1 #include "spawnpoints.qh"
3 #include "mutators/all.qh"
6 #include "../common/constants.qh"
7 #include "../common/teams.qh"
8 #include "../common/triggers/subs.qh"
9 #include "../common/util.qh"
10 #include "../lib/warpzone/common.qh"
11 #include "../lib/warpzone/util_server.qh"
13 bool SpawnPoint_Send(entity this, entity to, int sf)
15 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
17 WriteByte(MSG_ENTITY, self.team);
18 WriteCoord(MSG_ENTITY, self.origin.x);
19 WriteCoord(MSG_ENTITY, self.origin.y);
20 WriteCoord(MSG_ENTITY, self.origin.z);
25 bool SpawnEvent_Send(entity this, entity to, int sf)
29 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
31 if(autocvar_g_spawn_alloweffects)
33 WriteByte(MSG_ENTITY, etof(this.owner));
34 WriteCoord(MSG_ENTITY, this.owner.origin.x);
35 WriteCoord(MSG_ENTITY, this.owner.origin.y);
36 WriteCoord(MSG_ENTITY, this.owner.origin.z);
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()
53 this.nextthink = time + 0.1;
54 if(this.origin != this.spawnpoint_prevorigin)
56 this.spawnpoint_prevorigin = this.origin;
61 void spawnpoint_use(entity this, entity actor, entity trigger)
64 if(have_team_spawns > 0)
66 this.team = actor.team;
67 some_spawn_has_been_used = 1;
69 //LOG_INFO("spawnpoint was used!\n");
72 void relocate_spawnpoint()
74 // nudge off the floor
75 setorigin(self, self.origin + '0 0 1');
77 tracebox(self.origin, PL_MIN_CONST, PL_MAX_CONST, self.origin, true, self);
82 self.mins = PL_MIN_CONST;
83 self.maxs = PL_MAX_CONST;
84 if (!move_out_of_solid(self))
85 objerror("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(self.origin.x - o.x));
88 LOG_INFO(" ", ftos(self.origin.y - o.y));
89 LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
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)\n");
99 self.mins = self.maxs = '0 0 0';
100 objerror("player spawn point in solid, mapper sucks!\n");
105 self.use = spawnpoint_use;
106 self.think = spawnpoint_think;
107 self.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
108 self.team_saved = self.team;
112 if (have_team_spawns != 0)
114 have_team_spawns = 1;
115 have_team_spawns_forteam[self.team] = 1;
117 if (autocvar_r_showbboxes)
119 // show where spawnpoints point at too
120 makevectors(self.angles);
121 entity e = new(info_player_foo);
122 setorigin(e, self.origin + v_forward * 24);
123 setsize(e, '-8 -8 -8', '8 8 8');
124 e.solid = SOLID_TRIGGER;
127 // Don't show team spawns in non-team matches,
128 // and don't show non-team spawns in team matches.
129 // (Unless useallspawns is activated)
132 ( // if this passes, there is a DM spawn on a team match
134 && (self.team != NUM_TEAM_1)
135 && (self.team != NUM_TEAM_2)
136 && (self.team != NUM_TEAM_3)
137 && (self.team != NUM_TEAM_4)
140 ( // if this passes, there is a team spawn on a DM match
144 (self.team == NUM_TEAM_1)
145 || (self.team == NUM_TEAM_2)
146 || (self.team == NUM_TEAM_3)
147 || (self.team == NUM_TEAM_4)
152 autocvar_g_spawn_useallspawns
154 { Net_LinkEntity(self, false, 0, SpawnPoint_Send); }
157 spawnfunc(info_player_survivor)
159 spawnfunc_info_player_deathmatch(this);
162 spawnfunc(info_player_start)
164 spawnfunc_info_player_deathmatch(this);
167 spawnfunc(info_player_deathmatch)
169 self.classname = "info_player_deathmatch";
170 relocate_spawnpoint();
173 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
174 Starting point for a player in team one (Red).
175 Keys: "angle" viewing angle when spawning. */
176 spawnfunc(info_player_team1)
178 this.team = NUM_TEAM_1; // red
179 spawnfunc_info_player_deathmatch(this);
183 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
184 Starting point for a player in team two (Blue).
185 Keys: "angle" viewing angle when spawning. */
186 spawnfunc(info_player_team2)
188 this.team = NUM_TEAM_2; // blue
189 spawnfunc_info_player_deathmatch(this);
192 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
193 Starting point for a player in team three (Yellow).
194 Keys: "angle" viewing angle when spawning. */
195 spawnfunc(info_player_team3)
197 this.team = NUM_TEAM_3; // yellow
198 spawnfunc_info_player_deathmatch(this);
202 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
203 Starting point for a player in team four (Purple).
204 Keys: "angle" viewing angle when spawning. */
205 spawnfunc(info_player_team4)
207 this.team = NUM_TEAM_4; // purple
208 spawnfunc_info_player_deathmatch(this);
212 // _x: prio (-1 if unusable)
214 vector Spawn_Score(entity spot, float mindist, float teamcheck)
216 float shortest, thisdist;
221 // filter out spots for the wrong team
223 if(spot.team != teamcheck)
227 if(spot.target == "")
230 if(IS_REAL_CLIENT(self))
232 if(spot.restriction == 1)
237 if(spot.restriction == 2)
241 shortest = vlen(world.maxs - world.mins);
242 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
243 thisdist = vlen(it.origin - spot.origin);
244 if (thisdist < shortest)
247 if(shortest > mindist)
248 prio += SPAWN_PRIO_GOOD_DISTANCE;
250 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
253 // filter out spots for assault
254 if(spot.target != "") {
259 for(ent = world; (ent = find(ent, targetname, spot.target)); )
262 if(ent.spawn_evalfunc)
264 WITHSELF(ent, spawn_score = ent.spawn_evalfunc(this, spot, spawn_score));
265 if(spawn_score.x < 0)
272 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
277 MUTATOR_CALLHOOK(Spawn_Score, self, spawn_spot, spawn_score);
281 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
284 for(spot = firstspot; spot; spot = spot.chain)
285 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
288 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
290 entity spot, spotlist, spotlistend;
295 Spawn_ScoreAll(firstspot, mindist, teamcheck);
297 for(spot = firstspot; spot; spot = spot.chain)
299 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
302 spotlistend.chain = spot;
309 spotlistend.chain = world;
314 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
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)
320 RandomSelection_Init();
321 for(spot = firstspot; spot; spot = spot.chain)
322 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);
324 return RandomSelection_chosen_ent;
331 Finds a point to respawn
334 entity SelectSpawnPoint (float anypoint)
337 entity spot, firstspot;
339 spot = find (world, classname, "testplayerstart");
343 if(anypoint || autocvar_g_spawn_useallspawns)
345 else if(have_team_spawns > 0)
347 if(have_team_spawns_forteam[self.team] == 0)
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_forteam[0])
355 // if not, any spawn has to do
359 teamcheck = self.team; // MUST be team
361 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
362 teamcheck = 0; // MUST be noteam
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
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)
374 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
378 firstspot = Spawn_FilterOutBadSpots(firstspot, 100, teamcheck);
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);
386 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
391 if(autocvar_spawn_debug)
395 if(some_spawn_has_been_used)
396 return world; // team can't spawn any more, because of actions of other team
398 error("Cannot find a spawn point - please fix the map!");