2 #include "../controlpoint.qh"
3 #include "../generator.qh"
5 float autocvar_g_onslaught_debug;
6 float autocvar_g_onslaught_teleport_wait;
7 bool autocvar_g_onslaught_spawn_at_controlpoints;
8 bool autocvar_g_onslaught_spawn_at_generator;
9 float autocvar_g_onslaught_cp_proxydecap;
10 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
11 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
12 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
13 float autocvar_g_onslaught_spawn_at_controlpoints_random;
14 float autocvar_g_onslaught_spawn_at_generator_chance;
15 float autocvar_g_onslaught_spawn_at_generator_random;
16 float autocvar_g_onslaught_cp_buildhealth;
17 float autocvar_g_onslaught_cp_buildtime;
18 float autocvar_g_onslaught_cp_health;
19 float autocvar_g_onslaught_cp_regen;
20 float autocvar_g_onslaught_gen_health;
21 float autocvar_g_onslaught_shield_force = 100;
22 float autocvar_g_onslaught_allow_vehicle_touch;
23 float autocvar_g_onslaught_round_timelimit;
24 float autocvar_g_onslaught_point_limit;
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()
38 entity e = WaypointSprite_getviewentity(other);
40 if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
41 if(SAME_TEAM(self, e)) { return false; }
46 void ons_CaptureShield_Touch()
48 if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
49 if(!IS_PLAYER(other)) { return; }
50 if(SAME_TEAM(other, self)) { return; }
52 vector mymid = (self.absmin + self.absmax) * 0.5;
53 vector othermid = (other.absmin + other.absmax) * 0.5;
55 Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
57 if(IS_REAL_CLIENT(other))
59 play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
61 if(self.enemy.classname == "onslaught_generator")
62 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
64 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
68 void ons_CaptureShield_Reset()
70 self.colormap = self.enemy.colormap;
71 self.team = self.enemy.team;
74 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
76 entity shield = spawn();
78 shield.enemy = generator;
79 shield.team = generator.team;
80 shield.colormap = generator.colormap;
81 shield.reset = ons_CaptureShield_Reset;
82 shield.touch = ons_CaptureShield_Touch;
83 shield.customizeentityforclient = ons_CaptureShield_Customize;
84 shield.classname = "ons_captureshield";
85 shield.effects = EF_ADDITIVE;
86 shield.movetype = MOVETYPE_NOCLIP;
87 shield.solid = SOLID_TRIGGER;
88 shield.avelocity = '7 0 11';
90 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
92 precache_model(shield.model);
93 setorigin(shield, generator.origin);
94 _setmodel(shield, shield.model);
95 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
103 void ons_debug(string input)
105 switch(autocvar_g_onslaught_debug)
107 case 1: LOG_TRACE(input); break;
108 case 2: LOG_INFO(input); break;
112 void setmodel_fixsize(entity e, Model m)
118 void onslaught_updatelinks()
121 // first check if the game has ended
122 ons_debug("--- updatelinks ---\n");
123 // mark generators as being shielded and networked
124 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
127 ons_debug(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
129 ons_debug(strcat(etos(l), " (generator) is destroyed\n"));
130 l.islinked = l.iscaptured;
131 l.isshielded = l.iscaptured;
132 l.sprite.SendFlags |= 16;
134 // mark points as shielded and not networked
135 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
140 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
141 ons_debug(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
142 l.sprite.SendFlags |= 16;
144 // flow power outward from the generators through the network
149 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
151 // if both points are captured by the same team, and only one of
152 // them is powered, mark the other one as powered as well
153 if (l.enemy.iscaptured && l.goalentity.iscaptured)
154 if (l.enemy.islinked != l.goalentity.islinked)
155 if(SAME_TEAM(l.enemy, l.goalentity))
157 if (!l.goalentity.islinked)
160 l.goalentity.islinked = true;
161 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
163 else if (!l.enemy.islinked)
166 l.enemy.islinked = true;
167 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
172 // now that we know which points are powered we can mark their neighbors
173 // as unshielded if team differs
174 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
176 if (l.goalentity.islinked)
178 if(DIFF_TEAM(l.goalentity, l.enemy))
180 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
181 l.enemy.isshielded = false;
183 if(l.goalentity.classname == "onslaught_generator")
184 l.enemy.isgenneighbor[l.goalentity.team] = true;
186 l.enemy.iscpneighbor[l.goalentity.team] = true;
188 if (l.enemy.islinked)
190 if(DIFF_TEAM(l.goalentity, l.enemy))
192 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
193 l.goalentity.isshielded = false;
195 if(l.enemy.classname == "onslaught_generator")
196 l.goalentity.isgenneighbor[l.enemy.team] = true;
198 l.goalentity.iscpneighbor[l.enemy.team] = true;
201 // now update the generators
202 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
206 ons_debug(strcat(etos(l), " (generator) is shielded\n"));
207 l.takedamage = DAMAGE_NO;
208 l.bot_attack = false;
212 ons_debug(strcat(etos(l), " (generator) is not shielded\n"));
213 l.takedamage = DAMAGE_AIM;
217 ons_Generator_UpdateSprite(l);
219 // now update the takedamage and alpha variables on control point icons
220 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
224 ons_debug(strcat(etos(l), " (point) is shielded\n"));
227 l.goalentity.takedamage = DAMAGE_NO;
228 l.goalentity.bot_attack = false;
233 ons_debug(strcat(etos(l), " (point) is not shielded\n"));
236 l.goalentity.takedamage = DAMAGE_AIM;
237 l.goalentity.bot_attack = true;
240 ons_ControlPoint_UpdateSprite(l);
242 l = findchain(classname, "ons_captureshield");
245 l.team = l.enemy.team;
246 l.colormap = l.enemy.colormap;
252 // ===================
253 // Main Link Functions
254 // ===================
256 bool ons_Link_Send(entity this, entity to, int sendflags)
258 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
259 WriteByte(MSG_ENTITY, sendflags);
262 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
263 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
264 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
268 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
269 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
270 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
274 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
279 void ons_Link_CheckUpdate()
281 // TODO check if the two sides have moved (currently they won't move anyway)
282 float cc = 0, cc1 = 0, cc2 = 0;
284 if(self.goalentity.islinked || self.goalentity.iscaptured) { cc1 = (self.goalentity.team - 1) * 0x01; }
285 if(self.enemy.islinked || self.enemy.iscaptured) { cc2 = (self.enemy.team - 1) * 0x10; }
289 if(cc != self.clientcolors)
291 self.clientcolors = cc;
295 self.nextthink = time;
298 void ons_DelayedLinkSetup()
300 self.goalentity = find(world, targetname, self.target);
301 self.enemy = find(world, targetname, self.target2);
302 if(!self.goalentity) { objerror("can not find target\n"); }
303 if(!self.enemy) { objerror("can not find target2\n"); }
305 ons_debug(strcat(etos(self.goalentity), " linked with ", etos(self.enemy), "\n"));
307 self.think = ons_Link_CheckUpdate;
308 self.nextthink = time;
312 // =============================
313 // Main Control Point Functions
314 // =============================
316 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
318 if(cp.isgenneighbor[teamnumber]) { return 2; }
319 if(cp.iscpneighbor[teamnumber]) { return 1; }
324 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
325 // -2: SAME TEAM, attackable by enemy!
330 // 3: attack it (HIGH PRIO)
331 // 4: touch it (HIGH PRIO)
339 else if(cp.goalentity)
341 // if there's already an icon built, nothing happens
342 if(cp.team == teamnumber)
344 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
345 if(a) // attackable by enemy?
346 return -2; // EMERGENCY!
349 // we know it can be linked, so no need to check
351 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
352 if(a == 2) // near our generator?
353 return 3; // EMERGENCY!
359 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
361 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
363 return 4; // GET THIS ONE NOW!
365 return 2; // TOUCH ME
371 void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
373 if(damage <= 0) { return; }
375 if (self.owner.isshielded)
377 // this is protected by a shield, so ignore the damage
378 if (time > self.pain_finished)
379 if (IS_PLAYER(attacker))
381 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
382 self.pain_finished = time + 1;
383 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
389 if(IS_PLAYER(attacker))
390 if(time - ons_notification_time[self.team] > 10)
392 play2team(self.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
393 ons_notification_time[self.team] = time;
396 self.health = self.health - damage;
397 if(self.owner.iscaptured)
398 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
400 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / ONS_CP_THINKRATE));
401 self.pain_finished = time + 1;
402 // particles on every hit
403 pointparticles(particleeffectnum(EFFECT_SPARKS), hitloc, force*-1, 1);
406 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
408 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
412 sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
413 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, '0 0 0', 1);
414 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
416 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
417 PlayerScore_Add(attacker, SP_SCORE, 10);
419 self.owner.goalentity = world;
420 self.owner.islinked = false;
421 self.owner.iscaptured = false;
423 self.owner.colormap = 1024;
425 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
427 onslaught_updatelinks();
429 // Use targets now (somebody make sure this is in the right place..)
435 self.owner.waslinked = self.owner.islinked;
436 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
437 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD1);
438 //setsize(self, '-32 -32 0', '32 32 8');
443 self.SendFlags |= CPSF_STATUS;
446 void ons_ControlPoint_Icon_Think()
448 self.nextthink = time + ONS_CP_THINKRATE;
450 if(autocvar_g_onslaught_cp_proxydecap)
452 int _enemy_count = 0;
453 int _friendly_count = 0;
457 FOR_EACH_PLAYER(_player)
459 if(!_player.deadflag)
461 _dist = vlen(_player.origin - self.origin);
462 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
464 if(SAME_TEAM(_player, self))
472 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
473 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
475 self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
476 self.SendFlags |= CPSF_STATUS;
479 ons_ControlPoint_Icon_Damage(self, self, 1, 0, self.origin, '0 0 0');
484 if (time > self.pain_finished + 5)
486 if(self.health < self.max_health)
488 self.health = self.health + self.count;
489 if (self.health >= self.max_health)
490 self.health = self.max_health;
491 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
495 if(self.owner.islinked != self.owner.waslinked)
497 // unteam the spawnpoint if needed
498 int t = self.owner.team;
499 if(!self.owner.islinked)
509 self.owner.waslinked = self.owner.islinked;
513 if(random() < 0.6 - self.health / self.max_health)
515 Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
518 sound(self, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
519 else if (random() > 0.5)
520 sound(self, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
524 void ons_ControlPoint_Icon_BuildThink()
528 self.nextthink = time + ONS_CP_THINKRATE;
530 // only do this if there is power
531 a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
535 self.health = self.health + self.count;
537 self.SendFlags |= CPSF_STATUS;
539 if (self.health >= self.max_health)
541 self.health = self.max_health;
542 self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
543 self.think = ons_ControlPoint_Icon_Think;
544 sound(self, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
545 self.owner.iscaptured = true;
546 self.solid = SOLID_BBOX;
548 Send_Effect(EFFECT_CAP(self.owner.team), self.owner.origin, '0 0 0', 1);
550 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
551 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
553 if(IS_PLAYER(self.owner.ons_toucher))
555 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, self.owner.ons_toucher.netname, self.owner.message);
556 Send_Notification(NOTIF_ALL_EXCEPT, self.owner.ons_toucher, MSG_CENTER, APP_TEAM_ENT_4(self.owner.ons_toucher, CENTER_ONS_CAPTURE_), self.owner.message);
557 Send_Notification(NOTIF_ONE, self.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, self.owner.message);
558 PlayerScore_Add(self.owner.ons_toucher, SP_ONS_CAPS, 1);
559 PlayerTeamScore_AddScore(self.owner.ons_toucher, 10);
562 self.owner.ons_toucher = world;
564 onslaught_updatelinks();
566 // Use targets now (somebody make sure this is in the right place..)
572 self.SendFlags |= CPSF_SETUP;
574 if(self.owner.model != MDL_ONS_CP_PAD2.model_str())
575 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD2);
577 if(random() < 0.9 - self.health / self.max_health)
578 Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
581 void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
583 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
587 setsize(e, CPICON_MIN, CPICON_MAX);
588 setorigin(e, cp.origin + CPICON_OFFSET);
590 e.classname = "onslaught_controlpoint_icon";
592 e.max_health = autocvar_g_onslaught_cp_health;
593 e.health = autocvar_g_onslaught_cp_buildhealth;
595 e.takedamage = DAMAGE_AIM;
597 e.event_damage = ons_ControlPoint_Icon_Damage;
598 e.team = player.team;
599 e.colormap = 1024 + (e.team - 1) * 17;
600 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
602 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
606 cp.colormap = e.colormap;
608 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
610 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
611 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
612 cp.sprite.SendFlags |= 16;
614 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
617 entity ons_ControlPoint_Waypoint(entity e)
621 int a = ons_ControlPoint_Attackable(e, e.team);
623 if(a == -2) { return WP_OnsCPDefend; } // defend now
624 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
625 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
633 void ons_ControlPoint_UpdateSprite(entity e)
635 entity s1 = ons_ControlPoint_Waypoint(e);
636 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
639 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));
641 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
643 if(e.iscaptured) // don't mess up build bars!
647 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
651 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
652 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
658 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
660 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
665 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
667 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
669 WaypointSprite_Ping(e.sprite);
671 e.lastteam = e.team + 2;
673 e.lastcaptured = e.iscaptured;
677 void ons_ControlPoint_Touch()
679 entity toucher = other;
682 if(IS_VEHICLE(toucher) && toucher.owner)
683 if(autocvar_g_onslaught_allow_vehicle_touch)
684 toucher = toucher.owner;
688 if(!IS_PLAYER(toucher)) { return; }
689 if(toucher.frozen) { return; }
690 if(toucher.deadflag != DEAD_NO) { return; }
692 if ( SAME_TEAM(self,toucher) )
693 if ( self.iscaptured )
695 if(time <= toucher.teleport_antispam)
696 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
698 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
701 attackable = ons_ControlPoint_Attackable(self, toucher.team);
702 if(attackable != 2 && attackable != 4)
704 // we've verified that this player has a legitimate claim to this point,
705 // so start building the captured point icon (which only captures this
706 // point if it successfully builds without being destroyed first)
707 ons_ControlPoint_Icon_Spawn(self, toucher);
709 self.ons_toucher = toucher;
711 onslaught_updatelinks();
714 void ons_ControlPoint_Think()
716 self.nextthink = time + ONS_CP_THINKRATE;
717 CSQCMODEL_AUTOUPDATE(self);
720 void ons_ControlPoint_Reset()
723 remove(self.goalentity);
725 self.goalentity = world;
727 self.colormap = 1024;
728 self.iscaptured = false;
729 self.islinked = false;
730 self.isshielded = true;
731 self.think = ons_ControlPoint_Think;
732 self.ons_toucher = world;
733 self.nextthink = time + ONS_CP_THINKRATE;
734 setmodel_fixsize(self, MDL_ONS_CP_PAD1);
736 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
737 WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
739 onslaught_updatelinks();
742 SUB_UseTargets(); // to reset the structures, playerspawns etc.
744 CSQCMODEL_AUTOUPDATE(self);
747 void ons_DelayedControlPoint_Setup(void)
749 onslaught_updatelinks();
751 // captureshield setup
752 ons_CaptureShield_Spawn(self, false);
754 CSQCMODEL_AUTOINIT(self);
757 void ons_ControlPoint_Setup(entity cp)
760 setself(cp); // for later usage with droptofloor()
763 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
764 ons_worldcplist = cp;
766 cp.netname = "Control point";
768 cp.solid = SOLID_BBOX;
769 cp.movetype = MOVETYPE_NONE;
770 cp.touch = ons_ControlPoint_Touch;
771 cp.think = ons_ControlPoint_Think;
772 cp.nextthink = time + ONS_CP_THINKRATE;
773 cp.reset = ons_ControlPoint_Reset;
775 cp.iscaptured = false;
777 cp.isshielded = true;
779 if(cp.message == "") { cp.message = "a"; }
782 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
784 // control point placement
785 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
788 cp.movetype = MOVETYPE_NONE;
790 else // drop to floor, automatically find a platform and set that as spawn origin
792 setorigin(cp, cp.origin + '0 0 20');
796 cp.movetype = MOVETYPE_TOSS;
800 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
801 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
803 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
807 // =========================
808 // Main Generator Functions
809 // =========================
811 entity ons_Generator_Waypoint(entity e)
814 return WP_OnsGenShielded;
818 void ons_Generator_UpdateSprite(entity e)
820 entity s1 = ons_Generator_Waypoint(e);
821 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
823 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
825 e.lastteam = e.team + 2;
826 e.lastshielded = e.isshielded;
830 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
832 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
837 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
839 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
841 WaypointSprite_Ping(e.sprite);
845 void ons_GeneratorDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
847 if(damage <= 0) { return; }
848 if(warmup_stage || gameover) { return; }
849 if(!round_handler_IsRoundStarted()) { return; }
851 if (attacker != self)
855 // this is protected by a shield, so ignore the damage
856 if (time > self.pain_finished)
857 if (IS_PLAYER(attacker))
859 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
860 attacker.typehitsound += 1;
861 self.pain_finished = time + 1;
865 if (time > self.pain_finished)
867 self.pain_finished = time + 10;
869 FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
870 play2team(self.team, SND(ONS_GENERATOR_UNDERATTACK));
873 self.health = self.health - damage;
874 WaypointSprite_UpdateHealth(self.sprite, self.health);
875 // choose an animation frame based on health
876 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
877 // see if the generator is still functional, or dying
880 self.lasthealth = self.health;
884 if (attacker == self)
885 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
888 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
889 PlayerScore_Add(attacker, SP_SCORE, 100);
891 self.iscaptured = false;
892 self.islinked = false;
893 self.isshielded = false;
894 self.takedamage = DAMAGE_NO; // can't be hurt anymore
895 self.event_damage = func_null; // won't do anything if hurt
896 self.count = 0; // reset counter
897 self.think = func_null;
899 //self.think(); // do the first explosion now
901 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
902 WaypointSprite_Ping(self.sprite);
903 //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
905 onslaught_updatelinks();
908 // Throw some flaming gibs on damage, more damage = more chance for gib
909 if(random() < damage/220)
911 sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
915 // particles on every hit
916 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
920 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
922 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
925 self.SendFlags |= GSF_STATUS;
928 void ons_GeneratorThink()
931 self.nextthink = time + GEN_THINKRATE;
934 if(!self.isshielded && self.wait < time)
936 self.wait = time + 5;
937 FOR_EACH_REALPLAYER(e)
939 if(SAME_TEAM(e, self))
941 Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
942 soundto(MSG_ONE, e, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
945 Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
951 void ons_GeneratorReset()
953 self.team = self.team_saved;
954 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
955 self.takedamage = DAMAGE_AIM;
956 self.bot_attack = true;
957 self.iscaptured = true;
958 self.islinked = true;
959 self.isshielded = true;
960 self.event_damage = ons_GeneratorDamage;
961 self.think = ons_GeneratorThink;
962 self.nextthink = time + GEN_THINKRATE;
964 Net_LinkEntity(self, false, 0, generator_send);
966 self.SendFlags = GSF_SETUP; // just incase
967 self.SendFlags |= GSF_STATUS;
969 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
970 WaypointSprite_UpdateHealth(self.sprite, self.health);
971 WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
973 onslaught_updatelinks();
976 void ons_DelayedGeneratorSetup()
979 waypoint_spawnforitem_force(self, self.origin);
980 self.nearestwaypointtimeout = 0; // activate waypointing again
981 self.bot_basewaypoint = self.nearestwaypoint;
983 // captureshield setup
984 ons_CaptureShield_Spawn(self, true);
986 onslaught_updatelinks();
988 Net_LinkEntity(self, false, 0, generator_send);
992 void onslaught_generator_touch()
994 if ( IS_PLAYER(other) )
995 if ( SAME_TEAM(self,other) )
996 if ( self.iscaptured )
998 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
1002 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1005 int teamnumber = gen.team;
1006 setself(gen); // for later usage with droptofloor()
1009 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1010 ons_worldgeneratorlist = gen;
1012 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1013 gen.classname = "onslaught_generator";
1014 gen.solid = SOLID_BBOX;
1015 gen.team_saved = teamnumber;
1016 gen.movetype = MOVETYPE_NONE;
1017 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1018 gen.takedamage = DAMAGE_AIM;
1019 gen.bot_attack = true;
1020 gen.event_damage = ons_GeneratorDamage;
1021 gen.reset = ons_GeneratorReset;
1022 gen.think = ons_GeneratorThink;
1023 gen.nextthink = time + GEN_THINKRATE;
1024 gen.iscaptured = true;
1025 gen.islinked = true;
1026 gen.isshielded = true;
1027 gen.touch = onslaught_generator_touch;
1030 // model handled by CSQC
1031 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1032 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1033 gen.colormap = 1024 + (teamnumber - 1) * 17;
1035 // generator placement
1040 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
1041 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
1042 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1043 WaypointSprite_UpdateHealth(self.sprite, self.health);
1045 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1053 int total_generators;
1054 void Onslaught_count_generators()
1057 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1058 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1061 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1062 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1063 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1064 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1068 int Onslaught_GetWinnerTeam()
1070 int winner_team = 0;
1072 winner_team = NUM_TEAM_1;
1075 if(winner_team) return 0;
1076 winner_team = NUM_TEAM_2;
1080 if(winner_team) return 0;
1081 winner_team = NUM_TEAM_3;
1085 if(winner_team) return 0;
1086 winner_team = NUM_TEAM_4;
1090 return -1; // no generators left?
1093 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1094 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1095 bool Onslaught_CheckWinner()
1099 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1101 ons_stalemate = true;
1103 if (!wpforenemy_announced)
1105 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1106 sound(world, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1108 wpforenemy_announced = true;
1111 entity tmp_entity; // temporary entity
1113 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1115 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1116 // control points reduce the overtime duration.
1118 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1120 if(DIFF_TEAM(e, tmp_entity))
1125 if(autocvar_g_campaign && autocvar__campaign_testrun)
1126 d = d * tmp_entity.max_health;
1128 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1130 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1132 tmp_entity.sprite.SendFlags |= 16;
1134 tmp_entity.ons_overtime_damagedelay = time + 1;
1137 else { wpforenemy_announced = false; ons_stalemate = false; }
1139 Onslaught_count_generators();
1141 if(ONS_OWNED_GENERATORS_OK())
1144 int winner_team = Onslaught_GetWinnerTeam();
1148 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
1149 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
1150 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1152 else if(winner_team == -1)
1154 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
1155 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
1158 ons_stalemate = false;
1160 play2all(SND(CTF_CAPTURE(winner_team)));
1162 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1166 e.ons_roundlost = true;
1167 e.player_blocked = true;
1175 bool Onslaught_CheckPlayers()
1180 void Onslaught_RoundStart()
1183 FOR_EACH_PLAYER(tmp_entity) { tmp_entity.player_blocked = false; }
1185 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1186 tmp_entity.sprite.SendFlags |= 16;
1188 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1189 tmp_entity.sprite.SendFlags |= 16;
1197 // NOTE: LEGACY CODE, needs to be re-written!
1199 void havocbot_goalrating_ons_offenseitems(float ratingscale, vector org, float sradius)
1204 bool needarmor = false, needweapons = false;
1206 // Needs armor/health?
1212 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1215 if(self.weapons & WepSet_FromWeapon(i))
1223 if(!needweapons && !needarmor)
1226 ons_debug(strcat(self.netname, " needs weapons ", ftos(needweapons) , "\n"));
1227 ons_debug(strcat(self.netname, " needs armor ", ftos(needarmor) , "\n"));
1229 // See what is around
1230 head = findchainfloat(bot_pickup, true);
1233 // gather health and armor only
1235 if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
1236 if (vlen(head.origin - org) < sradius)
1238 t = head.bot_pickupevalfunc(self, head);
1240 navigation_routerating(head, t * ratingscale, 500);
1246 void havocbot_role_ons_setrole(entity bot, int role)
1248 ons_debug(strcat(bot.netname," switched to "));
1251 case HAVOCBOT_ONS_ROLE_DEFENSE:
1252 ons_debug("defense");
1253 bot.havocbot_role = havocbot_role_ons_defense;
1254 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1255 bot.havocbot_role_timeout = 0;
1257 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1258 ons_debug("assistant");
1259 bot.havocbot_role = havocbot_role_ons_assistant;
1260 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1261 bot.havocbot_role_timeout = 0;
1263 case HAVOCBOT_ONS_ROLE_OFFENSE:
1264 ons_debug("offense");
1265 bot.havocbot_role = havocbot_role_ons_offense;
1266 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1267 bot.havocbot_role_timeout = 0;
1273 int havocbot_ons_teamcount(entity bot, int role)
1278 FOR_EACH_PLAYER(head)
1279 if(SAME_TEAM(head, self))
1280 if(head.havocbot_role_flags & role)
1286 void havocbot_goalrating_ons_controlpoints_attack(float ratingscale)
1288 entity cp, cp1, cp2, best, pl, wp;
1289 float radius, bestvalue;
1293 // Filter control points
1294 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1297 cp2.wpconsidered = false;
1302 // Ignore owned controlpoints
1303 if(!(cp2.isgenneighbor[self.team] || cp2.iscpneighbor[self.team]))
1306 // Count team mates interested in this control point
1307 // (easier and cleaner than keeping counters per cp and teams)
1309 if(SAME_TEAM(pl, self))
1310 if(pl.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1311 if(pl.havocbot_ons_target==cp2)
1314 // NOTE: probably decrease the cost of attackable control points
1316 cp2.wpconsidered = true;
1319 // We'll consider only the best case
1320 bestvalue = 99999999999;
1322 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1324 if (!cp1.wpconsidered)
1327 if(cp1.wpcost<bestvalue)
1329 bestvalue = cp1.wpcost;
1331 self.havocbot_ons_target = cp1;
1338 ons_debug(strcat(self.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
1342 // Should be attacked
1343 // Rate waypoints near it
1346 bestvalue = 99999999999;
1347 for(radius=0; radius<1000 && !found; radius+=500)
1349 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1351 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1352 if(wp.classname=="waypoint")
1353 if(checkpvs(wp.origin,cp))
1356 if(wp.cnt<bestvalue)
1367 navigation_routerating(best, ratingscale, 10000);
1370 self.havocbot_attack_time = 0;
1371 if(checkpvs(self.view_ofs,cp))
1372 if(checkpvs(self.view_ofs,best))
1373 self.havocbot_attack_time = time + 2;
1377 navigation_routerating(cp, ratingscale, 10000);
1379 ons_debug(strcat(self.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
1383 // Should be touched
1384 ons_debug(strcat(self.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
1387 // Look for auto generated waypoint
1388 if (!bot_waypoints_for_items)
1389 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1391 if(wp.classname=="waypoint")
1393 navigation_routerating(wp, ratingscale, 10000);
1398 // Nothing found, rate the controlpoint itself
1400 navigation_routerating(cp, ratingscale, 10000);
1404 bool havocbot_goalrating_ons_generator_attack(float ratingscale)
1406 entity g, wp, bestwp;
1410 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1412 if(SAME_TEAM(g, self) || g.isshielded)
1415 // Should be attacked
1416 // Rate waypoints near it
1421 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1423 if(wp.classname=="waypoint")
1424 if(checkpvs(wp.origin,g))
1437 ons_debug("waypoints found around generator\n");
1438 navigation_routerating(bestwp, ratingscale, 10000);
1441 self.havocbot_attack_time = 0;
1442 if(checkpvs(self.view_ofs,g))
1443 if(checkpvs(self.view_ofs,bestwp))
1444 self.havocbot_attack_time = time + 5;
1450 ons_debug("generator found without waypoints around\n");
1451 // if there aren't waypoints near the generator go straight to it
1452 navigation_routerating(g, ratingscale, 10000);
1453 self.havocbot_attack_time = 0;
1460 void havocbot_role_ons_offense()
1462 if(self.deadflag != DEAD_NO)
1464 self.havocbot_attack_time = 0;
1465 havocbot_ons_reset_role(self);
1469 // Set the role timeout if necessary
1470 if (!self.havocbot_role_timeout)
1471 self.havocbot_role_timeout = time + 120;
1473 if (time > self.havocbot_role_timeout)
1475 havocbot_ons_reset_role(self);
1479 if(self.havocbot_attack_time>time)
1482 if (self.bot_strategytime < time)
1484 navigation_goalrating_start();
1485 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
1486 if(!havocbot_goalrating_ons_generator_attack(20000))
1487 havocbot_goalrating_ons_controlpoints_attack(20000);
1488 havocbot_goalrating_ons_offenseitems(10000, self.origin, 10000);
1489 navigation_goalrating_end();
1491 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1495 void havocbot_role_ons_assistant()
1497 havocbot_ons_reset_role(self);
1500 void havocbot_role_ons_defense()
1502 havocbot_ons_reset_role(self);
1505 void havocbot_ons_reset_role(entity bot)
1510 if(self.deadflag != DEAD_NO)
1513 bot.havocbot_ons_target = world;
1515 // TODO: Defend control points or generator if necessary
1517 // if there is only me on the team switch to offense
1519 FOR_EACH_PLAYER(head)
1520 if(SAME_TEAM(head, self))
1525 havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1529 havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1534 * Find control point or generator owned by the same team self which is nearest to pos
1535 * if max_dist is positive, only control points within this range will be considered
1537 entity ons_Nearest_ControlPoint(vector pos, float max_dist)
1539 entity tmp_entity, closest_target = world;
1540 tmp_entity = findchain(classname, "onslaught_controlpoint");
1543 if(SAME_TEAM(tmp_entity, self))
1544 if(tmp_entity.iscaptured)
1545 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) <= max_dist)
1546 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1547 closest_target = tmp_entity;
1548 tmp_entity = tmp_entity.chain;
1550 tmp_entity = findchain(classname, "onslaught_generator");
1553 if(SAME_TEAM(tmp_entity, self))
1554 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) < max_dist)
1555 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1556 closest_target = tmp_entity;
1557 tmp_entity = tmp_entity.chain;
1560 return closest_target;
1564 * Find control point or generator owned by the same team self which is nearest to pos
1565 * if max_dist is positive, only control points within this range will be considered
1566 * This function only check distances on the XY plane, disregarding Z
1568 entity ons_Nearest_ControlPoint_2D(vector pos, float max_dist)
1570 entity tmp_entity, closest_target = world;
1572 float smallest_distance = 0, distance;
1574 tmp_entity = findchain(classname, "onslaught_controlpoint");
1577 delta = tmp_entity.origin - pos;
1579 distance = vlen(delta);
1581 if(SAME_TEAM(tmp_entity, self))
1582 if(tmp_entity.iscaptured)
1583 if(max_dist <= 0 || distance <= max_dist)
1584 if(closest_target == world || distance <= smallest_distance )
1586 closest_target = tmp_entity;
1587 smallest_distance = distance;
1590 tmp_entity = tmp_entity.chain;
1592 tmp_entity = findchain(classname, "onslaught_generator");
1595 delta = tmp_entity.origin - pos;
1597 distance = vlen(delta);
1599 if(SAME_TEAM(tmp_entity, self))
1600 if(max_dist <= 0 || distance <= max_dist)
1601 if(closest_target == world || distance <= smallest_distance )
1603 closest_target = tmp_entity;
1604 smallest_distance = distance;
1607 tmp_entity = tmp_entity.chain;
1610 return closest_target;
1613 * find the number of control points and generators in the same team as self
1615 int ons_Count_SelfControlPoints()
1618 tmp_entity = findchain(classname, "onslaught_controlpoint");
1622 if(SAME_TEAM(tmp_entity, self))
1623 if(tmp_entity.iscaptured)
1625 tmp_entity = tmp_entity.chain;
1627 tmp_entity = findchain(classname, "onslaught_generator");
1630 if(SAME_TEAM(tmp_entity, self))
1632 tmp_entity = tmp_entity.chain;
1638 * Teleport player to a random position near tele_target
1639 * if tele_effects is true, teleport sound+particles are created
1640 * return false on failure
1642 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1650 for(i = 0; i < 16; ++i)
1652 theta = random() * 2 * M_PI;
1656 loc *= random() * range;
1658 loc += tele_target.origin + '0 0 128';
1660 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, player);
1661 if(trace_fraction == 1.0 && !trace_startsolid)
1663 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the world
1664 if(trace_fraction == 1.0 && !trace_startsolid)
1668 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1669 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1671 setorigin(player, loc);
1672 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1673 makevectors(player.angles);
1674 player.fixangle = true;
1675 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1678 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1691 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1696 e.ons_roundlost = false;
1697 e.ons_deathloc = '0 0 0';
1698 WITH(entity, self, e, PutClientInServer());
1703 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1705 self.ons_deathloc = '0 0 0';
1709 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1711 self.ons_deathloc = '0 0 0';
1715 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1717 if(!round_handler_IsRoundStarted())
1719 self.player_blocked = true;
1724 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1726 l.sprite.SendFlags |= 16;
1728 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1730 l.sprite.SendFlags |= 16;
1733 if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1735 if ( autocvar_g_onslaught_spawn_choose )
1736 if ( self.ons_spawn_by )
1737 if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1739 self.ons_spawn_by = world;
1743 if(autocvar_g_onslaught_spawn_at_controlpoints)
1744 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1746 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1747 entity tmp_entity, closest_target = world;
1748 vector spawn_loc = self.ons_deathloc;
1750 // new joining player or round reset, don't bother checking
1751 if(spawn_loc == '0 0 0') { return false; }
1753 if(random_target) { RandomSelection_Init(); }
1755 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1757 if(SAME_TEAM(tmp_entity, self))
1759 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1760 else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1761 closest_target = tmp_entity;
1764 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1770 for(i = 0; i < 10; ++i)
1772 loc = closest_target.origin + '0 0 96';
1773 loc += ('0 1 0' * random()) * 128;
1774 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1775 if(trace_fraction == 1.0 && !trace_startsolid)
1777 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1778 if(trace_fraction == 1.0 && !trace_startsolid)
1780 setorigin(self, loc);
1781 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1789 if(autocvar_g_onslaught_spawn_at_generator)
1790 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1792 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1793 entity tmp_entity, closest_target = world;
1794 vector spawn_loc = self.ons_deathloc;
1796 // new joining player or round reset, don't bother checking
1797 if(spawn_loc == '0 0 0') { return false; }
1799 if(random_target) { RandomSelection_Init(); }
1801 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1804 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1807 if(SAME_TEAM(tmp_entity, self))
1808 if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1809 closest_target = tmp_entity;
1813 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1819 for(i = 0; i < 10; ++i)
1821 loc = closest_target.origin + '0 0 128';
1822 loc += ('0 1 0' * random()) * 256;
1823 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1824 if(trace_fraction == 1.0 && !trace_startsolid)
1826 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1827 if(trace_fraction == 1.0 && !trace_startsolid)
1829 setorigin(self, loc);
1830 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1841 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1843 frag_target.ons_deathloc = frag_target.origin;
1845 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1847 l.sprite.SendFlags |= 16;
1849 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1851 l.sprite.SendFlags |= 16;
1854 if ( autocvar_g_onslaught_spawn_choose )
1855 if ( ons_Count_SelfControlPoints() > 1 )
1856 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
1861 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1863 entity e = find(world, targetname, self.target);
1870 void ons_MonsterSpawn_Delayed()
1872 entity e, own = self.owner;
1874 if(!own) { remove(self); return; }
1878 e = find(world, target, own.targetname);
1891 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1895 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1900 void ons_TurretSpawn_Delayed()
1902 entity e, own = self.owner;
1904 if(!own) { remove(self); return; }
1908 e = find(world, target, own.targetname);
1912 own.active = ACTIVE_NOT;
1922 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1926 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1931 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1933 havocbot_ons_reset_role(self);
1937 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
1939 // onslaught is special
1941 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1943 switch(tmp_entity.team)
1945 case NUM_TEAM_1: c1 = 0; break;
1946 case NUM_TEAM_2: c2 = 0; break;
1947 case NUM_TEAM_3: c3 = 0; break;
1948 case NUM_TEAM_4: c4 = 0; break;
1955 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1957 self.ons_roundlost = other.ons_roundlost; // make spectators see it too
1961 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1963 if(MUTATOR_RETURNVALUE) // command was already handled?
1966 if ( cmd_name == "ons_spawn" )
1968 vector pos = self.origin;
1970 pos_x = stof(argv(1));
1972 pos_y = stof(argv(2));
1974 pos_z = stof(argv(3));
1976 if ( IS_PLAYER(self) )
1980 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
1982 if ( !source_point && self.health > 0 )
1984 sprint(self, "\nYou need to be next to a control point\n");
1989 entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
1991 if ( closest_target == world )
1993 sprint(self, "\nNo control point found\n");
1997 if ( self.health <= 0 )
1999 self.ons_spawn_by = closest_target;
2000 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
2004 if ( source_point == closest_target )
2006 sprint(self, "\nTeleporting to the same point\n");
2010 if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2011 sprint(self, "\nUnable to teleport there\n");
2017 sprint(self, "\nNo teleportation for you\n");
2025 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2027 if(MUTATOR_RETURNVALUE || gameover) { return false; }
2029 if((time > self.teleport_antispam) && (self.deadflag == DEAD_NO) && !self.vehicle)
2031 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2034 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
2042 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2044 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2045 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2052 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2053 Link between control points.
2055 This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
2058 "target" - first control point.
2059 "target2" - second control point.
2061 spawnfunc(onslaught_link)
2063 if(!g_onslaught) { remove(self); return; }
2065 if (self.target == "" || self.target2 == "")
2066 objerror("target and target2 must be set\n");
2068 self.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2069 ons_worldlinklist = self;
2071 InitializeEntity(self, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2072 Net_LinkEntity(self, false, 0, ons_Link_Send);
2075 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2076 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2078 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2081 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2082 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2083 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2086 spawnfunc(onslaught_controlpoint)
2088 if(!g_onslaught) { remove(self); return; }
2090 ons_ControlPoint_Setup(self);
2093 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2096 spawnfunc_onslaught_link entities can target this.
2099 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2100 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2102 spawnfunc(onslaught_generator)
2104 if(!g_onslaught) { remove(self); return; }
2105 if(!self.team) { objerror("team must be set"); }
2107 ons_GeneratorSetup(self);
2111 void ons_ScoreRules()
2113 CheckAllowedTeams(world);
2114 ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
2115 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2116 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2117 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2118 ScoreRules_basics_end();
2121 void ons_DelayedInit() // Do this check with a delay so we can wait for teams to be set up
2125 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2126 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2129 void ons_Initialize()
2131 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2133 addstat(STAT_ROUNDLOST, AS_INT, ons_roundlost);
2135 InitializeEntity(world, ons_DelayedInit, INITPRIO_GAMETYPE);
2138 REGISTER_MUTATOR(ons, g_onslaught)
2141 SetLimits(autocvar_g_onslaught_point_limit, -1, -1, -1);
2142 have_team_spawns = -1; // request team spawns
2146 if(time > 1) // game loads at time 1
2147 error("This is a game type and it cannot be added at runtime.");
2151 MUTATOR_ONROLLBACK_OR_REMOVE
2153 // we actually cannot roll back ons_Initialize here
2154 // BUT: we don't need to! If this gets called, adding always
2160 LOG_INFO("This is a game type and it cannot be removed at runtime.");