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);
77 IL_PUSH(g_onsshields, shield);
79 shield.enemy = generator;
80 shield.team = generator.team;
81 shield.colormap = generator.colormap;
82 shield.reset = ons_CaptureShield_Reset;
83 settouch(shield, ons_CaptureShield_Touch);
84 setcefc(shield, ons_CaptureShield_Customize);
85 shield.effects = EF_ADDITIVE;
86 set_movetype(shield, 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 setmodel_fixsize(entity e, Model m)
109 void onslaught_updatelinks()
112 // first check if the game has ended
113 LOG_DEBUG("--- updatelinks ---");
114 // mark generators as being shielded and networked
115 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
118 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
120 LOG_DEBUG(etos(l), " (generator) is destroyed");
121 l.islinked = l.iscaptured;
122 l.isshielded = l.iscaptured;
123 l.sprite.SendFlags |= 16;
125 // mark points as shielded and not networked
126 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
131 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
132 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
133 l.sprite.SendFlags |= 16;
135 // flow power outward from the generators through the network
140 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
142 // if both points are captured by the same team, and only one of
143 // them is powered, mark the other one as powered as well
144 if (l.enemy.iscaptured && l.goalentity.iscaptured)
145 if (l.enemy.islinked != l.goalentity.islinked)
146 if(SAME_TEAM(l.enemy, l.goalentity))
148 if (!l.goalentity.islinked)
151 l.goalentity.islinked = true;
152 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
154 else if (!l.enemy.islinked)
157 l.enemy.islinked = true;
158 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
163 // now that we know which points are powered we can mark their neighbors
164 // as unshielded if team differs
165 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
167 if (l.goalentity.islinked)
169 if(DIFF_TEAM(l.goalentity, l.enemy))
171 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
172 l.enemy.isshielded = false;
174 if(l.goalentity.classname == "onslaught_generator")
175 l.enemy.isgenneighbor[l.goalentity.team] = true;
177 l.enemy.iscpneighbor[l.goalentity.team] = true;
179 if (l.enemy.islinked)
181 if(DIFF_TEAM(l.goalentity, l.enemy))
183 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
184 l.goalentity.isshielded = false;
186 if(l.enemy.classname == "onslaught_generator")
187 l.goalentity.isgenneighbor[l.enemy.team] = true;
189 l.goalentity.iscpneighbor[l.enemy.team] = true;
192 // now update the generators
193 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
197 LOG_DEBUG(etos(l), " (generator) is shielded");
198 l.takedamage = DAMAGE_NO;
200 IL_REMOVE(g_bot_targets, l);
201 l.bot_attack = false;
205 LOG_DEBUG(etos(l), " (generator) is not shielded");
206 l.takedamage = DAMAGE_AIM;
208 IL_PUSH(g_bot_targets, l);
212 ons_Generator_UpdateSprite(l);
214 // now update the takedamage and alpha variables on control point icons
215 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
219 LOG_DEBUG(etos(l), " (point) is shielded");
222 l.goalentity.takedamage = DAMAGE_NO;
223 l.goalentity.bot_attack = false;
228 LOG_DEBUG(etos(l), " (point) is not shielded");
231 l.goalentity.takedamage = DAMAGE_AIM;
232 l.goalentity.bot_attack = true;
235 ons_ControlPoint_UpdateSprite(l);
237 IL_EACH(g_onsshields, true,
239 it.team = it.enemy.team;
240 it.colormap = it.enemy.colormap;
245 // ===================
246 // Main Link Functions
247 // ===================
249 bool ons_Link_Send(entity this, entity to, int sendflags)
251 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
252 WriteByte(MSG_ENTITY, sendflags);
255 WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
256 WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
257 WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
261 WriteCoord(MSG_ENTITY, this.enemy.origin_x);
262 WriteCoord(MSG_ENTITY, this.enemy.origin_y);
263 WriteCoord(MSG_ENTITY, this.enemy.origin_z);
267 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
272 void ons_Link_CheckUpdate(entity this)
274 // TODO check if the two sides have moved (currently they won't move anyway)
275 float cc = 0, cc1 = 0, cc2 = 0;
277 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
278 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
282 if(cc != this.clientcolors)
284 this.clientcolors = cc;
288 this.nextthink = time;
291 void ons_DelayedLinkSetup(entity this)
293 this.goalentity = find(NULL, targetname, this.target);
294 this.enemy = find(NULL, targetname, this.target2);
295 if(!this.goalentity) { objerror(this, "can not find target\n"); }
296 if(!this.enemy) { objerror(this, "can not find target2\n"); }
298 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
300 setthink(this, ons_Link_CheckUpdate);
301 this.nextthink = time;
305 // =============================
306 // Main Control Point Functions
307 // =============================
309 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
311 if(cp.isgenneighbor[teamnumber]) { return 2; }
312 if(cp.iscpneighbor[teamnumber]) { return 1; }
317 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
318 // -2: SAME TEAM, attackable by enemy!
323 // 3: attack it (HIGH PRIO)
324 // 4: touch it (HIGH PRIO)
332 else if(cp.goalentity)
334 // if there's already an icon built, nothing happens
335 if(cp.team == teamnumber)
337 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
338 if(a) // attackable by enemy?
339 return -2; // EMERGENCY!
342 // we know it can be linked, so no need to check
344 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
345 if(a == 2) // near our generator?
346 return 3; // EMERGENCY!
352 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
354 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
356 return 4; // GET THIS ONE NOW!
358 return 2; // TOUCH ME
364 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
366 if(damage <= 0) { return; }
368 if (this.owner.isshielded)
370 // this is protected by a shield, so ignore the damage
371 if (time > this.pain_finished)
372 if (IS_PLAYER(attacker))
374 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
375 this.pain_finished = time + 1;
376 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
382 if(IS_PLAYER(attacker))
383 if(time - ons_notification_time[this.team] > 10)
385 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
386 ons_notification_time[this.team] = time;
389 this.health = this.health - damage;
390 if(this.owner.iscaptured)
391 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
393 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
394 this.pain_finished = time + 1;
395 // particles on every hit
396 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
399 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
401 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
405 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
406 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
407 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
409 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
410 PlayerScore_Add(attacker, SP_SCORE, 10);
412 this.owner.goalentity = NULL;
413 this.owner.islinked = false;
414 this.owner.iscaptured = false;
416 this.owner.colormap = 1024;
418 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
420 onslaught_updatelinks();
422 // Use targets now (somebody make sure this is in the right place..)
423 SUB_UseTargets(this.owner, this, NULL);
425 this.owner.waslinked = this.owner.islinked;
426 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
427 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
428 //setsize(this, '-32 -32 0', '32 32 8');
433 this.SendFlags |= CPSF_STATUS;
436 void ons_ControlPoint_Icon_Think(entity this)
438 this.nextthink = time + ONS_CP_THINKRATE;
440 if(autocvar_g_onslaught_cp_proxydecap)
442 int _enemy_count = 0;
443 int _friendly_count = 0;
445 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
446 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
448 if(SAME_TEAM(it, this))
455 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
456 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
458 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
459 this.SendFlags |= CPSF_STATUS;
462 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, this.origin, '0 0 0');
467 if (time > this.pain_finished + 5)
469 if(this.health < this.max_health)
471 this.health = this.health + this.count;
472 if (this.health >= this.max_health)
473 this.health = this.max_health;
474 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
478 if(this.owner.islinked != this.owner.waslinked)
480 // unteam the spawnpoint if needed
481 int t = this.owner.team;
482 if(!this.owner.islinked)
485 SUB_UseTargets(this.owner, this, NULL);
489 this.owner.waslinked = this.owner.islinked;
493 if(random() < 0.6 - this.health / this.max_health)
495 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
498 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
499 else if (random() > 0.5)
500 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
504 void ons_ControlPoint_Icon_BuildThink(entity this)
508 this.nextthink = time + ONS_CP_THINKRATE;
510 // only do this if there is power
511 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
515 this.health = this.health + this.count;
517 this.SendFlags |= CPSF_STATUS;
519 if (this.health >= this.max_health)
521 this.health = this.max_health;
522 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
523 setthink(this, ons_ControlPoint_Icon_Think);
524 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
525 this.owner.iscaptured = true;
526 this.solid = SOLID_BBOX;
528 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
530 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
531 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
533 if(IS_PLAYER(this.owner.ons_toucher))
535 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
536 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);
537 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
538 PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
539 PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
542 this.owner.ons_toucher = NULL;
544 onslaught_updatelinks();
546 // Use targets now (somebody make sure this is in the right place..)
547 SUB_UseTargets(this.owner, this, NULL);
549 this.SendFlags |= CPSF_SETUP;
551 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
552 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
554 if(random() < 0.9 - this.health / this.max_health)
555 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
558 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
560 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
562 entity e = new(onslaught_controlpoint_icon);
564 setsize(e, CPICON_MIN, CPICON_MAX);
565 setorigin(e, cp.origin + CPICON_OFFSET);
568 e.max_health = autocvar_g_onslaught_cp_health;
569 e.health = autocvar_g_onslaught_cp_buildhealth;
571 e.takedamage = DAMAGE_AIM;
573 IL_PUSH(g_bot_targets, e);
574 e.event_damage = ons_ControlPoint_Icon_Damage;
575 e.team = player.team;
576 e.colormap = 1024 + (e.team - 1) * 17;
577 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
579 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
583 cp.colormap = e.colormap;
585 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
587 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
588 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
589 cp.sprite.SendFlags |= 16;
591 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
594 entity ons_ControlPoint_Waypoint(entity e)
598 int a = ons_ControlPoint_Attackable(e, e.team);
600 if(a == -2) { return WP_OnsCPDefend; } // defend now
601 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
602 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
610 void ons_ControlPoint_UpdateSprite(entity e)
612 entity s1 = ons_ControlPoint_Waypoint(e);
613 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
616 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));
618 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
620 if(e.iscaptured) // don't mess up build bars!
624 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
628 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
629 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
635 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
637 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
642 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
644 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
646 WaypointSprite_Ping(e.sprite);
648 e.lastteam = e.team + 2;
650 e.lastcaptured = e.iscaptured;
654 void ons_ControlPoint_Touch(entity this, entity toucher)
658 if(IS_VEHICLE(toucher) && toucher.owner)
659 if(autocvar_g_onslaught_allow_vehicle_touch)
660 toucher = toucher.owner;
664 if(!IS_PLAYER(toucher)) { return; }
665 if(STAT(FROZEN, toucher)) { return; }
666 if(IS_DEAD(toucher)) { return; }
668 if ( SAME_TEAM(this,toucher) )
669 if ( this.iscaptured )
671 if(time <= toucher.teleport_antispam)
672 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
674 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
677 attackable = ons_ControlPoint_Attackable(this, toucher.team);
678 if(attackable != 2 && attackable != 4)
680 // we've verified that this player has a legitimate claim to this point,
681 // so start building the captured point icon (which only captures this
682 // point if it successfully builds without being destroyed first)
683 ons_ControlPoint_Icon_Spawn(this, toucher);
685 this.ons_toucher = toucher;
687 onslaught_updatelinks();
690 void ons_ControlPoint_Think(entity this)
692 this.nextthink = time + ONS_CP_THINKRATE;
693 CSQCMODEL_AUTOUPDATE(this);
696 void ons_ControlPoint_Reset(entity this)
699 delete(this.goalentity);
701 this.goalentity = NULL;
703 this.colormap = 1024;
704 this.iscaptured = false;
705 this.islinked = false;
706 this.isshielded = true;
707 setthink(this, ons_ControlPoint_Think);
708 this.ons_toucher = NULL;
709 this.nextthink = time + ONS_CP_THINKRATE;
710 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
712 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
713 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
715 onslaught_updatelinks();
717 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
719 CSQCMODEL_AUTOUPDATE(this);
722 void ons_DelayedControlPoint_Setup(entity this)
724 onslaught_updatelinks();
726 // captureshield setup
727 ons_CaptureShield_Spawn(this, false);
729 CSQCMODEL_AUTOINIT(this);
732 void ons_ControlPoint_Setup(entity cp)
735 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
736 ons_worldcplist = cp;
738 cp.netname = "Control point";
740 cp.solid = SOLID_BBOX;
741 set_movetype(cp, MOVETYPE_NONE);
742 settouch(cp, ons_ControlPoint_Touch);
743 setthink(cp, ons_ControlPoint_Think);
744 cp.nextthink = time + ONS_CP_THINKRATE;
745 cp.reset = ons_ControlPoint_Reset;
747 cp.iscaptured = false;
749 cp.isshielded = true;
751 if(cp.message == "") { cp.message = "a"; }
754 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
756 // control point placement
757 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
760 set_movetype(cp, MOVETYPE_NONE);
762 else // drop to floor, automatically find a platform and set that as spawn origin
764 setorigin(cp, cp.origin + '0 0 20');
767 set_movetype(cp, MOVETYPE_TOSS);
771 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
772 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
774 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
778 // =========================
779 // Main Generator Functions
780 // =========================
782 entity ons_Generator_Waypoint(entity e)
785 return WP_OnsGenShielded;
789 void ons_Generator_UpdateSprite(entity e)
791 entity s1 = ons_Generator_Waypoint(e);
792 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
794 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
796 e.lastteam = e.team + 2;
797 e.lastshielded = e.isshielded;
801 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
803 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
808 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
810 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
812 WaypointSprite_Ping(e.sprite);
816 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
818 if(damage <= 0) { return; }
819 if(warmup_stage || gameover) { return; }
820 if(!round_handler_IsRoundStarted()) { return; }
822 if (attacker != this)
826 // this is protected by a shield, so ignore the damage
827 if (time > this.pain_finished)
828 if (IS_PLAYER(attacker))
830 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
831 attacker.typehitsound += 1;
832 this.pain_finished = time + 1;
836 if (time > this.pain_finished)
838 this.pain_finished = time + 10;
839 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
840 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
843 this.health = this.health - damage;
844 WaypointSprite_UpdateHealth(this.sprite, this.health);
845 // choose an animation frame based on health
846 this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
847 // see if the generator is still functional, or dying
850 this.lasthealth = this.health;
854 if (attacker == this)
855 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
858 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
859 PlayerScore_Add(attacker, SP_SCORE, 100);
861 this.iscaptured = false;
862 this.islinked = false;
863 this.isshielded = false;
864 this.takedamage = DAMAGE_NO; // can't be hurt anymore
865 this.event_damage = func_null; // won't do anything if hurt
866 this.count = 0; // reset counter
867 setthink(this, func_null);
869 //this.think(); // do the first explosion now
871 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
872 WaypointSprite_Ping(this.sprite);
873 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
875 onslaught_updatelinks();
878 // Throw some flaming gibs on damage, more damage = more chance for gib
879 if(random() < damage/220)
881 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
885 // particles on every hit
886 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
890 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
892 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
895 this.SendFlags |= GSF_STATUS;
898 void ons_GeneratorThink(entity this)
900 this.nextthink = time + GEN_THINKRATE;
903 if(!this.isshielded && this.wait < time)
905 this.wait = time + 5;
906 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
907 if(SAME_TEAM(it, this))
909 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
910 soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
913 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
919 void ons_GeneratorReset(entity this)
921 this.team = this.team_saved;
922 this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
923 this.takedamage = DAMAGE_AIM;
924 this.bot_attack = true;
925 IL_PUSH(g_bot_targets, this);
926 this.iscaptured = true;
927 this.islinked = true;
928 this.isshielded = true;
929 this.event_damage = ons_GeneratorDamage;
930 setthink(this, ons_GeneratorThink);
931 this.nextthink = time + GEN_THINKRATE;
933 Net_LinkEntity(this, false, 0, generator_send);
935 this.SendFlags = GSF_SETUP; // just incase
936 this.SendFlags |= GSF_STATUS;
938 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
939 WaypointSprite_UpdateHealth(this.sprite, this.health);
940 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
942 onslaught_updatelinks();
945 void ons_DelayedGeneratorSetup(entity this)
948 waypoint_spawnforitem_force(this, this.origin);
949 this.nearestwaypointtimeout = 0; // activate waypointing again
950 this.bot_basewaypoint = this.nearestwaypoint;
952 // captureshield setup
953 ons_CaptureShield_Spawn(this, true);
955 onslaught_updatelinks();
957 Net_LinkEntity(this, false, 0, generator_send);
961 void onslaught_generator_touch(entity this, entity toucher)
963 if ( IS_PLAYER(toucher) )
964 if ( SAME_TEAM(this,toucher) )
965 if ( this.iscaptured )
967 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
971 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
974 int teamnumber = gen.team;
977 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
978 ons_worldgeneratorlist = gen;
980 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
981 gen.classname = "onslaught_generator";
982 gen.solid = SOLID_BBOX;
983 gen.team_saved = teamnumber;
984 set_movetype(gen, MOVETYPE_NONE);
985 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
986 gen.takedamage = DAMAGE_AIM;
987 gen.bot_attack = true;
988 IL_PUSH(g_bot_targets, gen);
989 gen.event_damage = ons_GeneratorDamage;
990 gen.reset = ons_GeneratorReset;
991 setthink(gen, ons_GeneratorThink);
992 gen.nextthink = time + GEN_THINKRATE;
993 gen.iscaptured = true;
995 gen.isshielded = true;
996 settouch(gen, onslaught_generator_touch);
999 // model handled by CSQC
1000 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1001 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1002 gen.colormap = 1024 + (teamnumber - 1) * 17;
1004 // generator placement
1008 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1009 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1010 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1011 WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1013 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1021 int total_generators;
1022 void Onslaught_count_generators()
1025 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1026 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1029 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1030 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1031 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1032 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1036 int Onslaught_GetWinnerTeam()
1038 int winner_team = 0;
1040 winner_team = NUM_TEAM_1;
1043 if(winner_team) return 0;
1044 winner_team = NUM_TEAM_2;
1048 if(winner_team) return 0;
1049 winner_team = NUM_TEAM_3;
1053 if(winner_team) return 0;
1054 winner_team = NUM_TEAM_4;
1058 return -1; // no generators left?
1061 void nades_Clear(entity e);
1063 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1064 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1065 bool Onslaught_CheckWinner()
1067 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1069 ons_stalemate = true;
1071 if (!wpforenemy_announced)
1073 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1074 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1076 wpforenemy_announced = true;
1079 entity tmp_entity; // temporary entity
1081 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1083 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1084 // control points reduce the overtime duration.
1087 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1089 if(DIFF_TEAM(e, tmp_entity))
1094 if(autocvar_g_campaign && autocvar__campaign_testrun)
1095 d = d * tmp_entity.max_health;
1097 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1099 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1101 tmp_entity.sprite.SendFlags |= 16;
1103 tmp_entity.ons_overtime_damagedelay = time + 1;
1106 else { wpforenemy_announced = false; ons_stalemate = false; }
1108 Onslaught_count_generators();
1110 if(ONS_OWNED_GENERATORS_OK())
1113 int winner_team = Onslaught_GetWinnerTeam();
1117 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1119 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1121 else if(winner_team == -1)
1123 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1124 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1127 ons_stalemate = false;
1129 play2all(SND(CTF_CAPTURE(winner_team)));
1131 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1133 FOREACH_CLIENT(IS_PLAYER(it), {
1134 STAT(ROUNDLOST, it) = true;
1135 it.player_blocked = true;
1143 bool Onslaught_CheckPlayers()
1148 void Onslaught_RoundStart()
1151 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1153 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1154 tmp_entity.sprite.SendFlags |= 16;
1156 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1157 tmp_entity.sprite.SendFlags |= 16;
1165 // NOTE: LEGACY CODE, needs to be re-written!
1167 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1169 bool needarmor = false, needweapons = false;
1171 // Needs armor/health?
1177 FOREACH(Weapons, it != WEP_Null, {
1178 if(this.weapons & (it.m_wepset))
1186 if(!needweapons && !needarmor)
1189 LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons));
1190 LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor));
1192 // See what is around
1193 IL_EACH(g_items, it.bot_pickup,
1195 // gather health and armor only
1197 if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
1198 if (vdist(it.origin - org, <, sradius))
1200 int t = it.bot_pickupevalfunc(this, it);
1202 navigation_routerating(this, it, t * ratingscale, 500);
1207 void havocbot_role_ons_setrole(entity this, int role)
1209 LOG_DEBUG(this.netname," switched to ");
1212 case HAVOCBOT_ONS_ROLE_DEFENSE:
1213 LOG_DEBUG("defense");
1214 this.havocbot_role = havocbot_role_ons_defense;
1215 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1216 this.havocbot_role_timeout = 0;
1218 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1219 LOG_DEBUG("assistant");
1220 this.havocbot_role = havocbot_role_ons_assistant;
1221 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1222 this.havocbot_role_timeout = 0;
1224 case HAVOCBOT_ONS_ROLE_OFFENSE:
1225 LOG_DEBUG("offense");
1226 this.havocbot_role = havocbot_role_ons_offense;
1227 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1228 this.havocbot_role_timeout = 0;
1234 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1236 entity cp, cp1, cp2, best, wp;
1237 float radius, bestvalue;
1241 // Filter control points
1242 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1245 cp2.wpconsidered = false;
1250 // Ignore owned controlpoints
1251 if(!(cp2.isgenneighbor[this.team] || cp2.iscpneighbor[this.team]))
1254 // Count team mates interested in this control point
1255 // (easier and cleaner than keeping counters per cp and teams)
1256 FOREACH_CLIENT(IS_PLAYER(it), {
1257 if(SAME_TEAM(it, this))
1258 if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1259 if(it.havocbot_ons_target == cp2)
1263 // NOTE: probably decrease the cost of attackable control points
1265 cp2.wpconsidered = true;
1268 // We'll consider only the best case
1269 bestvalue = 99999999999;
1271 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1273 if (!cp1.wpconsidered)
1276 if(cp1.wpcost<bestvalue)
1278 bestvalue = cp1.wpcost;
1280 this.havocbot_ons_target = cp1;
1287 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1291 // Should be attacked
1292 // Rate waypoints near it
1295 bestvalue = 99999999999;
1296 for(radius=0; radius<1000 && !found; radius+=500)
1298 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1300 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1301 if(wp.classname=="waypoint")
1302 if(checkpvs(wp.origin,cp))
1305 if(wp.cnt<bestvalue)
1316 navigation_routerating(this, best, ratingscale, 10000);
1319 this.havocbot_attack_time = 0;
1320 if(checkpvs(this.view_ofs,cp))
1321 if(checkpvs(this.view_ofs,best))
1322 this.havocbot_attack_time = time + 2;
1326 navigation_routerating(this, cp, ratingscale, 10000);
1328 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1332 // Should be touched
1333 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1336 // Look for auto generated waypoint
1337 if (!bot_waypoints_for_items)
1338 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1340 if(wp.classname=="waypoint")
1342 navigation_routerating(this, wp, ratingscale, 10000);
1347 // Nothing found, rate the controlpoint itself
1349 navigation_routerating(this, cp, ratingscale, 10000);
1353 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1355 entity g, wp, bestwp;
1359 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1361 if(SAME_TEAM(g, this) || g.isshielded)
1364 // Should be attacked
1365 // Rate waypoints near it
1370 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1372 if(wp.classname=="waypoint")
1373 if(checkpvs(wp.origin,g))
1386 LOG_DEBUG("waypoints found around generator");
1387 navigation_routerating(this, bestwp, ratingscale, 10000);
1390 this.havocbot_attack_time = 0;
1391 if(checkpvs(this.view_ofs,g))
1392 if(checkpvs(this.view_ofs,bestwp))
1393 this.havocbot_attack_time = time + 5;
1399 LOG_DEBUG("generator found without waypoints around");
1400 // if there aren't waypoints near the generator go straight to it
1401 navigation_routerating(this, g, ratingscale, 10000);
1402 this.havocbot_attack_time = 0;
1409 void havocbot_role_ons_offense(entity this)
1413 this.havocbot_attack_time = 0;
1414 havocbot_ons_reset_role(this);
1418 // Set the role timeout if necessary
1419 if (!this.havocbot_role_timeout)
1420 this.havocbot_role_timeout = time + 120;
1422 if (time > this.havocbot_role_timeout)
1424 havocbot_ons_reset_role(this);
1428 if(this.havocbot_attack_time>time)
1431 if (this.bot_strategytime < time)
1433 navigation_goalrating_start(this);
1434 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1435 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1436 havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1437 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1438 navigation_goalrating_end(this);
1440 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1444 void havocbot_role_ons_assistant(entity this)
1446 havocbot_ons_reset_role(this);
1449 void havocbot_role_ons_defense(entity this)
1451 havocbot_ons_reset_role(this);
1454 void havocbot_ons_reset_role(entity this)
1459 this.havocbot_ons_target = NULL;
1461 // TODO: Defend control points or generator if necessary
1463 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1468 * Find control point or generator owned by the same team self which is nearest to pos
1469 * if max_dist is positive, only control points within this range will be considered
1471 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1473 entity closest_target = NULL;
1474 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1476 if(SAME_TEAM(cp, this))
1478 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1479 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1480 closest_target = cp;
1482 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1484 if(SAME_TEAM(gen, this))
1485 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1486 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1487 closest_target = gen;
1490 return closest_target;
1494 * Find control point or generator owned by the same team self which is nearest to pos
1495 * if max_dist is positive, only control points within this range will be considered
1496 * This function only check distances on the XY plane, disregarding Z
1498 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1500 entity closest_target = NULL;
1502 float smallest_distance = 0, distance;
1504 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1506 delta = cp.origin - pos;
1508 distance = vlen(delta);
1510 if(SAME_TEAM(cp, this))
1512 if(max_dist <= 0 || distance <= max_dist)
1513 if(closest_target == NULL || distance <= smallest_distance )
1515 closest_target = cp;
1516 smallest_distance = distance;
1519 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1521 delta = gen.origin - pos;
1523 distance = vlen(delta);
1525 if(SAME_TEAM(gen, this))
1526 if(max_dist <= 0 || distance <= max_dist)
1527 if(closest_target == NULL || distance <= smallest_distance )
1529 closest_target = gen;
1530 smallest_distance = distance;
1534 return closest_target;
1537 * find the number of control points and generators in the same team as this
1539 int ons_Count_SelfControlPoints(entity this)
1542 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1544 if(SAME_TEAM(cp, this))
1548 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1550 if(SAME_TEAM(gen, this))
1557 * Teleport player to a random position near tele_target
1558 * if tele_effects is true, teleport sound+particles are created
1559 * return false on failure
1561 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1569 // narrow the range for each iteration to increase chances that a spawnpoint
1570 // can be found even if there's little room around the control point
1571 float iteration_scale = 1;
1572 for(i = 0; i < 16; ++i)
1574 iteration_scale -= i / 16;
1575 theta = random() * 2 * M_PI;
1579 loc *= random() * range * iteration_scale;
1581 loc += tele_target.origin + '0 0 128' * iteration_scale;
1583 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1584 if(trace_fraction == 1.0 && !trace_startsolid)
1586 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1587 if(trace_fraction == 1.0 && !trace_startsolid)
1591 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1592 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1594 setorigin(player, loc);
1595 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1596 makevectors(player.angles);
1597 player.fixangle = true;
1598 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1601 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1614 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1616 FOREACH_CLIENT(IS_PLAYER(it), {
1617 STAT(ROUNDLOST, it) = false;
1618 it.ons_deathloc = '0 0 0';
1619 PutClientInServer(it);
1624 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1626 entity player = M_ARGV(0, entity);
1628 player.ons_deathloc = '0 0 0';
1631 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1633 entity player = M_ARGV(0, entity);
1635 player.ons_deathloc = '0 0 0';
1638 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1640 entity player = M_ARGV(0, entity);
1642 if(!round_handler_IsRoundStarted())
1644 player.player_blocked = true;
1649 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1651 l.sprite.SendFlags |= 16;
1653 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1655 l.sprite.SendFlags |= 16;
1658 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1660 if ( autocvar_g_onslaught_spawn_choose )
1661 if ( player.ons_spawn_by )
1662 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1664 player.ons_spawn_by = NULL;
1668 if(autocvar_g_onslaught_spawn_at_controlpoints)
1669 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1671 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1672 entity tmp_entity, closest_target = NULL;
1673 vector spawn_loc = player.ons_deathloc;
1675 // new joining player or round reset, don't bother checking
1676 if(spawn_loc == '0 0 0') { return false; }
1678 if(random_target) { RandomSelection_Init(); }
1680 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1682 if(SAME_TEAM(tmp_entity, player))
1684 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1685 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1686 closest_target = tmp_entity;
1689 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1695 float iteration_scale = 1;
1696 for(i = 0; i < 10; ++i)
1698 iteration_scale -= i / 10;
1699 loc = closest_target.origin + '0 0 96' * iteration_scale;
1700 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1701 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1702 if(trace_fraction == 1.0 && !trace_startsolid)
1704 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1705 if(trace_fraction == 1.0 && !trace_startsolid)
1707 setorigin(player, loc);
1708 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1716 if(autocvar_g_onslaught_spawn_at_generator)
1717 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1719 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1720 entity tmp_entity, closest_target = NULL;
1721 vector spawn_loc = player.ons_deathloc;
1723 // new joining player or round reset, don't bother checking
1724 if(spawn_loc == '0 0 0') { return false; }
1726 if(random_target) { RandomSelection_Init(); }
1728 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1731 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1734 if(SAME_TEAM(tmp_entity, player))
1735 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1736 closest_target = tmp_entity;
1740 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1746 float iteration_scale = 1;
1747 for(i = 0; i < 10; ++i)
1749 iteration_scale -= i / 10;
1750 loc = closest_target.origin + '0 0 128' * iteration_scale;
1751 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1752 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1753 if(trace_fraction == 1.0 && !trace_startsolid)
1755 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1756 if(trace_fraction == 1.0 && !trace_startsolid)
1758 setorigin(player, loc);
1759 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1770 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1772 entity frag_target = M_ARGV(2, entity);
1774 frag_target.ons_deathloc = frag_target.origin;
1776 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1778 l.sprite.SendFlags |= 16;
1780 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1782 l.sprite.SendFlags |= 16;
1785 if ( autocvar_g_onslaught_spawn_choose )
1786 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1787 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1792 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1794 entity mon = M_ARGV(0, entity);
1796 entity e = find(NULL, targetname, mon.target);
1801 void ons_MonsterSpawn_Delayed(entity this)
1803 entity own = this.owner;
1805 if(!own) { delete(this); return; }
1809 entity e = find(NULL, target, own.targetname);
1814 own.use(own, e, NULL);
1821 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1823 entity mon = M_ARGV(0, entity);
1827 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1830 void ons_TurretSpawn_Delayed(entity this)
1832 entity own = this.owner;
1834 if(!own) { delete(this); return; }
1838 entity e = find(NULL, target, own.targetname);
1842 own.active = ACTIVE_NOT;
1844 own.use(own, e, NULL);
1851 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1853 entity turret = M_ARGV(0, entity);
1857 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1862 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1864 entity bot = M_ARGV(0, entity);
1866 havocbot_ons_reset_role(bot);
1870 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
1872 // onslaught is special
1873 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1875 switch(tmp_entity.team)
1877 case NUM_TEAM_1: c1 = 0; break;
1878 case NUM_TEAM_2: c2 = 0; break;
1879 case NUM_TEAM_3: c3 = 0; break;
1880 case NUM_TEAM_4: c4 = 0; break;
1887 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1889 entity spectatee = M_ARGV(0, entity);
1890 entity client = M_ARGV(1, entity);
1892 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1895 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1897 if(MUTATOR_RETURNVALUE) // command was already handled?
1900 entity player = M_ARGV(0, entity);
1901 string cmd_name = M_ARGV(1, string);
1902 int cmd_argc = M_ARGV(2, int);
1904 if ( cmd_name == "ons_spawn" )
1906 vector pos = player.origin;
1908 pos_x = stof(argv(1));
1910 pos_y = stof(argv(2));
1912 pos_z = stof(argv(3));
1914 if ( IS_PLAYER(player) )
1916 if ( !STAT(FROZEN, player) )
1918 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1920 if ( !source_point && player.health > 0 )
1922 sprint(player, "\nYou need to be next to a control point\n");
1927 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1929 if ( closest_target == NULL )
1931 sprint(player, "\nNo control point found\n");
1935 if ( player.health <= 0 )
1937 player.ons_spawn_by = closest_target;
1938 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1942 if ( source_point == closest_target )
1944 sprint(player, "\nTeleporting to the same point\n");
1948 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1949 sprint(player, "\nUnable to teleport there\n");
1955 sprint(player, "\nNo teleportation for you\n");
1963 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1965 if(MUTATOR_RETURNVALUE || gameover) { return false; }
1967 entity player = M_ARGV(0, entity);
1969 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
1971 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1974 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
1980 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
1982 entity frag_victim = M_ARGV(0, entity);
1984 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
1985 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
1988 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
1990 entity wp = M_ARGV(0, entity);
1991 entity to = M_ARGV(1, entity);
1992 int sf = M_ARGV(2, int);
1993 int wp_flag = M_ARGV(3, int);
1997 if(wp.owner.classname == "onslaught_controlpoint")
1999 entity wp_owner = wp.owner;
2000 entity e = WaypointSprite_getviewentity(to);
2001 if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2002 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2004 if(wp.owner.classname == "onslaught_generator")
2006 entity wp_owner = wp.owner;
2007 if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2008 if(wp_owner.health <= 0) { wp_flag |= 2; }
2012 M_ARGV(3, int) = wp_flag;
2015 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2017 entity turret_target = M_ARGV(1, entity);
2019 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2021 M_ARGV(3, float) = -3;
2028 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2030 entity turret = M_ARGV(0, entity);
2032 // ONS uses somewhat backwards linking.
2035 entity e = find(NULL, targetname, turret.target);
2037 turret.team = e.team;
2040 if(turret.team != turret.tur_head.team)
2041 turret_respawn(turret);
2049 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2050 Link between control points.
2052 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.
2055 "target" - first control point.
2056 "target2" - second control point.
2058 spawnfunc(onslaught_link)
2060 if(!g_onslaught) { delete(this); return; }
2062 if (this.target == "" || this.target2 == "")
2063 objerror(this, "target and target2 must be set\n");
2065 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2066 ons_worldlinklist = this;
2068 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2069 Net_LinkEntity(this, false, 0, ons_Link_Send);
2072 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2073 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2075 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2078 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2079 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2080 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2083 spawnfunc(onslaught_controlpoint)
2085 if(!g_onslaught) { delete(this); return; }
2087 ons_ControlPoint_Setup(this);
2090 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2093 spawnfunc_onslaught_link entities can target this.
2096 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2097 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2099 spawnfunc(onslaught_generator)
2101 if(!g_onslaught) { delete(this); return; }
2102 if(!this.team) { objerror(this, "team must be set"); }
2104 ons_GeneratorSetup(this);
2108 void ons_ScoreRules()
2110 CheckAllowedTeams(NULL);
2112 if(c1 >= 0) teams |= BIT(0);
2113 if(c2 >= 0) teams |= BIT(1);
2114 if(c3 >= 0) teams |= BIT(2);
2115 if(c4 >= 0) teams |= BIT(3);
2116 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
2117 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2118 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2119 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2120 ScoreRules_basics_end();
2123 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2127 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2128 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2131 void ons_Initialize()
2134 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2136 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);