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/mapobjects/subs.qh"
11 #include "../common/mapobjects/target/spawnpoint.qh"
12 #include "../common/util.qh"
13 #include "../lib/warpzone/common.qh"
14 #include "../lib/warpzone/util_server.qh"
15 #include <server/utils.qh>
17 bool SpawnPoint_Send(entity this, entity to, int sf)
19 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
21 WriteByte(MSG_ENTITY, this.team);
22 WriteVector(MSG_ENTITY, this.origin);
27 bool SpawnEvent_Send(entity this, entity to, int sf)
31 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
33 if(autocvar_g_spawn_alloweffects)
35 WriteByte(MSG_ENTITY, etof(this.owner));
36 WriteVector(MSG_ENTITY, this.owner.origin);
39 else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
41 WriteByte(MSG_ENTITY, 0);
44 else { send = false; }
49 .vector spawnpoint_prevorigin;
50 void spawnpoint_think(entity this)
52 this.nextthink = time + 0.1;
53 if(this.origin != this.spawnpoint_prevorigin)
55 this.spawnpoint_prevorigin = this.origin;
60 void spawnpoint_use(entity this, entity actor, entity trigger)
63 if(have_team_spawns > 0)
65 this.team = actor.team;
66 some_spawn_has_been_used = true;
68 //LOG_INFO("spawnpoint was used!\n");
71 void relocate_spawnpoint(entity this)
73 // nudge off the floor
74 setorigin(this, this.origin + '0 0 1');
76 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
81 this.mins = PL_MIN_CONST;
82 this.maxs = PL_MAX_CONST;
83 if (!move_out_of_solid(this))
84 objerror(this, "could not get out of solid at all!");
86 "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
90 if (autocvar_g_spawnpoints_auto_move_out_of_solid)
93 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
99 this.mins = this.maxs = '0 0 0';
100 objerror(this, "player spawn point in solid, mapper sucks!\n");
105 this.use = spawnpoint_use;
106 setthink(this, spawnpoint_think);
107 this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
108 this.team_saved = this.team;
109 IL_PUSH(g_saved_team, this);
113 if (have_team_spawns != 0)
115 have_team_spawns = 1;
116 have_team_spawns_forteams |= BIT(this.team);
118 if (autocvar_r_showbboxes)
120 // show where spawnpoints point at too
121 makevectors(this.angles);
122 entity e = new(info_player_foo);
123 setorigin(e, this.origin + v_forward * 24);
124 setsize(e, '-8 -8 -8', '8 8 8');
125 e.solid = SOLID_TRIGGER;
128 // Don't show team spawns in non-team matches,
129 // and don't show non-team spawns in team matches.
130 // (Unless useallspawns is activated)
133 ( // if this passes, there is a DM spawn on a team match
135 && (this.team != NUM_TEAM_1)
136 && (this.team != NUM_TEAM_2)
137 && (this.team != NUM_TEAM_3)
138 && (this.team != NUM_TEAM_4)
141 ( // if this passes, there is a team spawn on a DM match
145 (this.team == NUM_TEAM_1)
146 || (this.team == NUM_TEAM_2)
147 || (this.team == NUM_TEAM_3)
148 || (this.team == NUM_TEAM_4)
153 autocvar_g_spawn_useallspawns
155 { Net_LinkEntity(this, false, 0, SpawnPoint_Send); }
158 spawnfunc(info_player_survivor)
160 spawnfunc_info_player_deathmatch(this);
163 spawnfunc(info_player_start)
165 spawnfunc_info_player_deathmatch(this);
168 spawnfunc(info_player_deathmatch)
170 this.classname = "info_player_deathmatch";
171 IL_PUSH(g_spawnpoints, this);
172 relocate_spawnpoint(this);
175 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
176 Starting point for a player in team one (Red).
177 Keys: "angle" viewing angle when spawning. */
178 spawnfunc(info_player_team1)
180 this.team = NUM_TEAM_1; // red
181 spawnfunc_info_player_deathmatch(this);
185 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
186 Starting point for a player in team two (Blue).
187 Keys: "angle" viewing angle when spawning. */
188 spawnfunc(info_player_team2)
190 this.team = NUM_TEAM_2; // blue
191 spawnfunc_info_player_deathmatch(this);
194 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
195 Starting point for a player in team three (Yellow).
196 Keys: "angle" viewing angle when spawning. */
197 spawnfunc(info_player_team3)
199 this.team = NUM_TEAM_3; // yellow
200 spawnfunc_info_player_deathmatch(this);
204 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
205 Starting point for a player in team four (Purple).
206 Keys: "angle" viewing angle when spawning. */
207 spawnfunc(info_player_team4)
209 this.team = NUM_TEAM_4; // purple
210 spawnfunc_info_player_deathmatch(this);
214 // _x: prio (-1 if unusable)
216 vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck)
218 // filter out spots for the wrong team
220 if(spot.team != teamcheck)
224 if(spot.target == "")
227 if(IS_REAL_CLIENT(this))
229 if(spot.restriction == 1)
234 if(spot.restriction == 2)
239 float shortest = vlen(world.maxs - world.mins);
240 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
241 float thisdist = vlen(it.origin - spot.origin);
242 if (thisdist < shortest)
245 if(shortest > mindist)
246 prio += SPAWN_PRIO_GOOD_DISTANCE;
248 vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
250 // filter out spots for assault
251 if(spot.target != "")
254 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
257 if(targ.spawn_evalfunc)
259 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
260 if(spawn_score.x < 0)
267 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
272 MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
273 spawn_score = M_ARGV(2, vector);
277 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck)
280 for(spot = firstspot; spot; spot = spot.chain)
281 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck);
284 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck)
286 entity spot, spotlist, spotlistend;
291 Spawn_ScoreAll(this, firstspot, mindist, teamcheck);
293 for(spot = firstspot; spot; spot = spot.chain)
295 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
298 spotlistend.chain = spot;
305 spotlistend.chain = NULL;
310 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
312 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
313 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
316 RandomSelection_Init();
317 for(spot = firstspot; spot; spot = spot.chain)
318 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
320 return RandomSelection_chosen_ent;
327 Finds a point to respawn
330 entity SelectSpawnPoint(entity this, bool anypoint)
333 entity spot, firstspot;
335 spot = find(NULL, classname, "testplayerstart");
339 if(this.spawnpoint_targ)
340 return this.spawnpoint_targ;
342 if(anypoint || autocvar_g_spawn_useallspawns)
344 else if(have_team_spawns > 0)
346 if(!(have_team_spawns_forteams & BIT(this.team)))
348 // we request a spawn for a team, and we have team
349 // spawns, but that team has no spawns?
350 if(have_team_spawns_forteams & BIT(0))
354 // if not, any spawn has to do
358 teamcheck = this.team; // MUST be team
360 else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
361 teamcheck = 0; // MUST be noteam
364 // 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
367 // get the entire list of spots
368 firstspot = findchain(classname, "info_player_deathmatch");
369 // filter out the bad ones
370 // (note this returns the original list if none survived)
373 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
377 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck);
379 // there is 50/50 chance of choosing a random spot or the furthest spot
380 // (this means that roughly every other spawn will be furthest, so you
381 // usually won't get fragged at spawn twice in a row)
382 if (random() > autocvar_g_spawn_furthest)
383 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
385 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
390 if(autocvar_spawn_debug)
394 if(some_spawn_has_been_used)
395 return NULL; // team can't spawn any more, because of actions of other team
397 error("Cannot find a spawn point - please fix the map!");