#include "spawnpoints.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include bool SpawnPoint_Send(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT); WriteByte(MSG_ENTITY, this.team); WriteVector(MSG_ENTITY, this.origin); return true; } bool SpawnEvent_Send(entity this, entity to, int sf) { float send; WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT); if(autocvar_g_spawn_alloweffects) { WriteByte(MSG_ENTITY, etof(this.owner)); WriteVector(MSG_ENTITY, this.owner.origin); WriteByte(MSG_ENTITY, autocvar_g_spawn_alloweffects); send = true; } else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) ) { WriteByte(MSG_ENTITY, 0); send = true; } else { send = false; } return send; } .vector spawnpoint_prevorigin; void spawnpoint_think(entity this) { this.nextthink = time + 0.1; if(this.origin != this.spawnpoint_prevorigin) { this.spawnpoint_prevorigin = this.origin; this.SendFlags |= 1; } } void spawnpoint_use(entity this, entity actor, entity trigger) { if(teamplay) if(have_team_spawns > 0) { this.team = actor.team; some_spawn_has_been_used = true; this.SendFlags |= 1; // update team on the client side } //LOG_INFO("spawnpoint was used!\n"); } void spawnpoint_reset(entity this) { this.SendFlags |= 1; // update team since it was restored during reset } void link_spawnpoint(entity this) { bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available // Don't show team spawns in non-team matches, // and don't show non-team spawns in team matches. // (Unless useallspawns is activated) if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team)))) Net_LinkEntity(this, false, 0, SpawnPoint_Send); } void relocate_spawnpoint(entity this) { // nudge off the floor setorigin(this, this.origin + '0 0 1'); tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this); if (trace_startsolid) { vector o; o = this.origin; this.mins = PL_MIN_CONST; this.maxs = PL_MAX_CONST; if (!move_out_of_solid(this)) objerror(this, "could not get out of solid at all!"); LOG_INFOF( "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s", vtos(o - '0 0 1'), vtos(this.origin - o) ); if (autocvar_g_spawnpoints_auto_move_out_of_solid) { if (!spawnpoint_nag) LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)"); spawnpoint_nag = 1; } else { setorigin(this, o); this.mins = this.maxs = '0 0 0'; objerror(this, "player spawn point in solid, mapper sucks!\n"); return; } } this.use = spawnpoint_use; setthink(this, spawnpoint_think); this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint this.team_saved = this.team; IL_PUSH(g_saved_team, this); if (!this.cnt) this.cnt = 1; if (have_team_spawns != 0) if (this.team) have_team_spawns = 1; have_team_spawns_forteams |= BIT(this.team); if (autocvar_r_showbboxes) { // show where spawnpoints point at too vector forward, right, up; MAKE_VECTORS(this.angles, forward, right, up); entity e = new(info_player_foo); setorigin(e, this.origin + forward * 24); setsize(e, '-8 -8 -8', '8 8 8'); e.solid = SOLID_TRIGGER; } // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used InitializeEntity(this, link_spawnpoint, INITPRIO_FINDTARGET); } spawnfunc(info_player_survivor) { spawnfunc_info_player_deathmatch(this); } spawnfunc(info_player_start) { spawnfunc_info_player_deathmatch(this); } spawnfunc(info_player_deathmatch) { IL_PUSH(g_spawnpoints, this); relocate_spawnpoint(this); } /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24) Starting point for a player in team one (Red). Keys: "angle" viewing angle when spawning. */ spawnfunc(info_player_team1) { this.team = NUM_TEAM_1; // red spawnfunc_info_player_deathmatch(this); } /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24) Starting point for a player in team two (Blue). Keys: "angle" viewing angle when spawning. */ spawnfunc(info_player_team2) { this.team = NUM_TEAM_2; // blue spawnfunc_info_player_deathmatch(this); } /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24) Starting point for a player in team three (Yellow). Keys: "angle" viewing angle when spawning. */ spawnfunc(info_player_team3) { this.team = NUM_TEAM_3; // yellow spawnfunc_info_player_deathmatch(this); } /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24) Starting point for a player in team four (Purple). Keys: "angle" viewing angle when spawning. */ spawnfunc(info_player_team4) { this.team = NUM_TEAM_4; // purple spawnfunc_info_player_deathmatch(this); } // Returns: // _x: prio (-1 if unusable) // _y: weight vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck) { // filter out spots for the wrong team if(teamcheck >= 0) if(spot.team != teamcheck) return '-1 0 0'; if(race_spawns) if(!spot.target || spot.target == "") return '-1 0 0'; if(IS_REAL_CLIENT(this)) { if(spot.restriction == 1) return '-1 0 0'; } else { if(spot.restriction == 2) return '-1 0 0'; } float prio = 0; float shortest = vlen(world.maxs - world.mins); FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && it != this, { float thisdist = vlen(it.origin - spot.origin); if (thisdist < shortest) shortest = thisdist; }); if(shortest > mindist) prio += SPAWN_PRIO_GOOD_DISTANCE; vector spawn_score = prio * '1 0 0' + shortest * '0 1 0'; // filter out spots for assault if(spot.target && spot.target != "" && targetcheck) { int found = 0; for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain) { ++found; if(targ.spawn_evalfunc) { spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score); if(spawn_score.x < 0) return spawn_score; } } if(!found && !g_cts) { LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target); return '-1 0 0'; } } MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score); spawn_score = M_ARGV(2, vector); return spawn_score; } void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck) { entity spot; for(spot = firstspot; spot; spot = spot.chain) spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck); } entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck) { entity spot, spotlist, spotlistend; spotlist = NULL; spotlistend = NULL; Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck); for(spot = firstspot; spot; spot = spot.chain) { if(spot.spawnpoint_score.x >= 0) // spawning allowed here { if(spotlistend) spotlistend.chain = spot; spotlistend = spot; if(!spotlist) spotlist = spot; } } if(spotlistend) spotlistend.chain = NULL; return spotlist; } entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent) { // weight of a point: bound(lower, mindisttoplayer, upper)^exponent // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area) entity spot; RandomSelection_Init(); for(spot = firstspot; spot; spot = spot.chain) RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x); return RandomSelection_chosen_ent; } /* ============= SelectSpawnPoint Finds a point to respawn ============= */ bool testspawn_checked; entity testspawn_point; entity SelectSpawnPoint(entity this, bool anypoint) { float teamcheck; entity spot = NULL; if(!testspawn_checked) { testspawn_point = find(NULL, classname, "testplayerstart"); testspawn_checked = true; } if(testspawn_point) return testspawn_point; if(this.spawnpoint_targ) return this.spawnpoint_targ; if(anypoint || autocvar_g_spawn_useallspawns) teamcheck = -1; else if(have_team_spawns > 0) { if(!(have_team_spawns_forteams & BIT(this.team))) { // we request a spawn for a team, and we have team // spawns, but that team has no spawns? if(have_team_spawns_forteams & BIT(0)) // try noteam spawns teamcheck = 0; else // if not, any spawn has to do teamcheck = -1; } else teamcheck = this.team; // MUST be team } else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0))) teamcheck = 0; // MUST be noteam else teamcheck = -1; // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then // get the entire list of spots //entity firstspot = findchain(classname, "info_player_deathmatch"); entity firstspot = IL_FIRST(g_spawnpoints); entity prev = NULL; IL_EACH(g_spawnpoints, true, { if(prev) prev.chain = it; it.chain = NULL; prev = it; }); // filter out the bad ones // (note this returns the original list if none survived) if(anypoint) { spot = Spawn_WeightedPoint(firstspot, 1, 1, 1); } else { firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true); // emergency fallback! double check without targets // fixes some crashes with improperly repacked maps if(!firstspot) { firstspot = IL_FIRST(g_spawnpoints); prev = NULL; IL_EACH(g_spawnpoints, true, { if(prev) prev.chain = it; it.chain = NULL; prev = it; }); firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false); } // there is 50/50 chance of choosing a random spot or the furthest spot // (this means that roughly every other spawn will be furthest, so you // usually won't get fragged at spawn twice in a row) if (random() > autocvar_g_spawn_furthest) spot = Spawn_WeightedPoint(firstspot, 1, 1, 1); else spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint } if (!spot) { if(autocvar_spawn_debug) GotoNextMap(0); else { if(some_spawn_has_been_used) return NULL; // team can't spawn any more, because of actions of other team else error("Cannot find a spawn point - please fix the map!"); } } return spot; }