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Mapinfo: decentralise mapinfo parsing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator_spawn_near_teammate.qc
1
2 #include "mutator.qh"
3
4 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate") && teamplay);
5
6 .entity msnt_lookat;
7
8 .float msnt_timer;
9 .vector msnt_deathloc;
10
11 .float cvar_cl_spawn_near_teammate;
12
13 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
14 {SELFPARAM();
15         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
16                 return 0;
17
18         entity p;
19
20         spawn_spot.msnt_lookat = world;
21
22         if(!teamplay)
23                 return 0;
24
25         RandomSelection_Init();
26         FOR_EACH_PLAYER(p) if(p != self) if(p.team == self.team) if(!p.deadflag)
27         {
28                 float l = vlen(spawn_spot.origin - p.origin);
29                 if(l > autocvar_g_spawn_near_teammate_distance)
30                         continue;
31                 if(l < 48)
32                         continue;
33                 if(!checkpvs(spawn_spot.origin, p))
34                         continue;
35                 RandomSelection_Add(p, 0, string_null, 1, 1);
36         }
37
38         if(RandomSelection_chosen_ent)
39         {
40                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
41                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
42         }
43         else if(self.team == spawn_spot.team)
44                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
45
46         return 0;
47 }
48
49 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
50 {SELFPARAM();
51         // Note: when entering this, fixangle is already set.
52         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
53         {
54                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
55                         self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
56
57                 entity team_mate, best_mate = world;
58                 vector best_spot = '0 0 0';
59                 float pc = 0, best_dist = 0, dist = 0;
60                 FOR_EACH_PLAYER(team_mate)
61                 {
62                         if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && team_mate.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
63                         if(team_mate.deadflag == DEAD_NO)
64                         if(team_mate.msnt_timer < time)
65                         if(SAME_TEAM(self, team_mate))
66                         if(time > team_mate.spawnshieldtime) // spawn shielding
67                         if(team_mate.frozen == 0)
68                         if(team_mate != self)
69                         {
70                                 tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
71                                 if(trace_fraction != 1.0)
72                                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
73                                 {
74                                         pc = pointcontents(trace_endpos + '0 0 1');
75                                         if(pc == CONTENT_EMPTY)
76                                         {
77                                                 if(vlen(team_mate.velocity) > 5)
78                                                         fixedmakevectors(vectoangles(team_mate.velocity));
79                                                 else
80                                                         fixedmakevectors(team_mate.angles);
81
82                                                 for(pc = 0; pc != 5; ++pc) // test 5 diffrent spots close to mate
83                                                 {
84                                                         switch(pc)
85                                                         {
86                                                                 case 0:
87                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 128, MOVE_NORMAL, team_mate);
88                                                                         break;
89                                                                 case 1:
90                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 128 , MOVE_NORMAL, team_mate);
91                                                                         break;
92                                                                 case 2:
93                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin + v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
94                                                                         break;
95                                                                 case 3:
96                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_right * 64 - v_forward * 64, MOVE_NORMAL, team_mate);
97                                                                         break;
98                                                                 case 4:
99                                                                         tracebox(team_mate.origin , PL_MIN, PL_MAX, team_mate.origin - v_forward * 128, MOVE_NORMAL, team_mate);
100                                                                         break;
101                                                         }
102
103                                                         if(trace_fraction == 1.0)
104                                                         {
105                                                                 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NORMAL, team_mate);
106                                                                 if(trace_fraction != 1.0)
107                                                                 {
108                                                                         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
109                                                                         {
110                                                                                 dist = vlen(trace_endpos - self.msnt_deathloc);
111                                                                                 if(dist < best_dist || best_dist == 0)
112                                                                                 {
113                                                                                         best_dist = dist;
114                                                                                         best_spot = trace_endpos;
115                                                                                         best_mate = team_mate;
116                                                                                 }
117                                                                         }
118                                                                         else
119                                                                         {
120                                                                                 setorigin(self, trace_endpos);
121                                                                                 self.angles = team_mate.angles;
122                                                                                 self.angles_z = 0; // never spawn tilted even if the spot says to
123                                                                                 team_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
124                                                                                 return 0;
125                                                                         }
126                                                                 }
127                                                         }
128                                                 }
129                                         }
130                                 }
131                         }
132                 }
133
134                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
135                 if(best_dist)
136                 {
137                         setorigin(self, best_spot);
138                         self.angles = best_mate.angles;
139                         self.angles_z = 0; // never spawn tilted even if the spot says to
140                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
141                 }
142         }
143         else if(spawn_spot.msnt_lookat)
144         {
145                 self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
146                 self.angles_x = -self.angles.x;
147                 self.angles_z = 0; // never spawn tilted even if the spot says to
148                 /*
149                 sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
150                 sprint(self, "distance: ", vtos(spawn_spot.msnt_lookat.origin - self.origin), "\n");
151                 sprint(self, "angles: ", vtos(self.angles), "\n");
152                 */
153         }
154
155         return 0;
156 }
157
158 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
159 {SELFPARAM();
160         self.msnt_deathloc = self.origin;
161         return 0;
162 }
163
164 MUTATOR_HOOKFUNCTION(spawn_near_teammate, GetCvars)
165 {
166         GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_spawn_near_teammate, "cl_spawn_near_teammate");
167         return false;
168 }