]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote-tracking branch 'origin/master' into samual/respawn_improvements
authorSamual Lenks <samual@xonotic.org>
Tue, 7 May 2013 17:04:11 +0000 (13:04 -0400)
committerSamual Lenks <samual@xonotic.org>
Tue, 7 May 2013 17:04:11 +0000 (13:04 -0400)
Conflicts:
qcsrc/server/cl_client.qc

1  2 
qcsrc/client/Main.qc
qcsrc/common/constants.qh
qcsrc/server/cl_client.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/progs.src
qcsrc/server/spawnpoints.qc

Simple merge
Simple merge
index 1dcd95ff952a13f127a6beb26628ba2993e72645,075280c264e2094c8ecd40785ad946c00736dec2..f99bdec56b550ac99b6e231537de9bcd41388937
@@@ -74,8 -74,240 +74,9 @@@ void ClientData_Touch(entity e
        }
  }
  
 -
 -.vector spawnpoint_score;
  .string netname_previous;
  
 -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();
 -}
 -
 -void spawnpoint_use()
 -{
 -      if(teamplay)
 -      if(have_team_spawns > 0)
 -      {
 -              self.team = activator.team;
 -              some_spawn_has_been_used = 1;
 -      }
 -}
 -
 -// 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(clienttype(self) == CLIENTTYPE_REAL)
 -      {
 -              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);
 -      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
 -      {
 -              float mindist;
 -              if (g_arena && arena_roundbased)
 -                      mindist = 800;
 -              else
 -                      mindist = 100;
 -              firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, 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;
 -}
  /*
  =============
  CheckPlayerModel
Simple merge
Simple merge
index c45f357f6788e0751a133c43b95c0054a559f9e5,0000000000000000000000000000000000000000..6dd97f44b81cd12bd3b880c81c942500e2b9a416
mode 100644,000000..100644
--- /dev/null
@@@ -1,313 -1,0 +1,327 @@@
-       self.last_spawn_time = time;
-       Spawn_Send_Think;
 +float Spawn_Send(entity to, float sf)
 +{
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
 +      WriteByte(MSG_ENTITY, sf);
 +      
 +      if(sf & 1)
 +      {
 +              WriteByte(MSG_ENTITY, self.team);
 +              WriteShort(MSG_ENTITY, self.origin_x);
 +              WriteShort(MSG_ENTITY, self.origin_y);
 +              WriteShort(MSG_ENTITY, self.origin_z);
 +      }
 +      if(sf & 2)
 +      {
 +              WriteLong(MSG_ENTITY, self.last_spawn_time);
 +      }
 +      
 +      return TRUE;
 +}
 +
++void Spawn_Think(void)
++{
++      self.nextthink = 0;
++      if(self.send_spawn < 0)
++      {
++              self.SendFlags |= 1;
++      }
++      else
++      {
++              self.last_spawn_time = self.send_spawn;
++              self.SendFlags |= 2;
++      }
++}
++
 +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");
-       //self.think = Spawn_Send_Think;
-       //self.nextthink = time;
++      self.send_spawn = time;
++      self.nextthink = time;
 +}
 +
 +void relocate_spawnpoint()
 +{
 +    // nudge off the floor
 +    setorigin(self, self.origin + '0 0 1');
 +
 +    tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
 +    if (trace_startsolid)
 +    {
 +        vector o;
 +        o = self.origin;
 +        self.mins = PL_MIN;
 +        self.maxs = PL_MAX;
 +        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;
 +    }
 +
-               if (arena_roundbased && !g_ca)
++      self.think = Spawn_Think;
++      self.nextthink = time;
 +
 +    Net_LinkEntity(self, FALSE, 0, Spawn_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(clienttype(self) == CLIENTTYPE_REAL)
 +      {
 +              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);
 +      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
 +      {
 +              float mindist;
++              if(g_arena && arena_roundbased)
 +                      mindist = 800;
 +              else
 +                      mindist = 100;
 +              firstspot = Spawn_FilterOutBadSpots(firstspot, mindist, 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;
 +}