]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/onslaught/sv_onslaught.qc
Merge branch 'master' into terencehill/bot_AI
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / onslaught / sv_onslaught.qc
1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
4
5 bool g_onslaught;
6
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;
29
30 void FixSize(entity e);
31 entity cam;
32
33 // =======================
34 // CaptureShield Functions
35 // =======================
36
37 bool clientcamera_send(entity this, entity to, int sf)
38 {
39         WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
40
41         WriteCoord(MSG_ENTITY, this.origin_x);
42         WriteCoord(MSG_ENTITY, this.origin_y);
43         WriteCoord(MSG_ENTITY, this.origin_z);
44
45         WriteAngle(MSG_ENTITY, this.angles_x);
46         WriteAngle(MSG_ENTITY, this.angles_y);
47         WriteAngle(MSG_ENTITY, this.angles_z);
48
49         return true;
50 }
51
52 bool ons_CaptureShield_Customize(entity this, entity client)
53 {
54         entity e = WaypointSprite_getviewentity(client);
55
56         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
57         if(SAME_TEAM(this, e)) { return false; }
58
59         return true;
60 }
61
62 void ons_CaptureShield_Touch(entity this, entity toucher)
63 {
64         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
65         if(!IS_PLAYER(toucher)) { return; }
66         if(SAME_TEAM(toucher, this)) { return; }
67
68         vector mymid = (this.absmin + this.absmax) * 0.5;
69         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
70
71         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
72
73         if(IS_REAL_CLIENT(toucher))
74         {
75                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
76
77                 if(this.enemy.classname == "onslaught_generator")
78                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
79                 else
80                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
81         }
82 }
83
84 void ons_CaptureShield_Reset(entity this)
85 {
86         this.colormap = this.enemy.colormap;
87         this.team = this.enemy.team;
88 }
89
90 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
91 {
92         entity shield = new(ons_captureshield);
93         IL_PUSH(g_onsshields, shield);
94
95         shield.enemy = generator;
96         shield.team = generator.team;
97         shield.colormap = generator.colormap;
98         shield.reset = ons_CaptureShield_Reset;
99         settouch(shield, ons_CaptureShield_Touch);
100         setcefc(shield, ons_CaptureShield_Customize);
101         shield.effects = EF_ADDITIVE;
102         set_movetype(shield, MOVETYPE_NOCLIP);
103         shield.solid = SOLID_TRIGGER;
104         shield.avelocity = '7 0 11';
105         shield.scale = 1;
106         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
107
108         precache_model(shield.model);
109         setorigin(shield, generator.origin);
110         _setmodel(shield, shield.model);
111         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
112 }
113
114
115 // ==========
116 // Junk Pile
117 // ==========
118
119 void setmodel_fixsize(entity e, Model m)
120 {
121         setmodel(e, m);
122         FixSize(e);
123 }
124
125 void onslaught_updatelinks()
126 {
127         entity l;
128         // first check if the game has ended
129         LOG_DEBUG("--- updatelinks ---");
130         // mark generators as being shielded and networked
131         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
132         {
133                 if (l.iscaptured)
134                         LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
135                 else
136                         LOG_DEBUG(etos(l), " (generator) is destroyed");
137                 l.islinked = l.iscaptured;
138                 l.isshielded = l.iscaptured;
139                 l.sprite.SendFlags |= 16;
140         }
141         // mark points as shielded and not networked
142         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
143         {
144                 l.islinked = false;
145                 l.isshielded = true;
146                 int i;
147                 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
148                 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
149                 l.sprite.SendFlags |= 16;
150         }
151         // flow power outward from the generators through the network
152         bool stop = false;
153         while (!stop)
154         {
155                 stop = true;
156                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
157                 {
158                         // if both points are captured by the same team, and only one of
159                         // them is powered, mark the other one as powered as well
160                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
161                                 if (l.enemy.islinked != l.goalentity.islinked)
162                                         if(SAME_TEAM(l.enemy, l.goalentity))
163                                         {
164                                                 if (!l.goalentity.islinked)
165                                                 {
166                                                         stop = false;
167                                                         l.goalentity.islinked = true;
168                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
169                                                 }
170                                                 else if (!l.enemy.islinked)
171                                                 {
172                                                         stop = false;
173                                                         l.enemy.islinked = true;
174                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
175                                                 }
176                                         }
177                 }
178         }
179         // now that we know which points are powered we can mark their neighbors
180         // as unshielded if team differs
181         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
182         {
183                 if (l.goalentity.islinked)
184                 {
185                         if(DIFF_TEAM(l.goalentity, l.enemy))
186                         {
187                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
188                                 l.enemy.isshielded = false;
189                         }
190                         if(l.goalentity.classname == "onslaught_generator")
191                                 l.enemy.isgenneighbor[l.goalentity.team] = true;
192                         else
193                                 l.enemy.iscpneighbor[l.goalentity.team] = true;
194                 }
195                 if (l.enemy.islinked)
196                 {
197                         if(DIFF_TEAM(l.goalentity, l.enemy))
198                         {
199                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
200                                 l.goalentity.isshielded = false;
201                         }
202                         if(l.enemy.classname == "onslaught_generator")
203                                 l.goalentity.isgenneighbor[l.enemy.team] = true;
204                         else
205                                 l.goalentity.iscpneighbor[l.enemy.team] = true;
206                 }
207         }
208         // now update the generators
209         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
210         {
211                 if (l.isshielded)
212                 {
213                         LOG_DEBUG(etos(l), " (generator) is shielded");
214                         l.takedamage = DAMAGE_NO;
215                         if(l.bot_attack)
216                                 IL_REMOVE(g_bot_targets, l);
217                         l.bot_attack = false;
218                 }
219                 else
220                 {
221                         LOG_DEBUG(etos(l), " (generator) is not shielded");
222                         l.takedamage = DAMAGE_AIM;
223                         if(!l.bot_attack)
224                                 IL_PUSH(g_bot_targets, l);
225                         l.bot_attack = true;
226                 }
227
228                 ons_Generator_UpdateSprite(l);
229         }
230         // now update the takedamage and alpha variables on control point icons
231         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
232         {
233                 if (l.isshielded)
234                 {
235                         LOG_DEBUG(etos(l), " (point) is shielded");
236                         if (l.goalentity)
237                         {
238                                 l.goalentity.takedamage = DAMAGE_NO;
239                                 if(l.goalentity.bot_attack)
240                                         IL_REMOVE(g_bot_targets, l.goalentity);
241                                 l.goalentity.bot_attack = false;
242                         }
243                 }
244                 else
245                 {
246                         LOG_DEBUG(etos(l), " (point) is not shielded");
247                         if (l.goalentity)
248                         {
249                                 l.goalentity.takedamage = DAMAGE_AIM;
250                                 if(!l.goalentity.bot_attack)
251                                         IL_PUSH(g_bot_targets, l.goalentity);
252                                 l.goalentity.bot_attack = true;
253                         }
254                 }
255                 ons_ControlPoint_UpdateSprite(l);
256         }
257         IL_EACH(g_onsshields, true,
258         {
259                 it.team = it.enemy.team;
260                 it.colormap = it.enemy.colormap;
261         });
262 }
263
264
265 // ===================
266 // Main Link Functions
267 // ===================
268
269 bool ons_Link_Send(entity this, entity to, int sendflags)
270 {
271         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
272         WriteByte(MSG_ENTITY, sendflags);
273         if(sendflags & 1)
274         {
275                 WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
276                 WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
277                 WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
278         }
279         if(sendflags & 2)
280         {
281                 WriteCoord(MSG_ENTITY, this.enemy.origin_x);
282                 WriteCoord(MSG_ENTITY, this.enemy.origin_y);
283                 WriteCoord(MSG_ENTITY, this.enemy.origin_z);
284         }
285         if(sendflags & 4)
286         {
287                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
288         }
289         return true;
290 }
291
292 void ons_Link_CheckUpdate(entity this)
293 {
294         // TODO check if the two sides have moved (currently they won't move anyway)
295         float cc = 0, cc1 = 0, cc2 = 0;
296
297         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
298         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
299
300         cc = cc1 + cc2;
301
302         if(cc != this.clientcolors)
303         {
304                 this.clientcolors = cc;
305                 this.SendFlags |= 4;
306         }
307
308         this.nextthink = time;
309 }
310
311 void ons_DelayedLinkSetup(entity this)
312 {
313         this.goalentity = find(NULL, targetname, this.target);
314         this.enemy = find(NULL, targetname, this.target2);
315         if(!this.goalentity) { objerror(this, "can not find target\n"); }
316         if(!this.enemy) { objerror(this, "can not find target2\n"); }
317
318         LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
319         this.SendFlags |= 3;
320         setthink(this, ons_Link_CheckUpdate);
321         this.nextthink = time;
322 }
323
324
325 // =============================
326 // Main Control Point Functions
327 // =============================
328
329 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
330 {
331         if(cp.isgenneighbor[teamnumber]) { return 2; }
332         if(cp.iscpneighbor[teamnumber]) { return 1; }
333
334         return 0;
335 }
336
337 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
338         // -2: SAME TEAM, attackable by enemy!
339         // -1: SAME TEAM!
340         // 0: off limits
341         // 1: attack it
342         // 2: touch it
343         // 3: attack it (HIGH PRIO)
344         // 4: touch it (HIGH PRIO)
345 {
346         int a;
347
348         if(cp.isshielded)
349         {
350                 return 0;
351         }
352         else if(cp.goalentity)
353         {
354                 // if there's already an icon built, nothing happens
355                 if(cp.team == teamnumber)
356                 {
357                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
358                         if(a) // attackable by enemy?
359                                 return -2; // EMERGENCY!
360                         return -1;
361                 }
362                 // we know it can be linked, so no need to check
363                 // but...
364                 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
365                 if(a == 2) // near our generator?
366                         return 3; // EMERGENCY!
367                 return 1;
368         }
369         else
370         {
371                 // free point
372                 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
373                 {
374                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
375                         if(a == 2)
376                                 return 4; // GET THIS ONE NOW!
377                         else
378                                 return 2; // TOUCH ME
379                 }
380         }
381         return 0;
382 }
383
384 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
385 {
386         if(damage <= 0) { return; }
387
388         if (this.owner.isshielded)
389         {
390                 // this is protected by a shield, so ignore the damage
391                 if (time > this.pain_finished)
392                         if (IS_PLAYER(attacker))
393                         {
394                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
395                                 this.pain_finished = time + 1;
396                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
397                         }
398
399                 return;
400         }
401
402         if(IS_PLAYER(attacker))
403         if(time - ons_notification_time[this.team] > 10)
404         {
405                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
406                 ons_notification_time[this.team] = time;
407         }
408
409         this.health = this.health - damage;
410         if(this.owner.iscaptured)
411                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
412         else
413                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
414         this.pain_finished = time + 1;
415         // particles on every hit
416         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
417         //sound on every hit
418         if (random() < 0.5)
419                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
420         else
421                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
422
423         if (this.health < 0)
424         {
425                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
426                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
427                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
428
429                 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
430                 PlayerScore_Add(attacker, SP_SCORE, 10);
431
432                 this.owner.goalentity = NULL;
433                 this.owner.islinked = false;
434                 this.owner.iscaptured = false;
435                 this.owner.team = 0;
436                 this.owner.colormap = 1024;
437
438                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
439
440                 onslaught_updatelinks();
441
442                 // Use targets now (somebody make sure this is in the right place..)
443                 SUB_UseTargets(this.owner, this, NULL);
444
445                 this.owner.waslinked = this.owner.islinked;
446                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
447                         setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
448                 //setsize(this, '-32 -32 0', '32 32 8');
449
450                 delete(this);
451         }
452
453         this.SendFlags |= CPSF_STATUS;
454 }
455
456 void ons_ControlPoint_Icon_Think(entity this)
457 {
458         this.nextthink = time + ONS_CP_THINKRATE;
459
460         if(autocvar_g_onslaught_cp_proxydecap)
461         {
462                 int _enemy_count = 0;
463                 int _friendly_count = 0;
464
465                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
466                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
467                         {
468                                 if(SAME_TEAM(it, this))
469                                         ++_friendly_count;
470                                 else
471                                         ++_enemy_count;
472                         }
473                 });
474
475                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
476                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
477
478                 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
479                 this.SendFlags |= CPSF_STATUS;
480                 if(this.health <= 0)
481                 {
482                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, this.origin, '0 0 0');
483                         return;
484                 }
485         }
486
487         if (time > this.pain_finished + 5)
488         {
489                 if(this.health < this.max_health)
490                 {
491                         this.health = this.health + this.count;
492                         if (this.health >= this.max_health)
493                                 this.health = this.max_health;
494                         WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
495                 }
496         }
497
498         if(this.owner.islinked != this.owner.waslinked)
499         {
500                 // unteam the spawnpoint if needed
501                 int t = this.owner.team;
502                 if(!this.owner.islinked)
503                         this.owner.team = 0;
504
505                 SUB_UseTargets(this.owner, this, NULL);
506
507                 this.owner.team = t;
508
509                 this.owner.waslinked = this.owner.islinked;
510         }
511
512         // damaged fx
513         if(random() < 0.6 - this.health / this.max_health)
514         {
515                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
516
517                 if(random() > 0.8)
518                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
519                 else if (random() > 0.5)
520                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
521         }
522 }
523
524 void ons_ControlPoint_Icon_BuildThink(entity this)
525 {
526         int a;
527
528         this.nextthink = time + ONS_CP_THINKRATE;
529
530         // only do this if there is power
531         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
532         if(!a)
533                 return;
534
535         this.health = this.health + this.count;
536
537         this.SendFlags |= CPSF_STATUS;
538
539         if (this.health >= this.max_health)
540         {
541                 this.health = this.max_health;
542                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
543                 setthink(this, ons_ControlPoint_Icon_Think);
544                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
545                 this.owner.iscaptured = true;
546                 this.solid = SOLID_BBOX;
547
548                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
549
550                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
551                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
552
553                 if(IS_PLAYER(this.owner.ons_toucher))
554                 {
555                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
556                         Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
557                         Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
558                         PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
559                         PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
560                 }
561
562                 this.owner.ons_toucher = NULL;
563
564                 onslaught_updatelinks();
565
566                 // Use targets now (somebody make sure this is in the right place..)
567                 SUB_UseTargets(this.owner, this, NULL);
568
569                 this.SendFlags |= CPSF_SETUP;
570         }
571         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
572                 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
573
574         if(random() < 0.9 - this.health / this.max_health)
575                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
576 }
577
578 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
579
580 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
581 {
582         entity e = new(onslaught_controlpoint_icon);
583
584         setsize(e, CPICON_MIN, CPICON_MAX);
585         setorigin(e, cp.origin + CPICON_OFFSET);
586
587         e.owner = cp;
588         e.max_health = autocvar_g_onslaught_cp_health;
589         e.health = autocvar_g_onslaught_cp_buildhealth;
590         e.solid = SOLID_NOT;
591         e.takedamage = DAMAGE_AIM;
592         e.bot_attack = true;
593         IL_PUSH(g_bot_targets, e);
594         e.event_damage = ons_ControlPoint_Icon_Damage;
595         e.team = player.team;
596         e.colormap = 1024 + (e.team - 1) * 17;
597         e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
598
599         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
600
601         cp.goalentity = e;
602         cp.team = e.team;
603         cp.colormap = e.colormap;
604
605         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
606
607         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
608         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
609         cp.sprite.SendFlags |= 16;
610
611         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
612 }
613
614 entity ons_ControlPoint_Waypoint(entity e)
615 {
616         if(e.team)
617         {
618                 int a = ons_ControlPoint_Attackable(e, e.team);
619
620                 if(a == -2) { return WP_OnsCPDefend; } // defend now
621                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
622                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
623         }
624         else
625                 return WP_OnsCP;
626
627         return WP_Null;
628 }
629
630 void ons_ControlPoint_UpdateSprite(entity e)
631 {
632         entity s1 = ons_ControlPoint_Waypoint(e);
633         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
634
635         bool sh;
636         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));
637
638         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
639         {
640                 if(e.iscaptured) // don't mess up build bars!
641                 {
642                         if(sh)
643                         {
644                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
645                         }
646                         else
647                         {
648                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
649                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
650                         }
651                 }
652                 if(e.lastshielded)
653                 {
654                         if(e.team)
655                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
656                         else
657                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
658                 }
659                 else
660                 {
661                         if(e.team)
662                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
663                         else
664                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
665                 }
666                 WaypointSprite_Ping(e.sprite);
667
668                 e.lastteam = e.team + 2;
669                 e.lastshielded = sh;
670                 e.lastcaptured = e.iscaptured;
671         }
672 }
673
674 void ons_ControlPoint_Touch(entity this, entity toucher)
675 {
676         int attackable;
677
678         if(IS_VEHICLE(toucher) && toucher.owner)
679         if(autocvar_g_onslaught_allow_vehicle_touch)
680                 toucher = toucher.owner;
681         else
682                 return;
683
684         if(!IS_PLAYER(toucher)) { return; }
685         if(STAT(FROZEN, toucher)) { return; }
686         if(IS_DEAD(toucher)) { return; }
687
688         if ( SAME_TEAM(this,toucher) )
689         if ( this.iscaptured )
690         {
691                 if(time <= toucher.teleport_antispam)
692                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
693                 else
694                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
695         }
696
697         attackable = ons_ControlPoint_Attackable(this, toucher.team);
698         if(attackable != 2 && attackable != 4)
699                 return;
700         // we've verified that this player has a legitimate claim to this point,
701         // so start building the captured point icon (which only captures this
702         // point if it successfully builds without being destroyed first)
703         ons_ControlPoint_Icon_Spawn(this, toucher);
704
705         this.ons_toucher = toucher;
706
707         onslaught_updatelinks();
708 }
709
710 void ons_ControlPoint_Think(entity this)
711 {
712         this.nextthink = time + ONS_CP_THINKRATE;
713         CSQCMODEL_AUTOUPDATE(this);
714 }
715
716 void ons_ControlPoint_Reset(entity this)
717 {
718         if(this.goalentity)
719                 delete(this.goalentity);
720
721         this.goalentity = NULL;
722         this.team = 0;
723         this.colormap = 1024;
724         this.iscaptured = false;
725         this.islinked = false;
726         this.isshielded = true;
727         setthink(this, ons_ControlPoint_Think);
728         this.ons_toucher = NULL;
729         this.nextthink = time + ONS_CP_THINKRATE;
730         setmodel_fixsize(this, MDL_ONS_CP_PAD1);
731
732         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
733         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
734
735         onslaught_updatelinks();
736
737         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
738
739         CSQCMODEL_AUTOUPDATE(this);
740 }
741
742 void ons_DelayedControlPoint_Setup(entity this)
743 {
744         onslaught_updatelinks();
745
746         // captureshield setup
747         ons_CaptureShield_Spawn(this, false);
748
749         CSQCMODEL_AUTOINIT(this);
750 }
751
752 void ons_ControlPoint_Setup(entity cp)
753 {
754         // main setup
755         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
756         ons_worldcplist = cp;
757
758         cp.netname = "Control point";
759         cp.team = 0;
760         cp.solid = SOLID_BBOX;
761         set_movetype(cp, MOVETYPE_NONE);
762         settouch(cp, ons_ControlPoint_Touch);
763         setthink(cp, ons_ControlPoint_Think);
764         cp.nextthink = time + ONS_CP_THINKRATE;
765         cp.reset = ons_ControlPoint_Reset;
766         cp.colormap = 1024;
767         cp.iscaptured = false;
768         cp.islinked = false;
769         cp.isshielded = true;
770
771         if(cp.message == "") { cp.message = "a"; }
772
773         // appearence
774         setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
775
776         // control point placement
777         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
778         {
779                 cp.noalign = true;
780                 set_movetype(cp, MOVETYPE_NONE);
781         }
782         else // drop to floor, automatically find a platform and set that as spawn origin
783         {
784                 setorigin(cp, cp.origin + '0 0 20');
785                 cp.noalign = false;
786                 droptofloor(cp);
787                 set_movetype(cp, MOVETYPE_TOSS);
788         }
789
790         // waypointsprites
791         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
792         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
793
794         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
795 }
796
797
798 // =========================
799 // Main Generator Functions
800 // =========================
801
802 entity ons_Generator_Waypoint(entity e)
803 {
804         if (e.isshielded)
805                 return WP_OnsGenShielded;
806         return WP_OnsGen;
807 }
808
809 void ons_Generator_UpdateSprite(entity e)
810 {
811         entity s1 = ons_Generator_Waypoint(e);
812         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
813
814         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
815         {
816                 e.lastteam = e.team + 2;
817                 e.lastshielded = e.isshielded;
818                 if(e.lastshielded)
819                 {
820                         if(e.team)
821                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
822                         else
823                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
824                 }
825                 else
826                 {
827                         if(e.team)
828                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
829                         else
830                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
831                 }
832                 WaypointSprite_Ping(e.sprite);
833         }
834 }
835
836 void ons_camSetup(entity this)
837 {
838         vector dir;
839         vector ang = '0 0 0';
840         vector best_ang = '0 0 0';
841         float best_trace_fraction = 0;
842         while(ang.y < 360)
843         {
844                 dir = eX * cos(ang.y * DEG2RAD) + eY * sin(ang.y * DEG2RAD);
845                 dir *= 500;
846                 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
847                 if(trace_fraction > best_trace_fraction)
848                 {
849                         best_trace_fraction = trace_fraction;
850                         best_ang = ang;
851                         if(trace_fraction == 1)
852                                 break;
853                 }
854                 ang.y += 90;
855                 if(ang.y == 360)
856                         ang.y = 45;
857         }
858         cam.origin = this.origin;
859         setorigin(cam, cam.origin);
860         cam.angles = best_ang;
861         Net_LinkEntity(cam, false, 0, clientcamera_send);
862
863         FOREACH_CLIENT(true, it.clientcamera = cam;);
864
865         WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
866         WriteAngle(MSG_ALL, cam.angles_x);
867         WriteAngle(MSG_ALL, cam.angles_y);
868         WriteAngle(MSG_ALL, cam.angles_z);
869 }
870
871 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
872 {
873         if(damage <= 0) return;
874         if(warmup_stage || game_stopped) return;
875         if(!round_handler_IsRoundStarted()) return;
876
877         if (attacker != this)
878         {
879                 if (this.isshielded)
880                 {
881                         // generator is protected by a shield, so ignore the damage
882                         if (time > this.pain_finished)
883                                 if (IS_PLAYER(attacker))
884                                 {
885                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
886                                         attacker.typehitsound += 1;
887                                         this.pain_finished = time + 1;
888                                 }
889                         return;
890                 }
891                 if (time > this.pain_finished)
892                 {
893                         this.pain_finished = time + 10;
894                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
895                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
896                 }
897         }
898         this.health = this.health - damage;
899         WaypointSprite_UpdateHealth(this.sprite, this.health);
900         // choose an animation frame based on health
901         this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
902         // see if the generator is still functional, or dying
903         if (this.health > 0)
904         {
905                 this.lasthealth = this.health;
906         }
907         else
908         {
909                 if (attacker == this)
910                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
911                 else
912                 {
913                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
914                         PlayerScore_Add(attacker, SP_SCORE, 100);
915                 }
916                 this.iscaptured = false;
917                 this.islinked = false;
918                 this.isshielded = false;
919                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
920                 this.event_damage = func_null; // won't do anything if hurt
921                 this.count = 0; // reset counter
922                 setthink(this, func_null);
923                 this.nextthink = 0;
924                 //this.think(); // do the first explosion now
925
926                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
927                 WaypointSprite_Ping(this.sprite);
928                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
929
930                 onslaught_updatelinks();
931
932                 ons_camSetup(this);
933         }
934
935         // Throw some flaming gibs on damage, more damage = more chance for gib
936         if(random() < damage/220)
937         {
938                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
939         }
940         else
941         {
942                 // particles on every hit
943                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
944
945                 //sound on every hit
946                 if (random() < 0.5)
947                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
948                 else
949                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
950         }
951
952         this.SendFlags |= GSF_STATUS;
953 }
954
955 void ons_GeneratorThink(entity this)
956 {
957         this.nextthink = time + GEN_THINKRATE;
958         if (!game_stopped)
959         {
960                 if(!this.isshielded && this.wait < time)
961                 {
962                         this.wait = time + 5;
963                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
964                                 if(SAME_TEAM(it, this))
965                                 {
966                                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
967                                         soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE);    // FIXME: unique sound?
968                                 }
969                                 else
970                                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
971                         });
972                 }
973         }
974 }
975
976 void ons_GeneratorReset(entity this)
977 {
978         this.team = this.team_saved;
979         this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
980         this.takedamage = DAMAGE_AIM;
981         this.bot_attack = true;
982         if(!IL_CONTAINS(g_bot_targets, this))
983                 IL_PUSH(g_bot_targets, this);
984         this.iscaptured = true;
985         this.islinked = true;
986         this.isshielded = true;
987         this.event_damage = ons_GeneratorDamage;
988         setthink(this, ons_GeneratorThink);
989         this.nextthink = time + GEN_THINKRATE;
990
991         Net_LinkEntity(this, false, 0, generator_send);
992
993         this.SendFlags = GSF_SETUP; // just incase
994         this.SendFlags |= GSF_STATUS;
995
996         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
997         WaypointSprite_UpdateHealth(this.sprite, this.health);
998         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
999
1000         onslaught_updatelinks();
1001 }
1002
1003 void ons_DelayedGeneratorSetup(entity this)
1004 {
1005         // bot waypoints
1006         waypoint_spawnforitem_force(this, this.origin);
1007         this.nearestwaypointtimeout = 0; // activate waypointing again
1008         this.bot_basewaypoint = this.nearestwaypoint;
1009
1010         // captureshield setup
1011         ons_CaptureShield_Spawn(this, true);
1012
1013         onslaught_updatelinks();
1014
1015         Net_LinkEntity(this, false, 0, generator_send);
1016 }
1017
1018
1019 void onslaught_generator_touch(entity this, entity toucher)
1020 {
1021         if ( IS_PLAYER(toucher) )
1022         if ( SAME_TEAM(this,toucher) )
1023         if ( this.iscaptured )
1024         {
1025                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1026         }
1027 }
1028
1029 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1030 {
1031         // declarations
1032         int teamnumber = gen.team;
1033
1034         // main setup
1035         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1036         ons_worldgeneratorlist = gen;
1037
1038         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1039         gen.classname = "onslaught_generator";
1040         gen.solid = SOLID_BBOX;
1041         gen.team_saved = teamnumber;
1042         set_movetype(gen, MOVETYPE_NONE);
1043         gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1044         gen.takedamage = DAMAGE_AIM;
1045         gen.bot_attack = true;
1046         IL_PUSH(g_bot_targets, gen);
1047         gen.event_damage = ons_GeneratorDamage;
1048         gen.reset = ons_GeneratorReset;
1049         setthink(gen, ons_GeneratorThink);
1050         gen.nextthink = time + GEN_THINKRATE;
1051         gen.iscaptured = true;
1052         gen.islinked = true;
1053         gen.isshielded = true;
1054         settouch(gen, onslaught_generator_touch);
1055
1056         // appearence
1057         // model handled by CSQC
1058         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1059         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1060         gen.colormap = 1024 + (teamnumber - 1) * 17;
1061
1062         // generator placement
1063         droptofloor(gen);
1064
1065         // waypointsprites
1066         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1067         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1068         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1069         WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1070
1071         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1072 }
1073
1074
1075 // ===============
1076 //  Round Handler
1077 // ===============
1078
1079 int total_generators;
1080 void Onslaught_count_generators()
1081 {
1082         entity e;
1083         total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1084         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1085         {
1086                 ++total_generators;
1087                 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1088                 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1089                 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1090                 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1091         }
1092 }
1093
1094 int Onslaught_GetWinnerTeam()
1095 {
1096         int winner_team = 0;
1097         if(redowned > 0)
1098                 winner_team = NUM_TEAM_1;
1099         if(blueowned > 0)
1100         {
1101                 if(winner_team) return 0;
1102                 winner_team = NUM_TEAM_2;
1103         }
1104         if(yellowowned > 0)
1105         {
1106                 if(winner_team) return 0;
1107                 winner_team = NUM_TEAM_3;
1108         }
1109         if(pinkowned > 0)
1110         {
1111                 if(winner_team) return 0;
1112                 winner_team = NUM_TEAM_4;
1113         }
1114         if(winner_team)
1115                 return winner_team;
1116         return -1; // no generators left?
1117 }
1118
1119 void nades_Clear(entity e);
1120
1121 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1122 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1123 bool Onslaught_CheckWinner()
1124 {
1125         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1126         {
1127                 ons_stalemate = true;
1128
1129                 if (!wpforenemy_announced)
1130                 {
1131                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1132                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1133
1134                         wpforenemy_announced = true;
1135                 }
1136
1137                 entity tmp_entity; // temporary entity
1138                 float d;
1139                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1140                 {
1141                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1142                         // control points reduce the overtime duration.
1143                         d = 1;
1144                         entity e;
1145                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1146                         {
1147                                 if(DIFF_TEAM(e, tmp_entity))
1148                                 if(e.islinked)
1149                                         d = d + 1;
1150                         }
1151
1152                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1153                                 d = d * tmp_entity.max_health;
1154                         else
1155                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1156
1157                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1158
1159                         tmp_entity.sprite.SendFlags |= 16;
1160
1161                         tmp_entity.ons_overtime_damagedelay = time + 1;
1162                 }
1163         }
1164         else { wpforenemy_announced = false; ons_stalemate = false; }
1165
1166         Onslaught_count_generators();
1167
1168         if(ONS_OWNED_GENERATORS_OK())
1169                 return 0;
1170
1171         int winner_team = Onslaught_GetWinnerTeam();
1172
1173         if(winner_team > 0)
1174         {
1175                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1176                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1177                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1178         }
1179         else if(winner_team == -1)
1180         {
1181                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1182                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1183         }
1184
1185         ons_stalemate = false;
1186
1187         play2all(SND(CTF_CAPTURE(winner_team)));
1188
1189         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1190
1191         FOREACH_CLIENT(IS_PLAYER(it), {
1192                 STAT(ROUNDLOST, it) = true;
1193                 it.player_blocked = true;
1194
1195                 nades_Clear(it);
1196         });
1197
1198         game_stopped = true;
1199         return 1;
1200 }
1201
1202 bool Onslaught_CheckPlayers()
1203 {
1204         return 1;
1205 }
1206
1207 void Onslaught_RoundStart()
1208 {
1209         entity tmp_entity;
1210         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1211
1212         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1213                 tmp_entity.sprite.SendFlags |= 16;
1214
1215         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1216                 tmp_entity.sprite.SendFlags |= 16;
1217 }
1218
1219
1220 // ================
1221 // Bot player logic
1222 // ================
1223
1224 // NOTE: LEGACY CODE, needs to be re-written!
1225
1226 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1227 {
1228         bool needarmor = false, needweapons = false;
1229
1230         // Needs armor/health?
1231         if(this.health<100)
1232                 needarmor = true;
1233
1234         // Needs weapons?
1235         int c = 0;
1236         FOREACH(Weapons, it != WEP_Null, {
1237                 if(this.weapons & (it.m_wepset))
1238                 if(++c >= 4)
1239                         break;
1240         });
1241
1242         if(c<4)
1243                 needweapons = true;
1244
1245         if(!needweapons && !needarmor)
1246                 return;
1247
1248         LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons));
1249         LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor));
1250
1251         // See what is around
1252         IL_EACH(g_items, it.bot_pickup,
1253         {
1254                 // gather health and armor only
1255                 if (it.solid)
1256                 if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
1257                 if (vdist(it.origin - org, <, sradius))
1258                 {
1259                         int t = it.bot_pickupevalfunc(this, it);
1260                         if (t > 0)
1261                                 navigation_routerating(this, it, t * ratingscale, 500);
1262                 }
1263         });
1264 }
1265
1266 void havocbot_role_ons_setrole(entity this, int role)
1267 {
1268         LOG_DEBUG(this.netname," switched to ");
1269         switch(role)
1270         {
1271                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1272                         LOG_DEBUG("defense");
1273                         this.havocbot_role = havocbot_role_ons_defense;
1274                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1275                         this.havocbot_role_timeout = 0;
1276                         break;
1277                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1278                         LOG_DEBUG("assistant");
1279                         this.havocbot_role = havocbot_role_ons_assistant;
1280                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1281                         this.havocbot_role_timeout = 0;
1282                         break;
1283                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1284                         LOG_DEBUG("offense");
1285                         this.havocbot_role = havocbot_role_ons_offense;
1286                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1287                         this.havocbot_role_timeout = 0;
1288                         break;
1289         }
1290         LOG_DEBUG("");
1291 }
1292
1293 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1294 {
1295         entity cp, cp1, cp2, best, wp;
1296         float radius, bestvalue;
1297         int c;
1298         bool found;
1299
1300         // Filter control points
1301         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1302         {
1303                 cp2.wpcost = c = 0;
1304                 cp2.wpconsidered = false;
1305
1306                 if(cp2.isshielded)
1307                         continue;
1308
1309                 // Ignore owned controlpoints
1310                 if(!(cp2.isgenneighbor[this.team] || cp2.iscpneighbor[this.team]))
1311                         continue;
1312
1313                 // Count team mates interested in this control point
1314                 // (easier and cleaner than keeping counters per cp and teams)
1315                 FOREACH_CLIENT(IS_PLAYER(it), {
1316                         if(SAME_TEAM(it, this))
1317                         if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1318                         if(it.havocbot_ons_target == cp2)
1319                                 ++c;
1320                 });
1321
1322                 // NOTE: probably decrease the cost of attackable control points
1323                 cp2.wpcost = c;
1324                 cp2.wpconsidered = true;
1325         }
1326
1327         // We'll consider only the best case
1328         bestvalue = 99999999999;
1329         cp = NULL;
1330         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1331         {
1332                 if (!cp1.wpconsidered)
1333                         continue;
1334
1335                 if(cp1.wpcost<bestvalue)
1336                 {
1337                         bestvalue = cp1.wpcost;
1338                         cp = cp1;
1339                         this.havocbot_ons_target = cp1;
1340                 }
1341         }
1342
1343         if (!cp)
1344                 return;
1345
1346         LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1347
1348         if(cp.goalentity)
1349         {
1350                 // Should be attacked
1351                 // Rate waypoints near it
1352                 found = false;
1353                 best = NULL;
1354                 bestvalue = 99999999999;
1355                 for(radius=0; radius<1000 && !found; radius+=500)
1356                 {
1357                         for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1358                         {
1359                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1360                                 if(wp.classname=="waypoint")
1361                                 if(checkpvs(wp.origin,cp))
1362                                 {
1363                                         found = true;
1364                                         if(wp.cnt<bestvalue)
1365                                         {
1366                                                 best = wp;
1367                                                 bestvalue = wp.cnt;
1368                                         }
1369                                 }
1370                         }
1371                 }
1372
1373                 if(best)
1374                 {
1375                         navigation_routerating(this, best, ratingscale, 10000);
1376                         best.cnt += 1;
1377
1378                         this.havocbot_attack_time = 0;
1379                         if(checkpvs(this.view_ofs,cp))
1380                         if(checkpvs(this.view_ofs,best))
1381                                 this.havocbot_attack_time = time + 2;
1382                 }
1383                 else
1384                 {
1385                         navigation_routerating(this, cp, ratingscale, 10000);
1386                 }
1387                 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1388         }
1389         else
1390         {
1391                 // Should be touched
1392                 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1393                 found = false;
1394
1395                 // Look for auto generated waypoint
1396                 if (!bot_waypoints_for_items)
1397                 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1398                 {
1399                         if(wp.classname=="waypoint")
1400                         {
1401                                 navigation_routerating(this, wp, ratingscale, 10000);
1402                                 found = true;
1403                         }
1404                 }
1405
1406                 // Nothing found, rate the controlpoint itself
1407                 if (!found)
1408                         navigation_routerating(this, cp, ratingscale, 10000);
1409         }
1410 }
1411
1412 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1413 {
1414         entity g, wp, bestwp;
1415         bool found;
1416         int best;
1417
1418         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1419         {
1420                 if(SAME_TEAM(g, this) || g.isshielded)
1421                         continue;
1422
1423                 // Should be attacked
1424                 // Rate waypoints near it
1425                 found = false;
1426                 bestwp = NULL;
1427                 best = 99999999999;
1428
1429                 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1430                 {
1431                         if(wp.classname=="waypoint")
1432                         if(checkpvs(wp.origin,g))
1433                         {
1434                                 found = true;
1435                                 if(wp.cnt<best)
1436                                 {
1437                                         bestwp = wp;
1438                                         best = wp.cnt;
1439                                 }
1440                         }
1441                 }
1442
1443                 if(bestwp)
1444                 {
1445                         LOG_DEBUG("waypoints found around generator");
1446                         navigation_routerating(this, bestwp, ratingscale, 10000);
1447                         bestwp.cnt += 1;
1448
1449                         this.havocbot_attack_time = 0;
1450                         if(checkpvs(this.view_ofs,g))
1451                         if(checkpvs(this.view_ofs,bestwp))
1452                                 this.havocbot_attack_time = time + 5;
1453
1454                         return true;
1455                 }
1456                 else
1457                 {
1458                         LOG_DEBUG("generator found without waypoints around");
1459                         // if there aren't waypoints near the generator go straight to it
1460                         navigation_routerating(this, g, ratingscale, 10000);
1461                         this.havocbot_attack_time = 0;
1462                         return true;
1463                 }
1464         }
1465         return false;
1466 }
1467
1468 void havocbot_role_ons_offense(entity this)
1469 {
1470         if(IS_DEAD(this))
1471         {
1472                 this.havocbot_attack_time = 0;
1473                 havocbot_ons_reset_role(this);
1474                 return;
1475         }
1476
1477         // Set the role timeout if necessary
1478         if (!this.havocbot_role_timeout)
1479                 this.havocbot_role_timeout = time + 120;
1480
1481         if (time > this.havocbot_role_timeout)
1482         {
1483                 havocbot_ons_reset_role(this);
1484                 return;
1485         }
1486
1487         if(this.havocbot_attack_time>time)
1488                 return;
1489
1490         if (this.bot_strategytime < time)
1491         {
1492                 navigation_goalrating_start(this);
1493                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1494                 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1495                         havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1496                 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1497                 navigation_goalrating_end(this);
1498
1499                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1500         }
1501 }
1502
1503 void havocbot_role_ons_assistant(entity this)
1504 {
1505         havocbot_ons_reset_role(this);
1506 }
1507
1508 void havocbot_role_ons_defense(entity this)
1509 {
1510         havocbot_ons_reset_role(this);
1511 }
1512
1513 void havocbot_ons_reset_role(entity this)
1514 {
1515         if(IS_DEAD(this))
1516                 return;
1517
1518         this.havocbot_ons_target = NULL;
1519
1520         // TODO: Defend control points or generator if necessary
1521
1522         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1523 }
1524
1525
1526 /*
1527  * Find control point or generator owned by the same team self which is nearest to pos
1528  * if max_dist is positive, only control points within this range will be considered
1529  */
1530 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1531 {
1532         entity closest_target = NULL;
1533         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1534         {
1535                 if(SAME_TEAM(cp, this))
1536                 if(cp.iscaptured)
1537                 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1538                 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1539                         closest_target = cp;
1540         }
1541         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1542         {
1543                 if(SAME_TEAM(gen, this))
1544                 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1545                 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1546                         closest_target = gen;
1547         }
1548
1549         return closest_target;
1550 }
1551
1552 /*
1553  * Find control point or generator owned by the same team self which is nearest to pos
1554  * if max_dist is positive, only control points within this range will be considered
1555  * This function only check distances on the XY plane, disregarding Z
1556  */
1557 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1558 {
1559         entity closest_target = NULL;
1560         vector delta;
1561         float smallest_distance = 0, distance;
1562
1563         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1564         {
1565                 delta = cp.origin - pos;
1566                 delta_z = 0;
1567                 distance = vlen(delta);
1568
1569                 if(SAME_TEAM(cp, this))
1570                 if(cp.iscaptured)
1571                 if(max_dist <= 0 || distance <= max_dist)
1572                 if(closest_target == NULL || distance <= smallest_distance )
1573                 {
1574                         closest_target = cp;
1575                         smallest_distance = distance;
1576                 }
1577         }
1578         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1579         {
1580                 delta = gen.origin - pos;
1581                 delta_z = 0;
1582                 distance = vlen(delta);
1583
1584                 if(SAME_TEAM(gen, this))
1585                 if(max_dist <= 0 || distance <= max_dist)
1586                 if(closest_target == NULL || distance <= smallest_distance )
1587                 {
1588                         closest_target = gen;
1589                         smallest_distance = distance;
1590                 }
1591         }
1592
1593         return closest_target;
1594 }
1595 /**
1596  * find the number of control points and generators in the same team as this
1597  */
1598 int ons_Count_SelfControlPoints(entity this)
1599 {
1600         int n = 0;
1601         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1602         {
1603                 if(SAME_TEAM(cp, this))
1604                 if(cp.iscaptured)
1605                         n++;
1606         }
1607         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1608         {
1609                 if(SAME_TEAM(gen, this))
1610                         n++;
1611         }
1612         return n;
1613 }
1614
1615 /**
1616  * Teleport player to a random position near tele_target
1617  * if tele_effects is true, teleport sound+particles are created
1618  * return false on failure
1619  */
1620 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1621 {
1622         if ( !tele_target )
1623                 return false;
1624
1625         int i;
1626         vector loc;
1627         float theta;
1628         // narrow the range for each iteration to increase chances that a spawnpoint
1629         // can be found even if there's little room around the control point
1630         float iteration_scale = 1;
1631         for(i = 0; i < 16; ++i)
1632         {
1633                 iteration_scale -= i / 16;
1634                 theta = random() * 2 * M_PI;
1635                 loc_y = sin(theta);
1636                 loc_x = cos(theta);
1637                 loc_z = 0;
1638                 loc *= random() * range * iteration_scale;
1639
1640                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1641
1642                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1643                 if(trace_fraction == 1.0 && !trace_startsolid)
1644                 {
1645                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1646                         if(trace_fraction == 1.0 && !trace_startsolid)
1647                         {
1648                                 if ( tele_effects )
1649                                 {
1650                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1651                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1652                                 }
1653                                 setorigin(player, loc);
1654                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1655                                 makevectors(player.angles);
1656                                 player.fixangle = true;
1657                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1658
1659                                 if ( tele_effects )
1660                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1661                                 return true;
1662                         }
1663                 }
1664         }
1665
1666         return false;
1667 }
1668
1669 // ==============
1670 // Hook Functions
1671 // ==============
1672
1673 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1674 {
1675         FOREACH_CLIENT(IS_PLAYER(it), {
1676                 STAT(ROUNDLOST, it) = false;
1677                 it.ons_deathloc = '0 0 0';
1678                 PutClientInServer(it);
1679                 it.clientcamera = it;
1680         });
1681         return false;
1682 }
1683
1684 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1685 {
1686         entity player = M_ARGV(0, entity);
1687
1688         player.ons_deathloc = '0 0 0';
1689 }
1690
1691 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1692 {
1693         entity player = M_ARGV(0, entity);
1694
1695         player.ons_deathloc = '0 0 0';
1696 }
1697
1698 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1699 {
1700         entity player = M_ARGV(0, entity);
1701
1702         if(!round_handler_IsRoundStarted())
1703         {
1704                 player.player_blocked = true;
1705                 return false;
1706         }
1707
1708         entity l;
1709         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1710         {
1711                 l.sprite.SendFlags |= 16;
1712         }
1713         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1714         {
1715                 l.sprite.SendFlags |= 16;
1716         }
1717
1718         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1719
1720         if ( autocvar_g_onslaught_spawn_choose )
1721         if ( player.ons_spawn_by )
1722         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1723         {
1724                 player.ons_spawn_by = NULL;
1725                 return false;
1726         }
1727
1728         if(autocvar_g_onslaught_spawn_at_controlpoints)
1729         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1730         {
1731                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1732                 entity tmp_entity, closest_target = NULL;
1733                 vector spawn_loc = player.ons_deathloc;
1734
1735                 // new joining player or round reset, don't bother checking
1736                 if(spawn_loc == '0 0 0') { return false; }
1737
1738                 if(random_target) { RandomSelection_Init(); }
1739
1740                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1741                 {
1742                         if(SAME_TEAM(tmp_entity, player))
1743                         if(random_target)
1744                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1745                         else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1746                                 closest_target = tmp_entity;
1747                 }
1748
1749                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1750
1751                 if(closest_target)
1752                 {
1753                         float i;
1754                         vector loc;
1755                         float iteration_scale = 1;
1756                         for(i = 0; i < 10; ++i)
1757                         {
1758                                 iteration_scale -= i / 10;
1759                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1760                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1761                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1762                                 if(trace_fraction == 1.0 && !trace_startsolid)
1763                                 {
1764                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1765                                         if(trace_fraction == 1.0 && !trace_startsolid)
1766                                         {
1767                                                 setorigin(player, loc);
1768                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1769                                                 return false;
1770                                         }
1771                                 }
1772                         }
1773                 }
1774         }
1775
1776         if(autocvar_g_onslaught_spawn_at_generator)
1777         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1778         {
1779                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1780                 entity tmp_entity, closest_target = NULL;
1781                 vector spawn_loc = player.ons_deathloc;
1782
1783                 // new joining player or round reset, don't bother checking
1784                 if(spawn_loc == '0 0 0') { return false; }
1785
1786                 if(random_target) { RandomSelection_Init(); }
1787
1788                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1789                 {
1790                         if(random_target)
1791                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1792                         else
1793                         {
1794                                 if(SAME_TEAM(tmp_entity, player))
1795                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1796                                         closest_target = tmp_entity;
1797                         }
1798                 }
1799
1800                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1801
1802                 if(closest_target)
1803                 {
1804                         float i;
1805                         vector loc;
1806                         float iteration_scale = 1;
1807                         for(i = 0; i < 10; ++i)
1808                         {
1809                                 iteration_scale -= i / 10;
1810                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1811                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1812                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1813                                 if(trace_fraction == 1.0 && !trace_startsolid)
1814                                 {
1815                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1816                                         if(trace_fraction == 1.0 && !trace_startsolid)
1817                                         {
1818                                                 setorigin(player, loc);
1819                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1820                                                 return false;
1821                                         }
1822                                 }
1823                         }
1824                 }
1825         }
1826
1827         return false;
1828 }
1829
1830 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1831 {
1832         entity frag_target = M_ARGV(2, entity);
1833
1834         frag_target.ons_deathloc = frag_target.origin;
1835         entity l;
1836         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1837         {
1838                 l.sprite.SendFlags |= 16;
1839         }
1840         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1841         {
1842                 l.sprite.SendFlags |= 16;
1843         }
1844
1845         if ( autocvar_g_onslaught_spawn_choose )
1846         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1847                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1848
1849         return false;
1850 }
1851
1852 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1853 {
1854         entity mon = M_ARGV(0, entity);
1855
1856         entity e = find(NULL, targetname, mon.target);
1857         if (e != NULL)
1858                 mon.team = e.team;
1859 }
1860
1861 void ons_MonsterSpawn_Delayed(entity this)
1862 {
1863         entity own = this.owner;
1864
1865         if(!own) { delete(this); return; }
1866
1867         if(own.targetname)
1868         {
1869                 entity e = find(NULL, target, own.targetname);
1870                 if(e != NULL)
1871                 {
1872                         own.team = e.team;
1873
1874                         own.use(own, e, NULL);
1875                 }
1876         }
1877
1878         delete(this);
1879 }
1880
1881 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1882 {
1883         entity mon = M_ARGV(0, entity);
1884
1885         entity e = spawn();
1886         e.owner = mon;
1887         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1888 }
1889
1890 void ons_TurretSpawn_Delayed(entity this)
1891 {
1892         entity own = this.owner;
1893
1894         if(!own) { delete(this); return; }
1895
1896         if(own.targetname)
1897         {
1898                 entity e = find(NULL, target, own.targetname);
1899                 if(e != NULL)
1900                 {
1901                         own.team = e.team;
1902                         own.active = ACTIVE_NOT;
1903
1904                         own.use(own, e, NULL);
1905                 }
1906         }
1907
1908         delete(this);
1909 }
1910
1911 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1912 {
1913         entity turret = M_ARGV(0, entity);
1914
1915         entity e = spawn();
1916         e.owner = turret;
1917         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1918
1919         return false;
1920 }
1921
1922 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1923 {
1924         entity bot = M_ARGV(0, entity);
1925
1926         havocbot_ons_reset_role(bot);
1927         return true;
1928 }
1929
1930 MUTATOR_HOOKFUNCTION(ons, CheckAllowedTeams)
1931 {
1932         // onslaught is special
1933         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1934         {
1935                 switch(tmp_entity.team)
1936                 {
1937                         case NUM_TEAM_1: c1 = 0; break;
1938                         case NUM_TEAM_2: c2 = 0; break;
1939                         case NUM_TEAM_3: c3 = 0; break;
1940                         case NUM_TEAM_4: c4 = 0; break;
1941                 }
1942         }
1943
1944         return true;
1945 }
1946
1947 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1948 {
1949         entity spectatee = M_ARGV(0, entity);
1950         entity client = M_ARGV(1, entity);
1951
1952         STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1953 }
1954
1955 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1956 {
1957         if(MUTATOR_RETURNVALUE) // command was already handled?
1958                 return false;
1959
1960         entity player = M_ARGV(0, entity);
1961         string cmd_name = M_ARGV(1, string);
1962         int cmd_argc = M_ARGV(2, int);
1963
1964         if ( cmd_name == "ons_spawn" )
1965         {
1966                 vector pos = player.origin;
1967                 if(cmd_argc > 1)
1968                         pos_x = stof(argv(1));
1969                 if(cmd_argc > 2)
1970                         pos_y = stof(argv(2));
1971                 if(cmd_argc > 3)
1972                         pos_z = stof(argv(3));
1973
1974                 if ( IS_PLAYER(player) )
1975                 {
1976                         if ( !STAT(FROZEN, player) )
1977                         {
1978                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1979
1980                                 if ( !source_point && player.health > 0 )
1981                                 {
1982                                         sprint(player, "\nYou need to be next to a control point\n");
1983                                         return true;
1984                                 }
1985
1986
1987                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1988
1989                                 if ( closest_target == NULL )
1990                                 {
1991                                         sprint(player, "\nNo control point found\n");
1992                                         return true;
1993                                 }
1994
1995                                 if ( player.health <= 0 )
1996                                 {
1997                                         player.ons_spawn_by = closest_target;
1998                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1999                                 }
2000                                 else
2001                                 {
2002                                         if ( source_point == closest_target )
2003                                         {
2004                                                 sprint(player, "\nTeleporting to the same point\n");
2005                                                 return true;
2006                                         }
2007
2008                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2009                                                 sprint(player, "\nUnable to teleport there\n");
2010                                 }
2011
2012                                 return true;
2013                         }
2014
2015                         sprint(player, "\nNo teleportation for you\n");
2016                 }
2017
2018                 return true;
2019         }
2020         return false;
2021 }
2022
2023 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2024 {
2025         if(MUTATOR_RETURNVALUE || game_stopped) return false;
2026
2027         entity player = M_ARGV(0, entity);
2028
2029         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2030         {
2031                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2032                 if ( source_point )
2033                 {
2034                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2035                         return true;
2036                 }
2037         }
2038 }
2039
2040 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2041 {
2042         entity frag_victim = M_ARGV(0, entity);
2043
2044         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2045                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2046 }
2047
2048 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2049 {
2050     entity wp = M_ARGV(0, entity);
2051     entity to = M_ARGV(1, entity);
2052     int sf = M_ARGV(2, int);
2053     int wp_flag = M_ARGV(3, int);
2054
2055         if(sf & 16)
2056         {
2057                 if(wp.owner.classname == "onslaught_controlpoint")
2058                 {
2059                         entity wp_owner = wp.owner;
2060                         entity e = WaypointSprite_getviewentity(to);
2061                         if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2062                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2063                 }
2064                 if(wp.owner.classname == "onslaught_generator")
2065                 {
2066                         entity wp_owner = wp.owner;
2067                         if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2068                         if(wp_owner.health <= 0) { wp_flag |= 2; }
2069                 }
2070         }
2071
2072         M_ARGV(3, int) = wp_flag;
2073 }
2074
2075 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2076 {
2077         entity turret_target = M_ARGV(1, entity);
2078
2079         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2080         {
2081                 M_ARGV(3, float) = -3;
2082                 return true;
2083         }
2084
2085         return false;
2086 }
2087
2088 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2089 {
2090     entity turret = M_ARGV(0, entity);
2091
2092         // ONS uses somewhat backwards linking.
2093         if(turret.target)
2094         {
2095                 entity e = find(NULL, targetname, turret.target);
2096                 if (e != NULL)
2097                         turret.team = e.team;
2098         }
2099
2100         if(turret.team != turret.tur_head.team)
2101                 turret_respawn(turret);
2102 }
2103
2104
2105 // ==========
2106 // Spawnfuncs
2107 // ==========
2108
2109 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2110   Link between control points.
2111
2112   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.
2113
2114 keys:
2115 "target" - first control point.
2116 "target2" - second control point.
2117  */
2118 spawnfunc(onslaught_link)
2119 {
2120         if(!g_onslaught) { delete(this); return; }
2121
2122         if (this.target == "" || this.target2 == "")
2123                 objerror(this, "target and target2 must be set\n");
2124
2125         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2126         ons_worldlinklist = this;
2127
2128         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2129         Net_LinkEntity(this, false, 0, ons_Link_Send);
2130 }
2131
2132 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2133   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2134
2135   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2136
2137 keys:
2138 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2139 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2140 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2141  */
2142
2143 spawnfunc(onslaught_controlpoint)
2144 {
2145         if(!g_onslaught) { delete(this); return; }
2146
2147         ons_ControlPoint_Setup(this);
2148 }
2149
2150 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2151   Base generator.
2152
2153   spawnfunc_onslaught_link entities can target this.
2154
2155 keys:
2156 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2157 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2158  */
2159 spawnfunc(onslaught_generator)
2160 {
2161         if(!g_onslaught) { delete(this); return; }
2162         if(!this.team) { objerror(this, "team must be set"); }
2163
2164         ons_GeneratorSetup(this);
2165 }
2166
2167 // scoreboard setup
2168 void ons_ScoreRules()
2169 {
2170         CheckAllowedTeams(NULL);
2171         int teams = 0;
2172         if(c1 >= 0) teams |= BIT(0);
2173         if(c2 >= 0) teams |= BIT(1);
2174         if(c3 >= 0) teams |= BIT(2);
2175         if(c4 >= 0) teams |= BIT(3);
2176         ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
2177         ScoreInfo_SetLabel_TeamScore  (ST_ONS_CAPS,     "destroyed", SFL_SORT_PRIO_PRIMARY);
2178         ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS,    "caps",      SFL_SORT_PRIO_SECONDARY);
2179         ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES,    "takes",     0);
2180         ScoreRules_basics_end();
2181 }
2182
2183 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2184 {
2185         ons_ScoreRules();
2186
2187         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2188         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2189 }
2190
2191 void ons_Initialize()
2192 {
2193         g_onslaught = true;
2194         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2195
2196         cam = new(objective_camera);
2197
2198         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2199 }