1 #include "spawnpoints.qh"
3 #include <server/mutators/_mod.qh>
5 #include "miscfunctions.qh"
7 #include <common/weapons/_all.qh>
8 #include <common/stats.qh>
9 #include "../common/constants.qh"
10 #include <common/net_linked.qh>
11 #include "../common/teams.qh"
12 #include <common/gamemodes/_mod.qh>
13 #include "../common/mapobjects/subs.qh"
14 #include "../common/mapobjects/target/spawnpoint.qh"
15 #include <common/mapobjects/triggers.qh>
16 #include "../common/util.qh"
17 #include "../lib/warpzone/common.qh"
18 #include "../lib/warpzone/util_server.qh"
19 #include <server/intermission.qh>
20 #include <server/utils.qh>
21 #include <server/command/vote.qh>
23 bool SpawnPoint_Send(entity this, entity to, int sf)
25 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
27 WriteByte(MSG_ENTITY, this.team);
28 WriteVector(MSG_ENTITY, this.origin);
33 bool SpawnEvent_Send(entity this, entity to, int sf)
37 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
39 if(autocvar_g_spawn_alloweffects)
41 WriteByte(MSG_ENTITY, etof(this.owner));
42 WriteVector(MSG_ENTITY, this.owner.origin);
45 else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
47 WriteByte(MSG_ENTITY, 0);
50 else { send = false; }
55 .vector spawnpoint_prevorigin;
56 void spawnpoint_think(entity this)
58 this.nextthink = time + 0.1;
59 if(this.origin != this.spawnpoint_prevorigin)
61 this.spawnpoint_prevorigin = this.origin;
66 void spawnpoint_use(entity this, entity actor, entity trigger)
69 if(have_team_spawns > 0)
71 this.team = actor.team;
72 some_spawn_has_been_used = true;
73 this.SendFlags |= 1; // update team on the client side
75 //LOG_INFO("spawnpoint was used!\n");
78 void spawnpoint_reset(entity this)
80 this.SendFlags |= 1; // update team since it was restored during reset
83 void link_spawnpoint(entity this)
85 bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available
87 // Don't show team spawns in non-team matches,
88 // and don't show non-team spawns in team matches.
89 // (Unless useallspawns is activated)
90 if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team))))
91 Net_LinkEntity(this, false, 0, SpawnPoint_Send);
94 void relocate_spawnpoint(entity this)
96 // nudge off the floor
97 setorigin(this, this.origin + '0 0 1');
99 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
100 if (trace_startsolid)
104 this.mins = PL_MIN_CONST;
105 this.maxs = PL_MAX_CONST;
106 if (!move_out_of_solid(this))
107 objerror(this, "could not get out of solid at all!");
109 "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
111 vtos(this.origin - o)
113 if (autocvar_g_spawnpoints_auto_move_out_of_solid)
116 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
122 this.mins = this.maxs = '0 0 0';
123 objerror(this, "player spawn point in solid, mapper sucks!\n");
128 this.use = spawnpoint_use;
129 setthink(this, spawnpoint_think);
130 this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
131 this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint
132 this.team_saved = this.team;
133 IL_PUSH(g_saved_team, this);
137 if (have_team_spawns != 0)
139 have_team_spawns = 1;
140 have_team_spawns_forteams |= BIT(this.team);
142 if (autocvar_r_showbboxes)
144 // show where spawnpoints point at too
145 vector forward, right, up;
146 MAKE_VECTORS(this.angles, forward, right, up);
147 entity e = new(info_player_foo);
148 setorigin(e, this.origin + forward * 24);
149 setsize(e, '-8 -8 -8', '8 8 8');
150 e.solid = SOLID_TRIGGER;
153 // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used
154 InitializeEntity(this, link_spawnpoint, INITPRIO_FINDTARGET);
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 this.classname = "info_player_deathmatch";
170 IL_PUSH(g_spawnpoints, this);
171 relocate_spawnpoint(this);
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 this, entity spot, float mindist, float teamcheck, bool targetcheck)
217 // filter out spots for the wrong team
219 if(spot.team != teamcheck)
223 if(!spot.target || spot.target == "")
226 if(IS_REAL_CLIENT(this))
228 if(spot.restriction == 1)
233 if(spot.restriction == 2)
238 float shortest = vlen(world.maxs - world.mins);
239 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && it != this, {
240 float thisdist = vlen(it.origin - spot.origin);
241 if (thisdist < shortest)
244 if(shortest > mindist)
245 prio += SPAWN_PRIO_GOOD_DISTANCE;
247 vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
249 // filter out spots for assault
250 if(spot.target && spot.target != "" && targetcheck)
253 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
256 if(targ.spawn_evalfunc)
258 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
259 if(spawn_score.x < 0)
266 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
271 MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
272 spawn_score = M_ARGV(2, vector);
276 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
279 for(spot = firstspot; spot; spot = spot.chain)
280 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck);
283 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
285 entity spot, spotlist, spotlistend;
290 Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck);
292 for(spot = firstspot; spot; spot = spot.chain)
294 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
297 spotlistend.chain = spot;
304 spotlistend.chain = NULL;
309 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
311 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
312 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
315 RandomSelection_Init();
316 for(spot = firstspot; spot; spot = spot.chain)
317 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
319 return RandomSelection_chosen_ent;
326 Finds a point to respawn
329 bool testspawn_checked;
330 entity testspawn_point;
331 entity SelectSpawnPoint(entity this, bool anypoint)
336 if(!testspawn_checked)
338 testspawn_point = find(NULL, classname, "testplayerstart");
339 testspawn_checked = true;
343 return testspawn_point;
345 if(this.spawnpoint_targ)
346 return this.spawnpoint_targ;
348 if(anypoint || autocvar_g_spawn_useallspawns)
350 else if(have_team_spawns > 0)
352 if(!(have_team_spawns_forteams & BIT(this.team)))
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_forteams & BIT(0))
360 // if not, any spawn has to do
364 teamcheck = this.team; // MUST be team
366 else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(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 //entity firstspot = findchain(classname, "info_player_deathmatch");
375 entity firstspot = IL_FIRST(g_spawnpoints);
377 IL_EACH(g_spawnpoints, true,
384 // filter out the bad ones
385 // (note this returns the original list if none survived)
388 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
392 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true);
394 // emergency fallback! double check without targets
395 // fixes some crashes with improperly repacked maps
398 firstspot = IL_FIRST(g_spawnpoints);
400 IL_EACH(g_spawnpoints, true,
407 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false);
410 // there is 50/50 chance of choosing a random spot or the furthest spot
411 // (this means that roughly every other spawn will be furthest, so you
412 // usually won't get fragged at spawn twice in a row)
413 if (random() > autocvar_g_spawn_furthest)
414 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
416 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
421 if(autocvar_spawn_debug)
425 if(some_spawn_has_been_used)
426 return NULL; // team can't spawn any more, because of actions of other team
428 error("Cannot find a spawn point - please fix the map!");