]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
Remove an useless placeholder waypoint
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index ca1779486c973097e9de6d2e676fd4e20f22a579..2e23264248039a27e61bcc223e5c9240b508e7f7 100644 (file)
@@ -1,72 +1,7 @@
 #include "gamemode_assault.qh"
-#ifndef GAMEMODE_ASSAULT_H
-#define GAMEMODE_ASSAULT_H
 
-void assault_ScoreRules();
-void ActivateTeamplay();
-
-REGISTER_MUTATOR(as, false)
-{
-       ActivateTeamplay();
-       have_team_spawns = -1; // request team spawns
-
-       MUTATOR_ONADD
-       {
-               if (time > 1) // game loads at time 1
-                       error("This is a game type and it cannot be added at runtime.");
-               assault_ScoreRules();
-       }
-
-       MUTATOR_ONROLLBACK_OR_REMOVE
-       {
-               // we actually cannot roll back assault_Initialize here
-               // BUT: we don't need to! If this gets called, adding always
-               // succeeds.
-       }
-
-       MUTATOR_ONREMOVE
-       {
-               LOG_INFO("This is a game type and it cannot be removed at runtime.");
-               return -1;
-       }
-
-       return 0;
-}
-
-// sprites
-.entity assault_decreaser;
-.entity assault_sprite;
-
-// legacy bot defs
-const int HAVOCBOT_AST_ROLE_NONE = 0;
-const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
-const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
-
-.int havocbot_role_flags;
-.float havocbot_attack_time;
-
-.void(entity this) havocbot_role;
-.void(entity this) havocbot_previous_role;
-
-void(entity this) havocbot_role_ast_defense;
-void(entity this) havocbot_role_ast_offense;
-.entity havocbot_ast_target;
-
-void(entity bot) havocbot_ast_reset_role;
-
-void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
-void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
-
-// scoreboard stuff
-const float ST_ASSAULT_OBJECTIVES = 1;
-const float SP_ASSAULT_OBJECTIVES = 4;
-
-// predefined spawnfuncs
-void target_objective_decrease_activate(entity this);
-#endif
-
-#ifdef IMPLEMENTATION
 .entity sprite;
+#define AS_ROUND_DELAY 5
 
 // random functions
 void assault_objective_use(entity this, entity actor, entity trigger)
@@ -76,13 +11,10 @@ void assault_objective_use(entity this, entity actor, entity trigger)
        //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
        //print("Activator is ", actor.classname, "\n");
 
-       for (entity e = world; (e = find(e, target, this.targetname)); )
+       IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
        {
-               if (e.classname == "target_objective_decrease")
-               {
-                       target_objective_decrease_activate(e);
-               }
-       }
+               target_objective_decrease_activate(it);
+       });
 }
 
 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
@@ -112,7 +44,7 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
        {
                WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
                if(trigger.classname == "func_assault_destructible")
-                       trigger.sprite = world; // TODO: just unsetting it?!
+                       trigger.sprite = NULL; // TODO: just unsetting it?!
        }
        else
                return; // already activated! cannot activate again!
@@ -140,21 +72,17 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
 
 void assault_setenemytoobjective(entity this)
 {
-       entity objective;
-       for(objective = world; (objective = find(objective, targetname, this.target)); )
+       IL_EACH(g_assault_objectives, it.targetname == this.target,
        {
-               if(objective.classname == "target_objective")
-               {
-                       if(this.enemy == world)
-                               this.enemy = objective;
-                       else
-                               objerror("more than one objective as target - fix the map!");
-                       break;
-               }
-       }
+               if(this.enemy == NULL)
+                       this.enemy = it;
+               else
+                       objerror(this, "more than one objective as target - fix the map!");
+               break;
+       });
 
-       if(this.enemy == world)
-               objerror("no objective as target - fix the map!");
+       if(this.enemy == NULL)
+               objerror(this, "no objective as target - fix the map!");
 }
 
 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
@@ -167,32 +95,32 @@ bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
 
 void target_objective_decrease_activate(entity this)
 {
-       entity ent, spr;
-       this.owner = world;
-       for(ent = world; (ent = find(ent, target, this.targetname)); )
+       entity spr;
+       this.owner = NULL;
+       FOREACH_ENTITY_STRING(target, this.targetname,
        {
-               if(ent.assault_sprite != world)
+               if(it.assault_sprite != NULL)
                {
-                       WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
-                       if(ent.classname == "func_assault_destructible")
-                               ent.sprite = world; // TODO: just unsetting it?!
+                       WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
+                       if(it.classname == "func_assault_destructible")
+                               it.sprite = NULL; // TODO: just unsetting it?!
                }
 
-               spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
+               spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
                spr.assault_decreaser = this;
                spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
                spr.classname = "sprite_waypoint";
                WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
-               if(ent.classname == "func_assault_destructible")
+               if(it.classname == "func_assault_destructible")
                {
                        WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
-                       WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
-                       WaypointSprite_UpdateHealth(spr, ent.health);
-                       ent.sprite = spr;
+                       WaypointSprite_UpdateMaxHealth(spr, it.max_health);
+                       WaypointSprite_UpdateHealth(spr, it.health);
+                       it.sprite = spr;
                }
                else
                        WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
-       }
+       });
 }
 
 void target_objective_decrease_findtarget(entity this)
@@ -217,61 +145,47 @@ void assault_roundstart_use(entity this, entity actor, entity trigger)
        SUB_UseTargets(this, this, trigger);
 
        //(Re)spawn all turrets
-       FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
+       IL_EACH(g_turrets, true,
+       {
                // Swap turret teams
                if(it.team == NUM_TEAM_1)
                        it.team = NUM_TEAM_2;
                else
                        it.team = NUM_TEAM_1;
 
-               // Dubbles as teamchange
-               WITHSELF(it, turret_respawn(it));
-       ));
+               // Doubles as teamchange
+               turret_respawn(it);
+       });
 }
 void assault_roundstart_use_this(entity this)
 {
        assault_roundstart_use(this, NULL, NULL);
 }
-void assault_roundstart_use_self()
-{
-    SELFPARAM();
-    assault_roundstart_use(this, NULL, NULL);
-}
 
 void assault_wall_think(entity this)
 {
-       if(self.enemy.health < 0)
+       if(this.enemy.health < 0)
        {
-               self.model = "";
-               self.solid = SOLID_NOT;
+               this.model = "";
+               this.solid = SOLID_NOT;
        }
        else
        {
-               self.model = self.mdl;
-               self.solid = SOLID_BSP;
+               this.model = this.mdl;
+               this.solid = SOLID_BSP;
        }
 
-       self.nextthink = time + 0.2;
+       this.nextthink = time + 0.2;
 }
 
 // trigger new round
 // reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
-void assault_new_round()
-{SELFPARAM();
+void assault_new_round(entity this)
+{
        //bprint("ASSAULT: new round\n");
 
-       // Eject players from vehicles
-    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
-
-    FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
-        vehicles_clearreturn(it);
-        WITHSELF(it, vehicles_spawn(it));
-    ));
-
        // up round counter
-       self.winning = self.winning + 1;
+       this.winning = this.winning + 1;
 
        // swap attacker/defender roles
        if(assault_attacker_team == NUM_TEAM_1)
@@ -279,21 +193,38 @@ void assault_new_round()
        else
                assault_attacker_team = NUM_TEAM_1;
 
-       FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
+       FOREACH_ENTITY_FLOAT(pure_data, false,
+       {
+               if(IS_CLIENT(it))
+                       continue;
+
                if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
                else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
-       ));
+       });
 
        // reset the level with a countdown
-       cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+       cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
        ReadyRestart_force(); // sets game_starttime
 }
 
+entity as_round;
+.entity ent_winning;
+void as_round_think()
+{
+       gameover = false;
+       assault_new_round(as_round.ent_winning);
+       delete(as_round);
+       as_round = NULL;
+}
+
 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
 // they win. Otherwise the defending team wins once the timelimit passes.
 int WinningCondition_Assault()
 {
-       WinningConditionHelper(); // set worldstatus
+       if(as_round)
+               return WINNING_NO;
+
+       WinningConditionHelper(NULL); // set worldstatus
 
        int status = WINNING_NO;
        // as the timelimit has not yet passed just assume the defending team will win
@@ -307,12 +238,12 @@ int WinningCondition_Assault()
        }
 
        entity ent;
-       ent = find(world, classname, "target_assault_roundend");
+       ent = find(NULL, classname, "target_assault_roundend");
        if(ent)
        {
                if(ent.winning) // round end has been triggered by attacking team
                {
-                       bprint("ASSAULT: round completed...\n");
+                       bprint("Assault: round completed.\n");
                        SetWinners(team, assault_attacker_team);
 
                        TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
@@ -323,7 +254,17 @@ int WinningCondition_Assault()
                        }
                        else
                        {
-                               WITHSELF(ent, assault_new_round());
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+                               as_round = new(as_round);
+                               as_round.think = as_round_think;
+                               as_round.ent_winning = ent;
+                               as_round.nextthink = time + AS_ROUND_DELAY;
+                               gameover = true;
+
+                               // make sure timelimit isn't hit while the game is blocked
+                               if(autocvar_timelimit > 0)
+                               if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+                                       cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
                        }
                }
        }
@@ -334,7 +275,7 @@ int WinningCondition_Assault()
 // spawnfuncs
 spawnfunc(info_player_attacker)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.team = NUM_TEAM_1; // red, gets swapped every round
        spawnfunc_info_player_deathmatch(this);
@@ -342,7 +283,7 @@ spawnfunc(info_player_attacker)
 
 spawnfunc(info_player_defender)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.team = NUM_TEAM_2; // blue, gets swapped every round
        spawnfunc_info_player_deathmatch(this);
@@ -350,9 +291,10 @@ spawnfunc(info_player_defender)
 
 spawnfunc(target_objective)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.classname = "target_objective";
+       IL_PUSH(g_assault_objectives, this);
        this.use = assault_objective_use;
        this.reset = assault_objective_reset;
        this.reset(this);
@@ -361,9 +303,10 @@ spawnfunc(target_objective)
 
 spawnfunc(target_objective_decrease)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.classname = "target_objective_decrease";
+       IL_PUSH(g_assault_objectivedecreasers, this);
 
        if(!this.dmg)
                this.dmg = 101;
@@ -371,7 +314,7 @@ spawnfunc(target_objective_decrease)
        this.use = assault_objective_decrease_use;
        this.health = ASSAULT_VALUE_INACTIVE;
        this.max_health = ASSAULT_VALUE_INACTIVE;
-       this.enemy = world;
+       this.enemy = NULL;
 
        InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
 }
@@ -380,10 +323,11 @@ spawnfunc(target_objective_decrease)
 spawnfunc(func_breakable);
 spawnfunc(func_assault_destructible)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.spawnflags = 3;
        this.classname = "func_assault_destructible";
+       IL_PUSH(g_assault_destructibles, this);
 
        if(assault_attacker_team == NUM_TEAM_1)
                this.team = NUM_TEAM_2;
@@ -395,7 +339,7 @@ spawnfunc(func_assault_destructible)
 
 spawnfunc(func_assault_wall)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.classname = "func_assault_wall";
        this.mdl = this.model;
@@ -408,7 +352,7 @@ spawnfunc(func_assault_wall)
 
 spawnfunc(target_assault_roundend)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        this.winning = 0; // round not yet won by attackers
        this.classname = "target_assault_roundend";
@@ -419,85 +363,64 @@ spawnfunc(target_assault_roundend)
 
 spawnfunc(target_assault_roundstart)
 {
-       if (!g_assault) { remove(this); return; }
+       if (!g_assault) { delete(this); return; }
 
        assault_attacker_team = NUM_TEAM_1;
        this.classname = "target_assault_roundstart";
        this.use = assault_roundstart_use;
-       this.reset2 = assault_roundstart_use_self;
+       this.reset2 = assault_roundstart_use_this;
        InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
 }
 
 // legacy bot code
 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
 {
-       entity ad, best, wp, tod;
-       float radius, found, bestvalue;
-       vector p;
-
-       ad = findchain(classname, "func_assault_destructible");
-
-       for (; ad; ad = ad.chain)
+       IL_EACH(g_assault_destructibles, it.bot_attack,
        {
-               if (ad.target == "")
+               if (it.target == "")
                        continue;
 
-               if (!ad.bot_attack)
-                       continue;
-
-               found = false;
-               for(tod = world; (tod = find(tod, targetname, ad.target)); )
+               bool found = false;
+               entity destr = it;
+               IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
                {
-                       if(tod.classname == "target_objective_decrease")
+                       if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
                        {
-                               if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
-                               {
-                               //      dprint(etos(ad),"\n");
-                                       found = true;
-                                       break;
-                               }
+                               found = true;
+                               break;
                        }
-               }
+               });
 
                if(!found)
-               {
-               ///     dprint("target not found\n");
                        continue;
-               }
-               /// dprint("target #", etos(ad), " found\n");
 
-
-               p = 0.5 * (ad.absmin + ad.absmax);
-       //      dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
-       //      te_knightspike(p);
-       //      te_lightning2(world, '0 0 0', p);
+               vector p = 0.5 * (it.absmin + it.absmax);
 
                // Find and rate waypoints around it
                found = false;
-               best = world;
-               bestvalue = 99999999999;
-               for(radius=0; radius<1500 && !found; radius+=500)
+               entity best = NULL;
+               float bestvalue = 99999999999;
+               entity des = it;
+               for(float radius = 0; radius < 1500 && !found; radius += 500)
                {
-                       for(wp=findradius(p, radius); wp; wp=wp.chain)
+                       FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
                        {
-                               if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
-                               if(wp.classname=="waypoint")
-                               if(checkpvs(wp.origin, ad))
+                               if(checkpvs(it.origin, des))
                                {
                                        found = true;
-                                       if(wp.cnt<bestvalue)
+                                       if(it.cnt < bestvalue)
                                        {
-                                               best = wp;
-                                               bestvalue = wp.cnt;
+                                               best = it;
+                                               bestvalue = it.cnt;
                                        }
                                }
-                       }
+                       });
                }
 
                if(best)
                {
                ///     dprint("waypoints around target were found\n");
-               //      te_lightning2(world, '0 0 0', best.origin);
+               //      te_lightning2(NULL, '0 0 0', best.origin);
                //      te_knightspike(best.origin);
 
                        navigation_routerating(this, best, ratingscale, 4000);
@@ -505,14 +428,14 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale)
 
                        this.havocbot_attack_time = 0;
 
-                       if(checkpvs(this.view_ofs,ad))
+                       if(checkpvs(this.view_ofs,it))
                        if(checkpvs(this.view_ofs,best))
                        {
                        //      dprint("increasing attack time for this target\n");
                                this.havocbot_attack_time = time + 2;
                        }
                }
-       }
+       });
 }
 
 void havocbot_role_ast_offense(entity this)
@@ -620,28 +543,28 @@ MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
                Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
        else
                Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
-
-       return false;
 }
 
 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
-{SELFPARAM();
-       if(!self.team || self.team == MAX_SHOT_DISTANCE)
-               self.team = 5; // this gets reversed when match starts?
+{
+       entity turret = M_ARGV(0, entity);
 
-       return false;
+       if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
+               turret.team = 5; // this gets reversed when match starts?
 }
 
-MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
-{SELFPARAM();
-       self.nextthink = time + 0.5;
+MUTATOR_HOOKFUNCTION(as, VehicleInit)
+{
+       entity veh = M_ARGV(0, entity);
 
-       return false;
+       veh.nextthink = time + 0.5;
 }
 
 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
-{SELFPARAM();
-       havocbot_ast_reset_role(self);
+{
+       entity bot = M_ARGV(0, entity);
+
+       havocbot_ast_reset_role(bot);
        return true;
 }
 
@@ -652,7 +575,7 @@ MUTATOR_HOOKFUNCTION(as, PlayHitsound)
        return (frag_victim.classname == "func_assault_destructible");
 }
 
-MUTATOR_HOOKFUNCTION(as, GetTeamCount)
+MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
 {
        // assault always has 2 teams
        c1 = c2 = 0;
@@ -669,13 +592,13 @@ MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
 {
        // no assault warmups
        warmup_stage = 0;
-       return false;
 }
 
 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
 {
-    SELFPARAM();
-       switch(self.classname)
+    entity ent = M_ARGV(0, entity);
+
+       switch(ent.classname)
        {
                case "info_player_team1":
                case "info_player_team2":
@@ -683,17 +606,17 @@ MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
                case "info_player_team4":
                        return true;
        }
-
-       return false;
 }
 
 // scoreboard setup
 void assault_ScoreRules()
 {
-       ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
+       int teams = 0;
+       teams |= BIT(0);
+       teams |= BIT(1); // always red vs blue
+
+       ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
        ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
        ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
        ScoreRules_basics_end();
 }
-
-#endif