]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
Fix the use of self, activator and other globals in .use
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index 7cdd00f41a3fd5172f521c929bd9c1eed12dfec3..c2d5ed3b905771ec30d5d98e141e9c9a59acdf9e 100644 (file)
@@ -1,7 +1,9 @@
+#include "gamemode_assault.qh"
 #ifndef GAMEMODE_ASSAULT_H
 #define GAMEMODE_ASSAULT_H
 
 void assault_ScoreRules();
+void ActivateTeamplay();
 
 REGISTER_MUTATOR(as, false)
 {
@@ -43,46 +45,44 @@ const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
 .int havocbot_role_flags;
 .float havocbot_attack_time;
 
-.void() havocbot_role;
-.void() havocbot_previous_role;
+.void(entity this) havocbot_role;
+.void(entity this) havocbot_previous_role;
 
-void() havocbot_role_ast_defense;
-void() havocbot_role_ast_offense;
+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(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
-void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
+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();
+void target_objective_decrease_activate(entity this);
 #endif
 
 #ifdef IMPLEMENTATION
 .entity sprite;
 
 // random functions
-void assault_objective_use()
-{SELFPARAM();
+void assault_objective_use(entity this, entity actor, entity trigger)
+{
        // activate objective
-       self.health = 100;
-       //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
-       //print("Activator is ", activator.classname, "\n");
+       this.health = 100;
+       //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
+       //print("Activator is ", actor.classname, "\n");
 
        for (entity e = world; (e = find(e, target, this.targetname)); )
        {
                if (e.classname == "target_objective_decrease")
                {
-                       WITH(entity, self, e, target_objective_decrease_activate());
+                       target_objective_decrease_activate(e);
                }
        }
-
-       setself(this);
 }
 
 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
@@ -100,9 +100,9 @@ void assault_objective_reset(entity this)
 }
 
 // decrease the health of targeted objectives
-void assault_objective_decrease_use()
-{SELFPARAM();
-       if(activator.team != assault_attacker_team)
+void assault_objective_decrease_use(entity this, entity actor, entity trigger)
+{
+       if(actor.team != assault_attacker_team)
        {
                // wrong team triggered decrease
                return;
@@ -121,26 +121,19 @@ void assault_objective_decrease_use()
        {
                if(self.enemy.health - self.dmg > 0.5)
                {
-                       PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
+                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.dmg);
                        self.enemy.health = self.enemy.health - self.dmg;
                }
                else
                {
-                       PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
-                       PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
+                       PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
                        self.enemy.health = -1;
 
-                       entity oldactivator;
-
-                       setself(this.enemy);
-                       if(self.message)
-                               FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
+                       if(this.enemy.message)
+                               FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
 
-                       oldactivator = activator;
-                       activator = this;
-                       SUB_UseTargets();
-                       activator = oldactivator;
-                       setself(this);
+                       SUB_UseTargets(this.enemy, this, trigger);
                }
        }
 }
@@ -176,11 +169,11 @@ float assault_decreaser_sprite_visible(entity e)
        return true;
 }
 
-void target_objective_decrease_activate()
-{SELFPARAM();
+void target_objective_decrease_activate(entity this)
+{
        entity ent, spr;
-       self.owner = world;
-       for(ent = world; (ent = find(ent, target, self.targetname)); )
+       this.owner = world;
+       for(ent = world; (ent = find(ent, target, this.targetname)); )
        {
                if(ent.assault_sprite != world)
                {
@@ -190,7 +183,7 @@ void target_objective_decrease_activate()
                }
 
                spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
-               spr.assault_decreaser = self;
+               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);
@@ -218,15 +211,14 @@ void target_assault_roundend_reset(entity this)
        this.winning = false; // up round
 }
 
-void target_assault_roundend_use()
-{SELFPARAM();
-       self.winning = 1; // round has been won by attackers
+void target_assault_roundend_use(entity this, entity actor, entity trigger)
+{
+       this.winning = 1; // round has been won by attackers
 }
 
-void assault_roundstart_use()
-{SELFPARAM();
-       activator = self;
-       SUB_UseTargets();
+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(
@@ -237,7 +229,7 @@ void assault_roundstart_use()
                        it.team = NUM_TEAM_1;
 
                // Dubbles as teamchange
-               WITH(entity, self, it, turret_respawn());
+               WITHSELF(it, turret_respawn());
        ));
 }
 
@@ -266,7 +258,7 @@ void assault_new_round()
        //bprint("ASSAULT: new round\n");
 
        // Eject players from vehicles
-    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
+    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
 
     FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
        setself(it);
@@ -295,6 +287,49 @@ void assault_new_round()
        ReadyRestart_force(); // sets game_starttime
 }
 
+// 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()
+{
+    SELFPARAM();
+       WinningConditionHelper(); // set worldstatus
+
+       int status = WINNING_NO;
+       // as the timelimit has not yet passed just assume the defending team will win
+       if(assault_attacker_team == NUM_TEAM_1)
+       {
+               SetWinners(team, NUM_TEAM_2);
+       }
+       else
+       {
+               SetWinners(team, NUM_TEAM_1);
+       }
+
+       entity ent;
+       ent = find(world, classname, "target_assault_roundend");
+       if(ent)
+       {
+               if(ent.winning) // round end has been triggered by attacking team
+               {
+                       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));
+
+                       if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
+                       {
+                               status = WINNING_YES;
+                       }
+                       else
+                       {
+                               WITHSELF(ent, assault_new_round());
+                       }
+               }
+       }
+
+       return status;
+}
+
 // spawnfuncs
 spawnfunc(info_player_attacker)
 {
@@ -317,7 +352,7 @@ spawnfunc(target_objective)
        if (!g_assault) { remove(this); return; }
 
        this.classname = "target_objective";
-       this.use = assault_objective_use;
+       this.use1 = assault_objective_use;
        this.reset = assault_objective_reset;
        this.reset(this);
        this.spawn_evalfunc = target_objective_spawn_evalfunc;
@@ -332,7 +367,7 @@ spawnfunc(target_objective_decrease)
        if(!self.dmg)
                self.dmg = 101;
 
-       self.use = assault_objective_decrease_use;
+       self.use1 = assault_objective_decrease_use;
        self.health = ASSAULT_VALUE_INACTIVE;
        self.max_health = ASSAULT_VALUE_INACTIVE;
        self.enemy = world;
@@ -376,7 +411,7 @@ spawnfunc(target_assault_roundend)
 
        self.winning = 0; // round not yet won by attackers
        self.classname = "target_assault_roundend";
-       self.use = target_assault_roundend_use;
+       self.use1 = target_assault_roundend_use;
        self.cnt = 0; // first round
        self.reset = target_assault_roundend_reset;
 }
@@ -387,14 +422,14 @@ spawnfunc(target_assault_roundstart)
 
        assault_attacker_team = NUM_TEAM_1;
        self.classname = "target_assault_roundstart";
-       self.use = assault_roundstart_use;
-       self.reset2 = assault_roundstart_use;
-       InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
+       self.use1 = assault_roundstart_use;
+       self.reset2 = adaptor_think2use;
+       InitializeEntity(self, adaptor_think2use, INITPRIO_FINDTARGET);
 }
 
 // legacy bot code
-void havocbot_goalrating_ast_targets(float ratingscale)
-{SELFPARAM();
+void havocbot_goalrating_ast_targets(entity this, float ratingscale)
+{
        entity ad, best, wp, tod;
        float radius, found, bestvalue;
        vector p;
@@ -464,115 +499,115 @@ void havocbot_goalrating_ast_targets(float ratingscale)
                //      te_lightning2(world, '0 0 0', best.origin);
                //      te_knightspike(best.origin);
 
-                       navigation_routerating(best, ratingscale, 4000);
+                       navigation_routerating(this, best, ratingscale, 4000);
                        best.cnt += 1;
 
-                       self.havocbot_attack_time = 0;
+                       this.havocbot_attack_time = 0;
 
-                       if(checkpvs(self.view_ofs,ad))
-                       if(checkpvs(self.view_ofs,best))
+                       if(checkpvs(this.view_ofs,ad))
+                       if(checkpvs(this.view_ofs,best))
                        {
                        //      dprint("increasing attack time for this target\n");
-                               self.havocbot_attack_time = time + 2;
+                               this.havocbot_attack_time = time + 2;
                        }
                }
        }
 }
 
-void havocbot_role_ast_offense()
-{SELFPARAM();
-       if(IS_DEAD(self))
+void havocbot_role_ast_offense(entity this)
+{
+       if(IS_DEAD(this))
        {
-               self.havocbot_attack_time = 0;
-               havocbot_ast_reset_role(self);
+               this.havocbot_attack_time = 0;
+               havocbot_ast_reset_role(this);
                return;
        }
 
        // Set the role timeout if necessary
-       if (!self.havocbot_role_timeout)
-               self.havocbot_role_timeout = time + 120;
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 120;
 
-       if (time > self.havocbot_role_timeout)
+       if (time > this.havocbot_role_timeout)
        {
-               havocbot_ast_reset_role(self);
+               havocbot_ast_reset_role(this);
                return;
        }
 
-       if(self.havocbot_attack_time>time)
+       if(this.havocbot_attack_time>time)
                return;
 
-       if (self.bot_strategytime < time)
+       if (this.bot_strategytime < time)
        {
-               navigation_goalrating_start();
-               havocbot_goalrating_enemyplayers(20000, self.origin, 650);
-               havocbot_goalrating_ast_targets(20000);
-               havocbot_goalrating_items(15000, self.origin, 10000);
-               navigation_goalrating_end();
+               navigation_goalrating_start(this);
+               havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+               havocbot_goalrating_ast_targets(this, 20000);
+               havocbot_goalrating_items(this, 15000, this.origin, 10000);
+               navigation_goalrating_end(this);
 
-               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+               this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
        }
 }
 
-void havocbot_role_ast_defense()
-{SELFPARAM();
-       if(IS_DEAD(self))
+void havocbot_role_ast_defense(entity this)
+{
+       if(IS_DEAD(this))
        {
-               self.havocbot_attack_time = 0;
-               havocbot_ast_reset_role(self);
+               this.havocbot_attack_time = 0;
+               havocbot_ast_reset_role(this);
                return;
        }
 
        // Set the role timeout if necessary
-       if (!self.havocbot_role_timeout)
-               self.havocbot_role_timeout = time + 120;
+       if (!this.havocbot_role_timeout)
+               this.havocbot_role_timeout = time + 120;
 
-       if (time > self.havocbot_role_timeout)
+       if (time > this.havocbot_role_timeout)
        {
-               havocbot_ast_reset_role(self);
+               havocbot_ast_reset_role(this);
                return;
        }
 
-       if(self.havocbot_attack_time>time)
+       if(this.havocbot_attack_time>time)
                return;
 
-       if (self.bot_strategytime < time)
+       if (this.bot_strategytime < time)
        {
-               navigation_goalrating_start();
-               havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
-               havocbot_goalrating_ast_targets(20000);
-               havocbot_goalrating_items(15000, self.origin, 10000);
-               navigation_goalrating_end();
+               navigation_goalrating_start(this);
+               havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
+               havocbot_goalrating_ast_targets(this, 20000);
+               havocbot_goalrating_items(this, 15000, this.origin, 10000);
+               navigation_goalrating_end(this);
 
-               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+               this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
        }
 }
 
-void havocbot_role_ast_setrole(entity bot, float role)
+void havocbot_role_ast_setrole(entity this, float role)
 {
        switch(role)
        {
                case HAVOCBOT_AST_ROLE_DEFENSE:
-                       bot.havocbot_role = havocbot_role_ast_defense;
-                       bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
-                       bot.havocbot_role_timeout = 0;
+                       this.havocbot_role = havocbot_role_ast_defense;
+                       this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
+                       this.havocbot_role_timeout = 0;
                        break;
                case HAVOCBOT_AST_ROLE_OFFENSE:
-                       bot.havocbot_role = havocbot_role_ast_offense;
-                       bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
-                       bot.havocbot_role_timeout = 0;
+                       this.havocbot_role = havocbot_role_ast_offense;
+                       this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
+                       this.havocbot_role_timeout = 0;
                        break;
        }
 }
 
-void havocbot_ast_reset_role(entity bot)
-{SELFPARAM();
-       if(IS_DEAD(self))
+void havocbot_ast_reset_role(entity this)
+{
+       if(IS_DEAD(this))
                return;
 
-       if(bot.team == assault_attacker_team)
-               havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
+       if(this.team == assault_attacker_team)
+               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
        else
-               havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
+               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
 }
 
 // mutator hooks
@@ -634,6 +669,7 @@ MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
 
 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
 {
+    SELFPARAM();
        switch(self.classname)
        {
                case "info_player_team1":