1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
7 float autocvar_g_onslaught_teleport_wait;
8 bool autocvar_g_onslaught_spawn_at_controlpoints;
9 bool autocvar_g_onslaught_spawn_at_generator;
10 float autocvar_g_onslaught_cp_proxydecap;
11 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
12 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
13 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
14 float autocvar_g_onslaught_spawn_at_controlpoints_random;
15 float autocvar_g_onslaught_spawn_at_generator_chance;
16 float autocvar_g_onslaught_spawn_at_generator_random;
17 float autocvar_g_onslaught_cp_buildhealth;
18 float autocvar_g_onslaught_cp_buildtime;
19 float autocvar_g_onslaught_cp_health;
20 float autocvar_g_onslaught_cp_regen;
21 float autocvar_g_onslaught_gen_health;
22 float autocvar_g_onslaught_shield_force = 100;
23 float autocvar_g_onslaught_allow_vehicle_touch;
24 float autocvar_g_onslaught_round_timelimit;
25 float autocvar_g_onslaught_warmup;
26 float autocvar_g_onslaught_teleport_radius;
27 float autocvar_g_onslaught_spawn_choose;
28 float autocvar_g_onslaught_click_radius;
30 void FixSize(entity e);
32 // =======================
33 // CaptureShield Functions
34 // =======================
36 bool ons_CaptureShield_Customize(entity this, entity client)
38 entity e = WaypointSprite_getviewentity(client);
40 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
41 if(SAME_TEAM(this, e)) { return false; }
46 void ons_CaptureShield_Touch(entity this, entity toucher)
48 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
49 if(!IS_PLAYER(toucher)) { return; }
50 if(SAME_TEAM(toucher, this)) { return; }
52 vector mymid = (this.absmin + this.absmax) * 0.5;
53 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
55 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
57 if(IS_REAL_CLIENT(toucher))
59 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
61 if(this.enemy.classname == "onslaught_generator")
62 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
64 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
68 void ons_CaptureShield_Reset(entity this)
70 this.colormap = this.enemy.colormap;
71 this.team = this.enemy.team;
74 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
76 entity shield = new(ons_captureshield);
78 shield.enemy = generator;
79 shield.team = generator.team;
80 shield.colormap = generator.colormap;
81 shield.reset = ons_CaptureShield_Reset;
82 settouch(shield, ons_CaptureShield_Touch);
83 setcefc(shield, ons_CaptureShield_Customize);
84 shield.effects = EF_ADDITIVE;
85 set_movetype(shield, MOVETYPE_NOCLIP);
86 shield.solid = SOLID_TRIGGER;
87 shield.avelocity = '7 0 11';
89 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
91 precache_model(shield.model);
92 setorigin(shield, generator.origin);
93 _setmodel(shield, shield.model);
94 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
102 void setmodel_fixsize(entity e, Model m)
108 void onslaught_updatelinks()
111 // first check if the game has ended
112 LOG_DEBUG("--- updatelinks ---");
113 // mark generators as being shielded and networked
114 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
117 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
119 LOG_DEBUG(etos(l), " (generator) is destroyed");
120 l.islinked = l.iscaptured;
121 l.isshielded = l.iscaptured;
122 l.sprite.SendFlags |= 16;
124 // mark points as shielded and not networked
125 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
130 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
131 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
132 l.sprite.SendFlags |= 16;
134 // flow power outward from the generators through the network
139 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
141 // if both points are captured by the same team, and only one of
142 // them is powered, mark the other one as powered as well
143 if (l.enemy.iscaptured && l.goalentity.iscaptured)
144 if (l.enemy.islinked != l.goalentity.islinked)
145 if(SAME_TEAM(l.enemy, l.goalentity))
147 if (!l.goalentity.islinked)
150 l.goalentity.islinked = true;
151 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
153 else if (!l.enemy.islinked)
156 l.enemy.islinked = true;
157 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
162 // now that we know which points are powered we can mark their neighbors
163 // as unshielded if team differs
164 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
166 if (l.goalentity.islinked)
168 if(DIFF_TEAM(l.goalentity, l.enemy))
170 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
171 l.enemy.isshielded = false;
173 if(l.goalentity.classname == "onslaught_generator")
174 l.enemy.isgenneighbor[l.goalentity.team] = true;
176 l.enemy.iscpneighbor[l.goalentity.team] = true;
178 if (l.enemy.islinked)
180 if(DIFF_TEAM(l.goalentity, l.enemy))
182 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
183 l.goalentity.isshielded = false;
185 if(l.enemy.classname == "onslaught_generator")
186 l.goalentity.isgenneighbor[l.enemy.team] = true;
188 l.goalentity.iscpneighbor[l.enemy.team] = true;
191 // now update the generators
192 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
196 LOG_DEBUG(etos(l), " (generator) is shielded");
197 l.takedamage = DAMAGE_NO;
198 l.bot_attack = false;
202 LOG_DEBUG(etos(l), " (generator) is not shielded");
203 l.takedamage = DAMAGE_AIM;
207 ons_Generator_UpdateSprite(l);
209 // now update the takedamage and alpha variables on control point icons
210 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
214 LOG_DEBUG(etos(l), " (point) is shielded");
217 l.goalentity.takedamage = DAMAGE_NO;
218 l.goalentity.bot_attack = false;
223 LOG_DEBUG(etos(l), " (point) is not shielded");
226 l.goalentity.takedamage = DAMAGE_AIM;
227 l.goalentity.bot_attack = true;
230 ons_ControlPoint_UpdateSprite(l);
232 FOREACH_ENTITY_CLASS("ons_captureshield", true,
234 it.team = it.enemy.team;
235 it.colormap = it.enemy.colormap;
240 // ===================
241 // Main Link Functions
242 // ===================
244 bool ons_Link_Send(entity this, entity to, int sendflags)
246 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
247 WriteByte(MSG_ENTITY, sendflags);
250 WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
251 WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
252 WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
256 WriteCoord(MSG_ENTITY, this.enemy.origin_x);
257 WriteCoord(MSG_ENTITY, this.enemy.origin_y);
258 WriteCoord(MSG_ENTITY, this.enemy.origin_z);
262 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
267 void ons_Link_CheckUpdate(entity this)
269 // TODO check if the two sides have moved (currently they won't move anyway)
270 float cc = 0, cc1 = 0, cc2 = 0;
272 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
273 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
277 if(cc != this.clientcolors)
279 this.clientcolors = cc;
283 this.nextthink = time;
286 void ons_DelayedLinkSetup(entity this)
288 this.goalentity = find(NULL, targetname, this.target);
289 this.enemy = find(NULL, targetname, this.target2);
290 if(!this.goalentity) { objerror(this, "can not find target\n"); }
291 if(!this.enemy) { objerror(this, "can not find target2\n"); }
293 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
295 setthink(this, ons_Link_CheckUpdate);
296 this.nextthink = time;
300 // =============================
301 // Main Control Point Functions
302 // =============================
304 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
306 if(cp.isgenneighbor[teamnumber]) { return 2; }
307 if(cp.iscpneighbor[teamnumber]) { return 1; }
312 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
313 // -2: SAME TEAM, attackable by enemy!
318 // 3: attack it (HIGH PRIO)
319 // 4: touch it (HIGH PRIO)
327 else if(cp.goalentity)
329 // if there's already an icon built, nothing happens
330 if(cp.team == teamnumber)
332 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
333 if(a) // attackable by enemy?
334 return -2; // EMERGENCY!
337 // we know it can be linked, so no need to check
339 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
340 if(a == 2) // near our generator?
341 return 3; // EMERGENCY!
347 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
349 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
351 return 4; // GET THIS ONE NOW!
353 return 2; // TOUCH ME
359 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
361 if(damage <= 0) { return; }
363 if (this.owner.isshielded)
365 // this is protected by a shield, so ignore the damage
366 if (time > this.pain_finished)
367 if (IS_PLAYER(attacker))
369 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
370 this.pain_finished = time + 1;
371 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
377 if(IS_PLAYER(attacker))
378 if(time - ons_notification_time[this.team] > 10)
380 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
381 ons_notification_time[this.team] = time;
384 this.health = this.health - damage;
385 if(this.owner.iscaptured)
386 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
388 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
389 this.pain_finished = time + 1;
390 // particles on every hit
391 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
394 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
396 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
400 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
401 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
402 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
404 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
405 PlayerScore_Add(attacker, SP_SCORE, 10);
407 this.owner.goalentity = NULL;
408 this.owner.islinked = false;
409 this.owner.iscaptured = false;
411 this.owner.colormap = 1024;
413 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
415 onslaught_updatelinks();
417 // Use targets now (somebody make sure this is in the right place..)
418 SUB_UseTargets(this.owner, this, NULL);
420 this.owner.waslinked = this.owner.islinked;
421 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
422 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
423 //setsize(this, '-32 -32 0', '32 32 8');
428 this.SendFlags |= CPSF_STATUS;
431 void ons_ControlPoint_Icon_Think(entity this)
433 this.nextthink = time + ONS_CP_THINKRATE;
435 if(autocvar_g_onslaught_cp_proxydecap)
437 int _enemy_count = 0;
438 int _friendly_count = 0;
440 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
441 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
443 if(SAME_TEAM(it, this))
450 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
451 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
453 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
454 this.SendFlags |= CPSF_STATUS;
457 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, this.origin, '0 0 0');
462 if (time > this.pain_finished + 5)
464 if(this.health < this.max_health)
466 this.health = this.health + this.count;
467 if (this.health >= this.max_health)
468 this.health = this.max_health;
469 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
473 if(this.owner.islinked != this.owner.waslinked)
475 // unteam the spawnpoint if needed
476 int t = this.owner.team;
477 if(!this.owner.islinked)
480 SUB_UseTargets(this.owner, this, NULL);
484 this.owner.waslinked = this.owner.islinked;
488 if(random() < 0.6 - this.health / this.max_health)
490 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
493 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
494 else if (random() > 0.5)
495 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
499 void ons_ControlPoint_Icon_BuildThink(entity this)
503 this.nextthink = time + ONS_CP_THINKRATE;
505 // only do this if there is power
506 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
510 this.health = this.health + this.count;
512 this.SendFlags |= CPSF_STATUS;
514 if (this.health >= this.max_health)
516 this.health = this.max_health;
517 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
518 setthink(this, ons_ControlPoint_Icon_Think);
519 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
520 this.owner.iscaptured = true;
521 this.solid = SOLID_BBOX;
523 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
525 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
526 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
528 if(IS_PLAYER(this.owner.ons_toucher))
530 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
531 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);
532 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
533 PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
534 PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
537 this.owner.ons_toucher = NULL;
539 onslaught_updatelinks();
541 // Use targets now (somebody make sure this is in the right place..)
542 SUB_UseTargets(this.owner, this, NULL);
544 this.SendFlags |= CPSF_SETUP;
546 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
547 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
549 if(random() < 0.9 - this.health / this.max_health)
550 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
553 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
555 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
557 entity e = new(onslaught_controlpoint_icon);
559 setsize(e, CPICON_MIN, CPICON_MAX);
560 setorigin(e, cp.origin + CPICON_OFFSET);
563 e.max_health = autocvar_g_onslaught_cp_health;
564 e.health = autocvar_g_onslaught_cp_buildhealth;
566 e.takedamage = DAMAGE_AIM;
568 e.event_damage = ons_ControlPoint_Icon_Damage;
569 e.team = player.team;
570 e.colormap = 1024 + (e.team - 1) * 17;
571 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
573 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
577 cp.colormap = e.colormap;
579 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
581 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
582 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
583 cp.sprite.SendFlags |= 16;
585 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
588 entity ons_ControlPoint_Waypoint(entity e)
592 int a = ons_ControlPoint_Attackable(e, e.team);
594 if(a == -2) { return WP_OnsCPDefend; } // defend now
595 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
596 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
604 void ons_ControlPoint_UpdateSprite(entity e)
606 entity s1 = ons_ControlPoint_Waypoint(e);
607 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
610 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));
612 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
614 if(e.iscaptured) // don't mess up build bars!
618 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
622 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
623 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
629 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
631 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
636 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
638 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
640 WaypointSprite_Ping(e.sprite);
642 e.lastteam = e.team + 2;
644 e.lastcaptured = e.iscaptured;
648 void ons_ControlPoint_Touch(entity this, entity toucher)
652 if(IS_VEHICLE(toucher) && toucher.owner)
653 if(autocvar_g_onslaught_allow_vehicle_touch)
654 toucher = toucher.owner;
658 if(!IS_PLAYER(toucher)) { return; }
659 if(STAT(FROZEN, toucher)) { return; }
660 if(IS_DEAD(toucher)) { return; }
662 if ( SAME_TEAM(this,toucher) )
663 if ( this.iscaptured )
665 if(time <= toucher.teleport_antispam)
666 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
668 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
671 attackable = ons_ControlPoint_Attackable(this, toucher.team);
672 if(attackable != 2 && attackable != 4)
674 // we've verified that this player has a legitimate claim to this point,
675 // so start building the captured point icon (which only captures this
676 // point if it successfully builds without being destroyed first)
677 ons_ControlPoint_Icon_Spawn(this, toucher);
679 this.ons_toucher = toucher;
681 onslaught_updatelinks();
684 void ons_ControlPoint_Think(entity this)
686 this.nextthink = time + ONS_CP_THINKRATE;
687 CSQCMODEL_AUTOUPDATE(this);
690 void ons_ControlPoint_Reset(entity this)
693 delete(this.goalentity);
695 this.goalentity = NULL;
697 this.colormap = 1024;
698 this.iscaptured = false;
699 this.islinked = false;
700 this.isshielded = true;
701 setthink(this, ons_ControlPoint_Think);
702 this.ons_toucher = NULL;
703 this.nextthink = time + ONS_CP_THINKRATE;
704 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
706 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
707 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
709 onslaught_updatelinks();
711 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
713 CSQCMODEL_AUTOUPDATE(this);
716 void ons_DelayedControlPoint_Setup(entity this)
718 onslaught_updatelinks();
720 // captureshield setup
721 ons_CaptureShield_Spawn(this, false);
723 CSQCMODEL_AUTOINIT(this);
726 void ons_ControlPoint_Setup(entity cp)
729 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
730 ons_worldcplist = cp;
732 cp.netname = "Control point";
734 cp.solid = SOLID_BBOX;
735 set_movetype(cp, MOVETYPE_NONE);
736 settouch(cp, ons_ControlPoint_Touch);
737 setthink(cp, ons_ControlPoint_Think);
738 cp.nextthink = time + ONS_CP_THINKRATE;
739 cp.reset = ons_ControlPoint_Reset;
741 cp.iscaptured = false;
743 cp.isshielded = true;
745 if(cp.message == "") { cp.message = "a"; }
748 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
750 // control point placement
751 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
754 set_movetype(cp, MOVETYPE_NONE);
756 else // drop to floor, automatically find a platform and set that as spawn origin
758 setorigin(cp, cp.origin + '0 0 20');
761 set_movetype(cp, MOVETYPE_TOSS);
765 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
766 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
768 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
772 // =========================
773 // Main Generator Functions
774 // =========================
776 entity ons_Generator_Waypoint(entity e)
779 return WP_OnsGenShielded;
783 void ons_Generator_UpdateSprite(entity e)
785 entity s1 = ons_Generator_Waypoint(e);
786 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
788 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
790 e.lastteam = e.team + 2;
791 e.lastshielded = e.isshielded;
795 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
797 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
802 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
804 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
806 WaypointSprite_Ping(e.sprite);
810 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
812 if(damage <= 0) { return; }
813 if(warmup_stage || gameover) { return; }
814 if(!round_handler_IsRoundStarted()) { return; }
816 if (attacker != this)
820 // this is protected by a shield, so ignore the damage
821 if (time > this.pain_finished)
822 if (IS_PLAYER(attacker))
824 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
825 attacker.typehitsound += 1;
826 this.pain_finished = time + 1;
830 if (time > this.pain_finished)
832 this.pain_finished = time + 10;
833 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
834 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
837 this.health = this.health - damage;
838 WaypointSprite_UpdateHealth(this.sprite, this.health);
839 // choose an animation frame based on health
840 this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
841 // see if the generator is still functional, or dying
844 this.lasthealth = this.health;
848 if (attacker == this)
849 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
852 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
853 PlayerScore_Add(attacker, SP_SCORE, 100);
855 this.iscaptured = false;
856 this.islinked = false;
857 this.isshielded = false;
858 this.takedamage = DAMAGE_NO; // can't be hurt anymore
859 this.event_damage = func_null; // won't do anything if hurt
860 this.count = 0; // reset counter
861 setthink(this, func_null);
863 //this.think(); // do the first explosion now
865 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
866 WaypointSprite_Ping(this.sprite);
867 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
869 onslaught_updatelinks();
872 // Throw some flaming gibs on damage, more damage = more chance for gib
873 if(random() < damage/220)
875 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
879 // particles on every hit
880 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
884 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
886 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
889 this.SendFlags |= GSF_STATUS;
892 void ons_GeneratorThink(entity this)
894 this.nextthink = time + GEN_THINKRATE;
897 if(!this.isshielded && this.wait < time)
899 this.wait = time + 5;
900 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
901 if(SAME_TEAM(it, this))
903 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
904 soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
907 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
913 void ons_GeneratorReset(entity this)
915 this.team = this.team_saved;
916 this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
917 this.takedamage = DAMAGE_AIM;
918 this.bot_attack = true;
919 this.iscaptured = true;
920 this.islinked = true;
921 this.isshielded = true;
922 this.event_damage = ons_GeneratorDamage;
923 setthink(this, ons_GeneratorThink);
924 this.nextthink = time + GEN_THINKRATE;
926 Net_LinkEntity(this, false, 0, generator_send);
928 this.SendFlags = GSF_SETUP; // just incase
929 this.SendFlags |= GSF_STATUS;
931 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
932 WaypointSprite_UpdateHealth(this.sprite, this.health);
933 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
935 onslaught_updatelinks();
938 void ons_DelayedGeneratorSetup(entity this)
941 waypoint_spawnforitem_force(this, this.origin);
942 this.nearestwaypointtimeout = 0; // activate waypointing again
943 this.bot_basewaypoint = this.nearestwaypoint;
945 // captureshield setup
946 ons_CaptureShield_Spawn(this, true);
948 onslaught_updatelinks();
950 Net_LinkEntity(this, false, 0, generator_send);
954 void onslaught_generator_touch(entity this, entity toucher)
956 if ( IS_PLAYER(toucher) )
957 if ( SAME_TEAM(this,toucher) )
958 if ( this.iscaptured )
960 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
964 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
967 int teamnumber = gen.team;
970 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
971 ons_worldgeneratorlist = gen;
973 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
974 gen.classname = "onslaught_generator";
975 gen.solid = SOLID_BBOX;
976 gen.team_saved = teamnumber;
977 set_movetype(gen, MOVETYPE_NONE);
978 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
979 gen.takedamage = DAMAGE_AIM;
980 gen.bot_attack = true;
981 gen.event_damage = ons_GeneratorDamage;
982 gen.reset = ons_GeneratorReset;
983 setthink(gen, ons_GeneratorThink);
984 gen.nextthink = time + GEN_THINKRATE;
985 gen.iscaptured = true;
987 gen.isshielded = true;
988 settouch(gen, onslaught_generator_touch);
991 // model handled by CSQC
992 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
993 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
994 gen.colormap = 1024 + (teamnumber - 1) * 17;
996 // generator placement
1000 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1001 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1002 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1003 WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1005 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1013 int total_generators;
1014 void Onslaught_count_generators()
1017 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1018 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1021 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1022 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1023 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1024 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1028 int Onslaught_GetWinnerTeam()
1030 int winner_team = 0;
1032 winner_team = NUM_TEAM_1;
1035 if(winner_team) return 0;
1036 winner_team = NUM_TEAM_2;
1040 if(winner_team) return 0;
1041 winner_team = NUM_TEAM_3;
1045 if(winner_team) return 0;
1046 winner_team = NUM_TEAM_4;
1050 return -1; // no generators left?
1053 void nades_Clear(entity e);
1055 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1056 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1057 bool Onslaught_CheckWinner()
1059 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1061 ons_stalemate = true;
1063 if (!wpforenemy_announced)
1065 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1066 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1068 wpforenemy_announced = true;
1071 entity tmp_entity; // temporary entity
1073 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1075 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1076 // control points reduce the overtime duration.
1079 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1081 if(DIFF_TEAM(e, tmp_entity))
1086 if(autocvar_g_campaign && autocvar__campaign_testrun)
1087 d = d * tmp_entity.max_health;
1089 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1091 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1093 tmp_entity.sprite.SendFlags |= 16;
1095 tmp_entity.ons_overtime_damagedelay = time + 1;
1098 else { wpforenemy_announced = false; ons_stalemate = false; }
1100 Onslaught_count_generators();
1102 if(ONS_OWNED_GENERATORS_OK())
1105 int winner_team = Onslaught_GetWinnerTeam();
1109 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1110 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1111 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1113 else if(winner_team == -1)
1115 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1116 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1119 ons_stalemate = false;
1121 play2all(SND(CTF_CAPTURE(winner_team)));
1123 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1125 FOREACH_CLIENT(IS_PLAYER(it), {
1126 STAT(ROUNDLOST, it) = true;
1127 it.player_blocked = true;
1135 bool Onslaught_CheckPlayers()
1140 void Onslaught_RoundStart()
1143 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1145 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1146 tmp_entity.sprite.SendFlags |= 16;
1148 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1149 tmp_entity.sprite.SendFlags |= 16;
1157 // NOTE: LEGACY CODE, needs to be re-written!
1159 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1161 bool needarmor = false, needweapons = false;
1163 // Needs armor/health?
1169 FOREACH(Weapons, it != WEP_Null, {
1170 if(this.weapons & (it.m_wepset))
1178 if(!needweapons && !needarmor)
1181 LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons));
1182 LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor));
1184 // See what is around
1185 IL_EACH(g_items, it.bot_pickup,
1187 // gather health and armor only
1189 if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
1190 if (vdist(it.origin - org, <, sradius))
1192 int t = it.bot_pickupevalfunc(this, it);
1194 navigation_routerating(this, it, t * ratingscale, 500);
1199 void havocbot_role_ons_setrole(entity this, int role)
1201 LOG_DEBUG(this.netname," switched to ");
1204 case HAVOCBOT_ONS_ROLE_DEFENSE:
1205 LOG_DEBUG("defense");
1206 this.havocbot_role = havocbot_role_ons_defense;
1207 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1208 this.havocbot_role_timeout = 0;
1210 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1211 LOG_DEBUG("assistant");
1212 this.havocbot_role = havocbot_role_ons_assistant;
1213 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1214 this.havocbot_role_timeout = 0;
1216 case HAVOCBOT_ONS_ROLE_OFFENSE:
1217 LOG_DEBUG("offense");
1218 this.havocbot_role = havocbot_role_ons_offense;
1219 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1220 this.havocbot_role_timeout = 0;
1226 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1228 entity cp, cp1, cp2, best, wp;
1229 float radius, bestvalue;
1233 // Filter control points
1234 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1237 cp2.wpconsidered = false;
1242 // Ignore owned controlpoints
1243 if(!(cp2.isgenneighbor[this.team] || cp2.iscpneighbor[this.team]))
1246 // Count team mates interested in this control point
1247 // (easier and cleaner than keeping counters per cp and teams)
1248 FOREACH_CLIENT(IS_PLAYER(it), {
1249 if(SAME_TEAM(it, this))
1250 if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1251 if(it.havocbot_ons_target == cp2)
1255 // NOTE: probably decrease the cost of attackable control points
1257 cp2.wpconsidered = true;
1260 // We'll consider only the best case
1261 bestvalue = 99999999999;
1263 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1265 if (!cp1.wpconsidered)
1268 if(cp1.wpcost<bestvalue)
1270 bestvalue = cp1.wpcost;
1272 this.havocbot_ons_target = cp1;
1279 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1283 // Should be attacked
1284 // Rate waypoints near it
1287 bestvalue = 99999999999;
1288 for(radius=0; radius<1000 && !found; radius+=500)
1290 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1292 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1293 if(wp.classname=="waypoint")
1294 if(checkpvs(wp.origin,cp))
1297 if(wp.cnt<bestvalue)
1308 navigation_routerating(this, best, ratingscale, 10000);
1311 this.havocbot_attack_time = 0;
1312 if(checkpvs(this.view_ofs,cp))
1313 if(checkpvs(this.view_ofs,best))
1314 this.havocbot_attack_time = time + 2;
1318 navigation_routerating(this, cp, ratingscale, 10000);
1320 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1324 // Should be touched
1325 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1328 // Look for auto generated waypoint
1329 if (!bot_waypoints_for_items)
1330 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1332 if(wp.classname=="waypoint")
1334 navigation_routerating(this, wp, ratingscale, 10000);
1339 // Nothing found, rate the controlpoint itself
1341 navigation_routerating(this, cp, ratingscale, 10000);
1345 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1347 entity g, wp, bestwp;
1351 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1353 if(SAME_TEAM(g, this) || g.isshielded)
1356 // Should be attacked
1357 // Rate waypoints near it
1362 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1364 if(wp.classname=="waypoint")
1365 if(checkpvs(wp.origin,g))
1378 LOG_DEBUG("waypoints found around generator");
1379 navigation_routerating(this, bestwp, ratingscale, 10000);
1382 this.havocbot_attack_time = 0;
1383 if(checkpvs(this.view_ofs,g))
1384 if(checkpvs(this.view_ofs,bestwp))
1385 this.havocbot_attack_time = time + 5;
1391 LOG_DEBUG("generator found without waypoints around");
1392 // if there aren't waypoints near the generator go straight to it
1393 navigation_routerating(this, g, ratingscale, 10000);
1394 this.havocbot_attack_time = 0;
1401 void havocbot_role_ons_offense(entity this)
1405 this.havocbot_attack_time = 0;
1406 havocbot_ons_reset_role(this);
1410 // Set the role timeout if necessary
1411 if (!this.havocbot_role_timeout)
1412 this.havocbot_role_timeout = time + 120;
1414 if (time > this.havocbot_role_timeout)
1416 havocbot_ons_reset_role(this);
1420 if(this.havocbot_attack_time>time)
1423 if (this.bot_strategytime < time)
1425 navigation_goalrating_start(this);
1426 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1427 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1428 havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1429 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1430 navigation_goalrating_end(this);
1432 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1436 void havocbot_role_ons_assistant(entity this)
1438 havocbot_ons_reset_role(this);
1441 void havocbot_role_ons_defense(entity this)
1443 havocbot_ons_reset_role(this);
1446 void havocbot_ons_reset_role(entity this)
1451 this.havocbot_ons_target = NULL;
1453 // TODO: Defend control points or generator if necessary
1455 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1460 * Find control point or generator owned by the same team self which is nearest to pos
1461 * if max_dist is positive, only control points within this range will be considered
1463 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1465 entity closest_target = NULL;
1466 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1468 if(SAME_TEAM(it, this))
1470 if(max_dist <= 0 || vdist(it.origin - pos, <=, max_dist))
1471 if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1472 closest_target = it;
1474 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1476 if(SAME_TEAM(it, this))
1477 if(max_dist <= 0 || vdist(it.origin - pos, <, max_dist))
1478 if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1479 closest_target = it;
1482 return closest_target;
1486 * Find control point or generator owned by the same team self which is nearest to pos
1487 * if max_dist is positive, only control points within this range will be considered
1488 * This function only check distances on the XY plane, disregarding Z
1490 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1492 entity closest_target = NULL;
1494 float smallest_distance = 0, distance;
1496 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1498 delta = it.origin - pos;
1500 distance = vlen(delta);
1502 if(SAME_TEAM(it, this))
1504 if(max_dist <= 0 || distance <= max_dist)
1505 if(closest_target == NULL || distance <= smallest_distance )
1507 closest_target = it;
1508 smallest_distance = distance;
1511 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1513 delta = it.origin - pos;
1515 distance = vlen(delta);
1517 if(SAME_TEAM(it, this))
1518 if(max_dist <= 0 || distance <= max_dist)
1519 if(closest_target == NULL || distance <= smallest_distance )
1521 closest_target = it;
1522 smallest_distance = distance;
1526 return closest_target;
1529 * find the number of control points and generators in the same team as this
1531 int ons_Count_SelfControlPoints(entity this)
1534 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1536 if(SAME_TEAM(it, this))
1540 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1542 if(SAME_TEAM(it, this))
1549 * Teleport player to a random position near tele_target
1550 * if tele_effects is true, teleport sound+particles are created
1551 * return false on failure
1553 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1561 // narrow the range for each iteration to increase chances that a spawnpoint
1562 // can be found even if there's little room around the control point
1563 float iteration_scale = 1;
1564 for(i = 0; i < 16; ++i)
1566 iteration_scale -= i / 16;
1567 theta = random() * 2 * M_PI;
1571 loc *= random() * range * iteration_scale;
1573 loc += tele_target.origin + '0 0 128' * iteration_scale;
1575 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1576 if(trace_fraction == 1.0 && !trace_startsolid)
1578 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1579 if(trace_fraction == 1.0 && !trace_startsolid)
1583 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1584 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1586 setorigin(player, loc);
1587 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1588 makevectors(player.angles);
1589 player.fixangle = true;
1590 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1593 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1606 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1608 FOREACH_CLIENT(IS_PLAYER(it), {
1609 STAT(ROUNDLOST, it) = false;
1610 it.ons_deathloc = '0 0 0';
1611 PutClientInServer(it);
1616 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1618 entity player = M_ARGV(0, entity);
1620 player.ons_deathloc = '0 0 0';
1623 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1625 entity player = M_ARGV(0, entity);
1627 player.ons_deathloc = '0 0 0';
1630 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1632 entity player = M_ARGV(0, entity);
1634 if(!round_handler_IsRoundStarted())
1636 player.player_blocked = true;
1641 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1643 l.sprite.SendFlags |= 16;
1645 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1647 l.sprite.SendFlags |= 16;
1650 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1652 if ( autocvar_g_onslaught_spawn_choose )
1653 if ( player.ons_spawn_by )
1654 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1656 player.ons_spawn_by = NULL;
1660 if(autocvar_g_onslaught_spawn_at_controlpoints)
1661 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1663 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1664 entity tmp_entity, closest_target = NULL;
1665 vector spawn_loc = player.ons_deathloc;
1667 // new joining player or round reset, don't bother checking
1668 if(spawn_loc == '0 0 0') { return false; }
1670 if(random_target) { RandomSelection_Init(); }
1672 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1674 if(SAME_TEAM(tmp_entity, player))
1676 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1677 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1678 closest_target = tmp_entity;
1681 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1687 float iteration_scale = 1;
1688 for(i = 0; i < 10; ++i)
1690 iteration_scale -= i / 10;
1691 loc = closest_target.origin + '0 0 96' * iteration_scale;
1692 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1693 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1694 if(trace_fraction == 1.0 && !trace_startsolid)
1696 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1697 if(trace_fraction == 1.0 && !trace_startsolid)
1699 setorigin(player, loc);
1700 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1708 if(autocvar_g_onslaught_spawn_at_generator)
1709 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1711 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1712 entity tmp_entity, closest_target = NULL;
1713 vector spawn_loc = player.ons_deathloc;
1715 // new joining player or round reset, don't bother checking
1716 if(spawn_loc == '0 0 0') { return false; }
1718 if(random_target) { RandomSelection_Init(); }
1720 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1723 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1726 if(SAME_TEAM(tmp_entity, player))
1727 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1728 closest_target = tmp_entity;
1732 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1738 float iteration_scale = 1;
1739 for(i = 0; i < 10; ++i)
1741 iteration_scale -= i / 10;
1742 loc = closest_target.origin + '0 0 128' * iteration_scale;
1743 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1744 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1745 if(trace_fraction == 1.0 && !trace_startsolid)
1747 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1748 if(trace_fraction == 1.0 && !trace_startsolid)
1750 setorigin(player, loc);
1751 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1762 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1764 entity frag_target = M_ARGV(2, entity);
1766 frag_target.ons_deathloc = frag_target.origin;
1768 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1770 l.sprite.SendFlags |= 16;
1772 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1774 l.sprite.SendFlags |= 16;
1777 if ( autocvar_g_onslaught_spawn_choose )
1778 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1779 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1784 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1786 entity mon = M_ARGV(0, entity);
1788 entity e = find(NULL, targetname, mon.target);
1793 void ons_MonsterSpawn_Delayed(entity this)
1795 entity own = this.owner;
1797 if(!own) { delete(this); return; }
1801 entity e = find(NULL, target, own.targetname);
1806 own.use(own, e, NULL);
1813 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1815 entity mon = M_ARGV(0, entity);
1819 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1822 void ons_TurretSpawn_Delayed(entity this)
1824 entity own = this.owner;
1826 if(!own) { delete(this); return; }
1830 entity e = find(NULL, target, own.targetname);
1834 own.active = ACTIVE_NOT;
1836 own.use(own, e, NULL);
1843 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1845 entity turret = M_ARGV(0, entity);
1849 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1854 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1856 entity bot = M_ARGV(0, entity);
1858 havocbot_ons_reset_role(bot);
1862 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
1864 // onslaught is special
1865 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1867 switch(tmp_entity.team)
1869 case NUM_TEAM_1: c1 = 0; break;
1870 case NUM_TEAM_2: c2 = 0; break;
1871 case NUM_TEAM_3: c3 = 0; break;
1872 case NUM_TEAM_4: c4 = 0; break;
1879 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1881 entity spectatee = M_ARGV(0, entity);
1882 entity client = M_ARGV(1, entity);
1884 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1887 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1889 if(MUTATOR_RETURNVALUE) // command was already handled?
1892 entity player = M_ARGV(0, entity);
1893 string cmd_name = M_ARGV(1, string);
1894 int cmd_argc = M_ARGV(2, int);
1896 if ( cmd_name == "ons_spawn" )
1898 vector pos = player.origin;
1900 pos_x = stof(argv(1));
1902 pos_y = stof(argv(2));
1904 pos_z = stof(argv(3));
1906 if ( IS_PLAYER(player) )
1908 if ( !STAT(FROZEN, player) )
1910 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1912 if ( !source_point && player.health > 0 )
1914 sprint(player, "\nYou need to be next to a control point\n");
1919 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1921 if ( closest_target == NULL )
1923 sprint(player, "\nNo control point found\n");
1927 if ( player.health <= 0 )
1929 player.ons_spawn_by = closest_target;
1930 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1934 if ( source_point == closest_target )
1936 sprint(player, "\nTeleporting to the same point\n");
1940 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1941 sprint(player, "\nUnable to teleport there\n");
1947 sprint(player, "\nNo teleportation for you\n");
1955 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1957 if(MUTATOR_RETURNVALUE || gameover) { return false; }
1959 entity player = M_ARGV(0, entity);
1961 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
1963 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1966 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
1972 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
1974 entity frag_victim = M_ARGV(0, entity);
1976 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
1977 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
1980 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
1982 entity wp = M_ARGV(0, entity);
1983 entity to = M_ARGV(1, entity);
1984 int sf = M_ARGV(2, int);
1985 int wp_flag = M_ARGV(3, int);
1989 if(wp.owner.classname == "onslaught_controlpoint")
1991 entity wp_owner = wp.owner;
1992 entity e = WaypointSprite_getviewentity(to);
1993 if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
1994 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
1996 if(wp.owner.classname == "onslaught_generator")
1998 entity wp_owner = wp.owner;
1999 if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2000 if(wp_owner.health <= 0) { wp_flag |= 2; }
2004 M_ARGV(3, int) = wp_flag;
2007 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2009 entity turret_target = M_ARGV(1, entity);
2011 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2013 M_ARGV(3, float) = -3;
2020 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2022 entity turret = M_ARGV(0, entity);
2024 // ONS uses somewhat backwards linking.
2027 entity e = find(NULL, targetname, turret.target);
2029 turret.team = e.team;
2032 if(turret.team != turret.tur_head.team)
2033 turret_respawn(turret);
2041 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2042 Link between control points.
2044 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.
2047 "target" - first control point.
2048 "target2" - second control point.
2050 spawnfunc(onslaught_link)
2052 if(!g_onslaught) { delete(this); return; }
2054 if (this.target == "" || this.target2 == "")
2055 objerror(this, "target and target2 must be set\n");
2057 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2058 ons_worldlinklist = this;
2060 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2061 Net_LinkEntity(this, false, 0, ons_Link_Send);
2064 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2065 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2067 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2070 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2071 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2072 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2075 spawnfunc(onslaught_controlpoint)
2077 if(!g_onslaught) { delete(this); return; }
2079 ons_ControlPoint_Setup(this);
2082 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2085 spawnfunc_onslaught_link entities can target this.
2088 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2089 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2091 spawnfunc(onslaught_generator)
2093 if(!g_onslaught) { delete(this); return; }
2094 if(!this.team) { objerror(this, "team must be set"); }
2096 ons_GeneratorSetup(this);
2100 void ons_ScoreRules()
2102 CheckAllowedTeams(NULL);
2104 if(c1 >= 0) teams |= BIT(0);
2105 if(c2 >= 0) teams |= BIT(1);
2106 if(c3 >= 0) teams |= BIT(2);
2107 if(c4 >= 0) teams |= BIT(3);
2108 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
2109 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2110 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2111 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2112 ScoreRules_basics_end();
2115 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2119 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2120 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2123 void ons_Initialize()
2126 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2128 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);