--- /dev/null
- self.team = COLOR_TEAM1; // red, gets swapped every round
+void spawnfunc_func_breakable();
+void target_objective_decrease_activate();
+.entity assault_decreaser;
+.entity assault_sprite;
+
+void spawnfunc_info_player_attacker() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
- self.team = COLOR_TEAM2; // blue, gets swapped every round
++ self.team = NUM_TEAM_1; // red, gets swapped every round
+ spawnfunc_info_player_deathmatch();
+}
+
+void spawnfunc_info_player_defender() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
- if(assault_attacker_team == COLOR_TEAM1) {
- self.team = COLOR_TEAM2;
++ self.team = NUM_TEAM_2; // blue, gets swapped every round
+ spawnfunc_info_player_deathmatch();
+}
+
+// reset this objective. Used when spawning an objective
+// and when a new round starts
+void assault_objective_reset() {
+ self.health = ASSAULT_VALUE_INACTIVE;
+}
+
+void assault_objective_use() {
+ // activate objective
+ self.health = 100;
+ //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
+ //print("Activator is ", activator.classname, "\n");
+
+ entity oldself;
+ oldself = self;
+
+ for(self = world; (self = find(self, target, oldself.targetname)); )
+ {
+ if(self.classname == "target_objective_decrease")
+ target_objective_decrease_activate();
+ }
+
+ self = oldself;
+}
+
+vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
+{
+ if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
+ return '-1 0 0';
+ return current;
+}
+
+void spawnfunc_target_objective() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
+ self.classname = "target_objective";
+ self.use = assault_objective_use;
+ assault_objective_reset();
+ self.reset = assault_objective_reset;
+ self.spawn_evalfunc = target_objective_spawn_evalfunc;
+}
+
+
+// decrease the health of targeted objectives
+void assault_objective_decrease_use() {
+ if(activator.team != assault_attacker_team) {
+ // wrong team triggered decrease
+ return;
+ }
+
+ if(other.assault_sprite)
+ {
+ WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
+ if(other.classname == "func_assault_destructible")
+ other.sprite = world;
+ }
+ else
+ return; // already activated! cannot activate again!
+
+ if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
+ {
+ if(self.enemy.health - self.dmg > 0.5)
+ {
+ PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
+ self.enemy.health = self.enemy.health - self.dmg;
+ }
+ else
+ {
+ PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
+ PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+ self.enemy.health = -1;
+
+ entity oldself, oldactivator;
+
+ oldself = self;
+ self = oldself.enemy;
+ if(self.message)
+ {
+ entity player;
+ string s;
+ FOR_EACH_PLAYER(player)
+ {
+ s = strcat(self.message, "\n");
+ centerprint(player, s);
+ }
+ }
+
+ oldactivator = activator;
+ activator = oldself;
+ SUB_UseTargets();
+ activator = oldactivator;
+ self = oldself;
+ }
+ }
+}
+
+void assault_setenemytoobjective()
+{
+ entity objective;
+ for(objective = world; (objective = find(objective, targetname, self.target)); ) {
+ if(objective.classname == "target_objective") {
+ if(self.enemy == world)
+ self.enemy = objective;
+ else
+ objerror("more than one objective as target - fix the map!");
+ break;
+ }
+ }
+
+ if(self.enemy == world)
+ objerror("no objective as target - fix the map!");
+}
+
+float assault_decreaser_sprite_visible(entity e)
+{
+ entity decreaser;
+
+ decreaser = self.assault_decreaser;
+
+ if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
+ return FALSE;
+
+ return TRUE;
+}
+
+void target_objective_decrease_activate()
+{
+ entity ent, spr;
+ self.owner = world;
+ for(ent = world; (ent = find(ent, target, self.targetname)); )
+ {
+ if(ent.assault_sprite != world)
+ {
+ WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
+ if(ent.classname == "func_assault_destructible")
+ ent.sprite = world;
+ }
+
+ spr = WaypointSprite_SpawnFixed("<placeholder>", 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE, '1 0.5 0');
+ spr.assault_decreaser = self;
+ spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
+ spr.classname = "sprite_waypoint";
+ WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
+ if(ent.classname == "func_assault_destructible")
+ {
+ WaypointSprite_UpdateSprites(spr, "as-defend", "as-destroy", "as-destroy");
+ WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
+ WaypointSprite_UpdateHealth(spr, ent.health);
+ ent.sprite = spr;
+ }
+ else
+ WaypointSprite_UpdateSprites(spr, "as-defend", "as-push", "as-push");
+ }
+}
+
+void target_objective_decrease_findtarget()
+{
+ assault_setenemytoobjective();
+}
+
+//=============================================================================
+
+void spawnfunc_target_objective_decrease() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
+
+ self.classname = "target_objective_decrease";
+
+ if(!self.dmg) {
+ self.dmg = 101;
+ }
+ self.use = assault_objective_decrease_use;
+ self.health = ASSAULT_VALUE_INACTIVE;
+ self.max_health = ASSAULT_VALUE_INACTIVE;
+ self.enemy = world;
+
+ InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
+}
+
+// destructible walls that can be used to trigger target_objective_decrease
+void spawnfunc_func_assault_destructible() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
+ self.spawnflags = 3;
+ self.classname = "func_assault_destructible";
- self.team = COLOR_TEAM1;
++ if(assault_attacker_team == NUM_TEAM_1) {
++ self.team = NUM_TEAM_2;
+ } else {
- if(ent.team == COLOR_TEAM1)
- ent.team = COLOR_TEAM2;
++ self.team = NUM_TEAM_1;
+ }
+ spawnfunc_func_breakable();
+}
+
+void assault_wall_think() {
+ if(self.enemy.health < 0) {
+ self.model = "";
+ self.solid = SOLID_NOT;
+ } else {
+ self.model = self.mdl;
+ self.solid = SOLID_BSP;
+ }
+
+ self.nextthink = time + 0.2;
+}
+
+void spawnfunc_func_assault_wall() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
+ self.classname = "func_assault_wall";
+ self.mdl = self.model;
+ setmodel(self, self.mdl);
+ self.solid = SOLID_BSP;
+ self.think = assault_wall_think;
+ self.nextthink = time;
+ InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
+}
+
+
+void target_assault_roundend_reset() {
+ //print("round end reset\n");
+ self.cnt = self.cnt + 1; // up round counter
+ self.winning = 0; // up round
+}
+
+void target_assault_roundend_use() {
+ self.winning = 1; // round has been won by attackers
+}
+
+void spawnfunc_target_assault_roundend() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
+ self.winning = 0; // round not yet won by attackers
+ self.classname = "target_assault_roundend";
+ self.use = target_assault_roundend_use;
+ self.cnt = 0; // first round
+ self.reset = target_assault_roundend_reset;
+}
+
+void assault_roundstart_use() {
+
+ activator = self;
+ SUB_UseTargets();
+
+
+#ifdef TTURRETS_ENABLED
+ entity ent, oldself;
+
+ //(Re)spawn all turrets
+ oldself = self;
+ ent = find(world, classname, "turret_main");
+ while(ent) {
+ // Swap turret teams
- ent.team = COLOR_TEAM1;
++ if(ent.team == NUM_TEAM_1)
++ ent.team = NUM_TEAM_2;
+ else
- assault_attacker_team = COLOR_TEAM1;
++ ent.team = NUM_TEAM_1;
+
+ self = ent;
+
+ // Dubbles as teamchange
+ turret_stdproc_respawn();
+
+ ent = find(ent, classname, "turret_main");
+ }
+ self = oldself;
+#endif
+
+
+}
+
+void spawnfunc_target_assault_roundstart() {
+ if(!g_assault)
+ {
+ remove(self);
+ return;
+ }
- if(assault_attacker_team == COLOR_TEAM1) {
- assault_attacker_team = COLOR_TEAM2;
++ assault_attacker_team = NUM_TEAM_1;
+ self.classname = "target_assault_roundstart";
+ self.use = assault_roundstart_use;
+ self.reset2 = assault_roundstart_use;
+ InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
+}
+
+// trigger new round
+// reset objectives, toggle spawnpoints, reset triggers, ...
+void vehicles_clearrturn();
+void vehicles_spawn();
+void assault_new_round()
+{
+ entity oldself;
+ //bprint("ASSAULT: new round\n");
+
+ oldself = self;
+ // Eject players from vehicles
+ FOR_EACH_PLAYER(self)
+ {
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+ }
+
+ self = findchainflags(vehicle_flags, VHF_ISVEHICLE);
+ while(self)
+ {
+ vehicles_clearrturn();
+ vehicles_spawn();
+ self = self.chain;
+ }
+
+ self = oldself;
+
+ // up round counter
+ self.winning = self.winning + 1;
+
+ // swap attacker/defender roles
- assault_attacker_team = COLOR_TEAM1;
++ if(assault_attacker_team == NUM_TEAM_1) {
++ assault_attacker_team = NUM_TEAM_2;
+ } else {
- if(ent.team_saved == COLOR_TEAM1)
- ent.team_saved = COLOR_TEAM2;
- else if(ent.team_saved == COLOR_TEAM2)
- ent.team_saved = COLOR_TEAM1;
++ assault_attacker_team = NUM_TEAM_1;
+ }
+
+
+ entity ent;
+ for(ent = world; (ent = nextent(ent)); )
+ {
+ if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
+ {
++ if(ent.team_saved == NUM_TEAM_1)
++ ent.team_saved = NUM_TEAM_2;
++ else if(ent.team_saved == NUM_TEAM_2)
++ ent.team_saved = NUM_TEAM_1;
+ }
+ }
+
+ // reset the level with a countdown
+ cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+ ReadyRestart_force(); // sets game_starttime
+}