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 WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
17 WriteByte(MSG_ENTITY, self.team);
18 WriteShort(MSG_ENTITY, self.origin.x);
19 WriteShort(MSG_ENTITY, self.origin.y);
20 WriteShort(MSG_ENTITY, self.origin.z);
25 bool SpawnEvent_Send(entity this, entity to, int sf)
29 WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
31 if(autocvar_g_spawn_alloweffects)
33 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
34 WriteShort(MSG_ENTITY, self.owner.origin.x);
35 WriteShort(MSG_ENTITY, self.owner.origin.y);
36 WriteShort(MSG_ENTITY, self.owner.origin.z);
39 else if((to == self.owner) || (IS_SPEC(to) && (to.enemy == self.owner)) )
41 WriteByte(MSG_ENTITY, 0);
44 else { send = false; }
49 .vector spawnpoint_prevorigin;
50 void spawnpoint_think()
52 self.nextthink = time + 0.1;
53 if(self.origin != self.spawnpoint_prevorigin)
55 self.spawnpoint_prevorigin = self.origin;
63 if(have_team_spawns > 0)
65 self.team = activator.team;
66 some_spawn_has_been_used = 1;
68 //LOG_INFO("spawnpoint was used!\n");
71 void relocate_spawnpoint()
73 // nudge off the floor
74 setorigin(self, self.origin + '0 0 1');
76 tracebox(self.origin, PL_MIN_CONST, PL_MAX_CONST, self.origin, true, self);
81 self.mins = PL_MIN_CONST;
82 self.maxs = PL_MAX_CONST;
83 if (!move_out_of_solid(self))
84 objerror("could not get out of solid at all!");
85 LOG_INFO("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
86 LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(self.origin.x - o.x));
87 LOG_INFO(" ", ftos(self.origin.y - o.y));
88 LOG_INFO(" ", ftos(self.origin.z - o.z), "'\n");
89 if (autocvar_g_spawnpoints_auto_move_out_of_solid)
92 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
98 self.mins = self.maxs = '0 0 0';
99 objerror("player spawn point in solid, mapper sucks!\n");
104 self.use = spawnpoint_use;
105 self.think = spawnpoint_think;
106 self.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
107 self.team_saved = self.team;
111 if (have_team_spawns != 0)
113 have_team_spawns = 1;
114 have_team_spawns_forteam[self.team] = 1;
116 if (autocvar_r_showbboxes)
118 // show where spawnpoints point at too
119 makevectors(self.angles);
122 e.classname = "info_player_foo";
123 setorigin(e, self.origin + v_forward * 24);
124 setsize(e, '-8 -8 -8', '8 8 8');
125 e.solid = SOLID_TRIGGER;
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)
133 ( // if this passes, there is a DM spawn on a team match
135 && (self.team != NUM_TEAM_1)
136 && (self.team != NUM_TEAM_2)
137 && (self.team != NUM_TEAM_3)
138 && (self.team != NUM_TEAM_4)
141 ( // if this passes, there is a team spawn on a DM match
145 (self.team == NUM_TEAM_1)
146 || (self.team == NUM_TEAM_2)
147 || (self.team == NUM_TEAM_3)
148 || (self.team == NUM_TEAM_4)
153 autocvar_g_spawn_useallspawns
155 { Net_LinkEntity(self, false, 0, SpawnPoint_Send); }
158 spawnfunc(info_player_survivor)
160 spawnfunc_info_player_deathmatch(this);
163 spawnfunc(info_player_start)
165 spawnfunc_info_player_deathmatch(this);
168 spawnfunc(info_player_deathmatch)
170 self.classname = "info_player_deathmatch";
171 relocate_spawnpoint();
174 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
175 Starting point for a player in team one (Red).
176 Keys: "angle" viewing angle when spawning. */
177 spawnfunc(info_player_team1)
179 this.team = NUM_TEAM_1; // red
180 spawnfunc_info_player_deathmatch(this);
184 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
185 Starting point for a player in team two (Blue).
186 Keys: "angle" viewing angle when spawning. */
187 spawnfunc(info_player_team2)
189 this.team = NUM_TEAM_2; // blue
190 spawnfunc_info_player_deathmatch(this);
193 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
194 Starting point for a player in team three (Yellow).
195 Keys: "angle" viewing angle when spawning. */
196 spawnfunc(info_player_team3)
198 this.team = NUM_TEAM_3; // yellow
199 spawnfunc_info_player_deathmatch(this);
203 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
204 Starting point for a player in team four (Purple).
205 Keys: "angle" viewing angle when spawning. */
206 spawnfunc(info_player_team4)
208 this.team = NUM_TEAM_4; // purple
209 spawnfunc_info_player_deathmatch(this);
213 // _x: prio (-1 if unusable)
215 vector Spawn_Score(entity spot, float mindist, float teamcheck)
217 float shortest, thisdist;
223 // filter out spots for the wrong team
225 if(spot.team != teamcheck)
229 if(spot.target == "")
232 if(IS_REAL_CLIENT(self))
234 if(spot.restriction == 1)
239 if(spot.restriction == 2)
243 shortest = vlen(world.maxs - world.mins);
244 FOR_EACH_PLAYER(player) if (player != self)
246 thisdist = vlen(player.origin - spot.origin);
247 if (thisdist < shortest)
250 if(shortest > mindist)
251 prio += SPAWN_PRIO_GOOD_DISTANCE;
253 spawn_score = prio * '1 0 0' + shortest * '0 1 0';
256 // filter out spots for assault
257 if(spot.target != "") {
262 for(ent = world; (ent = find(ent, targetname, spot.target)); )
265 if(ent.spawn_evalfunc)
267 WITH(entity, self, ent, {
268 spawn_score = ent.spawn_evalfunc(this, spot, spawn_score);
270 if(spawn_score.x < 0)
277 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target, "\n");
282 MUTATOR_CALLHOOK(Spawn_Score, self, spawn_spot, spawn_score);
286 void Spawn_ScoreAll(entity firstspot, float mindist, float teamcheck)
289 for(spot = firstspot; spot; spot = spot.chain)
290 spot.spawnpoint_score = Spawn_Score(spot, mindist, teamcheck);
293 entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck)
295 entity spot, spotlist, spotlistend;
300 Spawn_ScoreAll(firstspot, mindist, teamcheck);
302 for(spot = firstspot; spot; spot = spot.chain)
304 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
307 spotlistend.chain = spot;
314 spotlistend.chain = world;
319 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
321 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
322 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
325 RandomSelection_Init();
326 for(spot = firstspot; spot; spot = spot.chain)
327 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);
329 return RandomSelection_chosen_ent;
336 Finds a point to respawn
339 entity SelectSpawnPoint (float anypoint)
342 entity spot, firstspot;
344 spot = find (world, classname, "testplayerstart");
348 if(anypoint || autocvar_g_spawn_useallspawns)
350 else if(have_team_spawns > 0)
352 if(have_team_spawns_forteam[self.team] == 0)
354 // we request a spawn for a team, and we have team
355 // spawns, but that team has no spawns?
356 if(have_team_spawns_forteam[0])
360 // if not, any spawn has to do
364 teamcheck = self.team; // MUST be team
366 else if(have_team_spawns == 0 && have_team_spawns_forteam[0])
367 teamcheck = 0; // MUST be noteam
370 // 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
373 // get the entire list of spots
374 firstspot = findchain(classname, "info_player_deathmatch");
375 // filter out the bad ones
376 // (note this returns the original list if none survived)
379 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
383 firstspot = Spawn_FilterOutBadSpots(firstspot, 100, teamcheck);
385 // there is 50/50 chance of choosing a random spot or the furthest spot
386 // (this means that roughly every other spawn will be furthest, so you
387 // usually won't get fragged at spawn twice in a row)
388 if (random() > autocvar_g_spawn_furthest)
389 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
391 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
396 if(autocvar_spawn_debug)
400 if(some_spawn_has_been_used)
401 return world; // team can't spawn any more, because of actions of other team
403 error("Cannot find a spawn point - please fix the map!");