mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-25 05:11:05 +00:00
373 lines
No EOL
10 KiB
C++
373 lines
No EOL
10 KiB
C++
/*
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server/player/spawn_points.qc
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Code for Player Spawn points.
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define SPAWN_PLR_1 0
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#define SPAWN_PLR_2 1
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#define SPAWN_PLR_3 2
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#define SPAWN_PLR_4 3
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#define SPAWN_PLR_LEGACY 4
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#define SPAWN_START_WEAPON W_COLT
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#define SPAWN_START_MAG 8
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#define SPAWN_START_AMMO 32
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float player_spawns[5];
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entity spawn_points[5];
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string spawn_names[4];
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//
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// Spawns_ConvertOldClassnames()
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// Renames old/legacy spawns to their
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// newly assocated names.
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//
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void() Spawns_ConvertOldClassnames =
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{
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entity spawn_point;
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spawn_point = find(world, classname, "info_player_tank");
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if (spawn_point != world) spawn_point.classname = SPAWN_1_CLASS;
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spawn_point = find(world, classname, "info_player_nikolai");
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if (spawn_point != world) spawn_point.classname = SPAWN_2_CLASS;
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spawn_point = find(world, classname, "info_player_takeo");
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if (spawn_point != world) spawn_point.classname = SPAWN_3_CLASS;
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spawn_point = find(world, classname, "info_player_doctor");
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if (spawn_point != world) spawn_point.classname = SPAWN_4_CLASS;
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};
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//
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// Spawns_EntIsInRange(which, units)
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// Returns true if there is a solid entity
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// within the provided units at a given
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// entity's origin.
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//
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float(entity which, float units) Spawns_EntIsInRange =
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{
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float found_something = false;
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entity ents_in_range = findradius(which.origin, units);
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while(ents_in_range != world) {
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if (ents_in_range != which &&
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ents_in_range.solid != SOLID_NOT &&
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ents_in_range.solid != SOLID_TRIGGER)
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found_something = true;
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ents_in_range = ents_in_range.chain;
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}
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return found_something;
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}
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//
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// Spawns_PerformCheck(which, start_org, ...)
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// Performs various checks at different positions
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// for positioning of a spawn point if one is
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// not provided by the map. Sets the origin if
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// spot is valid.
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//
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float (entity which, vector start_org, vector dir,
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float units, vector feet, vector head) Spawns_PerformCheck =
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{
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// Try moving the designated units
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vector org = start_org + (dir * units);
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which.origin = org;
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which.solid = SOLID_BBOX;
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setorigin(which, which.origin);
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// If there's no ents in the way, check that we're
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// not stuck inside a brush.
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if (!Spawns_EntIsInRange(which, 64)) {
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feet = start_org /*- '0 0 16'*/;
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traceline (feet, feet + (dir * units), 0, spawn_points[SPAWN_PLR_1]);
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// We were successfully able to trace at the feet.
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if (trace_ent.classname == which.classname) {
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// Now try the head.
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head = start_org + '0 0 32';
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traceline (head, head + (dir * units), 0, spawn_points[SPAWN_PLR_1]);
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// Both feed and head are in the same boundary, one last step --
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// is this ent partially or totally in the world?
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if (trace_ent.classname == which.classname) {
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return Player_CanStandHere(which);
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}
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}
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}
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return false;
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};
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//
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// Spawns_SetAllNonSolid(ignore_first)
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// Marks all spawn points as SOLID_NOT,
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// use ignore_first to ommit player 1.
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//
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void(float ignore_first) Spawns_SetAllNonSolid =
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{
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float start;
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if (ignore_first) start = 1;
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else start = 0;
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for(float i = start; i < 4; i++) {
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if (spawn_points[i] == world)
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continue;
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spawn_points[i].solid = SOLID_NOT;
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setorigin(spawn_points[i], spawn_points[i].origin);
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}
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};
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//
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// Spawns_SetAllSolid(ignore_first)
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// Marks all spawn points as SOLID_BBOX,
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// use ignore_first to ommit player 1.
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//
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void(float ignore_first) Spawns_SetAllSolid =
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{
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float start;
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if (ignore_first) start = 1;
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else start = 0;
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for(float i = start; i < 4; i++) {
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if (spawn_points[i] == world)
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continue;
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spawn_points[i].solid = SOLID_BBOX;
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setorigin(spawn_points[i], spawn_points[i].origin);
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}
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};
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//
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// Spawns_FindViableSpawnSpot(which)
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// Uses a simple "algorithm" for predicting
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// potential viable spawn points, and calls
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// Spawns_PerformCheck() to validate and
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// set if able.
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//
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void(entity which) Spawns_FindViableSpawnSpot =
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{
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vector org = '0 0 0';
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vector trace_feet = '0 0 0';
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vector trace_head = '0 0 0';
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// Always start with the "main" (player 1) spawn
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vector start_origin = spawn_points[SPAWN_PLR_1].origin;
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makevectors(spawn_points[SPAWN_PLR_1].angles);
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// Spawn point determination "algorithm" is really simple --
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// We have "ideal" positioning that looks like this:
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// ---
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// 3
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// 2 1 4
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// ---
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// If any spot (other than 1) fails, try the next, when 4
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// is reached, start from the left again with a larger
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// distance from one, e.g.:
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// ---
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// 3
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// 4 2 1
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// ---
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// We do this for 2 cycles (64 units, 128 units, 192 units)
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// before giving up and just setting a spawn to slot 1, but
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// this SHOULD never happen(?!).
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float units = 64;
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for (float i = 0; i < 2; i++) {
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// Try moving to the "left".
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if (Spawns_PerformCheck(which, start_origin, v_right, -units, trace_feet, trace_head)) {
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Spawns_SetAllSolid(true);
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return;
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}
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// Now "forward".
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if (Spawns_PerformCheck(which, start_origin, v_forward, units, trace_feet, trace_head)) {
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Spawns_SetAllSolid(true);
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return;
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}
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// Now "right".
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if (Spawns_PerformCheck(which, start_origin, v_right, units, trace_feet, trace_head)) {
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Spawns_SetAllSolid(true);
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return;
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}
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// Now "back".
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if (Spawns_PerformCheck(which, start_origin, v_forward, -units, trace_feet, trace_head)) {
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Spawns_SetAllSolid(true);
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return;
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}
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// Increase the distance by 64 units and try again.
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Spawns_SetAllNonSolid(true);
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units += 64;
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}
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// Every attempt failed, just put them in the same
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// spot as player one.
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setorigin(which, start_origin);
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bprint(PRINT_HIGH, "WARN: Unable to find viable player start position\n");
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bprint(PRINT_HIGH, strcat(" for entity: ", which.classname));
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bprint(PRINT_HIGH, "\n");
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};
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//
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// Spawns_DropToFloor(who)
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// Drops the spawn point to
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// the floor.
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//
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void(entity who) Spawns_DropToFloor =
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{
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entity tempe = self;
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self = who;
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#ifdef FTE
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droptofloor();
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#else
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droptofloor(0, 0);
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#endif // FTE
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self = tempe;
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}
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//
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// Spawns_SetUpPoint(which)
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// Sets up base stats for a Spawn
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// Point such as size, and any fields
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// not provided by map maker.
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//
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void(entity which) Spawns_SetUpPoint =
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{
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which.solid = SOLID_BBOX;
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setsize(which, [-8, -8, -32], [8, 8, 40]);
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// NZ:P Beta was pretty relaxed when it came to spawn validity..
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// so doing this causes breakage on maps like Ankunft.
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if (map_compatibility_mode != MAP_COMPAT_BETA)
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Spawns_DropToFloor(which);
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if (!which.weapon) {
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which.weapon = SPAWN_START_WEAPON;
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which.currentmag = SPAWN_START_MAG;
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which.currentammo = SPAWN_START_AMMO;
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}
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};
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//
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// Spawns_FillMissing()
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// Creates any missing Spawn Points,
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// setting up their fields if necessary.
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//
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void() Spawns_FillMissing =
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{
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float i;
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// Count how many spawnpoints we have.
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for(i = 0; i < 4; i++) {
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spawn_points[i] = find(world, classname, spawn_names[i]);
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if (spawn_points[i] != world) {
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player_spawns[i] = true;
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Spawns_SetUpPoint(spawn_points[i]);
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}
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}
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// Store the legacy spawn point as well (info_player_start).
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spawn_points[SPAWN_PLR_LEGACY] = find(world, classname, "info_player_start");
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if (spawn_points[SPAWN_PLR_LEGACY] != world) {
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player_spawns[SPAWN_PLR_LEGACY] = true;
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Spawns_SetUpPoint(spawn_points[SPAWN_PLR_LEGACY]);
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Spawns_DropToFloor(spawn_points[i]);
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}
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// If there's no player 1 spawn or legacy spawn, crash.
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if (player_spawns[SPAWN_PLR_LEGACY] == false &&
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player_spawns[SPAWN_PLR_1] == false) {
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error("Spawns_FillMissing: No spawn points set in level.\n");
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return;
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}
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// If there's a legacy spawn, and a player 1 spawn,
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// remove the legacy spawn.
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if (player_spawns[SPAWN_PLR_LEGACY] == true &&
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player_spawns[SPAWN_PLR_1] == true) {
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remove(spawn_points[SPAWN_PLR_LEGACY]);
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player_spawns[SPAWN_PLR_LEGACY] = false;
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}
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// Convert info_player_start to info_player_1_spawn
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if (player_spawns[SPAWN_PLR_LEGACY] == true) {
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spawn_points[SPAWN_PLR_LEGACY].classname = SPAWN_1_CLASS;
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spawn_points[SPAWN_PLR_1] = spawn_points[SPAWN_PLR_LEGACY];
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player_spawns[SPAWN_PLR_1] = true;
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player_spawns[SPAWN_PLR_LEGACY] = false;
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}
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// Spawn points 2-4 if they dont exist
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for(i = 1; i < 4; i++) {
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if (player_spawns[i] == false) {
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spawn_points[i] = spawn();
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spawn_points[i].classname = spawn_names[i];
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spawn_points[i].angles = spawn_points[SPAWN_PLR_1].angles;
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Spawns_SetUpPoint(spawn_points[i]);
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Spawns_FindViableSpawnSpot(spawn_points[i]);
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}
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}
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Spawns_SetAllNonSolid(false);
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};
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//
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// Spawns_SetUpClassnames()
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// Fills the spawn_names[] array
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// with the classnames for the
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// associated index.
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//
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void() Spawns_SetUpClassnames =
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{
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spawn_names[0] = SPAWN_1_CLASS;
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spawn_names[1] = SPAWN_2_CLASS;
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spawn_names[2] = SPAWN_3_CLASS;
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spawn_names[3] = SPAWN_4_CLASS;
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};
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//
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// Spawns_Init()
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// Provide backwards compatibility
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// checks for old Spawn Points and
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// creates any that are absent.
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//
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void() Spawns_Init =
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{
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Spawns_ConvertOldClassnames();
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Spawns_SetUpClassnames();
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Spawns_FillMissing();
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}; |