#include "spawnpoints.qh" #include "_all.qh" #include "mutators/mutators_include.qh" #include "g_world.qh" #include "race.qh" #include "../common/constants.qh" #include "../common/teams.qh" #include "../common/util.qh" #include "../warpzonelib/util_server.qh" float SpawnPoint_Send(entity to, int sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT); WriteByte(MSG_ENTITY, self.team); WriteShort(MSG_ENTITY, self.origin.x); WriteShort(MSG_ENTITY, self.origin.y); WriteShort(MSG_ENTITY, self.origin.z); return true; } float SpawnEvent_Send(entity to, int sf) { float send; WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT); if(autocvar_g_spawn_alloweffects) { WriteByte(MSG_ENTITY, num_for_edict(self.owner)); WriteShort(MSG_ENTITY, self.owner.origin.x); WriteShort(MSG_ENTITY, self.owner.origin.y); WriteShort(MSG_ENTITY, self.owner.origin.z); send = true; } else if((to == self.owner) || (IS_SPEC(to) && (to.enemy == self.owner)) ) { WriteByte(MSG_ENTITY, 0); send = true; } else { send = false; } return send; } void spawnpoint_use() { if(teamplay) if(have_team_spawns > 0) { self.team = activator.team; some_spawn_has_been_used = 1; } print("spawnpoint was used!\n"); } void relocate_spawnpoint() { // nudge off the floor setorigin(self, self.origin + '0 0 1'); tracebox(self.origin, PL_MIN_CONST, PL_MAX_CONST, self.origin, true, self); if (trace_startsolid) { vector o; o = self.origin; self.mins = PL_MIN_CONST; self.maxs = PL_MAX_CONST; if (!move_out_of_solid(self)) objerror("could not get out of solid at all!"); print("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1')); print(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x)); print(" ", ftos(self.origin.y - o.y)); print(" ", ftos(self.origin.z - o.z), "'\n"); if (autocvar_g_spawnpoints_auto_move_out_of_solid) { if (!spawnpoint_nag) print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n"); spawnpoint_nag = 1; } else { setorigin(self, o); self.mins = self.maxs = '0 0 0'; objerror("player spawn point in solid, mapper sucks!\n"); return; } } self.use = spawnpoint_use; self.team_saved = self.team; if (!self.cnt) self.cnt = 1; if (have_team_spawns != 0) if (self.team) have_team_spawns = 1; have_team_spawns_forteam[self.team] = 1; if (autocvar_r_showbboxes) { // show where spawnpoints point at too makevectors(self.angles); entity e; e = spawn(); e.classname = "info_player_foo"; setorigin(e, self.origin + v_forward * 24); setsize(e, '-8 -8 -8', '8 8 8'); e.solid = SOLID_TRIGGER; } // Don't show team spawns in non-team matches, // and don't show non-team spawns in team matches. // (Unless useallspawns is activated) if( !( ( // if this passes, there is a DM spawn on a team match teamplay && (self.team != NUM_TEAM_1) && (self.team != NUM_TEAM_2) && (self.team != NUM_TEAM_3) && (self.team != NUM_TEAM_4) ) || ( // if this passes, there is a team spawn on a DM match !teamplay && ( (self.team == NUM_TEAM_1) || (self.team == NUM_TEAM_2) || (self.team == NUM_TEAM_3) || (self.team == NUM_TEAM_4) ) ) ) || autocvar_g_spawn_useallspawns ) { Net_LinkEntity(self, false, 0, SpawnPoint_Send); } } void spawnfunc_info_player_survivor (void) { spawnfunc_info_player_deathmatch(); } void spawnfunc_info_player_start (void) { spawnfunc_info_player_deathmatch(); } void spawnfunc_info_player_deathmatch (void) { self.classname = "info_player_deathmatch"; relocate_spawnpoint(); } // Returns: // _x: prio (-1 if unusable) // _y: weight vector Spawn_Score(entity spot, float mindist, float teamcheck) { float shortest, thisdist; float prio; entity player; prio = 0; // filter out spots for the wrong team if(teamcheck >= 0) if(spot.team != teamcheck) return '-1 0 0'; if(race_spawns) if(spot.target == "") return '-1 0 0'; if(IS_REAL_CLIENT(self)) { if(spot.restriction == 1) return '-1 0 0'; } else { if(spot.restriction == 2) return '-1 0 0'; } shortest = vlen(world.maxs - world.mins); FOR_EACH_PLAYER(player) if (player != self) { thisdist = vlen(player.origin - spot.origin); if (thisdist < shortest) shortest = thisdist; } if(shortest > mindist) prio += SPAWN_PRIO_GOOD_DISTANCE; spawn_score = prio * '1 0 0' + shortest * '0 1 0'; spawn_spot = spot; // filter out spots for assault if(spot.target != "") { entity ent; float found; found = 0; for(ent = world; (ent = find(ent, targetname, spot.target)); ) { ++found; if(ent.spawn_evalfunc) { entity oldself = self; self = ent; spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score); self = oldself; if(spawn_score.x < 0) return spawn_score; } } if(!found) { dprint("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n"); return '-1 0 0'; } } MUTATOR_CALLHOOK(Spawn_Score, self, spawn_spot, spawn_score); return spawn_score; } void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck) { entity spot; for(spot = firstspot; spot; spot = spot.chain) spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck); } entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck) { entity spot, spotlist, spotlistend; spotlist = world; spotlistend = world; Spawn_ScoreAll(firstspot, mindist, teamcheck); 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 = world; 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_Add(spot, 0, string_null, pow(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 ============= */ entity SelectSpawnPoint (float anypoint) { float teamcheck; entity spot, firstspot; spot = find (world, classname, "testplayerstart"); if (spot) return spot; if(anypoint || autocvar_g_spawn_useallspawns) teamcheck = -1; else if(have_team_spawns > 0) { if(have_team_spawns_forteam[self.team] == 0) { // we request a spawn for a team, and we have team // spawns, but that team has no spawns? if(have_team_spawns_forteam[0]) // try noteam spawns teamcheck = 0; else // if not, any spawn has to do teamcheck = -1; } else teamcheck = self.team; // MUST be team } else if(have_team_spawns == 0 && have_team_spawns_forteam[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 firstspot = findchain(classname, "info_player_deathmatch"); // 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(firstspot, 100, teamcheck); // 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 world; // 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; }