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Scaled the weapon models down about 30% to match 2.5.2 sizes. Except the tuba, I...
[divverent/nexuiz.git] / data / qcsrc / server / assault.qc
1 void spawnfunc_func_breakable();
2 void target_objective_decrease_activate();
3 .entity assault_decreaser;
4 .entity assault_sprite;
5
6 void spawnfunc_info_player_attacker() {
7         if(!g_assault)
8         {
9                 remove(self);
10                 return;
11         }
12         self.team = COLOR_TEAM1; // red, gets swapped every round
13         spawnfunc_info_player_deathmatch();
14 }
15
16 void spawnfunc_info_player_defender() {
17         if(!g_assault)
18         {
19                 remove(self);
20                 return;
21         }
22         self.team = COLOR_TEAM2; // blue, gets swapped every round
23         spawnfunc_info_player_deathmatch();
24 }
25
26 // reset this objective. Used when spawning an objective
27 // and when a new round starts
28 void assault_objective_reset() {
29         self.health = ASSAULT_VALUE_INACTIVE;
30 }
31
32 void assault_objective_use() {
33         if(other.classname == "info_player_deathmatch") // a spawn, a spawn
34                 return;
35
36         // activate objective
37         self.health = 100;
38         //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
39         //print("Activator is ", activator.classname, "\n");
40
41         entity oldself;
42         oldself = self;
43
44         for(self = world; (self = find(self, target, oldself.targetname)); )
45         {
46                 if(self.classname == "target_objective_decrease")
47                         target_objective_decrease_activate();
48         }
49
50         self = oldself;
51 }
52
53 void spawnfunc_target_objective() {
54         if(!g_assault)
55         {
56                 remove(self);
57                 return;
58         }
59         self.classname = "target_objective";
60         self.use = assault_objective_use;
61         assault_objective_reset();
62         self.reset = assault_objective_reset;
63 }
64
65
66 // decrease the health of targeted objectives
67 void assault_objective_decrease_use() {
68         if(activator.team != assault_attacker_team) {
69                 // wrong team triggered decrease
70                 return;
71         }
72
73         if(other.assault_sprite.classname == "assault_decreaser_sprite")
74                 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
75         else
76                 return; // already activated! cannot activate again!
77
78         if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
79         {
80                 if(self.enemy.health - self.dmg > 0.5)
81                 {
82                         PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
83                         self.enemy.health = self.enemy.health - self.dmg;
84                 }
85                 else
86                 {
87                         PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
88                         PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
89                         self.enemy.health = -1;
90
91                         entity oldself, oldactivator;
92
93                         oldself = self;
94                         self = oldself.enemy;
95                                 oldactivator = activator;
96                                 activator = oldself;
97                                         SUB_UseTargets();
98                                 activator = oldactivator;
99                         self = oldself;
100                 }
101         }
102 }
103
104 void assault_setenemytoobjective()
105 {
106         local entity objective;
107         for(objective = world; (objective = find(objective, targetname, self.target)); ) {
108                 if(objective.classname == "target_objective") {
109                         if(self.enemy == world)
110                                 self.enemy = objective;
111                         else
112                                 objerror("more than one objective as target - fix the map!");
113                         break;
114                 }
115         }
116
117         if(self.enemy == world)
118                 objerror("no objective as target - fix the map!");
119 }
120
121 float assault_decreaser_sprite_visible(entity e)
122 {
123         entity decreaser;
124
125         decreaser = self.assault_decreaser;
126
127         if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
128                 return FALSE;
129
130         return TRUE;
131 }
132
133 void target_objective_decrease_activate()
134 {
135         entity ent, spr;
136         self.owner = world;
137         for(ent = world; (ent = find(ent, target, self.targetname)); )
138         {
139                 if(ent.assault_sprite != world)
140                         WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
141
142                 spr = WaypointSprite_SpawnFixed("<placeholder>", 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite);
143                 spr.assault_decreaser = self;
144                 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
145                 spr.classname = "assault_decreaser_sprite";
146                 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
147                 if(ent.classname == "func_assault_destructible")
148                         WaypointSprite_UpdateSprites(spr, "as-defend", "as-destroy", "as-destroy");
149                 else
150                         WaypointSprite_UpdateSprites(spr, "as-defend", "as-push", "as-push");
151                 WaypointSprite_UpdateTeamRadar(spr, RADARICON_OBJECTIVE, '1 0.5 0');
152         }
153 }
154
155 void target_objective_decrease_findtarget()
156 {
157         assault_setenemytoobjective();
158 }
159
160 //=============================================================================
161
162 void spawnfunc_target_objective_decrease() {
163         if(!g_assault)
164         {
165                 remove(self);
166                 return;
167         }
168
169         self.classname = "target_objective_decrease";
170
171         if(!self.dmg) {
172                 self.dmg = 101;
173         }
174         self.use = assault_objective_decrease_use;
175         self.health = ASSAULT_VALUE_INACTIVE;
176         self.max_health = ASSAULT_VALUE_INACTIVE;
177         self.enemy = world;
178
179         InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
180 }
181
182 // destructible walls that can be used to trigger target_objective_decrease
183 void spawnfunc_func_assault_destructible() {
184         if(!g_assault)
185         {
186                 remove(self);
187                 return;
188         }
189         self.spawnflags = 3;
190         spawnfunc_func_breakable();
191 }
192
193 void assault_wall_think() {
194         if(self.enemy.health < 0) {
195                 self.model = "";
196                 self.solid = SOLID_NOT;
197         } else {
198                 self.model = self.mdl;
199                 self.solid = SOLID_BSP;
200         }
201
202         self.nextthink = time + 0.2;
203 }
204
205 void spawnfunc_func_assault_wall() {
206         if(!g_assault)
207         {
208                 remove(self);
209                 return;
210         }
211         self.classname = "func_assault_wall";
212         self.mdl = self.model;
213         setmodel(self, self.mdl);
214         self.solid = SOLID_BSP;
215         self.think = assault_wall_think;
216         self.nextthink = time;
217         InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
218 }
219
220
221 void target_assault_roundend_reset() {
222         //print("round end reset\n");
223         self.cnt = self.cnt + 1; // up round counter
224         self.winning = 0; // up round
225 }
226
227 void target_assault_roundend_use() {
228         self.winning = 1; // round has been won by attackers
229 }
230
231 void spawnfunc_target_assault_roundend() {
232         if(!g_assault)
233         {
234                 remove(self);
235                 return;
236         }
237         self.winning = 0; // round not yet won by attackers
238         self.classname = "target_assault_roundend";
239         self.use = target_assault_roundend_use;
240         self.cnt = 0; // first round
241         self.reset = target_assault_roundend_reset;
242 }
243
244 void assault_roundstart_use() {
245
246         activator = self;
247         SUB_UseTargets();
248
249         /*
250 #ifdef TTURRETS_ENABLED
251 entity ent,oldself;
252
253         //(Re)spawn all turrets
254         oldself = self;
255         ent = find(world, classname, "turret_main");
256         while(ent) {
257         // Swap turret teams
258         if(ent.team == COLOR_TEAM1)
259         ent.team = COLOR_TEAM2;
260         else
261         ent.team = COLOR_TEAM1;
262
263         self = ent;
264
265         // Dubbles as teamchange
266         turret_stdproc_respawn();
267         //ent.turret_spawnfunc();
268
269         ent = find(ent, classname, "turret_main");
270         }
271         self = oldself;
272 #endif
273 */
274
275 }
276
277 void spawnfunc_target_assault_roundstart() {
278         if(!g_assault)
279         {
280                 remove(self);
281                 return;
282         }
283         assault_attacker_team = COLOR_TEAM1;
284         self.classname = "target_assault_roundstart";
285         self.use = assault_roundstart_use;
286         self.reset2 = assault_roundstart_use;
287         InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
288 }
289
290 // trigger new round
291 // reset objectives, toggle spawnpoints, reset triggers, ...
292 void assault_new_round() {
293         //bprint("ASSAULT: new round\n");
294
295         // up round counter
296         self.winning = self.winning + 1;
297
298         // swap attacker/defender roles
299         if(assault_attacker_team == COLOR_TEAM1) {
300                 assault_attacker_team = COLOR_TEAM2;
301         } else {
302                 assault_attacker_team = COLOR_TEAM1;
303         }
304
305
306         local entity ent;
307         for(ent = world; (ent = nextent(ent)); )
308         {
309                 if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
310                 {
311                         if(ent.team_saved == COLOR_TEAM1)
312                                 ent.team_saved = COLOR_TEAM2;
313                         else if(ent.team_saved == COLOR_TEAM2)
314                                 ent.team_saved = COLOR_TEAM1;
315                 }
316         }
317
318         // reset the level with a countdown
319         cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
320         ReadyRestartForce(); // sets game_starttime
321 }