Xonotic
spawnpoints.qc
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1 #include "spawnpoints.qh"
2 
3 #include <common/constants.qh>
8 #include <common/net_linked.qh>
9 #include <common/stats.qh>
10 #include <common/teams.qh>
11 #include <common/util.qh>
12 #include <common/weapons/_all.qh>
13 #include <lib/warpzone/common.qh>
15 #include <server/command/vote.qh>
16 #include <server/intermission.qh>
17 #include <server/mutators/_mod.qh>
18 #include <server/race.qh>
19 #include <server/utils.qh>
20 #include <server/world.qh>
21 
22 bool SpawnPoint_Send(entity this, entity to, int sf)
23 {
24  WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
25 
26  WriteByte(MSG_ENTITY, this.team);
27  WriteVector(MSG_ENTITY, this.origin);
28 
29  return true;
30 }
31 
32 bool SpawnEvent_Send(entity this, entity to, int sf)
33 {
34  float send;
35 
36  WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
37 
39  {
40  WriteByte(MSG_ENTITY, etof(this.owner));
41  WriteVector(MSG_ENTITY, this.owner.origin);
42  send = true;
43  }
44  else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
45  {
46  WriteByte(MSG_ENTITY, 0);
47  send = true;
48  }
49  else { send = false; }
50 
51  return send;
52 }
53 
56 {
57  this.nextthink = time + 0.1;
58  if(this.origin != this.spawnpoint_prevorigin)
59  {
60  this.spawnpoint_prevorigin = this.origin;
61  this.SendFlags |= 1;
62  }
63 }
64 
65 void spawnpoint_use(entity this, entity actor, entity trigger)
66 {
67  if(teamplay)
68  if(have_team_spawns > 0)
69  {
70  this.team = actor.team;
72  this.SendFlags |= 1; // update team on the client side
73  }
74  //LOG_INFO("spawnpoint was used!\n");
75 }
76 
78 {
79  this.SendFlags |= 1; // update team since it was restored during reset
80 }
81 
83 {
84  bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available
85 
86  // Don't show team spawns in non-team matches,
87  // and don't show non-team spawns in team matches.
88  // (Unless useallspawns is activated)
89  if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team))))
90  Net_LinkEntity(this, false, 0, SpawnPoint_Send);
91 }
92 
94 {
95  // nudge off the floor
96  setorigin(this, this.origin + '0 0 1');
97 
98  tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
99  if (trace_startsolid)
100  {
101  vector o;
102  o = this.origin;
103  this.mins = PL_MIN_CONST;
104  this.maxs = PL_MAX_CONST;
105  if (!move_out_of_solid(this))
106  objerror(this, "could not get out of solid at all!");
107  LOG_INFOF(
108  "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
109  vtos(o - '0 0 1'),
110  vtos(this.origin - o)
111  );
113  {
114  if (!spawnpoint_nag)
115  LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
116  spawnpoint_nag = 1;
117  }
118  else
119  {
120  setorigin(this, o);
121  this.mins = this.maxs = '0 0 0';
122  objerror(this, "player spawn point in solid, mapper sucks!\n");
123  return;
124  }
125  }
126 
127  this.use = spawnpoint_use;
128  setthink(this, spawnpoint_think);
129  this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
130  this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint
131  this.team_saved = this.team;
132  IL_PUSH(g_saved_team, this);
133  if (!this.cnt)
134  this.cnt = 1;
135 
136  if (have_team_spawns != 0)
137  if (this.team)
138  have_team_spawns = 1;
140 
142  {
143  // show where spawnpoints point at too
144  vector forward, right, up;
145  MAKE_VECTORS(this.angles, forward, right, up);
146  entity e = new(info_player_foo);
147  setorigin(e, this.origin + forward * 24);
148  setsize(e, '-8 -8 -8', '8 8 8');
149  e.solid = SOLID_TRIGGER;
150  }
151 
152  // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used
153  InitializeEntity(this, link_spawnpoint, INITPRIO_FINDTARGET);
154 }
155 
156 spawnfunc(info_player_survivor)
157 {
158  spawnfunc_info_player_deathmatch(this);
159 }
160 
161 spawnfunc(info_player_start)
162 {
163  spawnfunc_info_player_deathmatch(this);
164 }
165 
166 spawnfunc(info_player_deathmatch)
167 {
168  IL_PUSH(g_spawnpoints, this);
169  relocate_spawnpoint(this);
170 }
171 
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)
176 {
177  this.team = NUM_TEAM_1; // red
178  spawnfunc_info_player_deathmatch(this);
179 }
180 
181 
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)
186 {
187  this.team = NUM_TEAM_2; // blue
188  spawnfunc_info_player_deathmatch(this);
189 }
190 
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)
195 {
196  this.team = NUM_TEAM_3; // yellow
197  spawnfunc_info_player_deathmatch(this);
198 }
199 
200 
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)
205 {
206  this.team = NUM_TEAM_4; // purple
207  spawnfunc_info_player_deathmatch(this);
208 }
209 
210 // Returns:
211 // _x: prio (-1 if unusable)
212 // _y: weight
213 vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
214 {
215  // filter out spots for the wrong team
216  if(teamcheck >= 0)
217  if(spot.team != teamcheck)
218  return '-1 0 0';
219 
220  if(race_spawns)
221  if(!spot.target || spot.target == "")
222  return '-1 0 0';
223 
224  if(IS_REAL_CLIENT(this))
225  {
226  if(spot.restriction == 1)
227  return '-1 0 0';
228  }
229  else
230  {
231  if(spot.restriction == 2)
232  return '-1 0 0';
233  }
234 
235  float prio = 0;
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)
240  shortest = thisdist;
241  });
242  if(shortest > mindist)
243  prio += SPAWN_PRIO_GOOD_DISTANCE;
244 
245  vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
246 
247  // filter out spots for assault
248  if(spot.target && spot.target != "" && targetcheck)
249  {
250  int found = 0;
251  for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
252  {
253  ++found;
254  if(targ.spawn_evalfunc)
255  {
256  spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
257  if(spawn_score.x < 0)
258  return spawn_score;
259  }
260  }
261 
262  if(!found && !g_cts)
263  {
264  LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
265  return '-1 0 0';
266  }
267  }
268 
269  MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
270  spawn_score = M_ARGV(2, vector);
271  return spawn_score;
272 }
273 
274 void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
275 {
276  entity spot;
277  for(spot = firstspot; spot; spot = spot.chain)
278  spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck);
279 }
280 
281 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
282 {
283  entity spot, spotlist, spotlistend;
284 
285  spotlist = NULL;
286  spotlistend = NULL;
287 
288  Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck);
289 
290  for(spot = firstspot; spot; spot = spot.chain)
291  {
292  if(spot.spawnpoint_score.x >= 0) // spawning allowed here
293  {
294  if(spotlistend)
295  spotlistend.chain = spot;
296  spotlistend = spot;
297  if(!spotlist)
298  spotlist = spot;
299  }
300  }
301  if(spotlistend)
302  spotlistend.chain = NULL;
303 
304  return spotlist;
305 }
306 
307 entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
308 {
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)
311  entity spot;
312 
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);
316 
318 }
319 
320 /*
321 =============
322 SelectSpawnPoint
323 
324 Finds a point to respawn
325 =============
326 */
329 entity SelectSpawnPoint(entity this, bool anypoint)
330 {
331  float teamcheck;
332  entity spot = NULL;
333 
334  if(!testspawn_checked)
335  {
336  testspawn_point = find(NULL, classname, "testplayerstart");
337  testspawn_checked = true;
338  }
339 
340  if(testspawn_point)
341  return testspawn_point;
342 
343  if(this.spawnpoint_targ)
344  return this.spawnpoint_targ;
345 
346  if(anypoint || autocvar_g_spawn_useallspawns)
347  teamcheck = -1;
348  else if(have_team_spawns > 0)
349  {
350  if(!(have_team_spawns_forteams & BIT(this.team)))
351  {
352  // we request a spawn for a team, and we have team
353  // spawns, but that team has no spawns?
355  // try noteam spawns
356  teamcheck = 0;
357  else
358  // if not, any spawn has to do
359  teamcheck = -1;
360  }
361  else
362  teamcheck = this.team; // MUST be team
363  }
364  else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
365  teamcheck = 0; // MUST be noteam
366  else
367  teamcheck = -1;
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
369 
370 
371  // get the entire list of spots
372  //entity firstspot = findchain(classname, "info_player_deathmatch");
373  entity firstspot = IL_FIRST(g_spawnpoints);
374  entity prev = NULL;
375  IL_EACH(g_spawnpoints, true,
376  {
377  if(prev)
378  prev.chain = it;
379  it.chain = NULL;
380  prev = it;
381  });
382  // filter out the bad ones
383  // (note this returns the original list if none survived)
384  if(anypoint)
385  {
386  spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
387  }
388  else
389  {
390  firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true);
391 
392  // emergency fallback! double check without targets
393  // fixes some crashes with improperly repacked maps
394  if(!firstspot)
395  {
396  firstspot = IL_FIRST(g_spawnpoints);
397  prev = NULL;
398  IL_EACH(g_spawnpoints, true,
399  {
400  if(prev)
401  prev.chain = it;
402  it.chain = NULL;
403  prev = it;
404  });
405  firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false);
406  }
407 
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)
412  spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
413  else
414  spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
415  }
416 
417  if (!spot)
418  {
420  GotoNextMap(0);
421  else
422  {
424  return NULL; // team can't spawn any more, because of actions of other team
425  else
426  error("Cannot find a spawn point - please fix the map!");
427  }
428  }
429 
430  return spot;
431 }
entity SelectSpawnPoint(entity this, bool anypoint)
Definition: spawnpoints.qc:329
void spawnpoint_think(entity this)
Definition: spawnpoints.qc:55
#define IL_EACH(this, cond, body)
const int NUM_TEAM_2
Definition: teams.qh:19
entity world
Definition: csprogsdefs.qc:15
vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
Definition: spawnpoints.qc:213
int have_team_spawns_forteams
Definition: spawnpoints.qh:17
void GotoNextMap(float reinit)
void relocate_spawnpoint(entity this)
Definition: spawnpoints.qc:93
int team
Definition: main.qh:157
int team_saved
Definition: vote.qh:68
int have_team_spawns
Definition: spawnpoints.qh:16
ERASEABLE void RandomSelection_Init()
Definition: random.qc:4
entity() spawn
prev
Definition: all.qh:66
float race_spawns
Definition: race.qh:17
#define FOREACH_CLIENT(cond, body)
Definition: utils.qh:49
float autocvar_r_showbboxes
Definition: spawnpoints.qh:7
vector maxs
Definition: csprogsdefs.qc:113
int autocvar_spawn_debug
Definition: client.qh:50
const int SPAWN_PRIO_GOOD_DISTANCE
Definition: spawnpoints.qh:13
void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
Definition: spawnpoints.qc:274
#define IL_FIRST(this)
entity to
Definition: self.qh:96
origin
Definition: ent_cs.qc:114
spawnfunc(info_player_survivor)
Definition: spawnpoints.qc:156
string classname
Definition: csprogsdefs.qc:107
#define move_out_of_solid(e)
Definition: common.qh:110
entity owner
Definition: main.qh:73
float autocvar_g_spawn_furthest
Definition: spawnpoints.qh:4
#define IS_REAL_CLIENT(v)
Definition: utils.qh:17
void spawnpoint_use(entity this, entity actor, entity trigger)
Definition: spawnpoints.qc:65
bool SpawnEvent_Send(entity this, entity to, int sf)
Definition: spawnpoints.qc:32
#define RandomSelection_AddEnt(e, weight, priority)
Definition: random.qh:14
#define IS_SPEC(v)
Definition: utils.qh:10
bool autocvar_g_spawn_alloweffects
Definition: spawnpoints.qh:3
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition: bits.qh:8
bool autocvar_g_spawnpoints_auto_move_out_of_solid
Definition: spawnpoints.qh:6
entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
Definition: spawnpoints.qc:307
vector mins
Definition: csprogsdefs.qc:113
float cnt
Definition: powerups.qc:24
#define g_cts
Definition: cts.qh:36
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define LOG_INFOF(...)
Definition: log.qh:71
entity RandomSelection_chosen_ent
Definition: random.qh:5
#define NULL
Definition: post.qh:17
#define LOG_INFO(...)
Definition: log.qh:70
bool some_spawn_has_been_used
Definition: spawnpoints.qh:15
float teamplay
Definition: progsdefs.qc:31
#define M_ARGV(x, type)
Definition: events.qh:17
#define IS_DEAD(s)
Definition: utils.qh:26
float nextthink
Definition: csprogsdefs.qc:121
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int NUM_TEAM_4
Definition: teams.qh:21
entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
Definition: spawnpoints.qc:281
bool SpawnPoint_Send(entity this, entity to, int sf)
Definition: spawnpoints.qc:22
void InitializeEntity(entity e, void(entity this) func, int order)
Definition: world.qc:2146
#define LOG_TRACE(...)
Definition: log.qh:81
void spawnpoint_reset(entity this)
Definition: spawnpoints.qc:77
const float SOLID_TRIGGER
Definition: csprogsdefs.qc:245
string targetname
Definition: progsdefs.qc:194
vector spawnpoint_prevorigin
Definition: spawnpoints.qc:54
#define MUTATOR_CALLHOOK(id,...)
Definition: base.qh:140
IntrusiveList g_saved_team
Definition: vote.qh:77
setorigin(ent, v)
bool autocvar_g_spawn_useallspawns
Definition: spawnpoints.qh:5
#define setthink(e, f)
vector angles
Definition: csprogsdefs.qc:104
const int NUM_TEAM_1
Definition: teams.qh:18
#define use
Definition: csprogsdefs.qh:50
float trace_startsolid
Definition: csprogsdefs.qc:35
float time
Definition: csprogsdefs.qc:16
bool testspawn_checked
Definition: spawnpoints.qc:327
bool Team_IsValidTeam(int team_num)
Returns whether team value is valid.
Definition: teams.qh:133
#define IS_PLAYER(v)
Definition: utils.qh:9
entity testspawn_point
Definition: spawnpoints.qc:328
float spawnpoint_nag
Definition: spawnpoints.qh:20
const int NUM_TEAM_3
Definition: teams.qh:20
IntrusiveList g_spawnpoints
Definition: spawnpoints.qh:32
void link_spawnpoint(entity this)
Definition: spawnpoints.qc:82