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1 #ifndef GAMEMODE_ONSLAUGHT_H
2 #define GAMEMODE_ONSLAUGHT_H
3
4 float autocvar_g_onslaught_point_limit;
5 void ons_Initialize();
6
7 REGISTER_MUTATOR(ons, false)
8 {
9         MUTATOR_ONADD
10         {
11                 if (time > 1) // game loads at time 1
12                         error("This is a game type and it cannot be added at runtime.");
13                 ons_Initialize();
14
15                 ActivateTeamplay();
16                 SetLimits(autocvar_g_onslaught_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
17                 have_team_spawns = -1; // request team spawns
18         }
19
20         MUTATOR_ONROLLBACK_OR_REMOVE
21         {
22                 // we actually cannot roll back ons_Initialize here
23                 // BUT: we don't need to! If this gets called, adding always
24                 // succeeds.
25         }
26
27         MUTATOR_ONREMOVE
28         {
29                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
30                 return -1;
31         }
32
33         return false;
34 }
35
36 #ifdef SVQC
37
38 .entity ons_toucher; // player who touched the control point
39
40 // control point / generator constants
41 const float ONS_CP_THINKRATE = 0.2;
42 const float GEN_THINKRATE = 1;
43 #define CPGEN_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
44 const vector CPGEN_WAYPOINT_OFFSET = ('0 0 128');
45 const vector CPICON_OFFSET = ('0 0 96');
46
47 // list of generators on the map
48 entity ons_worldgeneratorlist;
49 .entity ons_worldgeneratornext;
50 .entity ons_stalegeneratornext;
51
52 // list of control points on the map
53 entity ons_worldcplist;
54 .entity ons_worldcpnext;
55 .entity ons_stalecpnext;
56
57 // list of links on the map
58 entity ons_worldlinklist;
59 .entity ons_worldlinknext;
60 .entity ons_stalelinknext;
61
62 // definitions
63 .entity sprite;
64 .string target2;
65 .int iscaptured;
66 .int islinked;
67 .int isshielded;
68 .float lasthealth;
69 .int lastteam;
70 .int lastshielded;
71 .int lastcaptured;
72
73 .bool waslinked;
74
75 bool ons_stalemate;
76
77 .float teleport_antispam;
78
79 .bool ons_roundlost = _STAT(ROUNDLOST);
80
81 // waypoint sprites
82 .entity bot_basewaypoint; // generator waypointsprite
83
84 .bool isgenneighbor[17];
85 .bool iscpneighbor[17];
86 float ons_notification_time[17];
87
88 .float ons_overtime_damagedelay;
89
90 .vector ons_deathloc;
91
92 .entity ons_spawn_by;
93
94 // declarations for functions used outside gamemode_onslaught.qc
95 void ons_Generator_UpdateSprite(entity e);
96 void ons_ControlPoint_UpdateSprite(entity e);
97 bool ons_ControlPoint_Attackable(entity cp, int teamnumber);
98
99 // CaptureShield: Prevent capturing or destroying control point/generator if it is not available yet
100 float ons_captureshield_force; // push force of the shield
101
102 // bot player logic
103 const int HAVOCBOT_ONS_ROLE_NONE                = 0;
104 const int HAVOCBOT_ONS_ROLE_DEFENSE     = 2;
105 const int HAVOCBOT_ONS_ROLE_ASSISTANT   = 4;
106 const int HAVOCBOT_ONS_ROLE_OFFENSE     = 8;
107
108 .entity havocbot_ons_target;
109
110 .int havocbot_role_flags;
111 .float havocbot_attack_time;
112
113 void havocbot_role_ons_defense(entity this);
114 void havocbot_role_ons_offense(entity this);
115 void havocbot_role_ons_assistant(entity this);
116
117 void havocbot_ons_reset_role(entity this);
118 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius);
119 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius);
120
121 // score rule declarations
122 const int ST_ONS_CAPS = 1;
123 const int SP_ONS_CAPS = 4;
124 const int SP_ONS_TAKES = 6;
125
126 #endif
127 #endif
128
129 #ifdef IMPLEMENTATION
130
131 #include "sv_controlpoint.qh"
132 #include "sv_generator.qh"
133
134 bool g_onslaught;
135
136 float autocvar_g_onslaught_teleport_wait;
137 bool autocvar_g_onslaught_spawn_at_controlpoints;
138 bool autocvar_g_onslaught_spawn_at_generator;
139 float autocvar_g_onslaught_cp_proxydecap;
140 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
141 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
142 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
143 float autocvar_g_onslaught_spawn_at_controlpoints_random;
144 float autocvar_g_onslaught_spawn_at_generator_chance;
145 float autocvar_g_onslaught_spawn_at_generator_random;
146 float autocvar_g_onslaught_cp_buildhealth;
147 float autocvar_g_onslaught_cp_buildtime;
148 float autocvar_g_onslaught_cp_health;
149 float autocvar_g_onslaught_cp_regen;
150 float autocvar_g_onslaught_gen_health;
151 float autocvar_g_onslaught_shield_force = 100;
152 float autocvar_g_onslaught_allow_vehicle_touch;
153 float autocvar_g_onslaught_round_timelimit;
154 float autocvar_g_onslaught_warmup;
155 float autocvar_g_onslaught_teleport_radius;
156 float autocvar_g_onslaught_spawn_choose;
157 float autocvar_g_onslaught_click_radius;
158
159 void FixSize(entity e);
160
161 // =======================
162 // CaptureShield Functions
163 // =======================
164
165 bool ons_CaptureShield_Customize(entity this, entity client)
166 {
167         entity e = WaypointSprite_getviewentity(client);
168
169         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
170         if(SAME_TEAM(this, e)) { return false; }
171
172         return true;
173 }
174
175 void ons_CaptureShield_Touch(entity this, entity toucher)
176 {
177         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
178         if(!IS_PLAYER(toucher)) { return; }
179         if(SAME_TEAM(toucher, this)) { return; }
180
181         vector mymid = (this.absmin + this.absmax) * 0.5;
182         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
183
184         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
185
186         if(IS_REAL_CLIENT(toucher))
187         {
188                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
189
190                 if(this.enemy.classname == "onslaught_generator")
191                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
192                 else
193                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
194         }
195 }
196
197 void ons_CaptureShield_Reset(entity this)
198 {
199         this.colormap = this.enemy.colormap;
200         this.team = this.enemy.team;
201 }
202
203 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
204 {
205         entity shield = new(ons_captureshield);
206
207         shield.enemy = generator;
208         shield.team = generator.team;
209         shield.colormap = generator.colormap;
210         shield.reset = ons_CaptureShield_Reset;
211         settouch(shield, ons_CaptureShield_Touch);
212         setcefc(shield, ons_CaptureShield_Customize);
213         shield.effects = EF_ADDITIVE;
214         shield.movetype = MOVETYPE_NOCLIP;
215         shield.solid = SOLID_TRIGGER;
216         shield.avelocity = '7 0 11';
217         shield.scale = 1;
218         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
219
220         precache_model(shield.model);
221         setorigin(shield, generator.origin);
222         _setmodel(shield, shield.model);
223         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
224 }
225
226
227 // ==========
228 // Junk Pile
229 // ==========
230
231 void setmodel_fixsize(entity e, Model m)
232 {
233         setmodel(e, m);
234         FixSize(e);
235 }
236
237 void onslaught_updatelinks()
238 {
239         entity l;
240         // first check if the game has ended
241         LOG_DEBUG("--- updatelinks ---\n");
242         // mark generators as being shielded and networked
243         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
244         {
245                 if (l.iscaptured)
246                         LOG_DEBUG(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
247                 else
248                         LOG_DEBUG(strcat(etos(l), " (generator) is destroyed\n"));
249                 l.islinked = l.iscaptured;
250                 l.isshielded = l.iscaptured;
251                 l.sprite.SendFlags |= 16;
252         }
253         // mark points as shielded and not networked
254         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
255         {
256                 l.islinked = false;
257                 l.isshielded = true;
258                 int i;
259                 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
260                 LOG_DEBUG(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
261                 l.sprite.SendFlags |= 16;
262         }
263         // flow power outward from the generators through the network
264         bool stop = false;
265         while (!stop)
266         {
267                 stop = true;
268                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
269                 {
270                         // if both points are captured by the same team, and only one of
271                         // them is powered, mark the other one as powered as well
272                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
273                                 if (l.enemy.islinked != l.goalentity.islinked)
274                                         if(SAME_TEAM(l.enemy, l.goalentity))
275                                         {
276                                                 if (!l.goalentity.islinked)
277                                                 {
278                                                         stop = false;
279                                                         l.goalentity.islinked = true;
280                                                         LOG_DEBUG(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
281                                                 }
282                                                 else if (!l.enemy.islinked)
283                                                 {
284                                                         stop = false;
285                                                         l.enemy.islinked = true;
286                                                         LOG_DEBUG(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
287                                                 }
288                                         }
289                 }
290         }
291         // now that we know which points are powered we can mark their neighbors
292         // as unshielded if team differs
293         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
294         {
295                 if (l.goalentity.islinked)
296                 {
297                         if(DIFF_TEAM(l.goalentity, l.enemy))
298                         {
299                                 LOG_DEBUG(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
300                                 l.enemy.isshielded = false;
301                         }
302                         if(l.goalentity.classname == "onslaught_generator")
303                                 l.enemy.isgenneighbor[l.goalentity.team] = true;
304                         else
305                                 l.enemy.iscpneighbor[l.goalentity.team] = true;
306                 }
307                 if (l.enemy.islinked)
308                 {
309                         if(DIFF_TEAM(l.goalentity, l.enemy))
310                         {
311                                 LOG_DEBUG(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
312                                 l.goalentity.isshielded = false;
313                         }
314                         if(l.enemy.classname == "onslaught_generator")
315                                 l.goalentity.isgenneighbor[l.enemy.team] = true;
316                         else
317                                 l.goalentity.iscpneighbor[l.enemy.team] = true;
318                 }
319         }
320         // now update the generators
321         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
322         {
323                 if (l.isshielded)
324                 {
325                         LOG_DEBUG(strcat(etos(l), " (generator) is shielded\n"));
326                         l.takedamage = DAMAGE_NO;
327                         l.bot_attack = false;
328                 }
329                 else
330                 {
331                         LOG_DEBUG(strcat(etos(l), " (generator) is not shielded\n"));
332                         l.takedamage = DAMAGE_AIM;
333                         l.bot_attack = true;
334                 }
335
336                 ons_Generator_UpdateSprite(l);
337         }
338         // now update the takedamage and alpha variables on control point icons
339         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
340         {
341                 if (l.isshielded)
342                 {
343                         LOG_DEBUG(strcat(etos(l), " (point) is shielded\n"));
344                         if (l.goalentity)
345                         {
346                                 l.goalentity.takedamage = DAMAGE_NO;
347                                 l.goalentity.bot_attack = false;
348                         }
349                 }
350                 else
351                 {
352                         LOG_DEBUG(strcat(etos(l), " (point) is not shielded\n"));
353                         if (l.goalentity)
354                         {
355                                 l.goalentity.takedamage = DAMAGE_AIM;
356                                 l.goalentity.bot_attack = true;
357                         }
358                 }
359                 ons_ControlPoint_UpdateSprite(l);
360         }
361         l = findchain(classname, "ons_captureshield");
362         while(l)
363         {
364                 l.team = l.enemy.team;
365                 l.colormap = l.enemy.colormap;
366                 l = l.chain;
367         }
368 }
369
370
371 // ===================
372 // Main Link Functions
373 // ===================
374
375 bool ons_Link_Send(entity this, entity to, int sendflags)
376 {
377         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
378         WriteByte(MSG_ENTITY, sendflags);
379         if(sendflags & 1)
380         {
381                 WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
382                 WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
383                 WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
384         }
385         if(sendflags & 2)
386         {
387                 WriteCoord(MSG_ENTITY, this.enemy.origin_x);
388                 WriteCoord(MSG_ENTITY, this.enemy.origin_y);
389                 WriteCoord(MSG_ENTITY, this.enemy.origin_z);
390         }
391         if(sendflags & 4)
392         {
393                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
394         }
395         return true;
396 }
397
398 void ons_Link_CheckUpdate(entity this)
399 {
400         // TODO check if the two sides have moved (currently they won't move anyway)
401         float cc = 0, cc1 = 0, cc2 = 0;
402
403         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
404         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
405
406         cc = cc1 + cc2;
407
408         if(cc != this.clientcolors)
409         {
410                 this.clientcolors = cc;
411                 this.SendFlags |= 4;
412         }
413
414         this.nextthink = time;
415 }
416
417 void ons_DelayedLinkSetup(entity this)
418 {
419         this.goalentity = find(NULL, targetname, this.target);
420         this.enemy = find(NULL, targetname, this.target2);
421         if(!this.goalentity) { objerror(this, "can not find target\n"); }
422         if(!this.enemy) { objerror(this, "can not find target2\n"); }
423
424         LOG_DEBUG(strcat(etos(this.goalentity), " linked with ", etos(this.enemy), "\n"));
425         this.SendFlags |= 3;
426         setthink(this, ons_Link_CheckUpdate);
427         this.nextthink = time;
428 }
429
430
431 // =============================
432 // Main Control Point Functions
433 // =============================
434
435 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
436 {
437         if(cp.isgenneighbor[teamnumber]) { return 2; }
438         if(cp.iscpneighbor[teamnumber]) { return 1; }
439
440         return 0;
441 }
442
443 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
444         // -2: SAME TEAM, attackable by enemy!
445         // -1: SAME TEAM!
446         // 0: off limits
447         // 1: attack it
448         // 2: touch it
449         // 3: attack it (HIGH PRIO)
450         // 4: touch it (HIGH PRIO)
451 {
452         int a;
453
454         if(cp.isshielded)
455         {
456                 return 0;
457         }
458         else if(cp.goalentity)
459         {
460                 // if there's already an icon built, nothing happens
461                 if(cp.team == teamnumber)
462                 {
463                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
464                         if(a) // attackable by enemy?
465                                 return -2; // EMERGENCY!
466                         return -1;
467                 }
468                 // we know it can be linked, so no need to check
469                 // but...
470                 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
471                 if(a == 2) // near our generator?
472                         return 3; // EMERGENCY!
473                 return 1;
474         }
475         else
476         {
477                 // free point
478                 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
479                 {
480                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
481                         if(a == 2)
482                                 return 4; // GET THIS ONE NOW!
483                         else
484                                 return 2; // TOUCH ME
485                 }
486         }
487         return 0;
488 }
489
490 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
491 {
492         if(damage <= 0) { return; }
493
494         if (this.owner.isshielded)
495         {
496                 // this is protected by a shield, so ignore the damage
497                 if (time > this.pain_finished)
498                         if (IS_PLAYER(attacker))
499                         {
500                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
501                                 this.pain_finished = time + 1;
502                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
503                         }
504
505                 return;
506         }
507
508         if(IS_PLAYER(attacker))
509         if(time - ons_notification_time[this.team] > 10)
510         {
511                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
512                 ons_notification_time[this.team] = time;
513         }
514
515         this.health = this.health - damage;
516         if(this.owner.iscaptured)
517                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
518         else
519                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
520         this.pain_finished = time + 1;
521         // particles on every hit
522         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
523         //sound on every hit
524         if (random() < 0.5)
525                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
526         else
527                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
528
529         if (this.health < 0)
530         {
531                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
532                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
533                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
534
535                 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
536                 PlayerScore_Add(attacker, SP_SCORE, 10);
537
538                 this.owner.goalentity = NULL;
539                 this.owner.islinked = false;
540                 this.owner.iscaptured = false;
541                 this.owner.team = 0;
542                 this.owner.colormap = 1024;
543
544                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
545
546                 onslaught_updatelinks();
547
548                 // Use targets now (somebody make sure this is in the right place..)
549                 SUB_UseTargets(this.owner, this, NULL);
550
551                 this.owner.waslinked = this.owner.islinked;
552                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
553                         setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
554                 //setsize(this, '-32 -32 0', '32 32 8');
555
556                 remove(this);
557         }
558
559         this.SendFlags |= CPSF_STATUS;
560 }
561
562 void ons_ControlPoint_Icon_Think(entity this)
563 {
564         this.nextthink = time + ONS_CP_THINKRATE;
565
566         if(autocvar_g_onslaught_cp_proxydecap)
567         {
568                 int _enemy_count = 0;
569                 int _friendly_count = 0;
570
571                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
572                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
573                         {
574                                 if(SAME_TEAM(it, this))
575                                         ++_friendly_count;
576                                 else
577                                         ++_enemy_count;
578                         }
579                 });
580
581                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
582                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
583
584                 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
585                 this.SendFlags |= CPSF_STATUS;
586                 if(this.health <= 0)
587                 {
588                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, this.origin, '0 0 0');
589                         return;
590                 }
591         }
592
593         if (time > this.pain_finished + 5)
594         {
595                 if(this.health < this.max_health)
596                 {
597                         this.health = this.health + this.count;
598                         if (this.health >= this.max_health)
599                                 this.health = this.max_health;
600                         WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
601                 }
602         }
603
604         if(this.owner.islinked != this.owner.waslinked)
605         {
606                 // unteam the spawnpoint if needed
607                 int t = this.owner.team;
608                 if(!this.owner.islinked)
609                         this.owner.team = 0;
610
611                 SUB_UseTargets(this.owner, this, NULL);
612
613                 this.owner.team = t;
614
615                 this.owner.waslinked = this.owner.islinked;
616         }
617
618         // damaged fx
619         if(random() < 0.6 - this.health / this.max_health)
620         {
621                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
622
623                 if(random() > 0.8)
624                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
625                 else if (random() > 0.5)
626                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
627         }
628 }
629
630 void ons_ControlPoint_Icon_BuildThink(entity this)
631 {
632         int a;
633
634         this.nextthink = time + ONS_CP_THINKRATE;
635
636         // only do this if there is power
637         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
638         if(!a)
639                 return;
640
641         this.health = this.health + this.count;
642
643         this.SendFlags |= CPSF_STATUS;
644
645         if (this.health >= this.max_health)
646         {
647                 this.health = this.max_health;
648                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
649                 setthink(this, ons_ControlPoint_Icon_Think);
650                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
651                 this.owner.iscaptured = true;
652                 this.solid = SOLID_BBOX;
653
654                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
655
656                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
657                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
658
659                 if(IS_PLAYER(this.owner.ons_toucher))
660                 {
661                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
662                         Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE), this.owner.message);
663                         Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
664                         PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
665                         PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
666                 }
667
668                 this.owner.ons_toucher = NULL;
669
670                 onslaught_updatelinks();
671
672                 // Use targets now (somebody make sure this is in the right place..)
673                 SUB_UseTargets(this.owner, this, NULL);
674
675                 this.SendFlags |= CPSF_SETUP;
676         }
677         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
678                 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
679
680         if(random() < 0.9 - this.health / this.max_health)
681                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
682 }
683
684 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
685
686 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
687 {
688         entity e = new(onslaught_controlpoint_icon);
689
690         setsize(e, CPICON_MIN, CPICON_MAX);
691         setorigin(e, cp.origin + CPICON_OFFSET);
692
693         e.owner = cp;
694         e.max_health = autocvar_g_onslaught_cp_health;
695         e.health = autocvar_g_onslaught_cp_buildhealth;
696         e.solid = SOLID_NOT;
697         e.takedamage = DAMAGE_AIM;
698         e.bot_attack = true;
699         e.event_damage = ons_ControlPoint_Icon_Damage;
700         e.team = player.team;
701         e.colormap = 1024 + (e.team - 1) * 17;
702         e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
703
704         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
705
706         cp.goalentity = e;
707         cp.team = e.team;
708         cp.colormap = e.colormap;
709
710         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
711
712         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
713         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
714         cp.sprite.SendFlags |= 16;
715
716         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
717 }
718
719 entity ons_ControlPoint_Waypoint(entity e)
720 {
721         if(e.team)
722         {
723                 int a = ons_ControlPoint_Attackable(e, e.team);
724
725                 if(a == -2) { return WP_OnsCPDefend; } // defend now
726                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
727                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
728         }
729         else
730                 return WP_OnsCP;
731
732         return WP_Null;
733 }
734
735 void ons_ControlPoint_UpdateSprite(entity e)
736 {
737         entity s1 = ons_ControlPoint_Waypoint(e);
738         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
739
740         bool sh;
741         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));
742
743         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
744         {
745                 if(e.iscaptured) // don't mess up build bars!
746                 {
747                         if(sh)
748                         {
749                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
750                         }
751                         else
752                         {
753                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
754                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
755                         }
756                 }
757                 if(e.lastshielded)
758                 {
759                         if(e.team)
760                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
761                         else
762                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
763                 }
764                 else
765                 {
766                         if(e.team)
767                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
768                         else
769                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
770                 }
771                 WaypointSprite_Ping(e.sprite);
772
773                 e.lastteam = e.team + 2;
774                 e.lastshielded = sh;
775                 e.lastcaptured = e.iscaptured;
776         }
777 }
778
779 void ons_ControlPoint_Touch(entity this, entity toucher)
780 {
781         int attackable;
782
783         if(IS_VEHICLE(toucher) && toucher.owner)
784         if(autocvar_g_onslaught_allow_vehicle_touch)
785                 toucher = toucher.owner;
786         else
787                 return;
788
789         if(!IS_PLAYER(toucher)) { return; }
790         if(STAT(FROZEN, toucher)) { return; }
791         if(IS_DEAD(toucher)) { return; }
792
793         if ( SAME_TEAM(this,toucher) )
794         if ( this.iscaptured )
795         {
796                 if(time <= toucher.teleport_antispam)
797                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
798                 else
799                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
800         }
801
802         attackable = ons_ControlPoint_Attackable(this, toucher.team);
803         if(attackable != 2 && attackable != 4)
804                 return;
805         // we've verified that this player has a legitimate claim to this point,
806         // so start building the captured point icon (which only captures this
807         // point if it successfully builds without being destroyed first)
808         ons_ControlPoint_Icon_Spawn(this, toucher);
809
810         this.ons_toucher = toucher;
811
812         onslaught_updatelinks();
813 }
814
815 void ons_ControlPoint_Think(entity this)
816 {
817         this.nextthink = time + ONS_CP_THINKRATE;
818         CSQCMODEL_AUTOUPDATE(this);
819 }
820
821 void ons_ControlPoint_Reset(entity this)
822 {
823         if(this.goalentity)
824                 remove(this.goalentity);
825
826         this.goalentity = NULL;
827         this.team = 0;
828         this.colormap = 1024;
829         this.iscaptured = false;
830         this.islinked = false;
831         this.isshielded = true;
832         setthink(this, ons_ControlPoint_Think);
833         this.ons_toucher = NULL;
834         this.nextthink = time + ONS_CP_THINKRATE;
835         setmodel_fixsize(this, MDL_ONS_CP_PAD1);
836
837         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
838         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
839
840         onslaught_updatelinks();
841
842         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
843
844         CSQCMODEL_AUTOUPDATE(this);
845 }
846
847 void ons_DelayedControlPoint_Setup(entity this)
848 {
849         onslaught_updatelinks();
850
851         // captureshield setup
852         ons_CaptureShield_Spawn(this, false);
853
854         CSQCMODEL_AUTOINIT(this);
855 }
856
857 void ons_ControlPoint_Setup(entity cp)
858 {
859         // main setup
860         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
861         ons_worldcplist = cp;
862
863         cp.netname = "Control point";
864         cp.team = 0;
865         cp.solid = SOLID_BBOX;
866         cp.movetype = MOVETYPE_NONE;
867         settouch(cp, ons_ControlPoint_Touch);
868         setthink(cp, ons_ControlPoint_Think);
869         cp.nextthink = time + ONS_CP_THINKRATE;
870         cp.reset = ons_ControlPoint_Reset;
871         cp.colormap = 1024;
872         cp.iscaptured = false;
873         cp.islinked = false;
874         cp.isshielded = true;
875
876         if(cp.message == "") { cp.message = "a"; }
877
878         // appearence
879         setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
880
881         // control point placement
882         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
883         {
884                 cp.noalign = true;
885                 cp.movetype = MOVETYPE_NONE;
886         }
887         else // drop to floor, automatically find a platform and set that as spawn origin
888         {
889                 setorigin(cp, cp.origin + '0 0 20');
890                 cp.noalign = false;
891                 droptofloor(cp);
892                 cp.movetype = MOVETYPE_TOSS;
893         }
894
895         // waypointsprites
896         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
897         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
898
899         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
900 }
901
902
903 // =========================
904 // Main Generator Functions
905 // =========================
906
907 entity ons_Generator_Waypoint(entity e)
908 {
909         if (e.isshielded)
910                 return WP_OnsGenShielded;
911         return WP_OnsGen;
912 }
913
914 void ons_Generator_UpdateSprite(entity e)
915 {
916         entity s1 = ons_Generator_Waypoint(e);
917         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
918
919         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
920         {
921                 e.lastteam = e.team + 2;
922                 e.lastshielded = e.isshielded;
923                 if(e.lastshielded)
924                 {
925                         if(e.team)
926                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
927                         else
928                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
929                 }
930                 else
931                 {
932                         if(e.team)
933                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
934                         else
935                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
936                 }
937                 WaypointSprite_Ping(e.sprite);
938         }
939 }
940
941 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
942 {
943         if(damage <= 0) { return; }
944         if(warmup_stage || gameover) { return; }
945         if(!round_handler_IsRoundStarted()) { return; }
946
947         if (attacker != this)
948         {
949                 if (this.isshielded)
950                 {
951                         // this is protected by a shield, so ignore the damage
952                         if (time > this.pain_finished)
953                                 if (IS_PLAYER(attacker))
954                                 {
955                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
956                                         attacker.typehitsound += 1;
957                                         this.pain_finished = time + 1;
958                                 }
959                         return;
960                 }
961                 if (time > this.pain_finished)
962                 {
963                         this.pain_finished = time + 10;
964                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
965                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
966                 }
967         }
968         this.health = this.health - damage;
969         WaypointSprite_UpdateHealth(this.sprite, this.health);
970         // choose an animation frame based on health
971         this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
972         // see if the generator is still functional, or dying
973         if (this.health > 0)
974         {
975                 this.lasthealth = this.health;
976         }
977         else
978         {
979                 if (attacker == this)
980                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
981                 else
982                 {
983                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
984                         PlayerScore_Add(attacker, SP_SCORE, 100);
985                 }
986                 this.iscaptured = false;
987                 this.islinked = false;
988                 this.isshielded = false;
989                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
990                 this.event_damage = func_null; // won't do anything if hurt
991                 this.count = 0; // reset counter
992                 setthink(this, func_null);
993                 this.nextthink = 0;
994                 //this.think(); // do the first explosion now
995
996                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
997                 WaypointSprite_Ping(this.sprite);
998                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
999
1000                 onslaught_updatelinks();
1001         }
1002
1003         // Throw some flaming gibs on damage, more damage = more chance for gib
1004         if(random() < damage/220)
1005         {
1006                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
1007         }
1008         else
1009         {
1010                 // particles on every hit
1011                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
1012
1013                 //sound on every hit
1014                 if (random() < 0.5)
1015                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
1016                 else
1017                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
1018         }
1019
1020         this.SendFlags |= GSF_STATUS;
1021 }
1022
1023 void ons_GeneratorThink(entity this)
1024 {
1025         this.nextthink = time + GEN_THINKRATE;
1026         if (!gameover)
1027         {
1028                 if(!this.isshielded && this.wait < time)
1029                 {
1030                         this.wait = time + 5;
1031                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
1032                                 if(SAME_TEAM(it, this))
1033                                 {
1034                                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1035                                         soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE);    // FIXME: unique sound?
1036                                 }
1037                                 else
1038                                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1039                         });
1040                 }
1041         }
1042 }
1043
1044 void ons_GeneratorReset(entity this)
1045 {
1046         this.team = this.team_saved;
1047         this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
1048         this.takedamage = DAMAGE_AIM;
1049         this.bot_attack = true;
1050         this.iscaptured = true;
1051         this.islinked = true;
1052         this.isshielded = true;
1053         this.event_damage = ons_GeneratorDamage;
1054         setthink(this, ons_GeneratorThink);
1055         this.nextthink = time + GEN_THINKRATE;
1056
1057         Net_LinkEntity(this, false, 0, generator_send);
1058
1059         this.SendFlags = GSF_SETUP; // just incase
1060         this.SendFlags |= GSF_STATUS;
1061
1062         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1063         WaypointSprite_UpdateHealth(this.sprite, this.health);
1064         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1065
1066         onslaught_updatelinks();
1067 }
1068
1069 void ons_DelayedGeneratorSetup(entity this)
1070 {
1071         // bot waypoints
1072         waypoint_spawnforitem_force(this, this.origin);
1073         this.nearestwaypointtimeout = 0; // activate waypointing again
1074         this.bot_basewaypoint = this.nearestwaypoint;
1075
1076         // captureshield setup
1077         ons_CaptureShield_Spawn(this, true);
1078
1079         onslaught_updatelinks();
1080
1081         Net_LinkEntity(this, false, 0, generator_send);
1082 }
1083
1084
1085 void onslaught_generator_touch(entity this, entity toucher)
1086 {
1087         if ( IS_PLAYER(toucher) )
1088         if ( SAME_TEAM(this,toucher) )
1089         if ( this.iscaptured )
1090         {
1091                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1092         }
1093 }
1094
1095 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1096 {
1097         // declarations
1098         int teamnumber = gen.team;
1099
1100         // main setup
1101         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1102         ons_worldgeneratorlist = gen;
1103
1104         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1105         gen.classname = "onslaught_generator";
1106         gen.solid = SOLID_BBOX;
1107         gen.team_saved = teamnumber;
1108         gen.movetype = MOVETYPE_NONE;
1109         gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1110         gen.takedamage = DAMAGE_AIM;
1111         gen.bot_attack = true;
1112         gen.event_damage = ons_GeneratorDamage;
1113         gen.reset = ons_GeneratorReset;
1114         setthink(gen, ons_GeneratorThink);
1115         gen.nextthink = time + GEN_THINKRATE;
1116         gen.iscaptured = true;
1117         gen.islinked = true;
1118         gen.isshielded = true;
1119         settouch(gen, onslaught_generator_touch);
1120
1121         // appearence
1122         // model handled by CSQC
1123         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1124         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1125         gen.colormap = 1024 + (teamnumber - 1) * 17;
1126
1127         // generator placement
1128         droptofloor(gen);
1129
1130         // waypointsprites
1131         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1132         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1133         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1134         WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1135
1136         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1137 }
1138
1139
1140 // ===============
1141 //  Round Handler
1142 // ===============
1143
1144 int total_generators;
1145 void Onslaught_count_generators()
1146 {
1147         entity e;
1148         total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1149         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1150         {
1151                 ++total_generators;
1152                 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1153                 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1154                 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1155                 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1156         }
1157 }
1158
1159 int Onslaught_GetWinnerTeam()
1160 {
1161         int winner_team = 0;
1162         if(redowned > 0)
1163                 winner_team = NUM_TEAM_1;
1164         if(blueowned > 0)
1165         {
1166                 if(winner_team) return 0;
1167                 winner_team = NUM_TEAM_2;
1168         }
1169         if(yellowowned > 0)
1170         {
1171                 if(winner_team) return 0;
1172                 winner_team = NUM_TEAM_3;
1173         }
1174         if(pinkowned > 0)
1175         {
1176                 if(winner_team) return 0;
1177                 winner_team = NUM_TEAM_4;
1178         }
1179         if(winner_team)
1180                 return winner_team;
1181         return -1; // no generators left?
1182 }
1183
1184 void nades_Clear(entity e);
1185
1186 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1187 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1188 bool Onslaught_CheckWinner()
1189 {
1190         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1191         {
1192                 ons_stalemate = true;
1193
1194                 if (!wpforenemy_announced)
1195                 {
1196                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1197                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1198
1199                         wpforenemy_announced = true;
1200                 }
1201
1202                 entity tmp_entity; // temporary entity
1203                 float d;
1204                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1205                 {
1206                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1207                         // control points reduce the overtime duration.
1208                         d = 1;
1209                         entity e;
1210                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1211                         {
1212                                 if(DIFF_TEAM(e, tmp_entity))
1213                                 if(e.islinked)
1214                                         d = d + 1;
1215                         }
1216
1217                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1218                                 d = d * tmp_entity.max_health;
1219                         else
1220                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1221
1222                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1223
1224                         tmp_entity.sprite.SendFlags |= 16;
1225
1226                         tmp_entity.ons_overtime_damagedelay = time + 1;
1227                 }
1228         }
1229         else { wpforenemy_announced = false; ons_stalemate = false; }
1230
1231         Onslaught_count_generators();
1232
1233         if(ONS_OWNED_GENERATORS_OK())
1234                 return 0;
1235
1236         int winner_team = Onslaught_GetWinnerTeam();
1237
1238         if(winner_team > 0)
1239         {
1240                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1241                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1242                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1243         }
1244         else if(winner_team == -1)
1245         {
1246                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1247                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1248         }
1249
1250         ons_stalemate = false;
1251
1252         play2all(SND(CTF_CAPTURE(winner_team)));
1253
1254         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1255
1256         FOREACH_CLIENT(IS_PLAYER(it), {
1257                 it.ons_roundlost = true;
1258                 it.player_blocked = true;
1259
1260                 nades_Clear(it);
1261         });
1262
1263         return 1;
1264 }
1265
1266 bool Onslaught_CheckPlayers()
1267 {
1268         return 1;
1269 }
1270
1271 void Onslaught_RoundStart()
1272 {
1273         entity tmp_entity;
1274         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1275
1276         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1277                 tmp_entity.sprite.SendFlags |= 16;
1278
1279         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1280                 tmp_entity.sprite.SendFlags |= 16;
1281 }
1282
1283
1284 // ================
1285 // Bot player logic
1286 // ================
1287
1288 // NOTE: LEGACY CODE, needs to be re-written!
1289
1290 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1291 {
1292         entity head;
1293         float t, c;
1294         bool needarmor = false, needweapons = false;
1295
1296         // Needs armor/health?
1297         if(this.health<100)
1298                 needarmor = true;
1299
1300         // Needs weapons?
1301         c = 0;
1302         FOREACH(Weapons, it != WEP_Null, {
1303                 if(this.weapons & (it.m_wepset))
1304                 if(++c >= 4)
1305                         break;
1306         });
1307
1308         if(c<4)
1309                 needweapons = true;
1310
1311         if(!needweapons && !needarmor)
1312                 return;
1313
1314         LOG_DEBUG(strcat(this.netname, " needs weapons ", ftos(needweapons) , "\n"));
1315         LOG_DEBUG(strcat(this.netname, " needs armor ", ftos(needarmor) , "\n"));
1316
1317         // See what is around
1318         head = findchainfloat(bot_pickup, true);
1319         while (head)
1320         {
1321                 // gather health and armor only
1322                 if (head.solid)
1323                 if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
1324                 if (vdist(head.origin - org, <, sradius))
1325                 {
1326                         t = head.bot_pickupevalfunc(this, head);
1327                         if (t > 0)
1328                                 navigation_routerating(this, head, t * ratingscale, 500);
1329                 }
1330                 head = head.chain;
1331         }
1332 }
1333
1334 void havocbot_role_ons_setrole(entity this, int role)
1335 {
1336         LOG_DEBUG(strcat(this.netname," switched to "));
1337         switch(role)
1338         {
1339                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1340                         LOG_DEBUG("defense");
1341                         this.havocbot_role = havocbot_role_ons_defense;
1342                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1343                         this.havocbot_role_timeout = 0;
1344                         break;
1345                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1346                         LOG_DEBUG("assistant");
1347                         this.havocbot_role = havocbot_role_ons_assistant;
1348                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1349                         this.havocbot_role_timeout = 0;
1350                         break;
1351                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1352                         LOG_DEBUG("offense");
1353                         this.havocbot_role = havocbot_role_ons_offense;
1354                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1355                         this.havocbot_role_timeout = 0;
1356                         break;
1357         }
1358         LOG_DEBUG("\n");
1359 }
1360
1361 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1362 {
1363         entity cp, cp1, cp2, best, wp;
1364         float radius, bestvalue;
1365         int c;
1366         bool found;
1367
1368         // Filter control points
1369         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1370         {
1371                 cp2.wpcost = c = 0;
1372                 cp2.wpconsidered = false;
1373
1374                 if(cp2.isshielded)
1375                         continue;
1376
1377                 // Ignore owned controlpoints
1378                 if(!(cp2.isgenneighbor[this.team] || cp2.iscpneighbor[this.team]))
1379                         continue;
1380
1381                 // Count team mates interested in this control point
1382                 // (easier and cleaner than keeping counters per cp and teams)
1383                 FOREACH_CLIENT(IS_PLAYER(it), {
1384                         if(SAME_TEAM(it, this))
1385                         if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1386                         if(it.havocbot_ons_target == cp2)
1387                                 ++c;
1388                 });
1389
1390                 // NOTE: probably decrease the cost of attackable control points
1391                 cp2.wpcost = c;
1392                 cp2.wpconsidered = true;
1393         }
1394
1395         // We'll consider only the best case
1396         bestvalue = 99999999999;
1397         cp = NULL;
1398         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1399         {
1400                 if (!cp1.wpconsidered)
1401                         continue;
1402
1403                 if(cp1.wpcost<bestvalue)
1404                 {
1405                         bestvalue = cp1.wpcost;
1406                         cp = cp1;
1407                         this.havocbot_ons_target = cp1;
1408                 }
1409         }
1410
1411         if (!cp)
1412                 return;
1413
1414         LOG_DEBUG(strcat(this.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
1415
1416         if(cp.goalentity)
1417         {
1418                 // Should be attacked
1419                 // Rate waypoints near it
1420                 found = false;
1421                 best = NULL;
1422                 bestvalue = 99999999999;
1423                 for(radius=0; radius<1000 && !found; radius+=500)
1424                 {
1425                         for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1426                         {
1427                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1428                                 if(wp.classname=="waypoint")
1429                                 if(checkpvs(wp.origin,cp))
1430                                 {
1431                                         found = true;
1432                                         if(wp.cnt<bestvalue)
1433                                         {
1434                                                 best = wp;
1435                                                 bestvalue = wp.cnt;
1436                                         }
1437                                 }
1438                         }
1439                 }
1440
1441                 if(best)
1442                 {
1443                         navigation_routerating(this, best, ratingscale, 10000);
1444                         best.cnt += 1;
1445
1446                         this.havocbot_attack_time = 0;
1447                         if(checkpvs(this.view_ofs,cp))
1448                         if(checkpvs(this.view_ofs,best))
1449                                 this.havocbot_attack_time = time + 2;
1450                 }
1451                 else
1452                 {
1453                         navigation_routerating(this, cp, ratingscale, 10000);
1454                 }
1455                 LOG_DEBUG(strcat(this.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
1456         }
1457         else
1458         {
1459                 // Should be touched
1460                 LOG_DEBUG(strcat(this.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
1461                 found = false;
1462
1463                 // Look for auto generated waypoint
1464                 if (!bot_waypoints_for_items)
1465                 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1466                 {
1467                         if(wp.classname=="waypoint")
1468                         {
1469                                 navigation_routerating(this, wp, ratingscale, 10000);
1470                                 found = true;
1471                         }
1472                 }
1473
1474                 // Nothing found, rate the controlpoint itself
1475                 if (!found)
1476                         navigation_routerating(this, cp, ratingscale, 10000);
1477         }
1478 }
1479
1480 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1481 {
1482         entity g, wp, bestwp;
1483         bool found;
1484         int best;
1485
1486         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1487         {
1488                 if(SAME_TEAM(g, this) || g.isshielded)
1489                         continue;
1490
1491                 // Should be attacked
1492                 // Rate waypoints near it
1493                 found = false;
1494                 bestwp = NULL;
1495                 best = 99999999999;
1496
1497                 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1498                 {
1499                         if(wp.classname=="waypoint")
1500                         if(checkpvs(wp.origin,g))
1501                         {
1502                                 found = true;
1503                                 if(wp.cnt<best)
1504                                 {
1505                                         bestwp = wp;
1506                                         best = wp.cnt;
1507                                 }
1508                         }
1509                 }
1510
1511                 if(bestwp)
1512                 {
1513                         LOG_DEBUG("waypoints found around generator\n");
1514                         navigation_routerating(this, bestwp, ratingscale, 10000);
1515                         bestwp.cnt += 1;
1516
1517                         this.havocbot_attack_time = 0;
1518                         if(checkpvs(this.view_ofs,g))
1519                         if(checkpvs(this.view_ofs,bestwp))
1520                                 this.havocbot_attack_time = time + 5;
1521
1522                         return true;
1523                 }
1524                 else
1525                 {
1526                         LOG_DEBUG("generator found without waypoints around\n");
1527                         // if there aren't waypoints near the generator go straight to it
1528                         navigation_routerating(this, g, ratingscale, 10000);
1529                         this.havocbot_attack_time = 0;
1530                         return true;
1531                 }
1532         }
1533         return false;
1534 }
1535
1536 void havocbot_role_ons_offense(entity this)
1537 {
1538         if(IS_DEAD(this))
1539         {
1540                 this.havocbot_attack_time = 0;
1541                 havocbot_ons_reset_role(this);
1542                 return;
1543         }
1544
1545         // Set the role timeout if necessary
1546         if (!this.havocbot_role_timeout)
1547                 this.havocbot_role_timeout = time + 120;
1548
1549         if (time > this.havocbot_role_timeout)
1550         {
1551                 havocbot_ons_reset_role(this);
1552                 return;
1553         }
1554
1555         if(this.havocbot_attack_time>time)
1556                 return;
1557
1558         if (this.bot_strategytime < time)
1559         {
1560                 navigation_goalrating_start(this);
1561                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1562                 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1563                         havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1564                 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1565                 navigation_goalrating_end(this);
1566
1567                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1568         }
1569 }
1570
1571 void havocbot_role_ons_assistant(entity this)
1572 {
1573         havocbot_ons_reset_role(this);
1574 }
1575
1576 void havocbot_role_ons_defense(entity this)
1577 {
1578         havocbot_ons_reset_role(this);
1579 }
1580
1581 void havocbot_ons_reset_role(entity this)
1582 {
1583         if(IS_DEAD(this))
1584                 return;
1585
1586         this.havocbot_ons_target = NULL;
1587
1588         // TODO: Defend control points or generator if necessary
1589
1590         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1591 }
1592
1593
1594 /*
1595  * Find control point or generator owned by the same team self which is nearest to pos
1596  * if max_dist is positive, only control points within this range will be considered
1597  */
1598 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1599 {
1600         entity tmp_entity, closest_target = NULL;
1601         tmp_entity = findchain(classname, "onslaught_controlpoint");
1602         while(tmp_entity)
1603         {
1604                 if(SAME_TEAM(tmp_entity, this))
1605                 if(tmp_entity.iscaptured)
1606                 if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <=, max_dist))
1607                 if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1608                         closest_target = tmp_entity;
1609                 tmp_entity = tmp_entity.chain;
1610         }
1611         tmp_entity = findchain(classname, "onslaught_generator");
1612         while(tmp_entity)
1613         {
1614                 if(SAME_TEAM(tmp_entity, this))
1615                 if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <, max_dist))
1616                 if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1617                         closest_target = tmp_entity;
1618                 tmp_entity = tmp_entity.chain;
1619         }
1620
1621         return closest_target;
1622 }
1623
1624 /*
1625  * Find control point or generator owned by the same team self which is nearest to pos
1626  * if max_dist is positive, only control points within this range will be considered
1627  * This function only check distances on the XY plane, disregarding Z
1628  */
1629 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1630 {
1631         entity tmp_entity, closest_target = NULL;
1632         vector delta;
1633         float smallest_distance = 0, distance;
1634
1635         tmp_entity = findchain(classname, "onslaught_controlpoint");
1636         while(tmp_entity)
1637         {
1638                 delta = tmp_entity.origin - pos;
1639                 delta_z = 0;
1640                 distance = vlen(delta);
1641
1642                 if(SAME_TEAM(tmp_entity, this))
1643                 if(tmp_entity.iscaptured)
1644                 if(max_dist <= 0 || distance <= max_dist)
1645                 if(closest_target == NULL || distance <= smallest_distance )
1646                 {
1647                         closest_target = tmp_entity;
1648                         smallest_distance = distance;
1649                 }
1650
1651                 tmp_entity = tmp_entity.chain;
1652         }
1653         tmp_entity = findchain(classname, "onslaught_generator");
1654         while(tmp_entity)
1655         {
1656                 delta = tmp_entity.origin - pos;
1657                 delta_z = 0;
1658                 distance = vlen(delta);
1659
1660                 if(SAME_TEAM(tmp_entity, this))
1661                 if(max_dist <= 0 || distance <= max_dist)
1662                 if(closest_target == NULL || distance <= smallest_distance )
1663                 {
1664                         closest_target = tmp_entity;
1665                         smallest_distance = distance;
1666                 }
1667
1668                 tmp_entity = tmp_entity.chain;
1669         }
1670
1671         return closest_target;
1672 }
1673 /**
1674  * find the number of control points and generators in the same team as this
1675  */
1676 int ons_Count_SelfControlPoints(entity this)
1677 {
1678         entity tmp_entity;
1679         tmp_entity = findchain(classname, "onslaught_controlpoint");
1680         int n = 0;
1681         while(tmp_entity)
1682         {
1683                 if(SAME_TEAM(tmp_entity, this))
1684                 if(tmp_entity.iscaptured)
1685                         n++;
1686                 tmp_entity = tmp_entity.chain;
1687         }
1688         tmp_entity = findchain(classname, "onslaught_generator");
1689         while(tmp_entity)
1690         {
1691                 if(SAME_TEAM(tmp_entity, this))
1692                         n++;
1693                 tmp_entity = tmp_entity.chain;
1694         }
1695         return n;
1696 }
1697
1698 /**
1699  * Teleport player to a random position near tele_target
1700  * if tele_effects is true, teleport sound+particles are created
1701  * return false on failure
1702  */
1703 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1704 {
1705         if ( !tele_target )
1706                 return false;
1707
1708         int i;
1709         vector loc;
1710         float theta;
1711         // narrow the range for each iteration to increase chances that a spawnpoint
1712         // can be found even if there's little room around the control point
1713         float iteration_scale = 1;
1714         for(i = 0; i < 16; ++i)
1715         {
1716                 iteration_scale -= i / 16;
1717                 theta = random() * 2 * M_PI;
1718                 loc_y = sin(theta);
1719                 loc_x = cos(theta);
1720                 loc_z = 0;
1721                 loc *= random() * range * iteration_scale;
1722
1723                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1724
1725                 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1726                 if(trace_fraction == 1.0 && !trace_startsolid)
1727                 {
1728                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1729                         if(trace_fraction == 1.0 && !trace_startsolid)
1730                         {
1731                                 if ( tele_effects )
1732                                 {
1733                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1734                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1735                                 }
1736                                 setorigin(player, loc);
1737                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1738                                 makevectors(player.angles);
1739                                 player.fixangle = true;
1740                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1741
1742                                 if ( tele_effects )
1743                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1744                                 return true;
1745                         }
1746                 }
1747         }
1748
1749         return false;
1750 }
1751
1752 // ==============
1753 // Hook Functions
1754 // ==============
1755
1756 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1757 {
1758         FOREACH_CLIENT(IS_PLAYER(it), {
1759                 it.ons_roundlost = false;
1760                 it.ons_deathloc = '0 0 0';
1761                 PutClientInServer(it);
1762         });
1763         return false;
1764 }
1765
1766 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1767 {
1768         entity player = M_ARGV(0, entity);
1769
1770         player.ons_deathloc = '0 0 0';
1771 }
1772
1773 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1774 {
1775         entity player = M_ARGV(0, entity);
1776
1777         player.ons_deathloc = '0 0 0';
1778 }
1779
1780 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1781 {
1782         entity player = M_ARGV(0, entity);
1783
1784         if(!round_handler_IsRoundStarted())
1785         {
1786                 player.player_blocked = true;
1787                 return false;
1788         }
1789
1790         entity l;
1791         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1792         {
1793                 l.sprite.SendFlags |= 16;
1794         }
1795         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1796         {
1797                 l.sprite.SendFlags |= 16;
1798         }
1799
1800         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1801
1802         if ( autocvar_g_onslaught_spawn_choose )
1803         if ( player.ons_spawn_by )
1804         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1805         {
1806                 player.ons_spawn_by = NULL;
1807                 return false;
1808         }
1809
1810         if(autocvar_g_onslaught_spawn_at_controlpoints)
1811         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1812         {
1813                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1814                 entity tmp_entity, closest_target = NULL;
1815                 vector spawn_loc = player.ons_deathloc;
1816
1817                 // new joining player or round reset, don't bother checking
1818                 if(spawn_loc == '0 0 0') { return false; }
1819
1820                 if(random_target) { RandomSelection_Init(); }
1821
1822                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1823                 {
1824                         if(SAME_TEAM(tmp_entity, player))
1825                         if(random_target)
1826                                 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1827                         else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1828                                 closest_target = tmp_entity;
1829                 }
1830
1831                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1832
1833                 if(closest_target)
1834                 {
1835                         float i;
1836                         vector loc;
1837                         float iteration_scale = 1;
1838                         for(i = 0; i < 10; ++i)
1839                         {
1840                                 iteration_scale -= i / 10;
1841                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1842                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1843                                 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1844                                 if(trace_fraction == 1.0 && !trace_startsolid)
1845                                 {
1846                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1847                                         if(trace_fraction == 1.0 && !trace_startsolid)
1848                                         {
1849                                                 setorigin(player, loc);
1850                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1851                                                 return false;
1852                                         }
1853                                 }
1854                         }
1855                 }
1856         }
1857
1858         if(autocvar_g_onslaught_spawn_at_generator)
1859         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1860         {
1861                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1862                 entity tmp_entity, closest_target = NULL;
1863                 vector spawn_loc = player.ons_deathloc;
1864
1865                 // new joining player or round reset, don't bother checking
1866                 if(spawn_loc == '0 0 0') { return false; }
1867
1868                 if(random_target) { RandomSelection_Init(); }
1869
1870                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1871                 {
1872                         if(random_target)
1873                                 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1874                         else
1875                         {
1876                                 if(SAME_TEAM(tmp_entity, player))
1877                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1878                                         closest_target = tmp_entity;
1879                         }
1880                 }
1881
1882                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1883
1884                 if(closest_target)
1885                 {
1886                         float i;
1887                         vector loc;
1888                         float iteration_scale = 1;
1889                         for(i = 0; i < 10; ++i)
1890                         {
1891                                 iteration_scale -= i / 10;
1892                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1893                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1894                                 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1895                                 if(trace_fraction == 1.0 && !trace_startsolid)
1896                                 {
1897                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1898                                         if(trace_fraction == 1.0 && !trace_startsolid)
1899                                         {
1900                                                 setorigin(player, loc);
1901                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1902                                                 return false;
1903                                         }
1904                                 }
1905                         }
1906                 }
1907         }
1908
1909         return false;
1910 }
1911
1912 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1913 {
1914         entity frag_target = M_ARGV(2, entity);
1915
1916         frag_target.ons_deathloc = frag_target.origin;
1917         entity l;
1918         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1919         {
1920                 l.sprite.SendFlags |= 16;
1921         }
1922         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1923         {
1924                 l.sprite.SendFlags |= 16;
1925         }
1926
1927         if ( autocvar_g_onslaught_spawn_choose )
1928         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1929                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1930
1931         return false;
1932 }
1933
1934 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1935 {
1936         entity mon = M_ARGV(0, entity);
1937
1938         entity e = find(NULL, targetname, mon.target);
1939         if (e != NULL)
1940                 mon.team = e.team;
1941 }
1942
1943 void ons_MonsterSpawn_Delayed(entity this)
1944 {
1945         entity own = this.owner;
1946
1947         if(!own) { remove(this); return; }
1948
1949         if(own.targetname)
1950         {
1951                 entity e = find(NULL, target, own.targetname);
1952                 if(e != NULL)
1953                 {
1954                         own.team = e.team;
1955
1956                         own.use(own, e, NULL);
1957                 }
1958         }
1959
1960         remove(this);
1961 }
1962
1963 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1964 {
1965         entity mon = M_ARGV(0, entity);
1966
1967         entity e = spawn();
1968         e.owner = mon;
1969         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1970 }
1971
1972 void ons_TurretSpawn_Delayed(entity this)
1973 {
1974         entity own = this.owner;
1975
1976         if(!own) { remove(this); return; }
1977
1978         if(own.targetname)
1979         {
1980                 entity e = find(NULL, target, own.targetname);
1981                 if(e != NULL)
1982                 {
1983                         own.team = e.team;
1984                         own.active = ACTIVE_NOT;
1985
1986                         own.use(own, e, NULL);
1987                 }
1988         }
1989
1990         remove(this);
1991 }
1992
1993 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1994 {
1995         entity turret = M_ARGV(0, entity);
1996
1997         entity e = spawn();
1998         e.owner = turret;
1999         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
2000
2001         return false;
2002 }
2003
2004 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
2005 {
2006         entity bot = M_ARGV(0, entity);
2007
2008         havocbot_ons_reset_role(bot);
2009         return true;
2010 }
2011
2012 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
2013 {
2014         // onslaught is special
2015         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
2016         {
2017                 switch(tmp_entity.team)
2018                 {
2019                         case NUM_TEAM_1: c1 = 0; break;
2020                         case NUM_TEAM_2: c2 = 0; break;
2021                         case NUM_TEAM_3: c3 = 0; break;
2022                         case NUM_TEAM_4: c4 = 0; break;
2023                 }
2024         }
2025
2026         return true;
2027 }
2028
2029 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
2030 {
2031         entity spectatee = M_ARGV(0, entity);
2032         entity client = M_ARGV(1, entity);
2033
2034         client.ons_roundlost = spectatee.ons_roundlost; // make spectators see it too
2035 }
2036
2037 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
2038 {
2039         if(MUTATOR_RETURNVALUE) // command was already handled?
2040                 return false;
2041
2042         entity player = M_ARGV(0, entity);
2043         string cmd_name = M_ARGV(1, string);
2044         int cmd_argc = M_ARGV(2, int);
2045
2046         if ( cmd_name == "ons_spawn" )
2047         {
2048                 vector pos = player.origin;
2049                 if(cmd_argc > 1)
2050                         pos_x = stof(argv(1));
2051                 if(cmd_argc > 2)
2052                         pos_y = stof(argv(2));
2053                 if(cmd_argc > 3)
2054                         pos_z = stof(argv(3));
2055
2056                 if ( IS_PLAYER(player) )
2057                 {
2058                         if ( !STAT(FROZEN, player) )
2059                         {
2060                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2061
2062                                 if ( !source_point && player.health > 0 )
2063                                 {
2064                                         sprint(player, "\nYou need to be next to a control point\n");
2065                                         return true;
2066                                 }
2067
2068
2069                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
2070
2071                                 if ( closest_target == NULL )
2072                                 {
2073                                         sprint(player, "\nNo control point found\n");
2074                                         return true;
2075                                 }
2076
2077                                 if ( player.health <= 0 )
2078                                 {
2079                                         player.ons_spawn_by = closest_target;
2080                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
2081                                 }
2082                                 else
2083                                 {
2084                                         if ( source_point == closest_target )
2085                                         {
2086                                                 sprint(player, "\nTeleporting to the same point\n");
2087                                                 return true;
2088                                         }
2089
2090                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2091                                                 sprint(player, "\nUnable to teleport there\n");
2092                                 }
2093
2094                                 return true;
2095                         }
2096
2097                         sprint(player, "\nNo teleportation for you\n");
2098                 }
2099
2100                 return true;
2101         }
2102         return false;
2103 }
2104
2105 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2106 {
2107         if(MUTATOR_RETURNVALUE || gameover) { return false; }
2108
2109         entity player = M_ARGV(0, entity);
2110
2111         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2112         {
2113                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2114                 if ( source_point )
2115                 {
2116                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2117                         return true;
2118                 }
2119         }
2120 }
2121
2122 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2123 {
2124         entity frag_victim = M_ARGV(0, entity);
2125
2126         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2127                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2128 }
2129
2130 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2131 {
2132     entity wp = M_ARGV(0, entity);
2133     entity to = M_ARGV(1, entity);
2134     int sf = M_ARGV(2, int);
2135     int wp_flag = M_ARGV(3, int);
2136
2137         if(sf & 16)
2138         {
2139                 if(wp.owner.classname == "onslaught_controlpoint")
2140                 {
2141                         entity wp_owner = wp.owner;
2142                         entity e = WaypointSprite_getviewentity(to);
2143                         if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2144                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2145                 }
2146                 if(wp.owner.classname == "onslaught_generator")
2147                 {
2148                         entity wp_owner = wp.owner;
2149                         if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2150                         if(wp_owner.health <= 0) { wp_flag |= 2; }
2151                 }
2152         }
2153
2154         M_ARGV(3, int) = wp_flag;
2155 }
2156
2157 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2158 {
2159         entity turret_target = M_ARGV(1, entity);
2160
2161         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2162         {
2163                 M_ARGV(3, float) = -3;
2164                 return true;
2165         }
2166
2167         return false;
2168 }
2169
2170 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2171 {
2172     entity turret = M_ARGV(0, entity);
2173
2174         // ONS uses somewhat backwards linking.
2175         if(turret.target)
2176         {
2177                 entity e = find(NULL, targetname, turret.target);
2178                 if (e != NULL)
2179                         turret.team = e.team;
2180         }
2181
2182         if(turret.team != turret.tur_head.team)
2183                 turret_respawn(turret);
2184 }
2185
2186
2187 // ==========
2188 // Spawnfuncs
2189 // ==========
2190
2191 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2192   Link between control points.
2193
2194   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.
2195
2196 keys:
2197 "target" - first control point.
2198 "target2" - second control point.
2199  */
2200 spawnfunc(onslaught_link)
2201 {
2202         if(!g_onslaught) { remove(this); return; }
2203
2204         if (this.target == "" || this.target2 == "")
2205                 objerror(this, "target and target2 must be set\n");
2206
2207         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2208         ons_worldlinklist = this;
2209
2210         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2211         Net_LinkEntity(this, false, 0, ons_Link_Send);
2212 }
2213
2214 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2215   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2216
2217   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2218
2219 keys:
2220 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2221 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2222 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2223  */
2224
2225 spawnfunc(onslaught_controlpoint)
2226 {
2227         if(!g_onslaught) { remove(this); return; }
2228
2229         ons_ControlPoint_Setup(this);
2230 }
2231
2232 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2233   Base generator.
2234
2235   spawnfunc_onslaught_link entities can target this.
2236
2237 keys:
2238 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2239 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2240  */
2241 spawnfunc(onslaught_generator)
2242 {
2243         if(!g_onslaught) { remove(this); return; }
2244         if(!this.team) { objerror(this, "team must be set"); }
2245
2246         ons_GeneratorSetup(this);
2247 }
2248
2249 // scoreboard setup
2250 void ons_ScoreRules()
2251 {
2252         CheckAllowedTeams(NULL);
2253         ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
2254         ScoreInfo_SetLabel_TeamScore  (ST_ONS_CAPS,     "destroyed", SFL_SORT_PRIO_PRIMARY);
2255         ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS,     "caps",      SFL_SORT_PRIO_SECONDARY);
2256         ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES,    "takes",     0);
2257         ScoreRules_basics_end();
2258 }
2259
2260 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2261 {
2262         ons_ScoreRules();
2263
2264         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2265         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2266 }
2267
2268 void ons_Initialize()
2269 {
2270         g_onslaught = true;
2271         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2272
2273         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2274 }
2275
2276 #endif