#include "sv_onslaught.qh" #include "sv_controlpoint.qh" #include "sv_generator.qh" bool g_onslaught; float autocvar_g_onslaught_teleport_wait; bool autocvar_g_onslaught_spawn_at_controlpoints; bool autocvar_g_onslaught_spawn_at_generator; float autocvar_g_onslaught_cp_proxydecap; float autocvar_g_onslaught_cp_proxydecap_distance = 512; float autocvar_g_onslaught_cp_proxydecap_dps = 100; float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5; float autocvar_g_onslaught_spawn_at_controlpoints_random; float autocvar_g_onslaught_spawn_at_generator_chance; float autocvar_g_onslaught_spawn_at_generator_random; float autocvar_g_onslaught_cp_buildhealth; float autocvar_g_onslaught_cp_buildtime; float autocvar_g_onslaught_cp_health; float autocvar_g_onslaught_cp_regen; float autocvar_g_onslaught_gen_health; float autocvar_g_onslaught_shield_force = 100; float autocvar_g_onslaught_allow_vehicle_touch; float autocvar_g_onslaught_round_timelimit; float autocvar_g_onslaught_warmup; float autocvar_g_onslaught_teleport_radius; float autocvar_g_onslaught_spawn_choose; float autocvar_g_onslaught_click_radius; void FixSize(entity e); entity cam; // ======================= // CaptureShield Functions // ======================= bool clientcamera_send(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_ONSCAMERA); WriteVector(MSG_ENTITY, this.origin); WriteAngle(MSG_ENTITY, this.angles_x); WriteAngle(MSG_ENTITY, this.angles_y); WriteAngle(MSG_ENTITY, this.angles_z); return true; } bool ons_CaptureShield_Customize(entity this, entity client) { entity e = WaypointSprite_getviewentity(client); if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; } if(SAME_TEAM(this, e)) { return false; } return true; } void ons_CaptureShield_Touch(entity this, entity toucher) { if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; } if(!IS_PLAYER(toucher)) { return; } if(SAME_TEAM(toucher, this)) { return; } vector mymid = (this.absmin + this.absmax) * 0.5; vector theirmid = (toucher.absmin + toucher.absmax) * 0.5; Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force); if(IS_REAL_CLIENT(toucher)) { play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD)); if(this.enemy.classname == "onslaught_generator") Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED); else Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED); } } void ons_CaptureShield_Reset(entity this) { this.colormap = this.enemy.colormap; this.team = this.enemy.team; } void ons_CaptureShield_Spawn(entity generator, bool is_generator) { entity shield = new(ons_captureshield); IL_PUSH(g_onsshields, shield); shield.enemy = generator; shield.team = generator.team; shield.colormap = generator.colormap; shield.reset = ons_CaptureShield_Reset; settouch(shield, ons_CaptureShield_Touch); setcefc(shield, ons_CaptureShield_Customize); shield.effects = EF_ADDITIVE; set_movetype(shield, MOVETYPE_NOCLIP); shield.solid = SOLID_TRIGGER; shield.avelocity = '7 0 11'; shield.scale = 1; shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3"); precache_model(shield.model); setorigin(shield, generator.origin); _setmodel(shield, shield.model); setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs); } // ========== // Junk Pile // ========== void setmodel_fixsize(entity e, Model m) { setmodel(e, m); FixSize(e); } void onslaught_updatelinks() { entity l; // first check if the game has ended LOG_DEBUG("--- updatelinks ---"); // mark generators as being shielded and networked for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext) { if (l.iscaptured) LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team)); else LOG_DEBUG(etos(l), " (generator) is destroyed"); l.islinked = l.iscaptured; l.isshielded = l.iscaptured; l.sprite.SendFlags |= 16; } // mark points as shielded and not networked for(l = ons_worldcplist; l; l = l.ons_worldcpnext) { l.islinked = false; l.isshielded = true; l.aregensneighbor = 0; l.arecpsneighbor = 0; LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team)); l.sprite.SendFlags |= 16; } // flow power outward from the generators through the network bool stop = false; while (!stop) { stop = true; for(l = ons_worldlinklist; l; l = l.ons_worldlinknext) { // if both points are captured by the same team, and only one of // them is powered, mark the other one as powered as well if (l.enemy.iscaptured && l.goalentity.iscaptured) if (l.enemy.islinked != l.goalentity.islinked) if(SAME_TEAM(l.enemy, l.goalentity)) { if (!l.goalentity.islinked) { stop = false; l.goalentity.islinked = true; LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)"); } else if (!l.enemy.islinked) { stop = false; l.enemy.islinked = true; LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)"); } } } } // now that we know which points are powered we can mark their neighbors // as unshielded if team differs for(l = ons_worldlinklist; l; l = l.ons_worldlinknext) { if (l.goalentity.islinked) { if(DIFF_TEAM(l.goalentity, l.enemy)) { LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)"); l.enemy.isshielded = false; } if(l.goalentity.classname == "onslaught_generator") l.enemy.aregensneighbor |= BIT(l.goalentity.team); else l.enemy.arecpsneighbor |= BIT(l.goalentity.team); } if (l.enemy.islinked) { if(DIFF_TEAM(l.goalentity, l.enemy)) { LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)"); l.goalentity.isshielded = false; } if(l.enemy.classname == "onslaught_generator") l.goalentity.aregensneighbor |= BIT(l.enemy.team); else l.goalentity.arecpsneighbor |= BIT(l.enemy.team); } } // now update the generators for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext) { if (l.isshielded) { LOG_DEBUG(etos(l), " (generator) is shielded"); l.takedamage = DAMAGE_NO; if(l.bot_attack) IL_REMOVE(g_bot_targets, l); l.bot_attack = false; } else { LOG_DEBUG(etos(l), " (generator) is not shielded"); l.takedamage = DAMAGE_AIM; if(!l.bot_attack) IL_PUSH(g_bot_targets, l); l.bot_attack = true; } ons_Generator_UpdateSprite(l); } // now update the takedamage and alpha variables on control point icons for(l = ons_worldcplist; l; l = l.ons_worldcpnext) { if (l.isshielded) { LOG_DEBUG(etos(l), " (point) is shielded"); if (l.goalentity) { l.goalentity.takedamage = DAMAGE_NO; if(l.goalentity.bot_attack) IL_REMOVE(g_bot_targets, l.goalentity); l.goalentity.bot_attack = false; } } else { LOG_DEBUG(etos(l), " (point) is not shielded"); if (l.goalentity) { l.goalentity.takedamage = DAMAGE_AIM; if(!l.goalentity.bot_attack) IL_PUSH(g_bot_targets, l.goalentity); l.goalentity.bot_attack = true; } } ons_ControlPoint_UpdateSprite(l); } IL_EACH(g_onsshields, true, { it.team = it.enemy.team; it.colormap = it.enemy.colormap; }); } // =================== // Main Link Functions // =================== bool ons_Link_Send(entity this, entity to, int sendflags) { WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK); WriteByte(MSG_ENTITY, sendflags); if(sendflags & 1) { WriteVector(MSG_ENTITY, this.goalentity.origin); } if(sendflags & 2) { WriteVector(MSG_ENTITY, this.enemy.origin); } if(sendflags & 4) { WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16 } return true; } void ons_Link_CheckUpdate(entity this) { // TODO check if the two sides have moved (currently they won't move anyway) float cc = 0, cc1 = 0, cc2 = 0; if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; } if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; } cc = cc1 + cc2; if(cc != this.clientcolors) { this.clientcolors = cc; this.SendFlags |= 4; } this.nextthink = time; } void ons_DelayedLinkSetup(entity this) { this.goalentity = find(NULL, targetname, this.target); this.enemy = find(NULL, targetname, this.target2); if(!this.goalentity) { objerror(this, "can not find target\n"); } if(!this.enemy) { objerror(this, "can not find target2\n"); } LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy)); this.SendFlags |= 3; setthink(this, ons_Link_CheckUpdate); this.nextthink = time; } // ============================= // Main Control Point Functions // ============================= int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber) { if(cp.aregensneighbor & BIT(teamnumber)) return 2; if(cp.arecpsneighbor & BIT(teamnumber)) return 1; return 0; } int ons_ControlPoint_Attackable(entity cp, int teamnumber) // -2: SAME TEAM, attackable by enemy! // -1: SAME TEAM! // 0: off limits // 1: attack it // 2: touch it // 3: attack it (HIGH PRIO) // 4: touch it (HIGH PRIO) { int a; if(cp.isshielded) { return 0; } else if(cp.goalentity) { // if there's already an icon built, nothing happens if(cp.team == teamnumber) { a = ons_ControlPoint_CanBeLinked(cp, teamnumber); if(a) // attackable by enemy? return -2; // EMERGENCY! return -1; } // we know it can be linked, so no need to check // but... a = ons_ControlPoint_CanBeLinked(cp, teamnumber); if(a == 2) // near our generator? return 3; // EMERGENCY! return 1; } else { // free point if(ons_ControlPoint_CanBeLinked(cp, teamnumber)) { a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t if(a == 2) return 4; // GET THIS ONE NOW! else return 2; // TOUCH ME } } return 0; } void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(damage <= 0) { return; } if (this.owner.isshielded) { // this is protected by a shield, so ignore the damage if (time > this.pain_finished) if (IS_PLAYER(attacker)) { play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD)); this.pain_finished = time + 1; attacker.typehitsound += 1; // play both sounds (shield is way too quiet) } return; } if(IS_PLAYER(attacker)) if(time - ons_notification_time[this.team] > 10) { play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK)); ons_notification_time[this.team] = time; } TakeResource(this, RESOURCE_HEALTH, damage); if(this.owner.iscaptured) WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH)); else WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RESOURCE_HEALTH)) / (this.count / ONS_CP_THINKRATE)); this.pain_finished = time + 1; // particles on every hit pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1); //sound on every hit if (random() < 0.5) sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM); else sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM); if (GetResourceAmount(this, RESOURCE_HEALTH) < 0) { sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM); pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname); GameRules_scoring_add(attacker, ONS_TAKES, 1); GameRules_scoring_add(attacker, SCORE, 10); this.owner.goalentity = NULL; this.owner.islinked = false; this.owner.iscaptured = false; this.owner.team = 0; this.owner.colormap = 1024; WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0); onslaught_updatelinks(); // Use targets now (somebody make sure this is in the right place..) SUB_UseTargets(this.owner, this, NULL); this.owner.waslinked = this.owner.islinked; if(this.owner.model != "models/onslaught/controlpoint_pad.md3") setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1); //setsize(this, '-32 -32 0', '32 32 8'); delete(this); } this.SendFlags |= CPSF_STATUS; } bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit) { float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health); if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit) return false; GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit); if(targ.owner.iscaptured) WaypointSprite_UpdateHealth(targ.owner.sprite, GetResourceAmount(targ, RESOURCE_HEALTH)); else WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - GetResourceAmount(targ, RESOURCE_HEALTH)) / (targ.count / ONS_CP_THINKRATE)); targ.SendFlags |= CPSF_STATUS; return true; } void ons_ControlPoint_Icon_Think(entity this) { this.nextthink = time + ONS_CP_THINKRATE; if(autocvar_g_onslaught_cp_proxydecap) { int _enemy_count = 0; int _friendly_count = 0; FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), { if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance)) { if(SAME_TEAM(it, this)) ++_friendly_count; else ++_enemy_count; } }); _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE); _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE); GiveResourceWithLimit(this, RESOURCE_HEALTH, (_friendly_count - _enemy_count), this.max_health); this.SendFlags |= CPSF_STATUS; if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) { ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0'); return; } } if (time > this.pain_finished + 5) { if(GetResourceAmount(this, RESOURCE_HEALTH) < this.max_health) { GiveResourceWithLimit(this, RESOURCE_HEALTH, this.count, this.max_health); WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH)); } } if(this.owner.islinked != this.owner.waslinked) { // unteam the spawnpoint if needed int t = this.owner.team; if(!this.owner.islinked) this.owner.team = 0; SUB_UseTargets(this.owner, this, NULL); this.owner.team = t; this.owner.waslinked = this.owner.islinked; } // damaged fx if(random() < 0.6 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health) { Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1); if(random() > 0.8) sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM); else if (random() > 0.5) sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM); } } void ons_ControlPoint_Icon_BuildThink(entity this) { int a; this.nextthink = time + ONS_CP_THINKRATE; // only do this if there is power a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team); if(!a) return; GiveResource(this, RESOURCE_HEALTH, this.count); this.SendFlags |= CPSF_STATUS; if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health) { SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health); this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on setthink(this, ons_ControlPoint_Icon_Think); sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM); this.owner.iscaptured = true; this.solid = SOLID_BBOX; Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1); WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health); WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH)); if(IS_PLAYER(this.owner.ons_toucher)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message); 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); Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message); GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1); GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10); } this.owner.ons_toucher = NULL; onslaught_updatelinks(); // Use targets now (somebody make sure this is in the right place..) SUB_UseTargets(this.owner, this, NULL); this.SendFlags |= CPSF_SETUP; } if(this.owner.model != MDL_ONS_CP_PAD2.model_str()) setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2); if(random() < 0.9 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health) Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1); } void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc); void ons_ControlPoint_Icon_Spawn(entity cp, entity player) { entity e = new(onslaught_controlpoint_icon); setsize(e, CPICON_MIN, CPICON_MAX); setorigin(e, cp.origin + CPICON_OFFSET); e.owner = cp; e.max_health = autocvar_g_onslaught_cp_health; SetResourceAmountExplicit(e, RESOURCE_HEALTH, autocvar_g_onslaught_cp_buildhealth); e.solid = SOLID_NOT; e.takedamage = DAMAGE_AIM; e.bot_attack = true; IL_PUSH(g_bot_targets, e); e.event_damage = ons_ControlPoint_Icon_Damage; e.event_heal = ons_ControlPoint_Icon_Heal; e.team = player.team; e.colormap = 1024 + (e.team - 1) * 17; e.count = (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM); cp.goalentity = e; cp.team = e.team; cp.colormap = e.colormap; Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1); WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) / (e.count / ONS_CP_THINKRATE)); WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY); cp.sprite.SendFlags |= 16; onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink); } entity ons_ControlPoint_Waypoint(entity e) { if(e.team) { int a = ons_ControlPoint_Attackable(e, e.team); if(a == -2) { return WP_OnsCPDefend; } // defend now if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack } else return WP_OnsCP; return WP_Null; } void ons_ControlPoint_UpdateSprite(entity e) { entity s1 = ons_ControlPoint_Waypoint(e); WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1); bool sh; 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)); if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured) { if(e.iscaptured) // don't mess up build bars! { if(sh) { WaypointSprite_UpdateMaxHealth(e.sprite, 0); } else { WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health); WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RESOURCE_HEALTH)); } } if(e.lastshielded) { if(e.team) WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false)); else WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5'); } else { if(e.team) WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false)); else WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75'); } WaypointSprite_Ping(e.sprite); e.lastteam = e.team + 2; e.lastshielded = sh; e.lastcaptured = e.iscaptured; } } void ons_ControlPoint_Touch(entity this, entity toucher) { int attackable; if(IS_VEHICLE(toucher) && toucher.owner) if(autocvar_g_onslaught_allow_vehicle_touch) toucher = toucher.owner; else return; if(!IS_PLAYER(toucher)) { return; } if(STAT(FROZEN, toucher)) { return; } if(IS_DEAD(toucher)) { return; } if ( SAME_TEAM(this,toucher) ) if ( this.iscaptured ) { if(time <= toucher.teleport_antispam) Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time)); else Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT); } attackable = ons_ControlPoint_Attackable(this, toucher.team); if(attackable != 2 && attackable != 4) return; // we've verified that this player has a legitimate claim to this point, // so start building the captured point icon (which only captures this // point if it successfully builds without being destroyed first) ons_ControlPoint_Icon_Spawn(this, toucher); this.ons_toucher = toucher; onslaught_updatelinks(); } void ons_ControlPoint_Think(entity this) { this.nextthink = time + ONS_CP_THINKRATE; CSQCMODEL_AUTOUPDATE(this); } void ons_ControlPoint_Reset(entity this) { if(this.goalentity) delete(this.goalentity); this.goalentity = NULL; this.team = 0; this.colormap = 1024; this.iscaptured = false; this.islinked = false; this.isshielded = true; setthink(this, ons_ControlPoint_Think); this.ons_toucher = NULL; this.nextthink = time + ONS_CP_THINKRATE; setmodel_fixsize(this, MDL_ONS_CP_PAD1); WaypointSprite_UpdateMaxHealth(this.sprite, 0); WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY); onslaught_updatelinks(); SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc. CSQCMODEL_AUTOUPDATE(this); } void ons_DelayedControlPoint_Setup(entity this) { onslaught_updatelinks(); // captureshield setup ons_CaptureShield_Spawn(this, false); CSQCMODEL_AUTOINIT(this); } void ons_ControlPoint_Setup(entity cp) { // main setup cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist ons_worldcplist = cp; cp.netname = "Control point"; cp.team = 0; cp.solid = SOLID_BBOX; set_movetype(cp, MOVETYPE_NONE); settouch(cp, ons_ControlPoint_Touch); setthink(cp, ons_ControlPoint_Think); cp.nextthink = time + ONS_CP_THINKRATE; cp.reset = ons_ControlPoint_Reset; cp.colormap = 1024; cp.iscaptured = false; cp.islinked = false; cp.isshielded = true; if(cp.message == "") { cp.message = "a"; } // appearence setmodel_fixsize(cp, MDL_ONS_CP_PAD1); // control point placement if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location { cp.noalign = true; set_movetype(cp, MOVETYPE_NONE); } else // drop to floor, automatically find a platform and set that as spawn origin { setorigin(cp, cp.origin + '0 0 20'); cp.noalign = false; droptofloor(cp); set_movetype(cp, MOVETYPE_TOSS); } // waypointsprites WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE); WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY); InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION); } // ========================= // Main Generator Functions // ========================= entity ons_Generator_Waypoint(entity e) { if (e.isshielded) return WP_OnsGenShielded; return WP_OnsGen; } void ons_Generator_UpdateSprite(entity e) { entity s1 = ons_Generator_Waypoint(e); WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1); if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded) { e.lastteam = e.team + 2; e.lastshielded = e.isshielded; if(e.lastshielded) { if(e.team) WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false)); else WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5'); } else { if(e.team) WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false)); else WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75'); } WaypointSprite_Ping(e.sprite); } } void ons_camSetup(entity this) { vector dir; vector ang = '0 0 0'; vector best_ang = '0 0 0'; float best_trace_fraction = 0; while(ang.y < 360) { dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD)); dir *= 500; traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this); if(trace_fraction > best_trace_fraction) { best_trace_fraction = trace_fraction; best_ang = ang; if(trace_fraction == 1) break; } ang.y += 90; if(ang.y == 360) ang.y = 45; } cam.origin = this.origin; setorigin(cam, cam.origin); cam.angles = best_ang; Net_LinkEntity(cam, false, 0, clientcamera_send); FOREACH_CLIENT(true, it.clientcamera = cam;); WriteByte(MSG_ALL, SVC_SETVIEWANGLES); WriteAngle(MSG_ALL, cam.angles_x); WriteAngle(MSG_ALL, cam.angles_y); WriteAngle(MSG_ALL, cam.angles_z); } void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(damage <= 0) return; if(warmup_stage || game_stopped) return; if(!round_handler_IsRoundStarted()) return; if (attacker != this) { if (this.isshielded) { // generator is protected by a shield, so ignore the damage if (time > this.pain_finished) if (IS_PLAYER(attacker)) { play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD)); attacker.typehitsound += 1; this.pain_finished = time + 1; } return; } if (time > this.pain_finished) { this.pain_finished = time + 10; FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK)); play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK)); } } TakeResource(this, RESOURCE_HEALTH, damage); WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH)); // choose an animation frame based on health this.frame = 10 * bound(0, (1 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health), 1); // see if the generator is still functional, or dying if (GetResourceAmount(this, RESOURCE_HEALTH) > 0) { this.lasthealth = GetResourceAmount(this, RESOURCE_HEALTH); } else { if (attacker == this) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME)); else { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED)); GameRules_scoring_add(attacker, SCORE, 100); } this.iscaptured = false; this.islinked = false; this.isshielded = false; this.takedamage = DAMAGE_NO; // can't be hurt anymore this.event_damage = func_null; // won't do anything if hurt this.event_heal = func_null; this.count = 0; // reset counter setthink(this, func_null); this.nextthink = 0; //this.think(); // do the first explosion now WaypointSprite_UpdateMaxHealth(this.sprite, 0); WaypointSprite_Ping(this.sprite); //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor onslaught_updatelinks(); ons_camSetup(this); } // Throw some flaming gibs on damage, more damage = more chance for gib if(random() < damage/220) { sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); } else { // particles on every hit Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1); //sound on every hit if (random() < 0.5) sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM); else sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM); } this.SendFlags |= GSF_STATUS; } bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit) { float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health); if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit) return false; GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit); WaypointSprite_UpdateHealth(targ.sprite, GetResourceAmount(targ, RESOURCE_HEALTH)); targ.frame = 10 * bound(0, (1 - GetResourceAmount(targ, RESOURCE_HEALTH) / targ.max_health), 1); targ.lasthealth = GetResourceAmount(targ, RESOURCE_HEALTH); targ.SendFlags |= GSF_STATUS; return true; } void ons_GeneratorThink(entity this) { this.nextthink = time + GEN_THINKRATE; if (game_stopped || this.isshielded || time < this.wait) return; this.wait = time + 5; FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { if (SAME_TEAM(it, this)) { Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM); msg_entity = it; soundto(MSG_ONE, this, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound? } else Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED)); }); } void ons_GeneratorReset(entity this) { this.team = this.team_saved; SetResourceAmountExplicit(this, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health); this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health; this.takedamage = DAMAGE_AIM; this.bot_attack = true; if(!IL_CONTAINS(g_bot_targets, this)) IL_PUSH(g_bot_targets, this); this.iscaptured = true; this.islinked = true; this.isshielded = true; this.event_damage = ons_GeneratorDamage; this.event_heal = ons_GeneratorHeal; setthink(this, ons_GeneratorThink); this.nextthink = time + GEN_THINKRATE; Net_LinkEntity(this, false, 0, generator_send); this.SendFlags = GSF_SETUP; // just incase this.SendFlags |= GSF_STATUS; WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH)); WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY); onslaught_updatelinks(); } void ons_DelayedGeneratorSetup(entity this) { // bot waypoints waypoint_spawnforitem_force(this, this.origin); this.nearestwaypointtimeout = 0; // activate waypointing again this.bot_basewaypoint = this.nearestwaypoint; // captureshield setup ons_CaptureShield_Spawn(this, true); onslaught_updatelinks(); Net_LinkEntity(this, false, 0, generator_send); } void onslaught_generator_touch(entity this, entity toucher) { if ( IS_PLAYER(toucher) ) if ( SAME_TEAM(this,toucher) ) if ( this.iscaptured ) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT); } } void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc { // declarations int teamnumber = gen.team; // main setup gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist ons_worldgeneratorlist = gen; gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber)); gen.classname = "onslaught_generator"; gen.solid = SOLID_BBOX; gen.team_saved = teamnumber; IL_PUSH(g_saved_team, gen); set_movetype(gen, MOVETYPE_NONE); gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health; SetResourceAmountExplicit(gen, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health); gen.takedamage = DAMAGE_AIM; gen.bot_attack = true; IL_PUSH(g_bot_targets, gen); gen.event_damage = ons_GeneratorDamage; gen.event_heal = ons_GeneratorHeal; gen.reset = ons_GeneratorReset; setthink(gen, ons_GeneratorThink); gen.nextthink = time + GEN_THINKRATE; gen.iscaptured = true; gen.islinked = true; gen.isshielded = true; settouch(gen, onslaught_generator_touch); // appearence // model handled by CSQC setsize(gen, GENERATOR_MIN, GENERATOR_MAX); setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET)); gen.colormap = 1024 + (teamnumber - 1) * 17; // generator placement droptofloor(gen); // waypointsprites WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE); WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY); WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health); WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RESOURCE_HEALTH)); InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION); } // =============== // Round Handler // =============== int total_generators; void Onslaught_count_generators() { entity e; total_generators = redowned = blueowned = yellowowned = pinkowned = 0; for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext) { ++total_generators; redowned += (e.team == NUM_TEAM_1 && GetResourceAmount(e, RESOURCE_HEALTH) > 0); blueowned += (e.team == NUM_TEAM_2 && GetResourceAmount(e, RESOURCE_HEALTH) > 0); yellowowned += (e.team == NUM_TEAM_3 && GetResourceAmount(e, RESOURCE_HEALTH) > 0); pinkowned += (e.team == NUM_TEAM_4 && GetResourceAmount(e, RESOURCE_HEALTH) > 0); } } int Onslaught_GetWinnerTeam() { int winner_team = 0; if(redowned > 0) winner_team = NUM_TEAM_1; if(blueowned > 0) { if(winner_team) return 0; winner_team = NUM_TEAM_2; } if(yellowowned > 0) { if(winner_team) return 0; winner_team = NUM_TEAM_3; } if(pinkowned > 0) { if(winner_team) return 0; winner_team = NUM_TEAM_4; } if(winner_team) return winner_team; return -1; // no generators left? } void nades_Clear(entity e); #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0)) #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1) bool Onslaught_CheckWinner() { if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)) { ons_stalemate = true; if (!wpforenemy_announced) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE); wpforenemy_announced = true; } entity tmp_entity; // temporary entity float d; for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay) { // tmp_entity.max_health / 300 gives 5 minutes of overtime. // control points reduce the overtime duration. d = 1; entity e; for(e = ons_worldcplist; e; e = e.ons_worldcpnext) { if(DIFF_TEAM(e, tmp_entity)) if(e.islinked) d = d + 1; } if(autocvar_g_campaign && autocvar__campaign_testrun) d = d * tmp_entity.max_health; else d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath); Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0'); tmp_entity.sprite.SendFlags |= 16; tmp_entity.ons_overtime_damagedelay = time + 1; } } else { wpforenemy_announced = false; ons_stalemate = false; } Onslaught_count_generators(); if(ONS_OWNED_GENERATORS_OK()) return 0; int winner_team = Onslaught_GetWinnerTeam(); if(winner_team > 0) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN)); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN)); TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1); } else if(winner_team == -1) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED); } ons_stalemate = false; play2all(SND(CTF_CAPTURE(winner_team))); round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit); FOREACH_CLIENT(IS_PLAYER(it), { STAT(ROUNDLOST, it) = true; it.player_blocked = true; nades_Clear(it); }); game_stopped = true; return 1; } bool Onslaught_CheckPlayers() { return 1; } void Onslaught_RoundStart() { entity tmp_entity; FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false); for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext) tmp_entity.sprite.SendFlags |= 16; for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) tmp_entity.sprite.SendFlags |= 16; } // ================ // Bot player logic // ================ // NOTE: LEGACY CODE, needs to be re-written! void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius) { bool needarmor = false, needweapons = false; // Needs armor/health? if(GetResourceAmount(this, RESOURCE_HEALTH) < 100) needarmor = true; // Needs weapons? int c = 0; FOREACH(Weapons, it != WEP_Null, { if(STAT(WEAPONS, this) & (it.m_wepset)) if(++c >= 4) break; }); if(c<4) needweapons = true; if(!needweapons && !needarmor) return; LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons)); LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor)); // See what is around IL_EACH(g_items, it.bot_pickup, { // gather health and armor only if (it.solid) if ( ((GetResourceAmount(it, RESOURCE_HEALTH) || GetResourceAmount(it, RESOURCE_ARMOR)) && needarmor) || (STAT(WEAPONS, it) && needweapons ) ) if (vdist(it.origin - org, <, sradius)) { int t = it.bot_pickupevalfunc(this, it); if (t > 0) navigation_routerating(this, it, t * ratingscale, 500); } }); } void havocbot_role_ons_setrole(entity this, int role) { switch(role) { case HAVOCBOT_ONS_ROLE_DEFENSE: LOG_DEBUG(this.netname, " switched to defense"); this.havocbot_role = havocbot_role_ons_defense; this.havocbot_role_timeout = 0; break; case HAVOCBOT_ONS_ROLE_ASSISTANT: LOG_DEBUG(this.netname, " switched to assistant"); this.havocbot_role = havocbot_role_ons_assistant; this.havocbot_role_timeout = 0; break; case HAVOCBOT_ONS_ROLE_OFFENSE: LOG_DEBUG(this.netname, " switched to offense"); this.havocbot_role = havocbot_role_ons_offense; this.havocbot_role_timeout = 0; break; } } void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale) { entity cp, cp1, cp2, best, wp; float radius, bestvalue; int c; bool found; // Filter control points for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext) { cp2.wpcost = c = 0; cp2.wpconsidered = false; if(cp2.isshielded) continue; // Ignore owned controlpoints if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team)))) continue; // Count team mates interested in this control point // (easier and cleaner than keeping counters per cp and teams) FOREACH_CLIENT(it != this && IS_PLAYER(it), { if(SAME_TEAM(it, this)) if(it.havocbot_role == havocbot_role_ons_offense) if(it.havocbot_ons_target == cp2) ++c; }); // NOTE: probably decrease the cost of attackable control points cp2.wpcost = c; cp2.wpconsidered = true; } // We'll consider only the best case bestvalue = FLOAT_MAX; cp = NULL; for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext) { if (!cp1.wpconsidered) continue; if(cp1.wpcost this.havocbot_role_timeout) { havocbot_ons_reset_role(this); return; } if(this.havocbot_attack_time>time) return; if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650); if(!havocbot_goalrating_ons_generator_attack(this, 20000)) havocbot_goalrating_ons_controlpoints_attack(this, 20000); havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000); navigation_goalrating_end(this); navigation_goalrating_timeout_set(this); } } void havocbot_role_ons_assistant(entity this) { havocbot_ons_reset_role(this); } void havocbot_role_ons_defense(entity this) { havocbot_ons_reset_role(this); } void havocbot_ons_reset_role(entity this) { if(IS_DEAD(this)) return; this.havocbot_ons_target = NULL; // TODO: Defend control points or generator if necessary havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE); } /* * Find control point or generator owned by the same team self which is nearest to pos * if max_dist is positive, only control points within this range will be considered */ entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist) { entity closest_target = NULL; for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext) { if(SAME_TEAM(cp, this)) if(cp.iscaptured) if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist)) if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL) closest_target = cp; } for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext) { if(SAME_TEAM(gen, this)) if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist)) if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL) closest_target = gen; } return closest_target; } /* * Find control point or generator owned by the same team self which is nearest to pos * if max_dist is positive, only control points within this range will be considered * This function only check distances on the XY plane, disregarding Z */ entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist) { entity closest_target = NULL; vector delta; float smallest_distance = 0, distance; for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext) { delta = cp.origin - pos; delta_z = 0; distance = vlen(delta); if(SAME_TEAM(cp, this)) if(cp.iscaptured) if(max_dist <= 0 || distance <= max_dist) if(closest_target == NULL || distance <= smallest_distance ) { closest_target = cp; smallest_distance = distance; } } for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext) { delta = gen.origin - pos; delta_z = 0; distance = vlen(delta); if(SAME_TEAM(gen, this)) if(max_dist <= 0 || distance <= max_dist) if(closest_target == NULL || distance <= smallest_distance ) { closest_target = gen; smallest_distance = distance; } } return closest_target; } /** * find the number of control points and generators in the same team as this */ int ons_Count_SelfControlPoints(entity this) { int n = 0; for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext) { if(SAME_TEAM(cp, this)) if(cp.iscaptured) n++; } for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext) { if(SAME_TEAM(gen, this)) n++; } return n; } /** * Teleport player to a random position near tele_target * if tele_effects is true, teleport sound+particles are created * return false on failure */ bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects) { if ( !tele_target ) return false; int i; vector loc; float theta; // narrow the range for each iteration to increase chances that a spawnpoint // can be found even if there's little room around the control point float iteration_scale = 1; for(i = 0; i < 16; ++i) { iteration_scale -= i / 16; theta = random() * 2 * M_PI; loc_y = sin(theta); loc_x = cos(theta); loc_z = 0; loc *= random() * range * iteration_scale; loc += tele_target.origin + '0 0 128' * iteration_scale; tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid) { traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL if(trace_fraction == 1.0 && !trace_startsolid) { if ( tele_effects ) { Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1); sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM); } setorigin(player, loc); player.angles = '0 1 0' * ( theta * RAD2DEG + 180 ); makevectors(player.angles); player.fixangle = true; player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait; if ( tele_effects ) Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1); return true; } } } return false; } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ons, reset_map_global) { FOREACH_CLIENT(IS_PLAYER(it), { STAT(ROUNDLOST, it) = false; it.ons_deathloc = '0 0 0'; PutClientInServer(it); it.clientcamera = it; }); return false; } MUTATOR_HOOKFUNCTION(ons, ClientDisconnect) { entity player = M_ARGV(0, entity); player.ons_deathloc = '0 0 0'; } MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver) { entity player = M_ARGV(0, entity); player.ons_deathloc = '0 0 0'; } MUTATOR_HOOKFUNCTION(ons, PlayerSpawn) { entity player = M_ARGV(0, entity); if(!round_handler_IsRoundStarted()) { player.player_blocked = true; return false; } entity l; for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext) { l.sprite.SendFlags |= 16; } for(l = ons_worldcplist; l; l = l.ons_worldcpnext) { l.sprite.SendFlags |= 16; } if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); } if ( autocvar_g_onslaught_spawn_choose ) if ( player.ons_spawn_by ) if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) ) { player.ons_spawn_by = NULL; return false; } if(autocvar_g_onslaught_spawn_at_controlpoints) if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance) { float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random; entity tmp_entity, closest_target = NULL; vector spawn_loc = player.ons_deathloc; // new joining player or round reset, don't bother checking if(spawn_loc == '0 0 0') { return false; } if(random_target) { RandomSelection_Init(); } for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext) { if(SAME_TEAM(tmp_entity, player)) if(random_target) RandomSelection_AddEnt(tmp_entity, 1, 1); else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL) closest_target = tmp_entity; } if(random_target) { closest_target = RandomSelection_chosen_ent; } if(closest_target) { float i; vector loc; float iteration_scale = 1; for(i = 0; i < 10; ++i) { iteration_scale -= i / 10; loc = closest_target.origin + '0 0 96' * iteration_scale; loc += ('0 1 0' * random()) * 128 * iteration_scale; tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid) { traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL if(trace_fraction == 1.0 && !trace_startsolid) { setorigin(player, loc); player.angles = normalize(loc - closest_target.origin) * RAD2DEG; return false; } } } } } if(autocvar_g_onslaught_spawn_at_generator) if(random() <= autocvar_g_onslaught_spawn_at_generator_chance) { float random_target = autocvar_g_onslaught_spawn_at_generator_random; entity tmp_entity, closest_target = NULL; vector spawn_loc = player.ons_deathloc; // new joining player or round reset, don't bother checking if(spawn_loc == '0 0 0') { return false; } if(random_target) { RandomSelection_Init(); } for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) { if(random_target) RandomSelection_AddEnt(tmp_entity, 1, 1); else { if(SAME_TEAM(tmp_entity, player)) if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL) closest_target = tmp_entity; } } if(random_target) { closest_target = RandomSelection_chosen_ent; } if(closest_target) { float i; vector loc; float iteration_scale = 1; for(i = 0; i < 10; ++i) { iteration_scale -= i / 10; loc = closest_target.origin + '0 0 128' * iteration_scale; loc += ('0 1 0' * random()) * 256 * iteration_scale; tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid) { traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL if(trace_fraction == 1.0 && !trace_startsolid) { setorigin(player, loc); player.angles = normalize(loc - closest_target.origin) * RAD2DEG; return false; } } } } } return false; } MUTATOR_HOOKFUNCTION(ons, PlayerDies) { entity frag_target = M_ARGV(2, entity); frag_target.ons_deathloc = frag_target.origin; entity l; for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext) { l.sprite.SendFlags |= 16; } for(l = ons_worldcplist; l; l = l.ons_worldcpnext) { l.sprite.SendFlags |= 16; } if ( autocvar_g_onslaught_spawn_choose ) if ( ons_Count_SelfControlPoints(frag_target) > 1 ) stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n"); return false; } MUTATOR_HOOKFUNCTION(ons, MonsterMove) { entity mon = M_ARGV(0, entity); entity e = find(NULL, targetname, mon.target); if (e != NULL) mon.team = e.team; } void ons_MonsterSpawn_Delayed(entity this) { entity own = this.owner; if(!own) { delete(this); return; } if(own.targetname) { entity e = find(NULL, target, own.targetname); if(e != NULL) { own.team = e.team; own.use(own, e, NULL); } } delete(this); } MUTATOR_HOOKFUNCTION(ons, MonsterSpawn) { entity mon = M_ARGV(0, entity); entity e = spawn(); e.owner = mon; InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET); } void ons_TurretSpawn_Delayed(entity this) { entity own = this.owner; if(!own) { delete(this); return; } if(own.targetname) { entity e = find(NULL, target, own.targetname); if(e != NULL) { own.team = e.team; own.active = ACTIVE_NOT; own.use(own, e, NULL); } } delete(this); } MUTATOR_HOOKFUNCTION(ons, TurretSpawn) { entity turret = M_ARGV(0, entity); entity e = spawn(); e.owner = turret; InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET); return false; } MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole) { entity bot = M_ARGV(0, entity); havocbot_ons_reset_role(bot); return true; } MUTATOR_HOOKFUNCTION(ons, CheckAllowedTeams) { // onslaught is special for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) { switch(tmp_entity.team) { case NUM_TEAM_1: c1 = 0; break; case NUM_TEAM_2: c2 = 0; break; case NUM_TEAM_3: c3 = 0; break; case NUM_TEAM_4: c4 = 0; break; } } return true; } MUTATOR_HOOKFUNCTION(ons, SpectateCopy) { entity spectatee = M_ARGV(0, entity); entity client = M_ARGV(1, entity); STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too } MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand) { if(MUTATOR_RETURNVALUE) // command was already handled? return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); if ( cmd_name == "ons_spawn" ) { vector pos = player.origin; if(cmd_argc > 1) pos_x = stof(argv(1)); if(cmd_argc > 2) pos_y = stof(argv(2)); if(cmd_argc > 3) pos_z = stof(argv(3)); if ( IS_PLAYER(player) ) { if ( !STAT(FROZEN, player) ) { entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius); if ( !source_point && GetResourceAmount(player, RESOURCE_HEALTH) > 0 ) { sprint(player, "\nYou need to be next to a control point\n"); return true; } entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius); if ( closest_target == NULL ) { sprint(player, "\nNo control point found\n"); return true; } if ( GetResourceAmount(player, RESOURCE_HEALTH) <= 0 ) { player.ons_spawn_by = closest_target; player.respawn_flags = player.respawn_flags | RESPAWN_FORCE; } else { if ( source_point == closest_target ) { sprint(player, "\nTeleporting to the same point\n"); return true; } if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) ) sprint(player, "\nUnable to teleport there\n"); } return true; } sprint(player, "\nNo teleportation for you\n"); } return true; } return false; } MUTATOR_HOOKFUNCTION(ons, PlayerUseKey) { if(MUTATOR_RETURNVALUE || game_stopped) return false; entity player = M_ARGV(0, entity); if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle) { entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius); if ( source_point ) { stuffcmd(player, "qc_cmd_cl hud clickradar\n"); return true; } } } MUTATOR_HOOKFUNCTION(ons, PlayHitsound) { entity frag_victim = M_ARGV(0, entity); return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded) || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded); } MUTATOR_HOOKFUNCTION(ons, SendWaypoint) { entity wp = M_ARGV(0, entity); entity to = M_ARGV(1, entity); int sf = M_ARGV(2, int); int wp_flag = M_ARGV(3, int); if(sf & 16) { if(wp.owner.classname == "onslaught_controlpoint") { entity wp_owner = wp.owner; entity e = WaypointSprite_getviewentity(to); if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RESOURCE_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; } if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; } } if(wp.owner.classname == "onslaught_generator") { entity wp_owner = wp.owner; if(wp_owner.isshielded && GetResourceAmount(wp_owner, RESOURCE_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; } if(GetResourceAmount(wp_owner, RESOURCE_HEALTH) <= 0) { wp_flag |= 2; } } } M_ARGV(3, int) = wp_flag; } MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget) { entity turret_target = M_ARGV(1, entity); if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job! { M_ARGV(3, float) = -3; return true; } return false; } MUTATOR_HOOKFUNCTION(ons, TurretThink) { entity turret = M_ARGV(0, entity); // ONS uses somewhat backwards linking. if(turret.target) { entity e = find(NULL, targetname, turret.target); if (e != NULL) turret.team = e.team; } if(turret.team != turret.tur_head.team) turret_respawn(turret); } // ========== // Spawnfuncs // ========== /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16) Link between control points. 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. keys: "target" - first control point. "target2" - second control point. */ spawnfunc(onslaught_link) { if(!g_onslaught) { delete(this); return; } if (this.target == "" || this.target2 == "") objerror(this, "target and target2 must be set\n"); this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist ons_worldlinklist = this; InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET); Net_LinkEntity(this, false, 0, ons_Link_Send); } /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128) Control point. Be sure to give this enough clearance so that the shootable part has room to exist This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity. keys: "targetname" - name that spawnfunc_onslaught_link entities will use to target this. "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities. "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc) */ spawnfunc(onslaught_controlpoint) { if(!g_onslaught) { delete(this); return; } ons_ControlPoint_Setup(this); } /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64) Base generator. spawnfunc_onslaught_link entities can target this. keys: "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET. "targetname" - name that spawnfunc_onslaught_link entities will use to target this. */ spawnfunc(onslaught_generator) { if(!g_onslaught) { delete(this); return; } if(!this.team) { objerror(this, "team must be set"); } ons_GeneratorSetup(this); } // scoreboard setup void ons_ScoreRules() { CheckAllowedTeams(NULL); int teams = 0; if(c1 >= 0) teams |= BIT(0); if(c2 >= 0) teams |= BIT(1); if(c3 >= 0) teams |= BIT(2); if(c4 >= 0) teams |= BIT(3); GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, { field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY); field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY); field(SP_ONS_TAKES, "takes", 0); }); } void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up { ons_ScoreRules(); round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart); round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit); } void ons_Initialize() { g_onslaught = true; ons_captureshield_force = autocvar_g_onslaught_shield_force; cam = new(objective_camera); InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE); }