1 #include "spawnpoints.qh"
3 #include <server/mutators/_mod.qh>
7 #include "../common/constants.qh"
8 #include <common/net_linked.qh>
9 #include "../common/teams.qh"
10 #include <common/mapinfo.qh>
11 #include "../common/mapobjects/subs.qh"
12 #include "../common/mapobjects/target/spawnpoint.qh"
13 #include "../common/util.qh"
14 #include "../lib/warpzone/common.qh"
15 #include "../lib/warpzone/util_server.qh"
16 #include <server/utils.qh>
18 bool SpawnPoint_Send(entity this, entity to, int sf)
20 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
22 WriteByte(MSG_ENTITY, this.team);
23 WriteVector(MSG_ENTITY, this.origin);
28 bool SpawnEvent_Send(entity this, entity to, int sf)
32 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
34 if(autocvar_g_spawn_alloweffects)
36 WriteByte(MSG_ENTITY, etof(this.owner));
37 WriteVector(MSG_ENTITY, this.owner.origin);
40 else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
42 WriteByte(MSG_ENTITY, 0);
45 else { send = false; }
50 .vector spawnpoint_prevorigin;
51 void spawnpoint_think(entity this)
53 this.nextthink = time + 0.1;
54 if(this.origin != this.spawnpoint_prevorigin)
56 this.spawnpoint_prevorigin = this.origin;
61 void spawnpoint_use(entity this, entity actor, entity trigger)
64 if(have_team_spawns > 0)
66 this.team = actor.team;
67 some_spawn_has_been_used = true;
69 //LOG_INFO("spawnpoint was used!\n");
72 void relocate_spawnpoint(entity this)
74 // nudge off the floor
75 setorigin(this, this.origin + '0 0 1');
77 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
82 this.mins = PL_MIN_CONST;
83 this.maxs = PL_MAX_CONST;
84 if (!move_out_of_solid(this))
85 objerror(this, "could not get out of solid at all!");
87 "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
91 if (autocvar_g_spawnpoints_auto_move_out_of_solid)
94 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
100 this.mins = this.maxs = '0 0 0';
101 objerror(this, "player spawn point in solid, mapper sucks!\n");
106 this.use = spawnpoint_use;
107 setthink(this, spawnpoint_think);
108 this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
109 this.team_saved = this.team;
110 IL_PUSH(g_saved_team, this);
114 if (have_team_spawns != 0)
116 have_team_spawns = 1;
117 have_team_spawns_forteams |= BIT(this.team);
119 if (autocvar_r_showbboxes)
121 // show where spawnpoints point at too
122 vector forward, right, up;
123 MAKE_VECTORS(this.angles, forward, right, up);
124 entity e = new(info_player_foo);
125 setorigin(e, this.origin + forward * 24);
126 setsize(e, '-8 -8 -8', '8 8 8');
127 e.solid = SOLID_TRIGGER;
130 // Don't show team spawns in non-team matches,
131 // and don't show non-team spawns in team matches.
132 // (Unless useallspawns is activated)
135 ( // if this passes, there is a DM spawn on a team match
137 && (this.team != NUM_TEAM_1)
138 && (this.team != NUM_TEAM_2)
139 && (this.team != NUM_TEAM_3)
140 && (this.team != NUM_TEAM_4)
143 ( // if this passes, there is a team spawn on a DM match
147 (this.team == NUM_TEAM_1)
148 || (this.team == NUM_TEAM_2)
149 || (this.team == NUM_TEAM_3)
150 || (this.team == NUM_TEAM_4)
155 autocvar_g_spawn_useallspawns
157 { Net_LinkEntity(this, false, 0, SpawnPoint_Send); }
160 spawnfunc(info_player_survivor)
162 spawnfunc_info_player_deathmatch(this);
165 spawnfunc(info_player_start)
167 spawnfunc_info_player_deathmatch(this);
170 spawnfunc(info_player_deathmatch)
172 this.classname = "info_player_deathmatch";
173 IL_PUSH(g_spawnpoints, this);
174 relocate_spawnpoint(this);
177 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
178 Starting point for a player in team one (Red).
179 Keys: "angle" viewing angle when spawning. */
180 spawnfunc(info_player_team1)
182 this.team = NUM_TEAM_1; // red
183 spawnfunc_info_player_deathmatch(this);
187 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
188 Starting point for a player in team two (Blue).
189 Keys: "angle" viewing angle when spawning. */
190 spawnfunc(info_player_team2)
192 this.team = NUM_TEAM_2; // blue
193 spawnfunc_info_player_deathmatch(this);
196 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
197 Starting point for a player in team three (Yellow).
198 Keys: "angle" viewing angle when spawning. */
199 spawnfunc(info_player_team3)
201 this.team = NUM_TEAM_3; // yellow
202 spawnfunc_info_player_deathmatch(this);
206 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
207 Starting point for a player in team four (Purple).
208 Keys: "angle" viewing angle when spawning. */
209 spawnfunc(info_player_team4)
211 this.team = NUM_TEAM_4; // purple
212 spawnfunc_info_player_deathmatch(this);
216 // _x: prio (-1 if unusable)
218 vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck)
220 // filter out spots for the wrong team
222 if(spot.team != teamcheck)
226 if(spot.target == "")
229 if(IS_REAL_CLIENT(this))
231 if(spot.restriction == 1)
236 if(spot.restriction == 2)
241 float shortest = vlen(world.maxs - world.mins);
242 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
243 float thisdist = vlen(it.origin - spot.origin);
244 if (thisdist < shortest)
247 if(shortest > mindist)
248 prio += SPAWN_PRIO_GOOD_DISTANCE;
250 vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
252 // filter out spots for assault
253 if(spot.target && spot.target != "")
256 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
259 if(targ.spawn_evalfunc)
261 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
262 if(spawn_score.x < 0)
269 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
274 MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
275 spawn_score = M_ARGV(2, vector);
279 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck)
282 for(spot = firstspot; spot; spot = spot.chain)
283 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck);
286 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck)
288 entity spot, spotlist, spotlistend;
293 Spawn_ScoreAll(this, firstspot, mindist, teamcheck);
295 for(spot = firstspot; spot; spot = spot.chain)
297 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
300 spotlistend.chain = spot;
307 spotlistend.chain = NULL;
312 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
314 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
315 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
318 RandomSelection_Init();
319 for(spot = firstspot; spot; spot = spot.chain)
320 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
322 return RandomSelection_chosen_ent;
329 Finds a point to respawn
332 bool testspawn_checked;
333 entity testspawn_point;
334 entity SelectSpawnPoint(entity this, bool anypoint)
339 if(!testspawn_checked)
341 testspawn_point = find(NULL, classname, "testplayerstart");
342 testspawn_checked = true;
346 return testspawn_point;
348 if(this.spawnpoint_targ)
349 return this.spawnpoint_targ;
351 if(anypoint || autocvar_g_spawn_useallspawns)
353 else if(have_team_spawns > 0)
355 if(!(have_team_spawns_forteams & BIT(this.team)))
357 // we request a spawn for a team, and we have team
358 // spawns, but that team has no spawns?
359 if(have_team_spawns_forteams & BIT(0))
363 // if not, any spawn has to do
367 teamcheck = this.team; // MUST be team
369 else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
370 teamcheck = 0; // MUST be noteam
373 // 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
376 // get the entire list of spots
377 //entity firstspot = findchain(classname, "info_player_deathmatch");
378 entity firstspot = IL_FIRST(g_spawnpoints);
380 IL_EACH(g_spawnpoints, true,
387 // filter out the bad ones
388 // (note this returns the original list if none survived)
391 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
395 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck);
397 // there is 50/50 chance of choosing a random spot or the furthest spot
398 // (this means that roughly every other spawn will be furthest, so you
399 // usually won't get fragged at spawn twice in a row)
400 if (random() > autocvar_g_spawn_furthest)
401 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
403 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
408 if(autocvar_spawn_debug)
412 if(some_spawn_has_been_used)
413 return NULL; // team can't spawn any more, because of actions of other team
415 error("Cannot find a spawn point - please fix the map!");