYER(attacker))
355                         {
356                                 play2(attacker, "onslaught/damageblockedbyshield.wav");
357                                 self.pain_finished = time + 1;
358                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
359                         }
360
361                 return;
362         }
363
364         if(IS_PLAYER(attacker))
365         if(time - ons_notification_time[self.team] > 10)
366         {
367                 play2team(self.team, "onslaught/controlpoint_underattack.wav");
368                 ons_notification_time[self.team] = time;
369         }
370
371         self.health = self.health - damage;
372         if(self.owner.iscaptured)
373                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
374         else
375                 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / ONS_CP_THINKRATE));
376         self.pain_finished = time + 1;
377         // particles on every hit
378         pointparticles(particleeffectnum(EFFECT_SPARKS), hitloc, force*-1, 1);
379         //sound on every hit
380         if (random() < 0.5)
381                 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTEN_NORM);
382         else
383                 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
384
385         if (self.health < 0)
386         {
387                 sound(self, CH_TRIGGER, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
388                 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, '0 0 0', 1);
389                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
390
391                 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
392                 PlayerScore_Add(attacker, SP_SCORE, 10);
393
394                 self.owner.goalentity = world;
395                 self.owner.islinked = false;
396                 self.owner.iscaptured = false;
397                 self.owner.team = 0;
398                 self.owner.colormap = 1024;
399
400                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
401
402                 onslaught_updatelinks();
403
404                 // Use targets now (somebody make sure this is in the right place..)
405                 setself(self.owner);
406                 activator = self;
407                 SUB_UseTargets ();
408                 setself(this);
409
410                 self.owner.waslinked = self.owner.islinked;
411                 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
412                         setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad.md3");
413                 //setsize(self, '-32 -32 0', '32 32 8');
414
415                 remove(self);
416         }
417
418         self.SendFlags |= CPSF_STATUS;
419 }
420
421 void ons_ControlPoint_Icon_Think()
422 {SELFPARAM();
423         self.nextthink = time + ONS_CP_THINKRATE;
424
425         if(autocvar_g_onslaught_cp_proxydecap)
426         {
427         int _enemy_count = 0;
428         int _friendly_count = 0;
429         float _dist;
430         entity _player;
431
432         FOR_EACH_PLAYER(_player)
433         {
434             if(!_player.deadflag)
435             {
436                 _dist = vlen(_player.origin - self.origin);
437                 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
438                 {
439                                         if(SAME_TEAM(_player, self))
440                         ++_friendly_count;
441                     else
442                         ++_enemy_count;
443                 }
444             }
445         }
446
447         _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
448         _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
449
450         self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
451                 self.SendFlags |= CPSF_STATUS;
452         if(self.health <= 0)
453         {
454             ons_ControlPoint_Icon_Damage(self, self, 1, 0, self.origin, '0 0 0');
455             return;
456         }
457     }
458
459         if (time > self.pain_finished + 5)
460         {
461                 if(self.health < self.max_health)
462                 {
463                         self.health = self.health + self.count;
464                         if (self.health >= self.max_health)
465                                 self.health = self.max_health;
466                         WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
467                 }
468         }
469
470         if(self.owner.islinked != self.owner.waslinked)
471         {
472                 // unteam the spawnpoint if needed
473                 int t = self.owner.team;
474                 if(!self.owner.islinked)
475                         self.owner.team = 0;
476
477                 setself(self.owner);
478                 activator = self;
479                 SUB_UseTargets ();
480                 setself(this);
481
482                 self.owner.team = t;
483
484                 self.owner.waslinked = self.owner.islinked;
485         }
486
487         // damaged fx
488         if(random() < 0.6 - self.health / self.max_health)
489         {
490                 Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
491
492                 if(random() > 0.8)
493                         sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTEN_NORM);
494                 else if (random() > 0.5)
495                         sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTEN_NORM);
496         }
497 }
498
499 void ons_ControlPoint_Icon_BuildThink()
500 {SELFPARAM();
501         int a;
502
503         self.nextthink = time + ONS_CP_THINKRATE;
504
505         // only do this if there is power
506         a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
507         if(!a)
508                 return;
509
510         self.health = self.health + self.count;
511
512         self.SendFlags |= CPSF_STATUS;
513
514         if (self.health >= self.max_health)
515         {
516                 self.health = self.max_health;
517                 self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
518                 self.think = ons_ControlPoint_Icon_Think;
519                 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
520                 self.owner.iscaptured = true;
521                 self.solid = SOLID_BBOX;
522
523                 Send_Effect_(sprintf("%s_cap", Static_Team_ColorName_Lower(self.owner.team)), self.owner.origin, '0 0 0', 1);
524
525                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
526                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
527
528                 if(IS_PLAYER(self.owner.ons_toucher))
529                 {
530                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, self.owner.ons_toucher.netname, self.owner.message);
531                         Send_Notification(NOTIF_ALL_EXCEPT, self.owner.ons_toucher, MSG_CENTER, APP_TEAM_ENT_4(self.owner.ons_toucher, CENTER_ONS_CAPTURE_), self.owner.message);
532                         Send_Notification(NOTIF_ONE, self.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, self.owner.message);
533                         PlayerScore_Add(self.owner.ons_toucher, SP_ONS_CAPS, 1);
534                         PlayerTeamScore_AddScore(self.owner.ons_toucher, 10);
535                 }
536
537                 self.owner.ons_toucher = world;
538
539                 onslaught_updatelinks();
540
541                 // Use targets now (somebody make sure this is in the right place..)
542                 setself(self.owner);
543                 activator = self;
544                 SUB_UseTargets ();
545                 setself(this);
546
547                 self.SendFlags |= CPSF_SETUP;
548         }
549         if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
550                 setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad2.md3");
551
552         if(random() < 0.9 - self.health / self.max_health)
553                 Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
554 }
555
556 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
557 {
558         entity e = spawn();
559
560         setsize(e, CPICON_MIN, CPICON_MAX);
561         setorigin(e, cp.origin + CPICON_OFFSET);
562
563         e.classname = "onslaught_controlpoint_icon";
564         e.owner = cp;
565         e.max_health = autocvar_g_onslaught_cp_health;
566         e.health = autocvar_g_onslaught_cp_buildhealth;
567         e.solid = SOLID_NOT;
568         e.takedamage = DAMAGE_AIM;
569         e.bot_attack = true;
570         e.event_damage = ons_ControlPoint_Icon_Damage;
571         e.team = player.team;
572         e.colormap = 1024 + (e.team - 1) * 17;
573         e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
574
575         sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
576
577         cp.goalentity = e;
578         cp.team = e.team;
579         cp.colormap = e.colormap;
580
581         Send_Effect_(sprintf("%sflag_touch", Static_Team_ColorName_Lower(player.team)), e.origin, '0 0 0', 1);
582
583         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
584         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
585         cp.sprite.SendFlags |= 16;
586
587         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
588 }
589
590 entity ons_ControlPoint_Waypoint(entity e)
591 {
592         if(e.team)
593         {
594                 int a = ons_ControlPoint_Attackable(e, e.team);
595
596                 if(a == -2) { return WP_OnsCPDefend; } // defend now
597                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
598                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
599         }
600         else
601                 return WP_OnsCP;
602
603         return WP_Null;
604 }
605
606 void ons_ControlPoint_UpdateSprite(entity e)
607 {
608         entity s1 = ons_ControlPoint_Waypoint(e);
609         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
610
611         bool sh;
612         sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
613
614         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
615         {
616                 if(e.iscaptured) // don't mess up build bars!
617                 {
618                         if(sh)
619                         {
620                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
621                         }
622                         else
623                         {
624                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
625                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
626                         }
627                 }
628                 if(e.lastshielded)
629                 {
630                         if(e.team)
631                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
632                         else
633                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
634                 }
635                 else
636                 {
637                         if(e.team)
638                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
639                         else
640                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
641                 }
642                 WaypointSprite_Ping(e.sprite);
643
644                 e.lastteam = e.team + 2;
645                 e.lastshielded = sh;
646                 e.lastcaptured = e.iscaptured;
647         }
648 }
649
650 void ons_ControlPoint_Touch()
651 {SELFPARAM();
652         entity toucher = other;
653         int attackable;
654
655         if(IS_VEHICLE(toucher) && toucher.owner)
656         if(autocvar_g_onslaught_allow_vehicle_touch)
657                 toucher = toucher.owner;
658         else
659                 return;
660
661         if(!IS_PLAYER(toucher)) { return; }
662         if(toucher.frozen) { return; }
663         if(toucher.deadflag != DEAD_NO) { return; }
664
665         if ( SAME_TEAM(self,toucher) )
666         if ( self.iscaptured )
667         {
668                 if(time <= toucher.teleport_antispam)
669                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
670                 else
671                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
672         }
673
674         attackable = ons_ControlPoint_Attackable(self, toucher.team);
675         if(attackable != 2 && attackable != 4)
676                 return;
677         // we've verified that this player has a legitimate claim to this point,
678         // so start building the captured point icon (which only captures this
679         // point if it successfully builds without being destroyed first)
680         ons_ControlPoint_Icon_Spawn(self, toucher);
681
682         self.ons_toucher = toucher;
683
684         onslaught_updatelinks();
685 }
686
687 void ons_ControlPoint_Think()
688 {SELFPARAM();
689         self.nextthink = time + ONS_CP_THINKRATE;
690         CSQCMODEL_AUTOUPDATE(self);
691 }
692
693 void ons_ControlPoint_Reset()
694 {SELFPARAM();
695         if(self.goalentity)
696                 remove(self.goalentity);
697
698         self.goalentity = world;
699         self.team = 0;
700         self.colormap = 1024;
701         self.iscaptured = false;
702         self.islinked = false;
703         self.isshielded = true;
704         self.think = ons_ControlPoint_Think;
705         self.ons_toucher = world;
706         self.nextthink = time + ONS_CP_THINKRATE;
707         setmodel_fixsize(self, "models/onslaught/controlpoint_pad.md3");
708
709         WaypointSprite_UpdateMaxHealth(self.sprite, 0);
710         WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
711
712         onslaught_updatelinks();
713
714         activator = self;
715         SUB_UseTargets(); // to reset the structures, playerspawns etc.
716
717         CSQCMODEL_AUTOUPDATE(self);
718 }
719
720 void ons_DelayedControlPoint_Setup(void)
721 {SELFPARAM();
722         onslaught_updatelinks();
723
724         // captureshield setup
725         ons_CaptureShield_Spawn(self, false);
726
727         CSQCMODEL_AUTOINIT(self);
728 }
729
730 void ons_ControlPoint_Setup(entity cp)
731 {SELFPARAM();
732         // declarations
733         setself(cp); // for later usage with droptofloor()
734
735         // main setup
736         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
737         ons_worldcplist = cp;
738
739         cp.netname = "Control point";
740         cp.team = 0;
741         cp.solid = SOLID_BBOX;
742         cp.movetype = MOVETYPE_NONE;
743         cp.touch = ons_ControlPoint_Touch;
744         cp.think = ons_ControlPoint_Think;
745         cp.nextthink = time + ONS_CP_THINKRATE;
746         cp.reset = ons_ControlPoint_Reset;
747         cp.colormap = 1024;
748         cp.iscaptured = false;
749         cp.islinked = false;
750         cp.isshielded = true;
751
752         if(cp.message == "") { cp.message = "a"; }
753
754         // precache - TODO: clean up!
755         precache_model("models/onslaught/controlpoint_pad.md3");
756         precache_model("models/onslaught/controlpoint_pad2.md3");
757         precache_model("models/onslaught/controlpoint_shield.md3");
758         precache_model("models/onslaught/controlpoint_icon.md3");
759         precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
760         precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
761         precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
762         precache_model("models/onslaught/controlpoint_icon_gib1.md3");
763         precache_model("models/onslaught/controlpoint_icon_gib2.md3");
764         precache_model("models/onslaught/controlpoint_icon_gib4.md3");
765         precache_sound("onslaught/controlpoint_build.wav");
766         precache_sound("onslaught/controlpoint_built.wav");
767         precache_sound(W_Sound("grenade_impact"));
768         precache_sound("onslaught/damageblockedbyshield.wav");
769         precache_sound("onslaught/controlpoint_underattack.wav");
770         precache_sound("onslaught/ons_spark1.wav");
771         precache_sound("onslaught/ons_spark2.wav");
772
773         // appearence
774         setmodel_fixsize(cp, "models/onslaught/controlpoint_pad.md3");
775
776         // control point placement
777         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
778         {
779                 cp.noalign = true;
780                 cp.movetype = MOVETYPE_NONE;
781         }
782         else // drop to floor, automatically find a platform and set that as spawn origin
783         {
784                 setorigin(cp, cp.origin + '0 0 20');
785                 cp.noalign = false;
786                 setself(cp);
787                 droptofloor();
788                 cp.movetype = MOVETYPE_TOSS;
789         }
790
791         // waypointsprites
792         WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
793         WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
794
795         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
796 }
797
798
799 // =========================
800 // Main Generator Functions
801 // =========================
802
803 entity ons_Generator_Waypoint(entity e)
804 {
805         if (e.isshielded)
806                 return WP_OnsGenShielded;
807         return WP_OnsGen;
808 }
809
810 void ons_Generator_UpdateSprite(entity e)
811 {
812         entity s1 = ons_Generator_Waypoint(e);
813         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
814
815         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
816         {
817                 e.lastteam = e.team + 2;
818                 e.lastshielded = e.isshielded;
819                 if(e.lastshielded)
820                 {
821                         if(e.team)
822                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
823                         else
824                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
825                 }
826                 else
827                 {
828                         if(e.team)
829                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
830                         else
831                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
832                 }
833                 WaypointSprite_Ping(e.sprite);
834         }
835 }
836
837 void ons_GeneratorDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
838 {SELFPARAM();
839         if(damage <= 0) { return; }
840         if(warmup_stage || gameover) { return; }
841         if(!round_handler_IsRoundStarted()) { return; }
842
843         if (attacker != self)
844         {
845                 if (self.isshielded)
846                 {
847                         // this is protected by a shield, so ignore the damage
848                         if (time > self.pain_finished)
849                                 if (IS_PLAYER(attacker))
850                                 {
851                                         play2(attacker, "onslaught/damageblockedbyshield.wav");
852                                         attacker.typehitsound += 1;
853                                         self.pain_finished = time + 1;
854                                 }
855                         return;
856                 }
857                 if (time > self.pain_finished)
858                 {
859                         self.pain_finished = time + 10;
860                         entity head;
861                         FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
862                         play2team(self.team, "onslaught/generator_underattack.wav");
863                 }
864         }
865         self.health = self.health - damage;
866         WaypointSprite_UpdateHealth(self.sprite, self.health);
867         // choose an animation frame based on health
868         self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
869         // see if the generator is still functional, or dying
870         if (self.health > 0)
871         {
872                 self.lasthealth = self.health;
873         }
874         else
875         {
876                 if (attacker == self)
877                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
878                 else
879                 {
880                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
881                         PlayerScore_Add(attacker, SP_SCORE, 100);
882                 }
883                 self.iscaptured = false;
884                 self.islinked = false;
885                 self.isshielded = false;
886                 self.takedamage = DAMAGE_NO; // can't be hurt anymore
887                 self.event_damage = func_null; // won't do anything if hurt
888                 self.count = 0; // reset counter
889                 self.think = func_null;
890                 self.nextthink = 0;
891                 //self.think(); // do the first explosion now
892
893                 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
894                 WaypointSprite_Ping(self.sprite);
895                 //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
896
897                 onslaught_updatelinks();
898         }
899
900         // Throw some flaming gibs on damage, more damage = more chance for gib
901         if(random() < damage/220)
902         {
903                 sound(self, CH_TRIGGER, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
904         }
905         else
906         {
907                 // particles on every hit
908                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
909
910                 //sound on every hit
911                 if (random() < 0.5)
912                         sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
913                 else
914                         sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
915         }
916
917         self.SendFlags |= GSF_STATUS;
918 }
919
920 void ons_GeneratorThink()
921 {SELFPARAM();
922         entity e;
923         self.nextthink = time + GEN_THINKRATE;
924         if (!gameover)
925         {
926         if(!self.isshielded && self.wait < time)
927         {
928             self.wait = time + 5;
929             FOR_EACH_REALPLAYER(e)
930             {
931                                 if(SAME_TEAM(e, self))
932                                 {
933                                         Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
934                     soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE);    // FIXME: unique sound?
935                 }
936                                 else
937                                         Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
938             }
939         }
940         }
941 }
942
943 void ons_GeneratorReset()
944 {SELFPARAM();
945         self.team = self.team_saved;
946         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
947         self.takedamage = DAMAGE_AIM;
948         self.bot_attack = true;
949         self.iscaptured = true;
950         self.islinked = true;
951         self.isshielded = true;
952         self.event_damage = ons_GeneratorDamage;
953         self.think = ons_GeneratorThink;
954         self.nextthink = time + GEN_THINKRATE;
955
956         Net_LinkEntity(self, false, 0, generator_send);
957
958         self.SendFlags = GSF_SETUP; // just incase
959         self.SendFlags |= GSF_STATUS;
960
961         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
962         WaypointSprite_UpdateHealth(self.sprite, self.health);
963         WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
964
965         onslaught_updatelinks();
966 }
967
968 void ons_DelayedGeneratorSetup()
969 {SELFPARAM();
970         // bot waypoints
971         waypoint_spawnforitem_force(self, self.origin);
972         self.nearestwaypointtimeout = 0; // activate waypointing again
973         self.bot_basewaypoint = self.nearestwaypoint;
974
975         // captureshield setup
976         ons_CaptureShield_Spawn(self, true);
977
978         onslaught_updatelinks();
979
980         Net_LinkEntity(self, false, 0, generator_send);
981 }
982
983
984 void onslaught_generator_touch()
985 {SELFPARAM();
986         if ( IS_PLAYER(other) )
987         if ( SAME_TEAM(self,other) )
988         if ( self.iscaptured )
989         {
990                 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
991         }
992 }
993
994 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
995 {SELFPARAM();
996         // declarations
997         int teamnumber = gen.team;
998         setself(gen); // for later usage with droptofloor()
999
1000         // main setup
1001         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1002         ons_worldgeneratorlist = gen;
1003
1004         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1005         gen.classname = "onslaught_generator";
1006         gen.solid = SOLID_BBOX;
1007         gen.team_saved = teamnumber;
1008         gen.movetype = MOVETYPE_NONE;
1009         gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1010         gen.takedamage = DAMAGE_AIM;
1011         gen.bot_attack = true;
1012         gen.event_damage = ons_GeneratorDamage;
1013         gen.reset = ons_GeneratorReset;
1014         gen.think = ons_GeneratorThink;
1015         gen.nextthink = time + GEN_THINKRATE;
1016         gen.iscaptured = true;
1017         gen.islinked = true;
1018         gen.isshielded = true;
1019         gen.touch = onslaught_generator_touch;
1020
1021         // precache - TODO: clean up!
1022         precache_model("models/onslaught/generator_shield.md3");
1023         precache_model("models/onslaught/gen_gib1.md3");
1024         precache_model("models/onslaught/gen_gib2.md3");
1025         precache_model("models/onslaught/gen_gib3.md3");
1026         precache_sound("onslaught/generator_decay.wav");
1027         precache_sound(W_Sound("grenade_impact"));
1028         precache_sound(W_Sound("rocket_impact"));
1029         precache_sound("onslaught/generator_underattack.wav");
1030         precache_sound("onslaught/shockwave.wav");
1031         precache_sound("onslaught/ons_hit1.wav");
1032         precache_sound("onslaught/ons_hit2.wav");
1033         precache_sound("onslaught/generator_underattack.wav");
1034
1035         // appearence
1036         // model handled by CSQC
1037         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1038         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1039         gen.colormap = 1024 + (teamnumber - 1) * 17;
1040
1041         // generator placement
1042         setself(gen);
1043         droptofloor();
1044
1045         // waypointsprites
1046         WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
1047         WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
1048         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1049         WaypointSprite_UpdateHealth(self.sprite, self.health);
1050
1051         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1052 }
1053
1054
1055 // ===============
1056 //  Round Handler
1057 // ===============
1058
1059 int total_generators;
1060 void Onslaught_count_generators()
1061 {
1062         entity e;
1063         total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1064         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1065         {
1066                 ++total_generators;
1067                 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1068                 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1069                 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1070                 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1071         }
1072 }
1073
1074 int Onslaught_GetWinnerTeam()
1075 {
1076         int winner_team = 0;
1077         if(redowned > 0)
1078                 winner_team = NUM_TEAM_1;
1079         if(blueowned > 0)
1080         {
1081                 if(winner_team) return 0;
1082                 winner_team = NUM_TEAM_2;
1083         }
1084         if(yellowowned > 0)
1085         {
1086                 if(winner_team) return 0;
1087                 winner_team = NUM_TEAM_3;
1088         }
1089         if(pinkowned > 0)
1090         {
1091                 if(winner_team) return 0;
1092                 winner_team = NUM_TEAM_4;
1093         }
1094         if(winner_team)
1095                 return winner_team;
1096         return -1; // no generators left?
1097 }
1098
1099 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1100 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1101 bool Onslaught_CheckWinner()
1102 {
1103         entity e;
1104
1105         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1106         {
1107                 ons_stalemate = true;
1108
1109                 if (!wpforenemy_announced)
1110                 {
1111                         Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1112                         sound(world, CH_INFO, "onslaught/generator_decay.wav", VOL_BASE, ATTEN_NONE);
1113
1114                         wpforenemy_announced = true;
1115                 }
1116
1117                 entity tmp_entity; // temporary entity
1118                 float d;
1119                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1120                 {
1121                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1122                         // control points reduce the overtime duration.
1123                         d = 1;
1124                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1125                         {
1126                                 if(DIFF_TEAM(e, tmp_entity))
1127                                 if(e.islinked)
1128                                         d = d + 1;
1129                         }
1130
1131                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1132                                 d = d * tmp_entity.max_health;
1133                         else
1134                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1135
1136                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER, tmp_entity.origin, '0 0 0');
1137
1138                         tmp_entity.sprite.SendFlags |= 16;
1139
1140                         tmp_entity.ons_overtime_damagedelay = time + 1;
1141                 }
1142         }
1143         else { wpforenemy_announced = false; ons_stalemate = false; }
1144
1145         Onslaught_count_generators();
1146
1147         if(ONS_OWNED_GENERATORS_OK())
1148                 return 0;
1149
1150         int winner_team = Onslaught_GetWinnerTeam();
1151
1152         if(winner_team > 0)
1153         {
1154                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
1155                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
1156                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1157         }
1158         else if(winner_team == -1)
1159         {
1160                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
1161                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
1162         }
1163
1164         ons_stalemate = false;
1165
1166         play2all(sprintf("ctf/%s_capture.wav", Static_Team_ColorName_Lower(winner_team)));
1167
1168         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1169
1170         FOR_EACH_PLAYER(e)
1171         {
1172                 e.ons_roundlost = true;
1173                 e.player_blocked = true;
1174
1175                 nades_Clear(e);
1176         }
1177
1178         return 1;
1179 }
1180
1181 bool Onslaught_CheckPlayers()
1182 {
1183         return 1;
1184 }
1185
1186 void Onslaught_RoundStart()
1187 {
1188         entity tmp_entity;
1189         FOR_EACH_PLAYER(tmp_entity) { tmp_entity.player_blocked = false; }
1190
1191         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1192                 tmp_entity.sprite.SendFlags |= 16;
1193
1194         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1195                 tmp_entity.sprite.SendFlags |= 16;
1196 }
1197
1198
1199 // ================
1200 // Bot player logic
1201 // ================
1202
1203 // NOTE: LEGACY CODE, needs to be re-written!
1204
1205 void havocbot_goalrating_ons_offenseitems(float ratingscale, vector org, float sradius)
1206 {SELFPARAM();
1207         entity head;
1208         float t, c;
1209         int i;
1210         bool needarmor = false, needweapons = false;
1211
1212         // Needs armor/health?
1213         if(self.health<100)
1214                 needarmor = true;
1215
1216         // Needs weapons?
1217         c = 0;
1218         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1219         {
1220                 // Find weapon
1221                 if(self.weapons & WepSet_FromWeapon(i))
1222                 if(++c>=4)
1223                         break;
1224         }
1225
1226         if(c<4)
1227                 needweapons = true;
1228
1229         if(!needweapons && !needarmor)
1230                 return;
1231
1232         ons_debug(strcat(self.netname, " needs weapons ", ftos(needweapons) , "\n"));
1233         ons_debug(strcat(self.netname, " needs armor ", ftos(needarmor) , "\n"));
1234
1235         // See what is around
1236         head = findchainfloat(bot_pickup, true);
1237         while (head)
1238         {
1239                 // gather health and armor only
1240                 if (head.solid)
1241                 if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
1242                 if (vlen(head.origin - org) < sradius)
1243                 {
1244                         t = head.bot_pickupevalfunc(self, head);
1245                         if (t > 0)
1246                                 navigation_routerating(head, t * ratingscale, 500);
1247                 }
1248                 head = head.chain;
1249         }
1250 }
1251
1252 void havocbot_role_ons_setrole(entity bot, int role)
1253 {
1254         ons_debug(strcat(bot.netname," switched to "));
1255         switch(role)
1256         {
1257                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1258                         ons_debug("defense");
1259                         bot.havocbot_role = havocbot_role_ons_defense;
1260                         bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1261                         bot.havocbot_role_timeout = 0;
1262                         break;
1263                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1264                         ons_debug("assistant");
1265                         bot.havocbot_role = havocbot_role_ons_assistant;
1266                         bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1267                         bot.havocbot_role_timeout = 0;
1268                         break;
1269                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1270                         ons_debug("offense");
1271                         bot.havocbot_role = havocbot_role_ons_offense;
1272                         bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1273                         bot.havocbot_role_timeout = 0;
1274                         break;
1275         }
1276         ons_debug("\n");
1277 }
1278
1279 int havocbot_ons_teamcount(entity bot, int role)
1280 {SELFPARAM();
1281         int c = 0;
1282         entity head;
1283
1284         FOR_EACH_PLAYER(head)
1285         if(SAME_TEAM(head, self))
1286         if(head.havocbot_role_flags & role)
1287                 ++c;
1288
1289         return c;
1290 }
1291
1292 void havocbot_goalrating_ons_controlpoints_attack(float ratingscale)
1293 {SELFPARAM();
1294         entity cp, cp1, cp2, best, pl, wp;
1295         float radius, bestvalue;
1296         int c;
1297         bool found;
1298
1299         // Filter control points
1300         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1301         {
1302                 cp2.wpcost = c = 0;
1303                 cp2.wpconsidered = false;
1304
1305                 if(cp2.isshielded)
1306                         continue;
1307
1308                 // Ignore owned controlpoints
1309                 if(!(cp2.isgenneighbor[self.team] || cp2.iscpneighbor[self.team]))
1310                         continue;
1311
1312                 // Count team mates interested in this control point
1313                 // (easier and cleaner than keeping counters per cp and teams)
1314                 FOR_EACH_PLAYER(pl)
1315                 if(SAME_TEAM(pl, self))
1316                 if(pl.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1317                 if(pl.havocbot_ons_target==cp2)
1318                         ++c;
1319
1320                 // NOTE: probably decrease the cost of attackable control points
1321                 cp2.wpcost = c;
1322                 cp2.wpconsidered = true;
1323         }
1324
1325         // We'll consider only the best case
1326         bestvalue = 99999999999;
1327         cp = world;
1328         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1329         {
1330                 if (!cp1.wpconsidered)
1331                         continue;
1332
1333                 if(cp1.wpcost<bestvalue)
1334                 {
1335                         bestvalue = cp1.wpcost;
1336                         cp = cp1;
1337                         self.havocbot_ons_target = cp1;
1338                 }
1339         }
1340
1341         if (!cp)
1342                 return;
1343
1344         ons_debug(strcat(self.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
1345
1346         if(cp.goalentity)
1347         {
1348                 // Should be attacked
1349                 // Rate waypoints near it
1350                 found = false;
1351                 best = world;
1352                 bestvalue = 99999999999;
1353                 for(radius=0; radius<1000 && !found; radius+=500)
1354                 {
1355                         for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1356                         {
1357                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1358                                 if(wp.classname=="waypoint")
1359                                 if(checkpvs(wp.origin,cp))
1360                                 {
1361                                         found = true;
1362                                         if(wp.cnt<bestvalue)
1363                                         {
1364                                                 best = wp;
1365                                                 bestvalue = wp.cnt;
1366                                         }
1367                                 }
1368                         }
1369                 }
1370
1371                 if(best)
1372                 {
1373                         navigation_routerating(best, ratingscale, 10000);
1374                         best.cnt += 1;
1375
1376                         self.havocbot_attack_time = 0;
1377                         if(checkpvs(self.view_ofs,cp))
1378                         if(checkpvs(self.view_ofs,best))
1379                                 self.havocbot_attack_time = time + 2;
1380                 }
1381                 else
1382                 {
1383                         navigation_routerating(cp, ratingscale, 10000);
1384                 }
1385                 ons_debug(strcat(self.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
1386         }
1387         else
1388         {
1389                 // Should be touched
1390                 ons_debug(strcat(self.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
1391                 found = false;
1392
1393                 // Look for auto generated waypoint
1394                 if (!bot_waypoints_for_items)
1395                 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1396                 {
1397                         if(wp.classname=="waypoint")
1398                         {
1399                                 navigation_routerating(wp, ratingscale, 10000);
1400                                 found = true;
1401                         }
1402                 }
1403
1404                 // Nothing found, rate the controlpoint itself
1405                 if (!found)
1406                         navigation_routerating(cp, ratingscale, 10000);
1407         }
1408 }
1409
1410 bool havocbot_goalrating_ons_generator_attack(float ratingscale)
1411 {SELFPARAM();
1412         entity g, wp, bestwp;
1413         bool found;
1414         int best;
1415
1416         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1417         {
1418                 if(SAME_TEAM(g, self) || g.isshielded)
1419                         continue;
1420
1421                 // Should be attacked
1422                 // Rate waypoints near it
1423                 found = false;
1424                 bestwp = world;
1425                 best = 99999999999;
1426
1427                 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1428                 {
1429                         if(wp.classname=="waypoint")
1430                         if(checkpvs(wp.origin,g))
1431                         {
1432                                 found = true;
1433                                 if(wp.cnt<best)
1434                                 {
1435                                         bestwp = wp;
1436                                         best = wp.cnt;
1437                                 }
1438                         }
1439                 }
1440
1441                 if(bestwp)
1442                 {
1443                         ons_debug("waypoints found around generator\n");
1444                         navigation_routerating(bestwp, ratingscale, 10000);
1445                         bestwp.cnt += 1;
1446
1447                         self.havocbot_attack_time = 0;
1448                         if(checkpvs(self.view_ofs,g))
1449                         if(checkpvs(self.view_ofs,bestwp))
1450                                 self.havocbot_attack_time = time + 5;
1451
1452                         return true;
1453                 }
1454                 else
1455                 {
1456                         ons_debug("generator found without waypoints around\n");
1457                         // if there aren't waypoints near the generator go straight to it
1458                         navigation_routerating(g, ratingscale, 10000);
1459                         self.havocbot_attack_time = 0;
1460                         return true;
1461                 }
1462         }
1463         return false;
1464 }
1465
1466 void havocbot_role_ons_offense()
1467 {SELFPARAM();
1468         if(self.deadflag != DEAD_NO)
1469         {
1470                 self.havocbot_attack_time = 0;
1471                 havocbot_ons_reset_role(self);
1472                 return;
1473         }
1474
1475         // Set the role timeout if necessary
1476         if (!self.havocbot_role_timeout)
1477                 self.havocbot_role_timeout = time + 120;
1478
1479         if (time > self.havocbot_role_timeout)
1480         {
1481                 havocbot_ons_reset_role(self);
1482                 return;
1483         }
1484
1485         if(self.havocbot_attack_time>time)
1486                 return;
1487
1488         if (self.bot_strategytime < time)
1489         {
1490                 navigation_goalrating_start();
1491                 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
1492                 if(!havocbot_goalrating_ons_generator_attack(20000))
1493                         havocbot_goalrating_ons_controlpoints_attack(20000);
1494                 havocbot_goalrating_ons_offenseitems(10000, self.origin, 10000);
1495                 navigation_goalrating_end();
1496
1497                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1498         }
1499 }
1500
1501 void havocbot_role_ons_assistant()
1502 {SELFPARAM();
1503         havocbot_ons_reset_role(self);
1504 }
1505
1506 void havocbot_role_ons_defense()
1507 {SELFPARAM();
1508         havocbot_ons_reset_role(self);
1509 }
1510
1511 void havocbot_ons_reset_role(entity bot)
1512 {SELFPARAM();
1513         entity head;
1514         int c = 0;
1515
1516         if(self.deadflag != DEAD_NO)
1517                 return;
1518
1519         bot.havocbot_ons_target = world;
1520
1521         // TODO: Defend control points or generator if necessary
1522
1523         // if there is only me on the team switch to offense
1524         c = 0;
1525         FOR_EACH_PLAYER(head)
1526         if(SAME_TEAM(head, self))
1527                 ++c;
1528
1529         if(c==1)
1530         {
1531                 havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1532                 return;
1533         }
1534
1535         havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1536 }
1537
1538
1539 /*
1540  * Find control point or generator owned by the same team self which is nearest to pos
1541  * if max_dist is positive, only control points within this range will be considered
1542  */
1543 entity ons_Nearest_ControlPoint(vector pos, float max_dist)
1544 {SELFPARAM();
1545         entity tmp_entity, closest_target = world;
1546         tmp_entity = findchain(classname, "onslaught_controlpoint");
1547         while(tmp_entity)
1548         {
1549                 if(SAME_TEAM(tmp_entity, self))
1550                 if(tmp_entity.iscaptured)
1551                 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) <= max_dist)
1552                 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1553                         closest_target = tmp_entity;
1554                 tmp_entity = tmp_entity.chain;
1555         }
1556         tmp_entity = findchain(classname, "onslaught_generator");
1557         while(tmp_entity)
1558         {
1559                 if(SAME_TEAM(tmp_entity, self))
1560                 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) < max_dist)
1561                 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1562                         closest_target = tmp_entity;
1563                 tmp_entity = tmp_entity.chain;
1564         }
1565
1566         return closest_target;
1567 }
1568
1569 /*
1570  * Find control point or generator owned by the same team self which is nearest to pos
1571  * if max_dist is positive, only control points within this range will be considered
1572  * This function only check distances on the XY plane, disregarding Z
1573  */
1574 entity ons_Nearest_ControlPoint_2D(vector pos, float max_dist)
1575 {SELFPARAM();
1576         entity tmp_entity, closest_target = world;
1577         vector delta;
1578         float smallest_distance = 0, distance;
1579
1580         tmp_entity = findchain(classname, "onslaught_controlpoint");
1581         while(tmp_entity)
1582         {
1583                 delta = tmp_entity.origin - pos;
1584                 delta_z = 0;
1585                 distance = vlen(delta);
1586
1587                 if(SAME_TEAM(tmp_entity, self))
1588                 if(tmp_entity.iscaptured)
1589                 if(max_dist <= 0 || distance <= max_dist)
1590                 if(closest_target == world || distance <= smallest_distance )
1591                 {
1592                         closest_target = tmp_entity;
1593                         smallest_distance = distance;
1594                 }
1595
1596                 tmp_entity = tmp_entity.chain;
1597         }
1598         tmp_entity = findchain(classname, "onslaught_generator");
1599         while(tmp_entity)
1600         {
1601                 delta = tmp_entity.origin - pos;
1602                 delta_z = 0;
1603                 distance = vlen(delta);
1604
1605                 if(SAME_TEAM(tmp_entity, self))
1606                 if(max_dist <= 0 || distance <= max_dist)
1607                 if(closest_target == world || distance <= smallest_distance )
1608                 {
1609                         closest_target = tmp_entity;
1610                         smallest_distance = distance;
1611                 }
1612
1613                 tmp_entity = tmp_entity.chain;
1614         }
1615
1616         return closest_target;
1617 }
1618 /**
1619  * find the number of control points and generators in the same team as self
1620  */
1621 int ons_Count_SelfControlPoints()
1622 {SELFPARAM();
1623         entity tmp_entity;
1624         tmp_entity = findchain(classname, "onslaught_controlpoint");
1625         int n = 0;
1626         while(tmp_entity)
1627         {
1628                 if(SAME_TEAM(tmp_entity, self))
1629                 if(tmp_entity.iscaptured)
1630                         n++;
1631                 tmp_entity = tmp_entity.chain;
1632         }
1633         tmp_entity = findchain(classname, "onslaught_generator");
1634         while(tmp_entity)
1635         {
1636                 if(SAME_TEAM(tmp_entity, self))
1637                         n++;
1638                 tmp_entity = tmp_entity.chain;
1639         }
1640         return n;
1641 }
1642
1643 /**
1644  * Teleport player to a random position near tele_target
1645  * if tele_effects is true, teleport sound+particles are created
1646  * return false on failure
1647  */
1648 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1649 {
1650         if ( !tele_target )
1651                 return false;
1652
1653         int i;
1654         vector loc;
1655         float theta;
1656         for(i = 0; i < 16; ++i)
1657         {
1658                 theta = random() * 2 * M_PI;
1659                 loc_y = sin(theta);
1660                 loc_x = cos(theta);
1661                 loc_z = 0;
1662                 loc *= random() * range;
1663
1664                 loc += tele_target.origin + '0 0 128';
1665
1666                 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, player);
1667                 if(trace_fraction == 1.0 && !trace_startsolid)
1668                 {
1669                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the world
1670                         if(trace_fraction == 1.0 && !trace_startsolid)
1671                         {
1672                                 if ( tele_effects )
1673                                 {
1674                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1675                                         sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
1676                                 }
1677                                 setorigin(player, loc);
1678                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1679                                 makevectors(player.angles);
1680                                 player.fixangle = true;
1681                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1682
1683                                 if ( tele_effects )
1684                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1685                                 return true;
1686                         }
1687                 }
1688         }
1689
1690         return false;
1691 }
1692
1693 // ==============
1694 // Hook Functions
1695 // ==============
1696
1697 MUTATOR_HOOKFUNCTION(ons_ResetMap)
1698 {SELFPARAM();
1699         entity e;
1700         FOR_EACH_PLAYER(e)
1701         {
1702                 e.ons_roundlost = false;
1703                 e.ons_deathloc = '0 0 0';
1704                 WITH(entity, self, e, PutClientInServer());
1705         }
1706         return false;
1707 }
1708
1709 MUTATOR_HOOKFUNCTION(ons_RemovePlayer)
1710 {SELFPARAM();
1711         self.ons_deathloc = '0 0 0';
1712         return false;
1713 }
1714
1715 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
1716 {SELFPARAM();
1717         if(!round_handler_IsRoundStarted())
1718         {
1719                 self.player_blocked = true;
1720                 return false;
1721         }
1722
1723         entity l;
1724         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1725         {
1726                 l.sprite.SendFlags |= 16;
1727         }
1728         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1729         {
1730                 l.sprite.SendFlags |= 16;
1731         }
1732
1733         if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1734
1735         if ( autocvar_g_onslaught_spawn_choose )
1736         if ( self.ons_spawn_by )
1737         if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1738         {
1739                 self.ons_spawn_by = world;
1740                 return false;
1741         }
1742
1743         if(autocvar_g_onslaught_spawn_at_controlpoints)
1744         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1745         {
1746                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1747                 entity tmp_entity, closest_target = world;
1748                 vector spawn_loc = self.ons_deathloc;
1749
1750                 // new joining player or round reset, don't bother checking
1751                 if(spawn_loc == '0 0 0') { return false; }
1752
1753                 if(random_target) { RandomSelection_Init(); }
1754
1755                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1756                 {
1757                         if(SAME_TEAM(tmp_entity, self))
1758                         if(random_target)
1759                                 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1760                         else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1761                                 closest_target = tmp_entity;
1762                 }
1763
1764                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1765
1766                 if(closest_target)
1767                 {
1768                         float i;
1769                         vector loc;
1770                         for(i = 0; i < 10; ++i)
1771                         {
1772                                 loc = closest_target.origin + '0 0 96';
1773                                 loc += ('0 1 0' * random()) * 128;
1774                                 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1775                                 if(trace_fraction == 1.0 && !trace_startsolid)
1776                                 {
1777                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1778                                         if(trace_fraction == 1.0 && !trace_startsolid)
1779                                         {
1780                                                 setorigin(self, loc);
1781                                                 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1782                                                 return false;
1783                                         }
1784                                 }
1785                         }
1786                 }
1787         }
1788
1789         if(autocvar_g_onslaught_spawn_at_generator)
1790         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1791         {
1792                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1793                 entity tmp_entity, closest_target = world;
1794                 vector spawn_loc = self.ons_deathloc;
1795
1796                 // new joining player or round reset, don't bother checking
1797                 if(spawn_loc == '0 0 0') { return false; }
1798
1799                 if(random_target) { RandomSelection_Init(); }
1800
1801                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1802                 {
1803                         if(random_target)
1804                                 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1805                         else
1806                         {
1807                                 if(SAME_TEAM(tmp_entity, self))
1808                                 if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1809                                         closest_target = tmp_entity;
1810                         }
1811                 }
1812
1813                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1814
1815                 if(closest_target)
1816                 {
1817                         float i;
1818                         vector loc;
1819                         for(i = 0; i < 10; ++i)
1820                         {
1821                                 loc = closest_target.origin + '0 0 128';
1822                                 loc += ('0 1 0' * random()) * 256;
1823                                 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1824                                 if(trace_fraction == 1.0 && !trace_startsolid)
1825                                 {
1826                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1827                                         if(trace_fraction == 1.0 && !trace_startsolid)
1828                                         {
1829                                                 setorigin(self, loc);
1830                                                 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1831                                                 return false;
1832                                         }
1833                                 }
1834                         }
1835                 }
1836         }
1837
1838     return false;
1839 }
1840
1841 MUTATOR_HOOKFUNCTION(ons_PlayerDies)
1842 {SELFPARAM();
1843         frag_target.ons_deathloc = frag_target.origin;
1844         entity l;
1845         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1846         {
1847                 l.sprite.SendFlags |= 16;
1848         }
1849         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1850         {
1851                 l.sprite.SendFlags |= 16;
1852         }
1853
1854         if ( autocvar_g_onslaught_spawn_choose )
1855         if ( ons_Count_SelfControlPoints() > 1 )
1856                 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
1857
1858         return false;
1859 }
1860
1861 MUTATOR_HOOKFUNCTION(ons_MonsterThink)
1862 {SELFPARAM();
1863         entity e = find(world, targetname, self.target);
1864         if (e != world)
1865                 self.team = e.team;
1866
1867         return false;
1868 }
1869
1870 void ons_MonsterSpawn_Delayed()
1871 {SELFPARAM();
1872         entity e, own = self.owner;
1873
1874         if(!own) { remove(self); return; }
1875
1876         if(own.targetname)
1877         {
1878                 e = find(world, target, own.targetname);
1879                 if(e != world)
1880                 {
1881                         own.team = e.team;
1882
1883                         activator = e;
1884                         own.use();
1885                 }
1886         }
1887
1888         remove(self);
1889 }
1890
1891 MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
1892 {SELFPARAM();
1893         entity e = spawn();
1894         e.owner = self;
1895         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1896
1897         return false;
1898 }
1899
1900 void ons_TurretSpawn_Delayed()
1901 {SELFPARAM();
1902         entity e, own = self.owner;
1903
1904         if(!own) { remove(self); return; }
1905
1906         if(own.targetname)
1907         {
1908                 e = find(world, target, own.targetname);
1909                 if(e != world)
1910                 {
1911                         own.team = e.team;
1912                         own.active = ACTIVE_NOT;
1913
1914                         activator = e;
1915                         own.use();
1916                 }
1917         }
1918
1919         remove(self);
1920 }
1921
1922 MUTATOR_HOOKFUNCTION(ons_TurretSpawn)
1923 {SELFPARAM();
1924         entity e = spawn();
1925         e.owner = self;
1926         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1927
1928         return false;
1929 }
1930
1931 MUTATOR_HOOKFUNCTION(ons_BotRoles)
1932 {SELFPARAM();
1933         havocbot_ons_reset_role(self);
1934         return true;
1935 }
1936
1937 MUTATOR_HOOKFUNCTION(ons_GetTeamCount)
1938 {
1939         // onslaught is special
1940         entity tmp_entity;
1941         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1942         {
1943                 switch(tmp_entity.team)
1944                 {
1945                         case NUM_TEAM_1: c1 = 0; break;
1946                         case NUM_TEAM_2: c2 = 0; break;
1947                         case NUM_TEAM_3: c3 = 0; break;
1948                         case NUM_TEAM_4: c4 = 0; break;
1949                 }
1950         }
1951
1952         return true;
1953 }
1954
1955 MUTATOR_HOOKFUNCTION(ons_SpectateCopy)
1956 {SELFPARAM();
1957         self.ons_roundlost = other.ons_roundlost; // make spectators see it too
1958         return false;
1959 }
1960
1961 MUTATOR_HOOKFUNCTION(ons_SV_ParseClientCommand)
1962 {SELFPARAM();
1963         if(MUTATOR_RETURNVALUE) // command was already handled?
1964                 return false;
1965
1966         if ( cmd_name == "ons_spawn" )
1967         {
1968                 vector pos = self.origin;
1969                 if(cmd_argc > 1)
1970                         pos_x = stof(argv(1));
1971                 if(cmd_argc > 2)
1972                         pos_y = stof(argv(2));
1973                 if(cmd_argc > 3)
1974                         pos_z = stof(argv(3));
1975
1976                 if ( IS_PLAYER(self) )
1977                 {
1978                         if ( !self.frozen )
1979                         {
1980                                 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
1981
1982                                 if ( !source_point && self.health > 0 )
1983                                 {
1984                                         sprint(self, "\nYou need to be next to a control point\n");
1985                                         return 1;
1986                                 }
1987
1988
1989                                 entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
1990
1991                                 if ( closest_target == world )
1992                                 {
1993                                         sprint(self, "\nNo control point found\n");
1994                                         return 1;
1995                                 }
1996
1997                                 if ( self.health <= 0 )
1998                                 {
1999                                         self.ons_spawn_by = closest_target;
2000                                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
2001                                 }
2002                                 else
2003                                 {
2004                                         if ( source_point == closest_target )
2005                                         {
2006                                                 sprint(self, "\nTeleporting to the same point\n");
2007                                                 return 1;
2008                                         }
2009
2010                                         if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2011                                                 sprint(self, "\nUnable to teleport there\n");
2012                                 }
2013
2014                                 return 1;
2015                         }
2016
2017                         sprint(self, "\nNo teleportation for you\n");
2018                 }
2019
2020                 return 1;
2021         }
2022         return 0;
2023 }
2024
2025 MUTATOR_HOOKFUNCTION(ons_PlayerUseKey)
2026 {SELFPARAM();
2027         if(MUTATOR_RETURNVALUE || gameover) { return false; }
2028
2029         if((time > self.teleport_antispam) && (self.deadflag == DEAD_NO) && !self.vehicle)
2030         {
2031                 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2032                 if ( source_point )
2033                 {
2034                         stuffcmd(self, "qc_cmd_cl hud clickradar\n");
2035                         return true;
2036                 }
2037         }
2038
2039         return false;
2040 }
2041
2042 MUTATOR_HOOKFUNCTION(ons_PlayHitsound)
2043 {
2044         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2045                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2046 }
2047
2048 // ==========
2049 // Spawnfuncs
2050 // ==========
2051
2052 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2053   Link between control points.
2054
2055   This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
2056
2057 keys:
2058 "target" - first control point.
2059 "target2" - second control point.
2060  */
2061 void spawnfunc_onslaught_link()
2062 {SELFPARAM();
2063         if(!g_onslaught) { remove(self); return; }
2064
2065         if (self.target == "" || self.target2 == "")
2066                 objerror("target and target2 must be set\n");
2067
2068         self.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2069         ons_worldlinklist = self;
2070
2071         InitializeEntity(self, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2072         Net_LinkEntity(self, false, 0, ons_Link_Send);
2073 }
2074
2075 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2076   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2077
2078   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2079
2080 keys:
2081 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2082 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2083 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2084  */
2085
2086 void spawnfunc_onslaught_controlpoint()
2087 {SELFPARAM();
2088         if(!g_onslaught) { remove(self); return; }
2089
2090         ons_ControlPoint_Setup(self);
2091 }
2092
2093 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2094   Base generator.
2095
2096   spawnfunc_onslaught_link entities can target this.
2097
2098 keys:
2099 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2100 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2101  */
2102 void spawnfunc_onslaught_generator()
2103 {SELFPARAM();
2104         if(!g_onslaught) { remove(self); return; }
2105         if(!self.team) { objerror("team must be set"); }
2106
2107         ons_GeneratorSetup(self);
2108 }
2109
2110 // scoreboard setup
2111 void ons_ScoreRules()
2112 {
2113         CheckAllowedTeams(world);
2114         ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
2115         ScoreInfo_SetLabel_TeamScore  (ST_ONS_CAPS,     "destroyed", SFL_SORT_PRIO_PRIMARY);
2116         ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS,     "caps",      SFL_SORT_PRIO_SECONDARY);
2117         ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES,    "takes",     0);
2118         ScoreRules_basics_end();
2119 }
2120
2121 void ons_DelayedInit() // Do this check with a delay so we can wait for teams to be set up
2122 {
2123         ons_ScoreRules();
2124
2125         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2126         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2127 }
2128
2129 void ons_Initialize()
2130 {
2131         precache_sound("ctf/red_capture.wav");
2132         precache_sound("ctf/blue_capture.wav");
2133         precache_sound("ctf/yellow_capture.wav");
2134         precache_sound("ctf/pink_capture.wav");
2135
2136         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2137
2138         addstat(STAT_ROUNDLOST, AS_INT, ons_roundlost);
2139
2140         InitializeEntity(world, ons_DelayedInit, INITPRIO_GAMETYPE);
2141 }
2142
2143 MUTATOR_DEFINITION(gamemode_onslaught)
2144 {
2145         MUTATOR_HOOK(reset_map_global, ons_ResetMap, CBC_ORDER_ANY);
2146         MUTATOR_HOOK(MakePlayerObserver, ons_RemovePlayer, CBC_ORDER_ANY);
2147         MUTATOR_HOOK(ClientDisconnect, ons_RemovePlayer, CBC_ORDER_ANY);
2148         MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
2149         MUTATOR_HOOK(PlayerDies, ons_PlayerDies, CBC_ORDER_ANY);
2150         MUTATOR_HOOK(MonsterMove, ons_MonsterThink, CBC_ORDER_ANY);
2151         MUTATOR_HOOK(MonsterSpawn, ons_MonsterSpawn, CBC_ORDER_ANY);
2152         MUTATOR_HOOK(TurretSpawn, ons_TurretSpawn, CBC_ORDER_ANY);
2153         MUTATOR_HOOK(HavocBot_ChooseRole, ons_BotRoles, CBC_ORDER_ANY);
2154         MUTATOR_HOOK(GetTeamCount, ons_GetTeamCount, CBC_ORDER_ANY);
2155         MUTATOR_HOOK(SpectateCopy, ons_SpectateCopy, CBC_ORDER_ANY);
2156         MUTATOR_HOOK(SV_ParseClientCommand, ons_SV_ParseClientCommand, CBC_ORDER_ANY);
2157         MUTATOR_HOOK(PlayerUseKey, ons_PlayerUseKey, CBC_ORDER_ANY);
2158         MUTATOR_HOOK(PlayHitsound, ons_PlayHitsound, CBC_ORDER_ANY);
2159
2160         MUTATOR_ONADD
2161         {
2162                 if(time > 1) // game loads at time 1
2163                         error("This is a game type and it cannot be added at runtime.");
2164                 ons_Initialize();
2165         }
2166
2167         MUTATOR_ONROLLBACK_OR_REMOVE
2168         {
2169                 // we actually cannot roll back ons_Initialize here
2170                 // BUT: we don't need to! If this gets called, adding always
2171                 // succeeds.
2172         }
2173
2174         MUTATOR_ONREMOVE
2175         {
2176                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
2177                 return -1;
2178         }
2179
2180         return false;
2181 }