1 #include "spawnpoints.qh"
3 #include <server/mutators/_mod.qh>
5 #include "miscfunctions.qh"
8 #include "../common/constants.qh"
9 #include <common/net_linked.qh>
10 #include "../common/teams.qh"
11 #include <common/gamemodes/_mod.qh>
12 #include "../common/mapobjects/subs.qh"
13 #include "../common/mapobjects/target/spawnpoint.qh"
14 #include <common/mapobjects/triggers.qh>
15 #include "../common/util.qh"
16 #include "../lib/warpzone/common.qh"
17 #include "../lib/warpzone/util_server.qh"
18 #include <server/utils.qh>
19 #include <server/command/vote.qh>
21 bool SpawnPoint_Send(entity this, entity to, int sf)
23 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
25 WriteByte(MSG_ENTITY, this.team);
26 WriteVector(MSG_ENTITY, this.origin);
31 bool SpawnEvent_Send(entity this, entity to, int sf)
35 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
37 if(autocvar_g_spawn_alloweffects)
39 WriteByte(MSG_ENTITY, etof(this.owner));
40 WriteVector(MSG_ENTITY, this.owner.origin);
43 else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
45 WriteByte(MSG_ENTITY, 0);
48 else { send = false; }
53 .vector spawnpoint_prevorigin;
54 void spawnpoint_think(entity this)
56 this.nextthink = time + 0.1;
57 if(this.origin != this.spawnpoint_prevorigin)
59 this.spawnpoint_prevorigin = this.origin;
64 void spawnpoint_use(entity this, entity actor, entity trigger)
67 if(have_team_spawns > 0)
69 this.team = actor.team;
70 some_spawn_has_been_used = true;
71 this.SendFlags |= 1; // update team on the client side
73 //LOG_INFO("spawnpoint was used!\n");
76 void spawnpoint_reset(entity this)
78 this.SendFlags |= 1; // update team since it was restored during reset
81 void link_spawnpoint(entity this)
83 bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available
85 // Don't show team spawns in non-team matches,
86 // and don't show non-team spawns in team matches.
87 // (Unless useallspawns is activated)
88 if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team))))
89 Net_LinkEntity(this, false, 0, SpawnPoint_Send);
92 void relocate_spawnpoint(entity this)
94 // nudge off the floor
95 setorigin(this, this.origin + '0 0 1');
97 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
102 this.mins = PL_MIN_CONST;
103 this.maxs = PL_MAX_CONST;
104 if (!move_out_of_solid(this))
105 objerror(this, "could not get out of solid at all!");
107 "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
109 vtos(this.origin - o)
111 if (autocvar_g_spawnpoints_auto_move_out_of_solid)
114 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
120 this.mins = this.maxs = '0 0 0';
121 objerror(this, "player spawn point in solid, mapper sucks!\n");
126 this.use = spawnpoint_use;
127 setthink(this, spawnpoint_think);
128 this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
129 this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint
130 this.team_saved = this.team;
131 IL_PUSH(g_saved_team, this);
135 if (have_team_spawns != 0)
137 have_team_spawns = 1;
138 have_team_spawns_forteams |= BIT(this.team);
140 if (autocvar_r_showbboxes)
142 // show where spawnpoints point at too
143 vector forward, right, up;
144 MAKE_VECTORS(this.angles, forward, right, up);
145 entity e = new(info_player_foo);
146 setorigin(e, this.origin + forward * 24);
147 setsize(e, '-8 -8 -8', '8 8 8');
148 e.solid = SOLID_TRIGGER;
151 // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used
152 InitializeEntity(this, link_spawnpoint, INITPRIO_FINDTARGET);
155 spawnfunc(info_player_survivor)
157 spawnfunc_info_player_deathmatch(this);
160 spawnfunc(info_player_start)
162 spawnfunc_info_player_deathmatch(this);
165 spawnfunc(info_player_deathmatch)
167 this.classname = "info_player_deathmatch";
168 IL_PUSH(g_spawnpoints, this);
169 relocate_spawnpoint(this);
172 /*QUAKED spawnfunc_info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
173 Starting point for a player in team one (Red).
174 Keys: "angle" viewing angle when spawning. */
175 spawnfunc(info_player_team1)
177 this.team = NUM_TEAM_1; // red
178 spawnfunc_info_player_deathmatch(this);
182 /*QUAKED spawnfunc_info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
183 Starting point for a player in team two (Blue).
184 Keys: "angle" viewing angle when spawning. */
185 spawnfunc(info_player_team2)
187 this.team = NUM_TEAM_2; // blue
188 spawnfunc_info_player_deathmatch(this);
191 /*QUAKED spawnfunc_info_player_team3 (1 0 0) (-16 -16 -24) (16 16 24)
192 Starting point for a player in team three (Yellow).
193 Keys: "angle" viewing angle when spawning. */
194 spawnfunc(info_player_team3)
196 this.team = NUM_TEAM_3; // yellow
197 spawnfunc_info_player_deathmatch(this);
201 /*QUAKED spawnfunc_info_player_team4 (1 0 0) (-16 -16 -24) (16 16 24)
202 Starting point for a player in team four (Purple).
203 Keys: "angle" viewing angle when spawning. */
204 spawnfunc(info_player_team4)
206 this.team = NUM_TEAM_4; // purple
207 spawnfunc_info_player_deathmatch(this);
211 // _x: prio (-1 if unusable)
213 vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
215 // filter out spots for the wrong team
217 if(spot.team != teamcheck)
221 if(!spot.target || spot.target == "")
224 if(IS_REAL_CLIENT(this))
226 if(spot.restriction == 1)
231 if(spot.restriction == 2)
236 float shortest = vlen(world.maxs - world.mins);
237 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && it != this, {
238 float thisdist = vlen(it.origin - spot.origin);
239 if (thisdist < shortest)
242 if(shortest > mindist)
243 prio += SPAWN_PRIO_GOOD_DISTANCE;
245 vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
247 // filter out spots for assault
248 if(spot.target && spot.target != "" && targetcheck)
251 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
254 if(targ.spawn_evalfunc)
256 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
257 if(spawn_score.x < 0)
264 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
269 MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
270 spawn_score = M_ARGV(2, vector);
274 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
277 for(spot = firstspot; spot; spot = spot.chain)
278 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck);
281 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
283 entity spot, spotlist, spotlistend;
288 Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck);
290 for(spot = firstspot; spot; spot = spot.chain)
292 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
295 spotlistend.chain = spot;
302 spotlistend.chain = NULL;
307 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
309 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
310 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
313 RandomSelection_Init();
314 for(spot = firstspot; spot; spot = spot.chain)
315 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
317 return RandomSelection_chosen_ent;
324 Finds a point to respawn
327 bool testspawn_checked;
328 entity testspawn_point;
329 entity SelectSpawnPoint(entity this, bool anypoint)
334 if(!testspawn_checked)
336 testspawn_point = find(NULL, classname, "testplayerstart");
337 testspawn_checked = true;
341 return testspawn_point;
343 if(this.spawnpoint_targ)
344 return this.spawnpoint_targ;
346 if(anypoint || autocvar_g_spawn_useallspawns)
348 else if(have_team_spawns > 0)
350 if(!(have_team_spawns_forteams & BIT(this.team)))
352 // we request a spawn for a team, and we have team
353 // spawns, but that team has no spawns?
354 if(have_team_spawns_forteams & BIT(0))
358 // if not, any spawn has to do
362 teamcheck = this.team; // MUST be team
364 else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
365 teamcheck = 0; // MUST be noteam
368 // 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
371 // get the entire list of spots
372 //entity firstspot = findchain(classname, "info_player_deathmatch");
373 entity firstspot = IL_FIRST(g_spawnpoints);
375 IL_EACH(g_spawnpoints, true,
382 // filter out the bad ones
383 // (note this returns the original list if none survived)
386 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
390 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true);
392 // emergency fallback! double check without targets
393 // fixes some crashes with improperly repacked maps
396 firstspot = IL_FIRST(g_spawnpoints);
398 IL_EACH(g_spawnpoints, true,
405 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false);
408 // there is 50/50 chance of choosing a random spot or the furthest spot
409 // (this means that roughly every other spawn will be furthest, so you
410 // usually won't get fragged at spawn twice in a row)
411 if (random() > autocvar_g_spawn_furthest)
412 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
414 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
419 if(autocvar_spawn_debug)
423 if(some_spawn_has_been_used)
424 return NULL; // team can't spawn any more, because of actions of other team
426 error("Cannot find a spawn point - please fix the map!");