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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / spawn_near_teammate / spawn_near_teammate.qc
1 #ifdef IMPLEMENTATION
2
3 float autocvar_g_spawn_near_teammate_distance;
4 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
5 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
6 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
8 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
9
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
11
12 .entity msnt_lookat;
13
14 .float msnt_timer;
15 .vector msnt_deathloc;
16
17 .float cvar_cl_spawn_near_teammate;
18
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
20 {SELFPARAM();
21         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && self.cvar_cl_spawn_near_teammate))
22                 return false;
23
24         spawn_spot.msnt_lookat = world;
25
26         if(!teamplay)
27                 return false;
28
29         RandomSelection_Init();
30         FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self) && !IS_DEAD(it), LAMBDA(
31                 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
32                         continue;
33                 if(vdist(spawn_spot.origin - it.origin, <, 48))
34                         continue;
35                 if(!checkpvs(spawn_spot.origin, it))
36                         continue;
37                 RandomSelection_Add(it, 0, string_null, 1, 1);
38         ));
39
40         if(RandomSelection_chosen_ent)
41         {
42                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
43                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
44         }
45         else if(self.team == spawn_spot.team)
46                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
47
48         return false;
49 }
50
51 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
52 {
53         if(!teamplay) { return false; }
54         entity player = M_ARGV(0, entity);
55
56         int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
57         FOREACH_CLIENT(IS_PLAYER(it),
58         {
59                 switch(it.team)
60                 {
61                         case NUM_TEAM_1: ++num_red; break;
62                         case NUM_TEAM_2: ++num_blue; break;
63                         case NUM_TEAM_3: ++num_yellow; break;
64                         case NUM_TEAM_4: ++num_pink; break;
65                 }
66         });
67
68         if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
69                 return false; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
70
71         // Note: when entering this, fixangle is already set.
72         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
73         {
74                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
75                         player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
76
77                 entity best_mate = world;
78                 vector best_spot = '0 0 0';
79                 float pc = 0, best_dist = 0, dist = 0;
80                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
81                         if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
82                         if(!IS_DEAD(it))
83                         if(it.msnt_timer < time)
84                         if(SAME_TEAM(player, it))
85                         if(time > it.spawnshieldtime) // spawn shielding
86                         if(STAT(FROZEN, it) == 0)
87                         if(it != player)
88                         {
89                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
90                                 if(trace_fraction != 1.0)
91                                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
92                                 {
93                                         pc = pointcontents(trace_endpos + '0 0 1');
94                                         if(pc == CONTENT_EMPTY)
95                                         {
96                                                 if(vdist(it.velocity, >, 5))
97                                                         fixedmakevectors(vectoangles(it.velocity));
98                                                 else
99                                                         fixedmakevectors(it.angles);
100
101                                                 for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
102                                                 {
103                                                         switch(pc)
104                                                         {
105                                                                 case 0:
106                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
107                                                                         break;
108                                                                 case 1:
109                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
110                                                                         break;
111                                                                 case 2:
112                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
113                                                                         break;
114                                                                 case 3:
115                                                                         tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
116                                                                         break;
117                                                                 //case 4:
118                                                                         //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
119                                                                         //break;
120                                                         }
121
122                                                         if(trace_fraction == 1.0)
123                                                         {
124                                                                 traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
125                                                                 if(trace_fraction != 1.0)
126                                                                 {
127                                                                         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
128                                                                         {
129                                                                                 dist = vlen(trace_endpos - player.msnt_deathloc);
130                                                                                 if(dist < best_dist || best_dist == 0)
131                                                                                 {
132                                                                                         best_dist = dist;
133                                                                                         best_spot = trace_endpos;
134                                                                                         best_mate = it;
135                                                                                 }
136                                                                         }
137                                                                         else
138                                                                         {
139                                                                                 setorigin(player, trace_endpos);
140                                                                                 player.angles = it.angles;
141                                                                                 player.angles_z = 0; // never spawn tilted even if the spot says to
142                                                                                 it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
143                                                                                 return false;
144                                                                         }
145                                                                 }
146                                                         }
147                                                 }
148                                         }
149                                 }
150                         }
151                 ));
152
153                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
154                 if(best_dist)
155                 {
156                         setorigin(player, best_spot);
157                         player.angles = best_mate.angles;
158                         player.angles_z = 0; // never spawn tilted even if the spot says to
159                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
160                 }
161         }
162         else if(spawn_spot.msnt_lookat)
163         {
164                 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
165                 player.angles_x = -player.angles.x;
166                 player.angles_z = 0; // never spawn tilted even if the spot says to
167                 /*
168                 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
169                 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
170                 sprint(player, "angles: ", vtos(player.angles), "\n");
171                 */
172         }
173
174         return false;
175 }
176
177 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
178 {
179         frag_target.msnt_deathloc = frag_target.origin;
180         return false;
181 }
182
183 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
184
185 #endif