X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fspawnpoints.qc;h=b81cb590a11c44af1dfb61bb36852af231e49b07;hb=258867c634125e1d048869b4a5d8ef279e8b8228;hp=03b40c5e12864aa7570c19ff0169c0ec107162b2;hpb=c72d8802ab6a8df4072e8342a5fe8750619c5855;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/spawnpoints.qc b/qcsrc/server/spawnpoints.qc index 03b40c5e1..b81cb590a 100644 --- a/qcsrc/server/spawnpoints.qc +++ b/qcsrc/server/spawnpoints.qc @@ -2,17 +2,21 @@ #include #include "g_world.qh" +#include "miscfunctions.qh" #include "race.qh" #include "defs.qh" #include "../common/constants.qh" #include #include "../common/teams.qh" +#include #include "../common/mapobjects/subs.qh" #include "../common/mapobjects/target/spawnpoint.qh" +#include #include "../common/util.qh" #include "../lib/warpzone/common.qh" #include "../lib/warpzone/util_server.qh" #include +#include bool SpawnPoint_Send(entity this, entity to, int sf) { @@ -64,10 +68,27 @@ void spawnpoint_use(entity this, entity actor, entity trigger) { this.team = actor.team; some_spawn_has_been_used = true; + this.SendFlags |= 1; // update team on the client side } //LOG_INFO("spawnpoint was used!\n"); } +void spawnpoint_reset(entity this) +{ + this.SendFlags |= 1; // update team since it was restored during reset +} + +void link_spawnpoint(entity this) +{ + bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available + + // Don't show team spawns in non-team matches, + // and don't show non-team spawns in team matches. + // (Unless useallspawns is activated) + if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team)))) + Net_LinkEntity(this, false, 0, SpawnPoint_Send); +} + void relocate_spawnpoint(entity this) { // nudge off the floor @@ -105,6 +126,7 @@ void relocate_spawnpoint(entity this) this.use = spawnpoint_use; setthink(this, spawnpoint_think); this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second + this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint this.team_saved = this.team; IL_PUSH(g_saved_team, this); if (!this.cnt) @@ -118,41 +140,16 @@ void relocate_spawnpoint(entity this) if (autocvar_r_showbboxes) { // show where spawnpoints point at too - makevectors(this.angles); + vector forward, right, up; + MAKE_VECTORS(this.angles, forward, right, up); entity e = new(info_player_foo); - setorigin(e, this.origin + v_forward * 24); + setorigin(e, this.origin + 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 - && (this.team != NUM_TEAM_1) - && (this.team != NUM_TEAM_2) - && (this.team != NUM_TEAM_3) - && (this.team != NUM_TEAM_4) - ) - || - ( // if this passes, there is a team spawn on a DM match - !teamplay - && - ( - (this.team == NUM_TEAM_1) - || (this.team == NUM_TEAM_2) - || (this.team == NUM_TEAM_3) - || (this.team == NUM_TEAM_4) - ) - ) - ) - || - autocvar_g_spawn_useallspawns - ) - { Net_LinkEntity(this, false, 0, SpawnPoint_Send); } + // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used + InitializeEntity(this, link_spawnpoint, INITPRIO_FINDTARGET); } spawnfunc(info_player_survivor) @@ -213,7 +210,7 @@ spawnfunc(info_player_team4) // Returns: // _x: prio (-1 if unusable) // _y: weight -vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) +vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck) { // filter out spots for the wrong team if(teamcheck >= 0) @@ -221,7 +218,7 @@ vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) return '-1 0 0'; if(race_spawns) - if(spot.target == "") + if(!spot.target || spot.target == "") return '-1 0 0'; if(IS_REAL_CLIENT(this)) @@ -237,7 +234,7 @@ vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) float prio = 0; float shortest = vlen(world.maxs - world.mins); - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { + FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && it != this, { float thisdist = vlen(it.origin - spot.origin); if (thisdist < shortest) shortest = thisdist; @@ -248,7 +245,7 @@ vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) vector spawn_score = prio * '1 0 0' + shortest * '0 1 0'; // filter out spots for assault - if(spot.target && spot.target != "") + if(spot.target && spot.target != "" && targetcheck) { int found = 0; for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain) @@ -262,7 +259,7 @@ vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) } } - if(!found) + if(!found && !g_cts) { LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target); return '-1 0 0'; @@ -274,21 +271,21 @@ vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck) return spawn_score; } -void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck) +void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck) { entity spot; for(spot = firstspot; spot; spot = spot.chain) - spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck); + spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck); } -entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck) +entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck) { entity spot, spotlist, spotlistend; spotlist = NULL; spotlistend = NULL; - Spawn_ScoreAll(this, firstspot, mindist, teamcheck); + Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck); for(spot = firstspot; spot; spot = spot.chain) { @@ -390,7 +387,23 @@ entity SelectSpawnPoint(entity this, bool anypoint) } else { - firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck); + firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true); + + // emergency fallback! double check without targets + // fixes some crashes with improperly repacked maps + if(!firstspot) + { + firstspot = IL_FIRST(g_spawnpoints); + prev = NULL; + IL_EACH(g_spawnpoints, true, + { + if(prev) + prev.chain = it; + it.chain = NULL; + prev = it; + }); + firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false); + } // 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