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[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         WriteVector(MSG_ENTITY, this.origin);
42
43         WriteAngle(MSG_ENTITY, this.angles_x);
44         WriteAngle(MSG_ENTITY, this.angles_y);
45         WriteAngle(MSG_ENTITY, this.angles_z);
46
47         return true;
48 }
49
50 bool ons_CaptureShield_Customize(entity this, entity client)
51 {
52         entity e = WaypointSprite_getviewentity(client);
53
54         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
55         if(SAME_TEAM(this, e)) { return false; }
56
57         return true;
58 }
59
60 void ons_CaptureShield_Touch(entity this, entity toucher)
61 {
62         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
63         if(!IS_PLAYER(toucher)) { return; }
64         if(SAME_TEAM(toucher, this)) { return; }
65
66         vector mymid = (this.absmin + this.absmax) * 0.5;
67         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
68
69         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
70
71         if(IS_REAL_CLIENT(toucher))
72         {
73                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
74
75                 if(this.enemy.classname == "onslaught_generator")
76                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
77                 else
78                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
79         }
80 }
81
82 void ons_CaptureShield_Reset(entity this)
83 {
84         this.colormap = this.enemy.colormap;
85         this.team = this.enemy.team;
86 }
87
88 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
89 {
90         entity shield = new(ons_captureshield);
91         IL_PUSH(g_onsshields, shield);
92
93         shield.enemy = generator;
94         shield.team = generator.team;
95         shield.colormap = generator.colormap;
96         shield.reset = ons_CaptureShield_Reset;
97         settouch(shield, ons_CaptureShield_Touch);
98         setcefc(shield, ons_CaptureShield_Customize);
99         shield.effects = EF_ADDITIVE;
100         set_movetype(shield, MOVETYPE_NOCLIP);
101         shield.solid = SOLID_TRIGGER;
102         shield.avelocity = '7 0 11';
103         shield.scale = 1;
104         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
105
106         precache_model(shield.model);
107         setorigin(shield, generator.origin);
108         _setmodel(shield, shield.model);
109         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
110 }
111
112
113 // ==========
114 // Junk Pile
115 // ==========
116
117 void setmodel_fixsize(entity e, Model m)
118 {
119         setmodel(e, m);
120         FixSize(e);
121 }
122
123 void onslaught_updatelinks()
124 {
125         entity l;
126         // first check if the game has ended
127         LOG_DEBUG("--- updatelinks ---");
128         // mark generators as being shielded and networked
129         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
130         {
131                 if (l.iscaptured)
132                         LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
133                 else
134                         LOG_DEBUG(etos(l), " (generator) is destroyed");
135                 l.islinked = l.iscaptured;
136                 l.isshielded = l.iscaptured;
137                 l.sprite.SendFlags |= 16;
138         }
139         // mark points as shielded and not networked
140         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
141         {
142                 l.islinked = false;
143                 l.isshielded = true;
144                 l.aregensneighbor = 0;
145                 l.arecpsneighbor = 0;
146                 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
147                 l.sprite.SendFlags |= 16;
148         }
149         // flow power outward from the generators through the network
150         bool stop = false;
151         while (!stop)
152         {
153                 stop = true;
154                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
155                 {
156                         // if both points are captured by the same team, and only one of
157                         // them is powered, mark the other one as powered as well
158                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
159                                 if (l.enemy.islinked != l.goalentity.islinked)
160                                         if(SAME_TEAM(l.enemy, l.goalentity))
161                                         {
162                                                 if (!l.goalentity.islinked)
163                                                 {
164                                                         stop = false;
165                                                         l.goalentity.islinked = true;
166                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
167                                                 }
168                                                 else if (!l.enemy.islinked)
169                                                 {
170                                                         stop = false;
171                                                         l.enemy.islinked = true;
172                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
173                                                 }
174                                         }
175                 }
176         }
177         // now that we know which points are powered we can mark their neighbors
178         // as unshielded if team differs
179         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
180         {
181                 if (l.goalentity.islinked)
182                 {
183                         if(DIFF_TEAM(l.goalentity, l.enemy))
184                         {
185                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
186                                 l.enemy.isshielded = false;
187                         }
188                         if(l.goalentity.classname == "onslaught_generator")
189                                 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
190                         else
191                                 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
192                 }
193                 if (l.enemy.islinked)
194                 {
195                         if(DIFF_TEAM(l.goalentity, l.enemy))
196                         {
197                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
198                                 l.goalentity.isshielded = false;
199                         }
200                         if(l.enemy.classname == "onslaught_generator")
201                                 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
202                         else
203                                 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
204                 }
205         }
206         // now update the generators
207         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
208         {
209                 if (l.isshielded)
210                 {
211                         LOG_DEBUG(etos(l), " (generator) is shielded");
212                         l.takedamage = DAMAGE_NO;
213                         if(l.bot_attack)
214                                 IL_REMOVE(g_bot_targets, l);
215                         l.bot_attack = false;
216                 }
217                 else
218                 {
219                         LOG_DEBUG(etos(l), " (generator) is not shielded");
220                         l.takedamage = DAMAGE_AIM;
221                         if(!l.bot_attack)
222                                 IL_PUSH(g_bot_targets, l);
223                         l.bot_attack = true;
224                 }
225
226                 ons_Generator_UpdateSprite(l);
227         }
228         // now update the takedamage and alpha variables on control point icons
229         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
230         {
231                 if (l.isshielded)
232                 {
233                         LOG_DEBUG(etos(l), " (point) is shielded");
234                         if (l.goalentity)
235                         {
236                                 l.goalentity.takedamage = DAMAGE_NO;
237                                 if(l.goalentity.bot_attack)
238                                         IL_REMOVE(g_bot_targets, l.goalentity);
239                                 l.goalentity.bot_attack = false;
240                         }
241                 }
242                 else
243                 {
244                         LOG_DEBUG(etos(l), " (point) is not shielded");
245                         if (l.goalentity)
246                         {
247                                 l.goalentity.takedamage = DAMAGE_AIM;
248                                 if(!l.goalentity.bot_attack)
249                                         IL_PUSH(g_bot_targets, l.goalentity);
250                                 l.goalentity.bot_attack = true;
251                         }
252                 }
253                 ons_ControlPoint_UpdateSprite(l);
254         }
255         IL_EACH(g_onsshields, true,
256         {
257                 it.team = it.enemy.team;
258                 it.colormap = it.enemy.colormap;
259         });
260 }
261
262
263 // ===================
264 // Main Link Functions
265 // ===================
266
267 bool ons_Link_Send(entity this, entity to, int sendflags)
268 {
269         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
270         WriteByte(MSG_ENTITY, sendflags);
271         if(sendflags & 1)
272         {
273                 WriteVector(MSG_ENTITY, this.goalentity.origin);
274         }
275         if(sendflags & 2)
276         {
277                 WriteVector(MSG_ENTITY, this.enemy.origin);
278         }
279         if(sendflags & 4)
280         {
281                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
282         }
283         return true;
284 }
285
286 void ons_Link_CheckUpdate(entity this)
287 {
288         // TODO check if the two sides have moved (currently they won't move anyway)
289         float cc = 0, cc1 = 0, cc2 = 0;
290
291         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
292         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
293
294         cc = cc1 + cc2;
295
296         if(cc != this.clientcolors)
297         {
298                 this.clientcolors = cc;
299                 this.SendFlags |= 4;
300         }
301
302         this.nextthink = time;
303 }
304
305 void ons_DelayedLinkSetup(entity this)
306 {
307         this.goalentity = find(NULL, targetname, this.target);
308         this.enemy = find(NULL, targetname, this.target2);
309         if(!this.goalentity) { objerror(this, "can not find target\n"); }
310         if(!this.enemy) { objerror(this, "can not find target2\n"); }
311
312         LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
313         this.SendFlags |= 3;
314         setthink(this, ons_Link_CheckUpdate);
315         this.nextthink = time;
316 }
317
318
319 // =============================
320 // Main Control Point Functions
321 // =============================
322
323 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
324 {
325         if(cp.aregensneighbor & BIT(teamnumber)) return 2;
326         if(cp.arecpsneighbor & BIT(teamnumber)) return 1;
327
328         return 0;
329 }
330
331 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
332         // -2: SAME TEAM, attackable by enemy!
333         // -1: SAME TEAM!
334         // 0: off limits
335         // 1: attack it
336         // 2: touch it
337         // 3: attack it (HIGH PRIO)
338         // 4: touch it (HIGH PRIO)
339 {
340         int a;
341
342         if(cp.isshielded)
343         {
344                 return 0;
345         }
346         else if(cp.goalentity)
347         {
348                 // if there's already an icon built, nothing happens
349                 if(cp.team == teamnumber)
350                 {
351                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
352                         if(a) // attackable by enemy?
353                                 return -2; // EMERGENCY!
354                         return -1;
355                 }
356                 // we know it can be linked, so no need to check
357                 // but...
358                 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
359                 if(a == 2) // near our generator?
360                         return 3; // EMERGENCY!
361                 return 1;
362         }
363         else
364         {
365                 // free point
366                 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
367                 {
368                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
369                         if(a == 2)
370                                 return 4; // GET THIS ONE NOW!
371                         else
372                                 return 2; // TOUCH ME
373                 }
374         }
375         return 0;
376 }
377
378 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
379 {
380         if(damage <= 0) { return; }
381
382         if (this.owner.isshielded)
383         {
384                 // this is protected by a shield, so ignore the damage
385                 if (time > this.pain_finished)
386                         if (IS_PLAYER(attacker))
387                         {
388                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
389                                 this.pain_finished = time + 1;
390                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
391                         }
392
393                 return;
394         }
395
396         if(IS_PLAYER(attacker))
397         if(time - ons_notification_time[this.team] > 10)
398         {
399                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
400                 ons_notification_time[this.team] = time;
401         }
402
403         this.health = this.health - damage;
404         if(this.owner.iscaptured)
405                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
406         else
407                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
408         this.pain_finished = time + 1;
409         // particles on every hit
410         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
411         //sound on every hit
412         if (random() < 0.5)
413                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
414         else
415                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
416
417         if (this.health < 0)
418         {
419                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
420                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
421                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
422
423                 GameRules_scoring_add(attacker, ONS_TAKES, 1);
424                 GameRules_scoring_add(attacker, SCORE, 10);
425
426                 this.owner.goalentity = NULL;
427                 this.owner.islinked = false;
428                 this.owner.iscaptured = false;
429                 this.owner.team = 0;
430                 this.owner.colormap = 1024;
431
432                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
433
434                 onslaught_updatelinks();
435
436                 // Use targets now (somebody make sure this is in the right place..)
437                 SUB_UseTargets(this.owner, this, NULL);
438
439                 this.owner.waslinked = this.owner.islinked;
440                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
441                         setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
442                 //setsize(this, '-32 -32 0', '32 32 8');
443
444                 delete(this);
445         }
446
447         this.SendFlags |= CPSF_STATUS;
448 }
449
450 void ons_ControlPoint_Icon_Think(entity this)
451 {
452         this.nextthink = time + ONS_CP_THINKRATE;
453
454         if(autocvar_g_onslaught_cp_proxydecap)
455         {
456                 int _enemy_count = 0;
457                 int _friendly_count = 0;
458
459                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
460                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
461                         {
462                                 if(SAME_TEAM(it, this))
463                                         ++_friendly_count;
464                                 else
465                                         ++_enemy_count;
466                         }
467                 });
468
469                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
470                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
471
472                 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
473                 this.SendFlags |= CPSF_STATUS;
474                 if(this.health <= 0)
475                 {
476                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
477                         return;
478                 }
479         }
480
481         if (time > this.pain_finished + 5)
482         {
483                 if(this.health < this.max_health)
484                 {
485                         this.health = this.health + this.count;
486                         if (this.health >= this.max_health)
487                                 this.health = this.max_health;
488                         WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
489                 }
490         }
491
492         if(this.owner.islinked != this.owner.waslinked)
493         {
494                 // unteam the spawnpoint if needed
495                 int t = this.owner.team;
496                 if(!this.owner.islinked)
497                         this.owner.team = 0;
498
499                 SUB_UseTargets(this.owner, this, NULL);
500
501                 this.owner.team = t;
502
503                 this.owner.waslinked = this.owner.islinked;
504         }
505
506         // damaged fx
507         if(random() < 0.6 - this.health / this.max_health)
508         {
509                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
510
511                 if(random() > 0.8)
512                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
513                 else if (random() > 0.5)
514                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
515         }
516 }
517
518 void ons_ControlPoint_Icon_BuildThink(entity this)
519 {
520         int a;
521
522         this.nextthink = time + ONS_CP_THINKRATE;
523
524         // only do this if there is power
525         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
526         if(!a)
527                 return;
528
529         this.health = this.health + this.count;
530
531         this.SendFlags |= CPSF_STATUS;
532
533         if (this.health >= this.max_health)
534         {
535                 this.health = this.max_health;
536                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
537                 setthink(this, ons_ControlPoint_Icon_Think);
538                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
539                 this.owner.iscaptured = true;
540                 this.solid = SOLID_BBOX;
541
542                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
543
544                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
545                 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
546
547                 if(IS_PLAYER(this.owner.ons_toucher))
548                 {
549                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
550                         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);
551                         Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
552                         GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
553                         GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
554                 }
555
556                 this.owner.ons_toucher = NULL;
557
558                 onslaught_updatelinks();
559
560                 // Use targets now (somebody make sure this is in the right place..)
561                 SUB_UseTargets(this.owner, this, NULL);
562
563                 this.SendFlags |= CPSF_SETUP;
564         }
565         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
566                 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
567
568         if(random() < 0.9 - this.health / this.max_health)
569                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
570 }
571
572 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
573
574 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
575 {
576         entity e = new(onslaught_controlpoint_icon);
577
578         setsize(e, CPICON_MIN, CPICON_MAX);
579         setorigin(e, cp.origin + CPICON_OFFSET);
580
581         e.owner = cp;
582         e.max_health = autocvar_g_onslaught_cp_health;
583         e.health = autocvar_g_onslaught_cp_buildhealth;
584         e.solid = SOLID_NOT;
585         e.takedamage = DAMAGE_AIM;
586         e.bot_attack = true;
587         IL_PUSH(g_bot_targets, e);
588         e.event_damage = ons_ControlPoint_Icon_Damage;
589         e.team = player.team;
590         e.colormap = 1024 + (e.team - 1) * 17;
591         e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
592
593         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
594
595         cp.goalentity = e;
596         cp.team = e.team;
597         cp.colormap = e.colormap;
598
599         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
600
601         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
602         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
603         cp.sprite.SendFlags |= 16;
604
605         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
606 }
607
608 entity ons_ControlPoint_Waypoint(entity e)
609 {
610         if(e.team)
611         {
612                 int a = ons_ControlPoint_Attackable(e, e.team);
613
614                 if(a == -2) { return WP_OnsCPDefend; } // defend now
615                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
616                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
617         }
618         else
619                 return WP_OnsCP;
620
621         return WP_Null;
622 }
623
624 void ons_ControlPoint_UpdateSprite(entity e)
625 {
626         entity s1 = ons_ControlPoint_Waypoint(e);
627         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
628
629         bool sh;
630         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));
631
632         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
633         {
634                 if(e.iscaptured) // don't mess up build bars!
635                 {
636                         if(sh)
637                         {
638                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
639                         }
640                         else
641                         {
642                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
643                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
644                         }
645                 }
646                 if(e.lastshielded)
647                 {
648                         if(e.team)
649                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
650                         else
651                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
652                 }
653                 else
654                 {
655                         if(e.team)
656                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
657                         else
658                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
659                 }
660                 WaypointSprite_Ping(e.sprite);
661
662                 e.lastteam = e.team + 2;
663                 e.lastshielded = sh;
664                 e.lastcaptured = e.iscaptured;
665         }
666 }
667
668 void ons_ControlPoint_Touch(entity this, entity toucher)
669 {
670         int attackable;
671
672         if(IS_VEHICLE(toucher) && toucher.owner)
673         if(autocvar_g_onslaught_allow_vehicle_touch)
674                 toucher = toucher.owner;
675         else
676                 return;
677
678         if(!IS_PLAYER(toucher)) { return; }
679         if(STAT(FROZEN, toucher)) { return; }
680         if(IS_DEAD(toucher)) { return; }
681
682         if ( SAME_TEAM(this,toucher) )
683         if ( this.iscaptured )
684         {
685                 if(time <= toucher.teleport_antispam)
686                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
687                 else
688                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
689         }
690
691         attackable = ons_ControlPoint_Attackable(this, toucher.team);
692         if(attackable != 2 && attackable != 4)
693                 return;
694         // we've verified that this player has a legitimate claim to this point,
695         // so start building the captured point icon (which only captures this
696         // point if it successfully builds without being destroyed first)
697         ons_ControlPoint_Icon_Spawn(this, toucher);
698
699         this.ons_toucher = toucher;
700
701         onslaught_updatelinks();
702 }
703
704 void ons_ControlPoint_Think(entity this)
705 {
706         this.nextthink = time + ONS_CP_THINKRATE;
707         CSQCMODEL_AUTOUPDATE(this);
708 }
709
710 void ons_ControlPoint_Reset(entity this)
711 {
712         if(this.goalentity)
713                 delete(this.goalentity);
714
715         this.goalentity = NULL;
716         this.team = 0;
717         this.colormap = 1024;
718         this.iscaptured = false;
719         this.islinked = false;
720         this.isshielded = true;
721         setthink(this, ons_ControlPoint_Think);
722         this.ons_toucher = NULL;
723         this.nextthink = time + ONS_CP_THINKRATE;
724         setmodel_fixsize(this, MDL_ONS_CP_PAD1);
725
726         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
727         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
728
729         onslaught_updatelinks();
730
731         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
732
733         CSQCMODEL_AUTOUPDATE(this);
734 }
735
736 void ons_DelayedControlPoint_Setup(entity this)
737 {
738         onslaught_updatelinks();
739
740         // captureshield setup
741         ons_CaptureShield_Spawn(this, false);
742
743         CSQCMODEL_AUTOINIT(this);
744 }
745
746 void ons_ControlPoint_Setup(entity cp)
747 {
748         // main setup
749         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
750         ons_worldcplist = cp;
751
752         cp.netname = "Control point";
753         cp.team = 0;
754         cp.solid = SOLID_BBOX;
755         set_movetype(cp, MOVETYPE_NONE);
756         settouch(cp, ons_ControlPoint_Touch);
757         setthink(cp, ons_ControlPoint_Think);
758         cp.nextthink = time + ONS_CP_THINKRATE;
759         cp.reset = ons_ControlPoint_Reset;
760         cp.colormap = 1024;
761         cp.iscaptured = false;
762         cp.islinked = false;
763         cp.isshielded = true;
764
765         if(cp.message == "") { cp.message = "a"; }
766
767         // appearence
768         setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
769
770         // control point placement
771         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
772         {
773                 cp.noalign = true;
774                 set_movetype(cp, MOVETYPE_NONE);
775         }
776         else // drop to floor, automatically find a platform and set that as spawn origin
777         {
778                 setorigin(cp, cp.origin + '0 0 20');
779                 cp.noalign = false;
780                 droptofloor(cp);
781                 set_movetype(cp, MOVETYPE_TOSS);
782         }
783
784         // waypointsprites
785         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
786         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
787
788         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
789 }
790
791
792 // =========================
793 // Main Generator Functions
794 // =========================
795
796 entity ons_Generator_Waypoint(entity e)
797 {
798         if (e.isshielded)
799                 return WP_OnsGenShielded;
800         return WP_OnsGen;
801 }
802
803 void ons_Generator_UpdateSprite(entity e)
804 {
805         entity s1 = ons_Generator_Waypoint(e);
806         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
807
808         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
809         {
810                 e.lastteam = e.team + 2;
811                 e.lastshielded = e.isshielded;
812                 if(e.lastshielded)
813                 {
814                         if(e.team)
815                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
816                         else
817                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
818                 }
819                 else
820                 {
821                         if(e.team)
822                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
823                         else
824                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
825                 }
826                 WaypointSprite_Ping(e.sprite);
827         }
828 }
829
830 void ons_camSetup(entity this)
831 {
832         vector dir;
833         vector ang = '0 0 0';
834         vector best_ang = '0 0 0';
835         float best_trace_fraction = 0;
836         while(ang.y < 360)
837         {
838                 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
839                 dir *= 500;
840                 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
841                 if(trace_fraction > best_trace_fraction)
842                 {
843                         best_trace_fraction = trace_fraction;
844                         best_ang = ang;
845                         if(trace_fraction == 1)
846                                 break;
847                 }
848                 ang.y += 90;
849                 if(ang.y == 360)
850                         ang.y = 45;
851         }
852         cam.origin = this.origin;
853         setorigin(cam, cam.origin);
854         cam.angles = best_ang;
855         Net_LinkEntity(cam, false, 0, clientcamera_send);
856
857         FOREACH_CLIENT(true, it.clientcamera = cam;);
858
859         WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
860         WriteAngle(MSG_ALL, cam.angles_x);
861         WriteAngle(MSG_ALL, cam.angles_y);
862         WriteAngle(MSG_ALL, cam.angles_z);
863 }
864
865 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
866 {
867         if(damage <= 0) return;
868         if(warmup_stage || game_stopped) return;
869         if(!round_handler_IsRoundStarted()) return;
870
871         if (attacker != this)
872         {
873                 if (this.isshielded)
874                 {
875                         // generator is protected by a shield, so ignore the damage
876                         if (time > this.pain_finished)
877                                 if (IS_PLAYER(attacker))
878                                 {
879                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
880                                         attacker.typehitsound += 1;
881                                         this.pain_finished = time + 1;
882                                 }
883                         return;
884                 }
885                 if (time > this.pain_finished)
886                 {
887                         this.pain_finished = time + 10;
888                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
889                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
890                 }
891         }
892         this.health = this.health - damage;
893         WaypointSprite_UpdateHealth(this.sprite, this.health);
894         // choose an animation frame based on health
895         this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
896         // see if the generator is still functional, or dying
897         if (this.health > 0)
898         {
899                 this.lasthealth = this.health;
900         }
901         else
902         {
903                 if (attacker == this)
904                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
905                 else
906                 {
907                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
908                         GameRules_scoring_add(attacker, SCORE, 100);
909                 }
910                 this.iscaptured = false;
911                 this.islinked = false;
912                 this.isshielded = false;
913                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
914                 this.event_damage = func_null; // won't do anything if hurt
915                 this.count = 0; // reset counter
916                 setthink(this, func_null);
917                 this.nextthink = 0;
918                 //this.think(); // do the first explosion now
919
920                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
921                 WaypointSprite_Ping(this.sprite);
922                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
923
924                 onslaught_updatelinks();
925
926                 ons_camSetup(this);
927         }
928
929         // Throw some flaming gibs on damage, more damage = more chance for gib
930         if(random() < damage/220)
931         {
932                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
933         }
934         else
935         {
936                 // particles on every hit
937                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
938
939                 //sound on every hit
940                 if (random() < 0.5)
941                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
942                 else
943                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
944         }
945
946         this.SendFlags |= GSF_STATUS;
947 }
948
949 void ons_GeneratorThink(entity this)
950 {
951         this.nextthink = time + GEN_THINKRATE;
952
953         if (game_stopped || this.isshielded || time < this.wait)
954                 return;
955
956         this.wait = time + 5;
957         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
958         {
959                 if (SAME_TEAM(it, this))
960                 {
961                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
962                         soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
963                 }
964                 else
965                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
966         });
967 }
968
969 void ons_GeneratorReset(entity this)
970 {
971         this.team = this.team_saved;
972         this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
973         this.takedamage = DAMAGE_AIM;
974         this.bot_attack = true;
975         if(!IL_CONTAINS(g_bot_targets, this))
976                 IL_PUSH(g_bot_targets, this);
977         this.iscaptured = true;
978         this.islinked = true;
979         this.isshielded = true;
980         this.event_damage = ons_GeneratorDamage;
981         setthink(this, ons_GeneratorThink);
982         this.nextthink = time + GEN_THINKRATE;
983
984         Net_LinkEntity(this, false, 0, generator_send);
985
986         this.SendFlags = GSF_SETUP; // just incase
987         this.SendFlags |= GSF_STATUS;
988
989         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
990         WaypointSprite_UpdateHealth(this.sprite, this.health);
991         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
992
993         onslaught_updatelinks();
994 }
995
996 void ons_DelayedGeneratorSetup(entity this)
997 {
998         // bot waypoints
999         waypoint_spawnforitem_force(this, this.origin);
1000         this.nearestwaypointtimeout = 0; // activate waypointing again
1001         this.bot_basewaypoint = this.nearestwaypoint;
1002
1003         // captureshield setup
1004         ons_CaptureShield_Spawn(this, true);
1005
1006         onslaught_updatelinks();
1007
1008         Net_LinkEntity(this, false, 0, generator_send);
1009 }
1010
1011
1012 void onslaught_generator_touch(entity this, entity toucher)
1013 {
1014         if ( IS_PLAYER(toucher) )
1015         if ( SAME_TEAM(this,toucher) )
1016         if ( this.iscaptured )
1017         {
1018                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1019         }
1020 }
1021
1022 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1023 {
1024         // declarations
1025         int teamnumber = gen.team;
1026
1027         // main setup
1028         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1029         ons_worldgeneratorlist = gen;
1030
1031         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1032         gen.classname = "onslaught_generator";
1033         gen.solid = SOLID_BBOX;
1034         gen.team_saved = teamnumber;
1035         IL_PUSH(g_saved_team, gen);
1036         set_movetype(gen, MOVETYPE_NONE);
1037         gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1038         gen.takedamage = DAMAGE_AIM;
1039         gen.bot_attack = true;
1040         IL_PUSH(g_bot_targets, gen);
1041         gen.event_damage = ons_GeneratorDamage;
1042         gen.reset = ons_GeneratorReset;
1043         setthink(gen, ons_GeneratorThink);
1044         gen.nextthink = time + GEN_THINKRATE;
1045         gen.iscaptured = true;
1046         gen.islinked = true;
1047         gen.isshielded = true;
1048         settouch(gen, onslaught_generator_touch);
1049
1050         // appearence
1051         // model handled by CSQC
1052         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1053         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1054         gen.colormap = 1024 + (teamnumber - 1) * 17;
1055
1056         // generator placement
1057         droptofloor(gen);
1058
1059         // waypointsprites
1060         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1061         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1062         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1063         WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1064
1065         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1066 }
1067
1068
1069 // ===============
1070 //  Round Handler
1071 // ===============
1072
1073 int total_generators;
1074 void Onslaught_count_generators()
1075 {
1076         entity e;
1077         total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1078         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1079         {
1080                 ++total_generators;
1081                 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1082                 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1083                 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1084                 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1085         }
1086 }
1087
1088 int Onslaught_GetWinnerTeam()
1089 {
1090         int winner_team = 0;
1091         if(redowned > 0)
1092                 winner_team = NUM_TEAM_1;
1093         if(blueowned > 0)
1094         {
1095                 if(winner_team) return 0;
1096                 winner_team = NUM_TEAM_2;
1097         }
1098         if(yellowowned > 0)
1099         {
1100                 if(winner_team) return 0;
1101                 winner_team = NUM_TEAM_3;
1102         }
1103         if(pinkowned > 0)
1104         {
1105                 if(winner_team) return 0;
1106                 winner_team = NUM_TEAM_4;
1107         }
1108         if(winner_team)
1109                 return winner_team;
1110         return -1; // no generators left?
1111 }
1112
1113 void nades_Clear(entity e);
1114
1115 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1116 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1117 bool Onslaught_CheckWinner()
1118 {
1119         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1120         {
1121                 ons_stalemate = true;
1122
1123                 if (!wpforenemy_announced)
1124                 {
1125                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1126                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1127
1128                         wpforenemy_announced = true;
1129                 }
1130
1131                 entity tmp_entity; // temporary entity
1132                 float d;
1133                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1134                 {
1135                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1136                         // control points reduce the overtime duration.
1137                         d = 1;
1138                         entity e;
1139                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1140                         {
1141                                 if(DIFF_TEAM(e, tmp_entity))
1142                                 if(e.islinked)
1143                                         d = d + 1;
1144                         }
1145
1146                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1147                                 d = d * tmp_entity.max_health;
1148                         else
1149                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1150
1151                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1152
1153                         tmp_entity.sprite.SendFlags |= 16;
1154
1155                         tmp_entity.ons_overtime_damagedelay = time + 1;
1156                 }
1157         }
1158         else { wpforenemy_announced = false; ons_stalemate = false; }
1159
1160         Onslaught_count_generators();
1161
1162         if(ONS_OWNED_GENERATORS_OK())
1163                 return 0;
1164
1165         int winner_team = Onslaught_GetWinnerTeam();
1166
1167         if(winner_team > 0)
1168         {
1169                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1170                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1171                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1172         }
1173         else if(winner_team == -1)
1174         {
1175                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1176                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1177         }
1178
1179         ons_stalemate = false;
1180
1181         play2all(SND(CTF_CAPTURE(winner_team)));
1182
1183         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1184
1185         FOREACH_CLIENT(IS_PLAYER(it), {
1186                 STAT(ROUNDLOST, it) = true;
1187                 it.player_blocked = true;
1188
1189                 nades_Clear(it);
1190         });
1191
1192         game_stopped = true;
1193         return 1;
1194 }
1195
1196 bool Onslaught_CheckPlayers()
1197 {
1198         return 1;
1199 }
1200
1201 void Onslaught_RoundStart()
1202 {
1203         entity tmp_entity;
1204         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1205
1206         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1207                 tmp_entity.sprite.SendFlags |= 16;
1208
1209         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1210                 tmp_entity.sprite.SendFlags |= 16;
1211 }
1212
1213
1214 // ================
1215 // Bot player logic
1216 // ================
1217
1218 // NOTE: LEGACY CODE, needs to be re-written!
1219
1220 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1221 {
1222         bool needarmor = false, needweapons = false;
1223
1224         // Needs armor/health?
1225         if(this.health<100)
1226                 needarmor = true;
1227
1228         // Needs weapons?
1229         int c = 0;
1230         FOREACH(Weapons, it != WEP_Null, {
1231                 if(STAT(WEAPONS, this) & (it.m_wepset))
1232                 if(++c >= 4)
1233                         break;
1234         });
1235
1236         if(c<4)
1237                 needweapons = true;
1238
1239         if(!needweapons && !needarmor)
1240                 return;
1241
1242         LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons));
1243         LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor));
1244
1245         // See what is around
1246         IL_EACH(g_items, it.bot_pickup,
1247         {
1248                 // gather health and armor only
1249                 if (it.solid)
1250                 if ( ((it.health || it.armorvalue) && needarmor) || (STAT(WEAPONS, it) && needweapons ) )
1251                 if (vdist(it.origin - org, <, sradius))
1252                 {
1253                         int t = it.bot_pickupevalfunc(this, it);
1254                         if (t > 0)
1255                                 navigation_routerating(this, it, t * ratingscale, 500);
1256                 }
1257         });
1258 }
1259
1260 void havocbot_role_ons_setrole(entity this, int role)
1261 {
1262         LOG_DEBUG(this.netname," switched to ");
1263         switch(role)
1264         {
1265                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1266                         LOG_DEBUG("defense");
1267                         this.havocbot_role = havocbot_role_ons_defense;
1268                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1269                         this.havocbot_role_timeout = 0;
1270                         break;
1271                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1272                         LOG_DEBUG("assistant");
1273                         this.havocbot_role = havocbot_role_ons_assistant;
1274                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1275                         this.havocbot_role_timeout = 0;
1276                         break;
1277                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1278                         LOG_DEBUG("offense");
1279                         this.havocbot_role = havocbot_role_ons_offense;
1280                         this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1281                         this.havocbot_role_timeout = 0;
1282                         break;
1283         }
1284         LOG_DEBUG("");
1285 }
1286
1287 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1288 {
1289         entity cp, cp1, cp2, best, wp;
1290         float radius, bestvalue;
1291         int c;
1292         bool found;
1293
1294         // Filter control points
1295         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1296         {
1297                 cp2.wpcost = c = 0;
1298                 cp2.wpconsidered = false;
1299
1300                 if(cp2.isshielded)
1301                         continue;
1302
1303                 // Ignore owned controlpoints
1304                 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1305                         continue;
1306
1307                 // Count team mates interested in this control point
1308                 // (easier and cleaner than keeping counters per cp and teams)
1309                 FOREACH_CLIENT(IS_PLAYER(it), {
1310                         if(SAME_TEAM(it, this))
1311                         if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1312                         if(it.havocbot_ons_target == cp2)
1313                                 ++c;
1314                 });
1315
1316                 // NOTE: probably decrease the cost of attackable control points
1317                 cp2.wpcost = c;
1318                 cp2.wpconsidered = true;
1319         }
1320
1321         // We'll consider only the best case
1322         bestvalue = 99999999999;
1323         cp = NULL;
1324         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1325         {
1326                 if (!cp1.wpconsidered)
1327                         continue;
1328
1329                 if(cp1.wpcost<bestvalue)
1330                 {
1331                         bestvalue = cp1.wpcost;
1332                         cp = cp1;
1333                         this.havocbot_ons_target = cp1;
1334                 }
1335         }
1336
1337         if (!cp)
1338                 return;
1339
1340         LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1341
1342         if(cp.goalentity)
1343         {
1344                 // Should be attacked
1345                 // Rate waypoints near it
1346                 found = false;
1347                 best = NULL;
1348                 bestvalue = 99999999999;
1349                 for(radius=0; radius<1000 && !found; radius+=500)
1350                 {
1351                         for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1352                         {
1353                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1354                                 if(wp.classname=="waypoint")
1355                                 if(checkpvs(wp.origin,cp))
1356                                 {
1357                                         found = true;
1358                                         if(wp.cnt<bestvalue)
1359                                         {
1360                                                 best = wp;
1361                                                 bestvalue = wp.cnt;
1362                                         }
1363                                 }
1364                         }
1365                 }
1366
1367                 if(best)
1368                 {
1369                         navigation_routerating(this, best, ratingscale, 10000);
1370                         best.cnt += 1;
1371
1372                         this.havocbot_attack_time = 0;
1373                         if(checkpvs(this.origin + this.view_ofs, cp))
1374                         if(checkpvs(this.origin + this.view_ofs, best))
1375                                 this.havocbot_attack_time = time + 2;
1376                 }
1377                 else
1378                 {
1379                         navigation_routerating(this, cp, ratingscale, 10000);
1380                 }
1381                 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1382         }
1383         else
1384         {
1385                 // Should be touched
1386                 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1387                 found = false;
1388
1389                 // Look for auto generated waypoint
1390                 if (!bot_waypoints_for_items)
1391                 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1392                 {
1393                         if(wp.classname=="waypoint")
1394                         {
1395                                 navigation_routerating(this, wp, ratingscale, 10000);
1396                                 found = true;
1397                         }
1398                 }
1399
1400                 // Nothing found, rate the controlpoint itself
1401                 if (!found)
1402                         navigation_routerating(this, cp, ratingscale, 10000);
1403         }
1404 }
1405
1406 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1407 {
1408         entity g, wp, bestwp;
1409         bool found;
1410         int best;
1411
1412         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1413         {
1414                 if(SAME_TEAM(g, this) || g.isshielded)
1415                         continue;
1416
1417                 // Should be attacked
1418                 // Rate waypoints near it
1419                 found = false;
1420                 bestwp = NULL;
1421                 best = 99999999999;
1422
1423                 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1424                 {
1425                         if(wp.classname=="waypoint")
1426                         if(checkpvs(wp.origin,g))
1427                         {
1428                                 found = true;
1429                                 if(wp.cnt<best)
1430                                 {
1431                                         bestwp = wp;
1432                                         best = wp.cnt;
1433                                 }
1434                         }
1435                 }
1436
1437                 if(bestwp)
1438                 {
1439                         LOG_DEBUG("waypoints found around generator");
1440                         navigation_routerating(this, bestwp, ratingscale, 10000);
1441                         bestwp.cnt += 1;
1442
1443                         this.havocbot_attack_time = 0;
1444                         if(checkpvs(this.origin + this.view_ofs, g))
1445                         if(checkpvs(this.origin + this.view_ofs, bestwp))
1446                                 this.havocbot_attack_time = time + 5;
1447
1448                         return true;
1449                 }
1450                 else
1451                 {
1452                         LOG_DEBUG("generator found without waypoints around");
1453                         // if there aren't waypoints near the generator go straight to it
1454                         navigation_routerating(this, g, ratingscale, 10000);
1455                         this.havocbot_attack_time = 0;
1456                         return true;
1457                 }
1458         }
1459         return false;
1460 }
1461
1462 void havocbot_role_ons_offense(entity this)
1463 {
1464         if(IS_DEAD(this))
1465         {
1466                 this.havocbot_attack_time = 0;
1467                 havocbot_ons_reset_role(this);
1468                 return;
1469         }
1470
1471         // Set the role timeout if necessary
1472         if (!this.havocbot_role_timeout)
1473                 this.havocbot_role_timeout = time + 120;
1474
1475         if (time > this.havocbot_role_timeout)
1476         {
1477                 havocbot_ons_reset_role(this);
1478                 return;
1479         }
1480
1481         if(this.havocbot_attack_time>time)
1482                 return;
1483
1484         if (navigation_goalrating_timeout(this))
1485         {
1486                 navigation_goalrating_start(this);
1487                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1488                 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1489                         havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1490                 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1491                 navigation_goalrating_end(this);
1492
1493                 navigation_goalrating_timeout_set(this);
1494         }
1495 }
1496
1497 void havocbot_role_ons_assistant(entity this)
1498 {
1499         havocbot_ons_reset_role(this);
1500 }
1501
1502 void havocbot_role_ons_defense(entity this)
1503 {
1504         havocbot_ons_reset_role(this);
1505 }
1506
1507 void havocbot_ons_reset_role(entity this)
1508 {
1509         if(IS_DEAD(this))
1510                 return;
1511
1512         this.havocbot_ons_target = NULL;
1513
1514         // TODO: Defend control points or generator if necessary
1515
1516         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1517 }
1518
1519
1520 /*
1521  * Find control point or generator owned by the same team self which is nearest to pos
1522  * if max_dist is positive, only control points within this range will be considered
1523  */
1524 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1525 {
1526         entity closest_target = NULL;
1527         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1528         {
1529                 if(SAME_TEAM(cp, this))
1530                 if(cp.iscaptured)
1531                 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1532                 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1533                         closest_target = cp;
1534         }
1535         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1536         {
1537                 if(SAME_TEAM(gen, this))
1538                 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1539                 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1540                         closest_target = gen;
1541         }
1542
1543         return closest_target;
1544 }
1545
1546 /*
1547  * Find control point or generator owned by the same team self which is nearest to pos
1548  * if max_dist is positive, only control points within this range will be considered
1549  * This function only check distances on the XY plane, disregarding Z
1550  */
1551 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1552 {
1553         entity closest_target = NULL;
1554         vector delta;
1555         float smallest_distance = 0, distance;
1556
1557         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1558         {
1559                 delta = cp.origin - pos;
1560                 delta_z = 0;
1561                 distance = vlen(delta);
1562
1563                 if(SAME_TEAM(cp, this))
1564                 if(cp.iscaptured)
1565                 if(max_dist <= 0 || distance <= max_dist)
1566                 if(closest_target == NULL || distance <= smallest_distance )
1567                 {
1568                         closest_target = cp;
1569                         smallest_distance = distance;
1570                 }
1571         }
1572         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1573         {
1574                 delta = gen.origin - pos;
1575                 delta_z = 0;
1576                 distance = vlen(delta);
1577
1578                 if(SAME_TEAM(gen, this))
1579                 if(max_dist <= 0 || distance <= max_dist)
1580                 if(closest_target == NULL || distance <= smallest_distance )
1581                 {
1582                         closest_target = gen;
1583                         smallest_distance = distance;
1584                 }
1585         }
1586
1587         return closest_target;
1588 }
1589 /**
1590  * find the number of control points and generators in the same team as this
1591  */
1592 int ons_Count_SelfControlPoints(entity this)
1593 {
1594         int n = 0;
1595         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1596         {
1597                 if(SAME_TEAM(cp, this))
1598                 if(cp.iscaptured)
1599                         n++;
1600         }
1601         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1602         {
1603                 if(SAME_TEAM(gen, this))
1604                         n++;
1605         }
1606         return n;
1607 }
1608
1609 /**
1610  * Teleport player to a random position near tele_target
1611  * if tele_effects is true, teleport sound+particles are created
1612  * return false on failure
1613  */
1614 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1615 {
1616         if ( !tele_target )
1617                 return false;
1618
1619         int i;
1620         vector loc;
1621         float theta;
1622         // narrow the range for each iteration to increase chances that a spawnpoint
1623         // can be found even if there's little room around the control point
1624         float iteration_scale = 1;
1625         for(i = 0; i < 16; ++i)
1626         {
1627                 iteration_scale -= i / 16;
1628                 theta = random() * 2 * M_PI;
1629                 loc_y = sin(theta);
1630                 loc_x = cos(theta);
1631                 loc_z = 0;
1632                 loc *= random() * range * iteration_scale;
1633
1634                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1635
1636                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1637                 if(trace_fraction == 1.0 && !trace_startsolid)
1638                 {
1639                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1640                         if(trace_fraction == 1.0 && !trace_startsolid)
1641                         {
1642                                 if ( tele_effects )
1643                                 {
1644                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1645                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1646                                 }
1647                                 setorigin(player, loc);
1648                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1649                                 makevectors(player.angles);
1650                                 player.fixangle = true;
1651                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1652
1653                                 if ( tele_effects )
1654                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1655                                 return true;
1656                         }
1657                 }
1658         }
1659
1660         return false;
1661 }
1662
1663 // ==============
1664 // Hook Functions
1665 // ==============
1666
1667 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1668 {
1669         FOREACH_CLIENT(IS_PLAYER(it), {
1670                 STAT(ROUNDLOST, it) = false;
1671                 it.ons_deathloc = '0 0 0';
1672                 PutClientInServer(it);
1673                 it.clientcamera = it;
1674         });
1675         return false;
1676 }
1677
1678 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1679 {
1680         entity player = M_ARGV(0, entity);
1681
1682         player.ons_deathloc = '0 0 0';
1683 }
1684
1685 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1686 {
1687         entity player = M_ARGV(0, entity);
1688
1689         player.ons_deathloc = '0 0 0';
1690 }
1691
1692 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1693 {
1694         entity player = M_ARGV(0, entity);
1695
1696         if(!round_handler_IsRoundStarted())
1697         {
1698                 player.player_blocked = true;
1699                 return false;
1700         }
1701
1702         entity l;
1703         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1704         {
1705                 l.sprite.SendFlags |= 16;
1706         }
1707         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1708         {
1709                 l.sprite.SendFlags |= 16;
1710         }
1711
1712         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1713
1714         if ( autocvar_g_onslaught_spawn_choose )
1715         if ( player.ons_spawn_by )
1716         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1717         {
1718                 player.ons_spawn_by = NULL;
1719                 return false;
1720         }
1721
1722         if(autocvar_g_onslaught_spawn_at_controlpoints)
1723         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1724         {
1725                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1726                 entity tmp_entity, closest_target = NULL;
1727                 vector spawn_loc = player.ons_deathloc;
1728
1729                 // new joining player or round reset, don't bother checking
1730                 if(spawn_loc == '0 0 0') { return false; }
1731
1732                 if(random_target) { RandomSelection_Init(); }
1733
1734                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1735                 {
1736                         if(SAME_TEAM(tmp_entity, player))
1737                         if(random_target)
1738                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1739                         else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1740                                 closest_target = tmp_entity;
1741                 }
1742
1743                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1744
1745                 if(closest_target)
1746                 {
1747                         float i;
1748                         vector loc;
1749                         float iteration_scale = 1;
1750                         for(i = 0; i < 10; ++i)
1751                         {
1752                                 iteration_scale -= i / 10;
1753                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1754                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1755                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1756                                 if(trace_fraction == 1.0 && !trace_startsolid)
1757                                 {
1758                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1759                                         if(trace_fraction == 1.0 && !trace_startsolid)
1760                                         {
1761                                                 setorigin(player, loc);
1762                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1763                                                 return false;
1764                                         }
1765                                 }
1766                         }
1767                 }
1768         }
1769
1770         if(autocvar_g_onslaught_spawn_at_generator)
1771         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1772         {
1773                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1774                 entity tmp_entity, closest_target = NULL;
1775                 vector spawn_loc = player.ons_deathloc;
1776
1777                 // new joining player or round reset, don't bother checking
1778                 if(spawn_loc == '0 0 0') { return false; }
1779
1780                 if(random_target) { RandomSelection_Init(); }
1781
1782                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1783                 {
1784                         if(random_target)
1785                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1786                         else
1787                         {
1788                                 if(SAME_TEAM(tmp_entity, player))
1789                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1790                                         closest_target = tmp_entity;
1791                         }
1792                 }
1793
1794                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1795
1796                 if(closest_target)
1797                 {
1798                         float i;
1799                         vector loc;
1800                         float iteration_scale = 1;
1801                         for(i = 0; i < 10; ++i)
1802                         {
1803                                 iteration_scale -= i / 10;
1804                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1805                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1806                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1807                                 if(trace_fraction == 1.0 && !trace_startsolid)
1808                                 {
1809                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1810                                         if(trace_fraction == 1.0 && !trace_startsolid)
1811                                         {
1812                                                 setorigin(player, loc);
1813                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1814                                                 return false;
1815                                         }
1816                                 }
1817                         }
1818                 }
1819         }
1820
1821         return false;
1822 }
1823
1824 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1825 {
1826         entity frag_target = M_ARGV(2, entity);
1827
1828         frag_target.ons_deathloc = frag_target.origin;
1829         entity l;
1830         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1831         {
1832                 l.sprite.SendFlags |= 16;
1833         }
1834         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1835         {
1836                 l.sprite.SendFlags |= 16;
1837         }
1838
1839         if ( autocvar_g_onslaught_spawn_choose )
1840         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1841                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1842
1843         return false;
1844 }
1845
1846 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1847 {
1848         entity mon = M_ARGV(0, entity);
1849
1850         entity e = find(NULL, targetname, mon.target);
1851         if (e != NULL)
1852                 mon.team = e.team;
1853 }
1854
1855 void ons_MonsterSpawn_Delayed(entity this)
1856 {
1857         entity own = this.owner;
1858
1859         if(!own) { delete(this); return; }
1860
1861         if(own.targetname)
1862         {
1863                 entity e = find(NULL, target, own.targetname);
1864                 if(e != NULL)
1865                 {
1866                         own.team = e.team;
1867
1868                         own.use(own, e, NULL);
1869                 }
1870         }
1871
1872         delete(this);
1873 }
1874
1875 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1876 {
1877         entity mon = M_ARGV(0, entity);
1878
1879         entity e = spawn();
1880         e.owner = mon;
1881         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1882 }
1883
1884 void ons_TurretSpawn_Delayed(entity this)
1885 {
1886         entity own = this.owner;
1887
1888         if(!own) { delete(this); return; }
1889
1890         if(own.targetname)
1891         {
1892                 entity e = find(NULL, target, own.targetname);
1893                 if(e != NULL)
1894                 {
1895                         own.team = e.team;
1896                         own.active = ACTIVE_NOT;
1897
1898                         own.use(own, e, NULL);
1899                 }
1900         }
1901
1902         delete(this);
1903 }
1904
1905 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1906 {
1907         entity turret = M_ARGV(0, entity);
1908
1909         entity e = spawn();
1910         e.owner = turret;
1911         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1912
1913         return false;
1914 }
1915
1916 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1917 {
1918         entity bot = M_ARGV(0, entity);
1919
1920         havocbot_ons_reset_role(bot);
1921         return true;
1922 }
1923
1924 MUTATOR_HOOKFUNCTION(ons, CheckAllowedTeams)
1925 {
1926         // onslaught is special
1927         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1928         {
1929                 switch(tmp_entity.team)
1930                 {
1931                         case NUM_TEAM_1: c1 = 0; break;
1932                         case NUM_TEAM_2: c2 = 0; break;
1933                         case NUM_TEAM_3: c3 = 0; break;
1934                         case NUM_TEAM_4: c4 = 0; break;
1935                 }
1936         }
1937
1938         return true;
1939 }
1940
1941 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1942 {
1943         entity spectatee = M_ARGV(0, entity);
1944         entity client = M_ARGV(1, entity);
1945
1946         STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1947 }
1948
1949 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1950 {
1951         if(MUTATOR_RETURNVALUE) // command was already handled?
1952                 return false;
1953
1954         entity player = M_ARGV(0, entity);
1955         string cmd_name = M_ARGV(1, string);
1956         int cmd_argc = M_ARGV(2, int);
1957
1958         if ( cmd_name == "ons_spawn" )
1959         {
1960                 vector pos = player.origin;
1961                 if(cmd_argc > 1)
1962                         pos_x = stof(argv(1));
1963                 if(cmd_argc > 2)
1964                         pos_y = stof(argv(2));
1965                 if(cmd_argc > 3)
1966                         pos_z = stof(argv(3));
1967
1968                 if ( IS_PLAYER(player) )
1969                 {
1970                         if ( !STAT(FROZEN, player) )
1971                         {
1972                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1973
1974                                 if ( !source_point && player.health > 0 )
1975                                 {
1976                                         sprint(player, "\nYou need to be next to a control point\n");
1977                                         return true;
1978                                 }
1979
1980
1981                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1982
1983                                 if ( closest_target == NULL )
1984                                 {
1985                                         sprint(player, "\nNo control point found\n");
1986                                         return true;
1987                                 }
1988
1989                                 if ( player.health <= 0 )
1990                                 {
1991                                         player.ons_spawn_by = closest_target;
1992                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1993                                 }
1994                                 else
1995                                 {
1996                                         if ( source_point == closest_target )
1997                                         {
1998                                                 sprint(player, "\nTeleporting to the same point\n");
1999                                                 return true;
2000                                         }
2001
2002                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2003                                                 sprint(player, "\nUnable to teleport there\n");
2004                                 }
2005
2006                                 return true;
2007                         }
2008
2009                         sprint(player, "\nNo teleportation for you\n");
2010                 }
2011
2012                 return true;
2013         }
2014         return false;
2015 }
2016
2017 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2018 {
2019         if(MUTATOR_RETURNVALUE || game_stopped) return false;
2020
2021         entity player = M_ARGV(0, entity);
2022
2023         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2024         {
2025                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2026                 if ( source_point )
2027                 {
2028                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2029                         return true;
2030                 }
2031         }
2032 }
2033
2034 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2035 {
2036         entity frag_victim = M_ARGV(0, entity);
2037
2038         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2039                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2040 }
2041
2042 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2043 {
2044     entity wp = M_ARGV(0, entity);
2045     entity to = M_ARGV(1, entity);
2046     int sf = M_ARGV(2, int);
2047     int wp_flag = M_ARGV(3, int);
2048
2049         if(sf & 16)
2050         {
2051                 if(wp.owner.classname == "onslaught_controlpoint")
2052                 {
2053                         entity wp_owner = wp.owner;
2054                         entity e = WaypointSprite_getviewentity(to);
2055                         if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2056                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2057                 }
2058                 if(wp.owner.classname == "onslaught_generator")
2059                 {
2060                         entity wp_owner = wp.owner;
2061                         if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2062                         if(wp_owner.health <= 0) { wp_flag |= 2; }
2063                 }
2064         }
2065
2066         M_ARGV(3, int) = wp_flag;
2067 }
2068
2069 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2070 {
2071         entity turret_target = M_ARGV(1, entity);
2072
2073         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2074         {
2075                 M_ARGV(3, float) = -3;
2076                 return true;
2077         }
2078
2079         return false;
2080 }
2081
2082 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2083 {
2084     entity turret = M_ARGV(0, entity);
2085
2086         // ONS uses somewhat backwards linking.
2087         if(turret.target)
2088         {
2089                 entity e = find(NULL, targetname, turret.target);
2090                 if (e != NULL)
2091                         turret.team = e.team;
2092         }
2093
2094         if(turret.team != turret.tur_head.team)
2095                 turret_respawn(turret);
2096 }
2097
2098
2099 // ==========
2100 // Spawnfuncs
2101 // ==========
2102
2103 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2104   Link between control points.
2105
2106   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.
2107
2108 keys:
2109 "target" - first control point.
2110 "target2" - second control point.
2111  */
2112 spawnfunc(onslaught_link)
2113 {
2114         if(!g_onslaught) { delete(this); return; }
2115
2116         if (this.target == "" || this.target2 == "")
2117                 objerror(this, "target and target2 must be set\n");
2118
2119         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2120         ons_worldlinklist = this;
2121
2122         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2123         Net_LinkEntity(this, false, 0, ons_Link_Send);
2124 }
2125
2126 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2127   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2128
2129   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2130
2131 keys:
2132 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2133 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2134 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2135  */
2136
2137 spawnfunc(onslaught_controlpoint)
2138 {
2139         if(!g_onslaught) { delete(this); return; }
2140
2141         ons_ControlPoint_Setup(this);
2142 }
2143
2144 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2145   Base generator.
2146
2147   spawnfunc_onslaught_link entities can target this.
2148
2149 keys:
2150 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2151 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2152  */
2153 spawnfunc(onslaught_generator)
2154 {
2155         if(!g_onslaught) { delete(this); return; }
2156         if(!this.team) { objerror(this, "team must be set"); }
2157
2158         ons_GeneratorSetup(this);
2159 }
2160
2161 // scoreboard setup
2162 void ons_ScoreRules()
2163 {
2164         CheckAllowedTeams(NULL);
2165         int teams = 0;
2166         if(c1 >= 0) teams |= BIT(0);
2167         if(c2 >= 0) teams |= BIT(1);
2168         if(c3 >= 0) teams |= BIT(2);
2169         if(c4 >= 0) teams |= BIT(3);
2170         GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2171             field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2172             field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2173             field(SP_ONS_TAKES, "takes", 0);
2174         });
2175 }
2176
2177 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2178 {
2179         ons_ScoreRules();
2180
2181         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2182         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2183 }
2184
2185 void ons_Initialize()
2186 {
2187         g_onslaught = true;
2188         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2189
2190         cam = new(objective_camera);
2191
2192         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2193 }