SERVER: Add support for spawning Co-Op spawns if not provided

This commit is contained in:
cypress 2023-10-29 18:21:41 -04:00
parent 84fb0662e3
commit c913f9a98b
5 changed files with 439 additions and 55 deletions

View file

@ -19,6 +19,7 @@
../source/server/entities/sub_functions.qc
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/spawn_points.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc

View file

@ -23,6 +23,7 @@
../source/server/entities/sub_functions.qc
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/spawn_points.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc

View file

@ -36,6 +36,11 @@
#define STR_NOTENOUGHPOINTS "Not Enough Points\n" // To help aid consistency with these..
#define SPAWN_1_CLASS "info_player_1_spawn"
#define SPAWN_2_CLASS "info_player_2_spawn"
#define SPAWN_3_CLASS "info_player_3_spawn"
#define SPAWN_4_CLASS "info_player_4_spawn"
float cheats_have_been_activated;
// Quake assumes these are defined.

View file

@ -0,0 +1,370 @@
/*
server/entities/spawn_points.qc
Code for Player Spawn points.
Copyright (C) 2021-2023 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#define SPAWN_PLR_1 0
#define SPAWN_PLR_2 1
#define SPAWN_PLR_3 2
#define SPAWN_PLR_4 3
#define SPAWN_PLR_LEGACY 4
#define SPAWN_START_WEAPON W_COLT
#define SPAWN_START_MAG 8
#define SPAWN_START_AMMO 32
float player_spawns[5];
entity spawn_points[5];
string spawn_names[4];
//
// Spawns_ConvertOldClassnames()
// Renames old/legacy spawns to their
// newly assocated names.
//
void() Spawns_ConvertOldClassnames =
{
entity spawn_point;
spawn_point = find(world, classname, "info_player_tank");
if (spawn_point != world) spawn_point.classname = SPAWN_1_CLASS;
spawn_point = find(world, classname, "info_player_nikolai");
if (spawn_point != world) spawn_point.classname = SPAWN_2_CLASS;
spawn_point = find(world, classname, "info_player_takeo");
if (spawn_point != world) spawn_point.classname = SPAWN_3_CLASS;
spawn_point = find(world, classname, "info_player_doctor");
if (spawn_point != world) spawn_point.classname = SPAWN_4_CLASS;
};
//
// Spawns_EntIsInRange(which, units)
// Returns true if there is a solid entity
// within the provided units at a given
// entity's origin.
//
float(entity which, float units) Spawns_EntIsInRange =
{
float found_something = false;
entity ents_in_range = findradius(which.origin, units);
while(ents_in_range != world) {
if (ents_in_range != which &&
ents_in_range.solid != SOLID_NOT &&
ents_in_range.solid != SOLID_TRIGGER)
found_something = true;
ents_in_range = ents_in_range.chain;
}
return found_something;
}
//
// Spawns_PerformCheck(which, start_org, ...)
// Performs various checks at different positions
// for positioning of a spawn point if one is
// not provided by the map. Sets the origin if
// spot is valid.
//
float (entity which, vector start_org, vector dir,
float units, vector feet, vector head) Spawns_PerformCheck =
{
// Try moving the designated units
vector org = start_org + (dir * units);
which.origin = org;
which.solid = SOLID_BBOX;
setorigin(which, which.origin);
// If there's no ents in the way, check that we're
// not stuck inside a brush.
if (!Spawns_EntIsInRange(which, 64)) {
feet = start_org /*- '0 0 16'*/;
traceline (feet, feet + (dir * units), 0, spawn_points[SPAWN_PLR_1]);
// We were successfully able to trace at the feet.
if (trace_ent.classname == which.classname) {
// Now try the head.
head = start_org + '0 0 32';
traceline (head, head + (dir * units), 0, spawn_points[SPAWN_PLR_1]);
// Spot is viable, both feet and head are in same boundary.
if (trace_ent.classname == which.classname) {
return true;
}
}
}
return false;
};
//
// Spawns_SetAllNonSolid(ignore_first)
// Marks all spawn points as SOLID_NOT,
// use ignore_first to ommit player 1.
//
void(float ignore_first) Spawns_SetAllNonSolid =
{
float start;
if (ignore_first) start = 1;
else start = 0;
for(float i = start; i < 4; i++) {
if (spawn_points[i] == world)
continue;
spawn_points[i].solid = SOLID_NOT;
setorigin(spawn_points[i], spawn_points[i].origin);
}
};
//
// Spawns_SetAllSolid(ignore_first)
// Marks all spawn points as SOLID_BBOX,
// use ignore_first to ommit player 1.
//
void(float ignore_first) Spawns_SetAllSolid =
{
float start;
if (ignore_first) start = 1;
else start = 0;
for(float i = start; i < 4; i++) {
if (spawn_points[i] == world)
continue;
spawn_points[i].solid = SOLID_BBOX;
setorigin(spawn_points[i], spawn_points[i].origin);
}
};
//
// Spawns_FindViableSpawnSpot(which)
// Uses a simple "algorithm" for predicting
// potential viable spawn points, and calls
// Spawns_PerformCheck() to validate and
// set if able.
//
void(entity which) Spawns_FindViableSpawnSpot =
{
vector org = '0 0 0';
vector trace_feet = '0 0 0';
vector trace_head = '0 0 0';
// Always start with the "main" (player 1) spawn
vector start_origin = spawn_points[SPAWN_PLR_1].origin;
makevectors(spawn_points[SPAWN_PLR_1].angles);
// Spawn point determination "algorithm" is really simple --
// We have "ideal" positioning that looks like this:
// ---
// 3
// 2 1 4
// ---
// If any spot (other than 1) fails, try the next, when 4
// is reached, start from the left again with a larger
// distance from one, e.g.:
// ---
// 3
// 4 2 1
// ---
// We do this for 2 cycles (64 units, 128 units, 192 units)
// before giving up and just setting a spawn to slot 1, but
// this SHOULD never happen(?!).
float units = 64;
for (float i = 0; i < 2; i++) {
// Try moving to the "left".
if (Spawns_PerformCheck(which, start_origin, v_right, -units, trace_feet, trace_head)) {
Spawns_SetAllSolid(true);
return;
}
// Now "forward".
if (Spawns_PerformCheck(which, start_origin, v_forward, units, trace_feet, trace_head)) {
Spawns_SetAllSolid(true);
return;
}
// Now "right".
if (Spawns_PerformCheck(which, start_origin, v_right, units, trace_feet, trace_head)) {
Spawns_SetAllSolid(true);
return;
}
// Now "back".
if (Spawns_PerformCheck(which, start_origin, v_forward, -units, trace_feet, trace_head)) {
Spawns_SetAllSolid(true);
return;
}
// Increase the distance by 64 units and try again.
Spawns_SetAllNonSolid(true);
units += 64;
}
// Every attempt failed, just put them in the same
// spot as player one.
setorigin(which, start_origin);
bprint(PRINT_HIGH, "WARN: Unable to find viable player start position\n");
bprint(PRINT_HIGH, strcat(" for entity: ", which.classname));
bprint(PRINT_HIGH, "\n");
};
//
// Spawns_DropToFloor(who)
// Drops the spawn point to
// the floor.
//
void(entity who) Spawns_DropToFloor =
{
entity tempe = self;
self = who;
#ifdef FTE
droptofloor();
#else
droptofloor(0, 0);
#endif // FTE
self = tempe;
}
//
// Spawns_SetUpPoint(which)
// Sets up base stats for a Spawn
// Point such as size, and any fields
// not provided by map maker.
//
void(entity which) Spawns_SetUpPoint =
{
which.solid = SOLID_BBOX;
setsize(which, [-8, -8, -32], [8, 8, 40]);
Spawns_DropToFloor(which);
if (!which.weapon) {
which.weapon = SPAWN_START_WEAPON;
which.currentmag = SPAWN_START_MAG;
which.currentammo = SPAWN_START_AMMO;
}
};
//
// Spawns_FillMissing()
// Creates any missing Spawn Points,
// setting up their fields if necessary.
//
void() Spawns_FillMissing =
{
float i;
// Count how many spawnpoints we have.
for(i = 0; i < 4; i++) {
spawn_points[i] = find(world, classname, spawn_names[i]);
if (spawn_points[i] != world) {
player_spawns[i] = true;
Spawns_SetUpPoint(spawn_points[i]);
}
}
// Store the legacy spawn point as well (info_player_start).
spawn_points[SPAWN_PLR_LEGACY] = find(world, classname, "info_player_start");
if (spawn_points[SPAWN_PLR_LEGACY] != world) {
player_spawns[SPAWN_PLR_LEGACY] = true;
Spawns_SetUpPoint(spawn_points[SPAWN_PLR_LEGACY]);
Spawns_DropToFloor(spawn_points[i]);
}
// If there's no player 1 spawn or legacy spawn, crash.
if (player_spawns[SPAWN_PLR_LEGACY] == false &&
player_spawns[SPAWN_PLR_1] == false) {
error("Spawns_FillMissing: No spawn points set in level.\n");
return;
}
// If there's a legacy spawn, and a player 1 spawn,
// remove the legacy spawn.
if (player_spawns[SPAWN_PLR_LEGACY] == true &&
player_spawns[SPAWN_PLR_1] == true) {
remove(spawn_points[SPAWN_PLR_LEGACY]);
player_spawns[SPAWN_PLR_LEGACY] = false;
}
// Check for maps that only have info_player_start
if (player_spawns[SPAWN_PLR_LEGACY] == true &&
player_spawns[SPAWN_PLR_1] == false &&
player_spawns[SPAWN_PLR_2] == false &&
player_spawns[SPAWN_PLR_3] == false &&
player_spawns[SPAWN_PLR_4] == false) {
// info_player_start becomes info_player_1_spawn
spawn_points[SPAWN_PLR_LEGACY].classname = SPAWN_1_CLASS;
spawn_points[SPAWN_PLR_1] = spawn_points[SPAWN_PLR_LEGACY];
}
// Spawn points 2-4 if they dont exist
for(i = 1; i < 4; i++) {
if (player_spawns[i] == false) {
spawn_points[i] = spawn();
spawn_points[i].classname = spawn_names[i];
Spawns_SetUpPoint(spawn_points[i]);
Spawns_FindViableSpawnSpot(spawn_points[i]);
}
}
Spawns_SetAllNonSolid(false);
};
//
// Spawns_SetUpClassnames()
// Fills the spawn_names[] array
// with the classnames for the
// associated index.
//
void() Spawns_SetUpClassnames =
{
spawn_names[0] = SPAWN_1_CLASS;
spawn_names[1] = SPAWN_2_CLASS;
spawn_names[2] = SPAWN_3_CLASS;
spawn_names[3] = SPAWN_4_CLASS;
};
//
// Spawns_Init()
// Provide backwards compatibility
// checks for old Spawn Points and
// creates any that are absent.
//
void() Spawns_Init =
{
Spawns_ConvertOldClassnames();
Spawns_SetUpClassnames();
Spawns_FillMissing();
};

View file

@ -28,6 +28,7 @@
*/
void(entity e) Light_None;
void() Spawns_Init;
#define PLAYER_START_HEALTH 100
@ -527,6 +528,57 @@ void() PollPlayerPoints =
}
}
//
// Player_PickSpawnPoint()
// Picks a valid spawn point for the
// newly spawning player, as well as
// assigns any spawn-specific fields
// (e.g., starting weapon).
//
void() Player_PickSpawnPoint =
{
entity spawn_point = world;
float found_viable_spawn = false;
// Assign a location
while(!found_viable_spawn) {
float index = random();
// assign one of the spawnpoints
if (index < 0.25)
spawn_point = find(world, classname, SPAWN_1_CLASS);
else if (index < 0.50)
spawn_point = find(world, classname, SPAWN_2_CLASS);
else if (index < 0.75)
spawn_point = find(world, classname, SPAWN_3_CLASS);
else
spawn_point = find(world, classname, SPAWN_4_CLASS);
float found_player_here = false;
entity ents_in_spawn_range = findradius(spawn_point.origin, 32);
// check if there's a player in the way
while(ents_in_spawn_range != world) {
if (ents_in_spawn_range.classname == "player")
found_player_here = true;
ents_in_spawn_range = ents_in_spawn_range.chain;
}
// no player in the way, this spawn is good.
if (found_player_here == false)
found_viable_spawn = true;
}
// Set their location
self.origin = spawn_point.origin + '0 0 1';
self.angles = spawn_point.angles;
// Assign their starting weapon
Weapon_GiveWeapon(spawn_point.weapon, spawn_point.currentmag, spawn_point.currentammo);
};
void() PlayerSpawn =
{
entity spawnpoint = world;
@ -565,68 +617,16 @@ void() PlayerSpawn =
pl1 = self;
}
float viable_spawnpoint = false;
// if the mapper doesn't have the co-op ents set up, just plop everyone at the
// normal start.
if (find(world, classname, "info_player_tank") == world &&
find(world, classname, "info_player_nikolai") == world &&
find(world, classname, "info_player_takeo") == world &&
find(world, classname, "info_player_doctor") == world) {
spawnpoint = find(world, classname, "info_player_start");
viable_spawnpoint = true;
}
//
// pick a random spawn point regardless of solo or co-op
//
while(!viable_spawnpoint) {
float number = random();
// assign one of the spawnpoints
if (number < 0.25)
spawnpoint = find(world, classname, "info_player_tank");
else if (number < 0.50)
spawnpoint = find(world, classname, "info_player_nikolai");
else if (number < 0.75)
spawnpoint = find(world, classname, "info_player_takeo");
else
spawnpoint = find(world, classname, "info_player_doctor");
float found_player_here = false;
entity ents_in_spawn_range = findradius(spawnpoint.origin, 32);
// check if there's a player in the way
while(ents_in_spawn_range != world) {
if (ents_in_spawn_range.classname == "player")
found_player_here = true;
ents_in_spawn_range = ents_in_spawn_range.chain;
}
// no player in the way, this spawn is good.
if (found_player_here == false)
viable_spawnpoint = true;
}
// Mapper doesn't have our specific co-op spawn set up..
if (spawnpoint == world)
spawnpoint = find(world, classname, "info_player_start");
// Assign them a spawn location.
Player_PickSpawnPoint();
self.origin = spawnpoint.origin + [0,0,1];
self.angles = spawnpoint.angles;
self.fixangle = TRUE;
self.fixangle = true;
setsize(self, [-16, -16, -32], [16, 16, 40]);
self.view_ofs = VEC_VIEW_OFS; // naievil -- set view_ofs to 32 to maintain half life (64) sizes
self.stance = 2;
self.new_ofs_z = self.view_ofs_z;
self.oldz = self.origin_z;
self.grenades = self.grenades | 1; // add frag grenades to player inventory
Weapon_GiveWeapon(G_STARTWEAPON[0], G_STARTWEAPON[1], G_STARTWEAPON[2]);
if (rounds)
self.primary_grenades = 2;
@ -702,8 +702,15 @@ void() SpectatorSpawn =
};
//called when a client loads a map
float spawns_initialized;
void() PutClientInServer =
{
// Init Spawn Points
if (!spawns_initialized) {
Spawns_Init();
spawns_initialized = true;
}
if(cvar("developer") || player_count > 1) {
bprint(PRINT_HIGH, self.netname);
bprint(PRINT_HIGH, " has joined the game.\n");