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1 #include "spawnpoints.qh"
2
3 #include "mutators/_mod.qh"
4 #include "g_world.qh"
5 #include "race.qh"
6 #include "../common/constants.qh"
7 #include <common/net_linked.qh>
8 #include "../common/teams.qh"
9 #include "../common/triggers/subs.qh"
10 #include "../common/util.qh"
11 #include "../lib/warpzone/common.qh"
12 #include "../lib/warpzone/util_server.qh"
13
14 bool SpawnPoint_Send(entity this, entity to, int sf)
15 {
16         WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
17
18         WriteByte(MSG_ENTITY, this.team);
19         WriteCoord(MSG_ENTITY, this.origin.x);
20         WriteCoord(MSG_ENTITY, this.origin.y);
21         WriteCoord(MSG_ENTITY, this.origin.z);
22
23         return true;
24 }
25
26 bool SpawnEvent_Send(entity this, entity to, int sf)
27 {
28         float send;
29
30         WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
31
32         if(autocvar_g_spawn_alloweffects)
33         {
34                 WriteByte(MSG_ENTITY, etof(this.owner));
35                 WriteCoord(MSG_ENTITY, this.owner.origin.x);
36                 WriteCoord(MSG_ENTITY, this.owner.origin.y);
37                 WriteCoord(MSG_ENTITY, this.owner.origin.z);
38                 send = true;
39         }
40         else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
41         {
42                 WriteByte(MSG_ENTITY, 0);
43                 send = true;
44         }
45         else { send = false; }
46
47         return send;
48 }
49
50 .vector spawnpoint_prevorigin;
51 void spawnpoint_think(entity this)
52 {
53         this.nextthink = time + 0.1;
54         if(this.origin != this.spawnpoint_prevorigin)
55         {
56                 this.spawnpoint_prevorigin = this.origin;
57                 this.SendFlags |= 1;
58         }
59 }
60
61 void spawnpoint_use(entity this, entity actor, entity trigger)
62 {
63         if(teamplay)
64         if(have_team_spawns > 0)
65         {
66                 this.team = actor.team;
67                 some_spawn_has_been_used = true;
68         }
69         //LOG_INFO("spawnpoint was used!\n");
70 }
71
72 void relocate_spawnpoint(entity this)
73 {
74     // nudge off the floor
75     setorigin(this, this.origin + '0 0 1');
76
77     tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
78     if (trace_startsolid)
79     {
80         vector o;
81         o = this.origin;
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!");
86         LOG_INFO("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
87         LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
88         LOG_INFO(" ", ftos(this.origin.y - o.y));
89         LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
90         if (autocvar_g_spawnpoints_auto_move_out_of_solid)
91         {
92             if (!spawnpoint_nag)
93                 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
94             spawnpoint_nag = 1;
95         }
96         else
97         {
98             setorigin(this, o);
99             this.mins = this.maxs = '0 0 0';
100             objerror(this, "player spawn point in solid, mapper sucks!\n");
101             return;
102         }
103     }
104
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);
110     if (!this.cnt)
111         this.cnt = 1;
112
113     if (have_team_spawns != 0)
114         if (this.team)
115             have_team_spawns = 1;
116     have_team_spawns_forteams |= BIT(this.team);
117
118     if (autocvar_r_showbboxes)
119     {
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;
126     }
127
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)
131         if(
132                 !(
133                         ( // if this passes, there is a DM spawn on a team match
134                                 teamplay
135                                 && (this.team != NUM_TEAM_1)
136                                 && (this.team != NUM_TEAM_2)
137                                 && (this.team != NUM_TEAM_3)
138                                 && (this.team != NUM_TEAM_4)
139                         )
140                         ||
141                         ( // if this passes, there is a team spawn on a DM match
142                                 !teamplay
143                                 &&
144                                 (
145                                         (this.team == NUM_TEAM_1)
146                                         || (this.team == NUM_TEAM_2)
147                                         || (this.team == NUM_TEAM_3)
148                                         || (this.team == NUM_TEAM_4)
149                                 )
150                         )
151                 )
152                 ||
153                 autocvar_g_spawn_useallspawns
154         )
155         { Net_LinkEntity(this, false, 0, SpawnPoint_Send); }
156 }
157
158 spawnfunc(info_player_survivor)
159 {
160         spawnfunc_info_player_deathmatch(this);
161 }
162
163 spawnfunc(info_player_start)
164 {
165         spawnfunc_info_player_deathmatch(this);
166 }
167
168 spawnfunc(info_player_deathmatch)
169 {
170         this.classname = "info_player_deathmatch";
171         IL_PUSH(g_spawnpoints, this);
172         relocate_spawnpoint(this);
173 }
174
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)
179 {
180         this.team = NUM_TEAM_1; // red
181         spawnfunc_info_player_deathmatch(this);
182 }
183
184
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)
189 {
190         this.team = NUM_TEAM_2; // blue
191         spawnfunc_info_player_deathmatch(this);
192 }
193
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)
198 {
199         this.team = NUM_TEAM_3; // yellow
200         spawnfunc_info_player_deathmatch(this);
201 }
202
203
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)
208 {
209         this.team = NUM_TEAM_4; // purple
210         spawnfunc_info_player_deathmatch(this);
211 }
212
213 // Returns:
214 //   _x: prio (-1 if unusable)
215 //   _y: weight
216 vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck)
217 {
218         float shortest, thisdist;
219         float prio;
220
221         prio = 0;
222
223         // filter out spots for the wrong team
224         if(teamcheck >= 0)
225                 if(spot.team != teamcheck)
226                         return '-1 0 0';
227
228         if(race_spawns)
229                 if(spot.target == "")
230                         return '-1 0 0';
231
232         if(IS_REAL_CLIENT(this))
233         {
234                 if(spot.restriction == 1)
235                         return '-1 0 0';
236         }
237         else
238         {
239                 if(spot.restriction == 2)
240                         return '-1 0 0';
241         }
242
243         shortest = vlen(world.maxs - world.mins);
244         FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
245                 thisdist = vlen(it.origin - spot.origin);
246                 if (thisdist < shortest)
247                         shortest = thisdist;
248         ));
249         if(shortest > mindist)
250                 prio += SPAWN_PRIO_GOOD_DISTANCE;
251
252         vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
253
254         // filter out spots for assault
255         if(spot.target != "")
256         {
257                 int found = 0;
258                 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
259                 {
260                         ++found;
261                         if(targ.spawn_evalfunc)
262                         {
263                                 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
264                                 if(spawn_score.x < 0)
265                                         return spawn_score;
266                         }
267                 }
268
269                 if(!found)
270                 {
271                         LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
272                         return '-1 0 0';
273                 }
274         }
275
276         MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
277         spawn_score = M_ARGV(2, vector);
278         return spawn_score;
279 }
280
281 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck)
282 {
283         entity spot;
284         for(spot = firstspot; spot; spot = spot.chain)
285                 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck);
286 }
287
288 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck)
289 {
290         entity spot, spotlist, spotlistend;
291
292         spotlist = NULL;
293         spotlistend = NULL;
294
295         Spawn_ScoreAll(this, firstspot, mindist, teamcheck);
296
297         for(spot = firstspot; spot; spot = spot.chain)
298         {
299                 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
300                 {
301                         if(spotlistend)
302                                 spotlistend.chain = spot;
303                         spotlistend = spot;
304                         if(!spotlist)
305                                 spotlist = spot;
306                 }
307         }
308         if(spotlistend)
309                 spotlistend.chain = NULL;
310
311         return spotlist;
312 }
313
314 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
315 {
316         // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
317         // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
318         entity spot;
319
320         RandomSelection_Init();
321         for(spot = firstspot; spot; spot = spot.chain)
322                 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
323
324         return RandomSelection_chosen_ent;
325 }
326
327 /*
328 =============
329 SelectSpawnPoint
330
331 Finds a point to respawn
332 =============
333 */
334 entity SelectSpawnPoint(entity this, bool anypoint)
335 {
336         float teamcheck;
337         entity spot, firstspot;
338
339         spot = find(NULL, classname, "testplayerstart");
340         if (spot)
341                 return spot;
342
343         if(anypoint || autocvar_g_spawn_useallspawns)
344                 teamcheck = -1;
345         else if(have_team_spawns > 0)
346         {
347                 if(!(have_team_spawns_forteams & BIT(this.team)))
348                 {
349                         // we request a spawn for a team, and we have team
350                         // spawns, but that team has no spawns?
351                         if(have_team_spawns_forteams & BIT(0))
352                                 // try noteam spawns
353                                 teamcheck = 0;
354                         else
355                                 // if not, any spawn has to do
356                                 teamcheck = -1;
357                 }
358                 else
359                         teamcheck = this.team; // MUST be team
360         }
361         else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
362                 teamcheck = 0; // MUST be noteam
363         else
364                 teamcheck = -1;
365                 // 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
366
367
368         // get the entire list of spots
369         firstspot = findchain(classname, "info_player_deathmatch");
370         // filter out the bad ones
371         // (note this returns the original list if none survived)
372         if(anypoint)
373         {
374                 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
375         }
376         else
377         {
378                 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck);
379
380                 // there is 50/50 chance of choosing a random spot or the furthest spot
381                 // (this means that roughly every other spawn will be furthest, so you
382                 // usually won't get fragged at spawn twice in a row)
383                 if (random() > autocvar_g_spawn_furthest)
384                         spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
385                 else
386                         spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
387         }
388
389         if (!spot)
390         {
391                 if(autocvar_spawn_debug)
392                         GotoNextMap(0);
393                 else
394                 {
395                         if(some_spawn_has_been_used)
396                                 return NULL; // team can't spawn any more, because of actions of other team
397                         else
398                                 error("Cannot find a spawn point - please fix the map!");
399                 }
400         }
401
402         return spot;
403 }