nuclide/Source/Server/Spawn.c

371 lines
8.6 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
entity eLastTSpawn;
entity eLastCTSpawn;
/*
=================
Spawn_FindSpawnPoint
Recursive function that gets the next spawnpoint
=================
*/
entity Spawn_FindSpawnPoint( float fTeam ) {
entity eSpot, eLastSpawn;
entity eThing;
int iCount;
string sClassname;
if ( fTeam == TEAM_T ) {
sClassname = "info_player_deathmatch";
eSpot = eLastSpawn = eLastTSpawn;
} else if ( fTeam == TEAM_CT ) {
sClassname = "info_player_start";
eSpot = eLastSpawn = eLastCTSpawn;
} else if ( fTeam == TEAM_VIP ) {
return find( world, classname, "info_vip_start" );
}
while ( 1 ) {
eSpot = find(eSpot, classname, sClassname);
if (eSpot == eLastSpawn)
{ //fall back on lame cycling/spawnfragging
eLastSpawn = find(eLastSpawn, classname, sClassname);
if (!eLastSpawn)
eLastSpawn = find(eLastSpawn, classname, sClassname);
return eLastSpawn;
}
if (eSpot != world) {
iCount = 0;
eThing = findradius(eSpot.origin, 32);
while(eThing) {
if (eThing.classname == "player")
iCount++;
eThing = eThing.chain;
}
if (iCount == 0) {
eLastSpawn = eSpot;
return eSpot;
}
}
}
return eSpot;
}
/*
=================
Spawn_ObserverCam
Look for the next spawnpoint
=================
*/
void Spawn_ObserverCam( void ) {
entity eTarget;
// Go find a camera if we aren't dead
entity eCamera = find ( world, classname, "trigger_camera" );
if ( eCamera ) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
self.angles_x *= -1;
}
}
} else {
// Can't find a camera? Just do this lazy thing, CS seems to do the same
eCamera = find ( world, classname, "info_player_start" );
if ( eCamera ) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
self.angles_x *= -1;
}
}
}
}
self.fixangle = TRUE;
}
/*
=================
Spawn_RespawnClient
Called whenever a player just needs his basic properties to be reset
=================
*/
void Spawn_RespawnClient( float fTeam ) {
entity eSpawn;
forceinfokey( self, "*spec", "0" );
eSpawn = Spawn_FindSpawnPoint( self.team );
self.classname = "player";
self.health = self.max_health = 100;
forceinfokey( self, "*dead", "0" );
Rules_CountPlayers();
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.flags = FL_CLIENT;
self.vPain = Player_Pain;
self.vDeath = Player_Death;
self.iBleeds = TRUE;
self.fSlotC4Bomb = 0; // Clear the C4
self.viewzoom = 1.0; // Clear scopes
self.origin = eSpawn.origin;
self.angles = eSpawn.angles;
self.fixangle = TRUE;
// Get the player-model from Defs.h's list
if ( self.team != TEAM_VIP ) {
setmodel( self, sCSPlayers[ self.fCharModel ] );
} else {
setmodel( self, "models/player/vip/vip.mdl" );
}
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.velocity = '0 0 0';
self.frame = 1; // Idle frame
self.fBombProgress = 0;
Ammo_AutoFill(self.fSlotPrimary);
Ammo_AutoFill(self.fSlotSecondary);
}
/*
=================
Spawn_CreateClient
Called whenever a player becomes a completely new type of player
=================
*/
void Spawn_CreateClient( float fCharModel ) {
// What team are we on - 0= Spectator, < 5 Terrorists, CT rest
if( fCharModel == 0 ) {
PutClientInServer();
Spawn_ObserverCam();
return;
} else if( fCharModel < 5 ) {
forceinfokey( self, "*team", "0" );
self.team = TEAM_T;
Weapon_AddItem( WEAPON_KNIFE );
if ( autocvar_fcs_knifeonly == FALSE ) {
Weapon_AddItem( WEAPON_GLOCK18 );
Weapon_GiveAmmo( WEAPON_GLOCK18, 40 );
Weapon_Draw( WEAPON_GLOCK18 );
} else {
Weapon_Draw( WEAPON_KNIFE );
}
} else {
self.team = TEAM_CT;
Weapon_AddItem( WEAPON_KNIFE );
if ( autocvar_fcs_knifeonly == FALSE ) {
Weapon_AddItem( WEAPON_USP45 );
Weapon_GiveAmmo( WEAPON_USP45, 24 );
Weapon_Draw( WEAPON_USP45 );
} else {
Weapon_Draw( WEAPON_KNIFE );
}
}
if( self.iInGame == FALSE ) {
self.iInGame = TRUE;
}
forceinfokey( self, "*team", ftos( self.team ) );
Spawn_RespawnClient( self.team );
self.fAttackFinished = time + 1;
}
/*
=================
Spawn_MakeSpectator
Called on connect and whenever a player dies
=================
*/
void Spawn_MakeSpectator( void ) {
self.classname = "spectator";
self.health = 0;
self.armor = 0;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NOCLIP;
self.flags = FL_CLIENT;
self.weapon = 0;
self.viewzoom = 1.0f;
self.model = 0;
setsize (self, '-16 -16 -16', '16 16 16');
self.view_ofs = self.velocity = '0 0 0';
forceinfokey( self, "*spec", "2" ); // Make sure we are known as a spectator
Ammo_Clear();
// Clear the inventory
self.fSlotMelee = self.fSlotPrimary = self.fSlotSecondary = self.fSlotGrenade = self.iEquipment = 0;
}
/*
=================
CSEv_GamePlayerSpawn_f
Event Handling, called by the Client codebase via 'sendevent'
=================
*/
void CSEv_GamePlayerSpawn_f( float fChar ) {
if ( self.team == TEAM_VIP ) {
centerprint( self, "You are the VIP!\nYou cannot switch roles now.\n" );
self.fAttackFinished = time + 1.0;
return;
}
// Hey, we are alive and are trying to switch teams, so subtract us from the Alive_Team counter.
if ( self.health > 0 ) {
self.health = 0;
Rules_CountPlayers();
Rules_DeathCheck();
Player_Death(0);
}
Ammo_Clear();
// Spawn the players immediately when its in the freeze state
switch ( fGameState ) {
case GAME_FREEZE:
self.fCharModel = fChar;
Spawn_CreateClient( fChar );
if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 1 ) ) {
if ( iBombZones > 0 ) {
Rules_MakeBomber();
}
} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 1 ) ) {
if ( iVIPZones > 0 ) {
Rules_MakeVIP();
}
}
break;
default:
if ( fChar == 0 ) {
PutClientInServer();
return;
} else if( fChar < 5 ) {
self.team = TEAM_T;
} else {
self.team = TEAM_CT;
}
Spawn_MakeSpectator();
self.classname = "player";
self.fCharModel = fChar;
self.health = 0;
forceinfokey( self, "*dead", "1" );
forceinfokey( self, "*team", ftos( self.team ) );
break;
}
self.frags = 0;
self.fDeaths = 0;
forceinfokey( self, "*deaths", "0" );
// Split up for readability and expandability?
if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 0 ) ) {
Rules_RoundOver( FALSE, 0, FALSE );
} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 0 ) ) {
Rules_RoundOver( FALSE, 0, FALSE );
}
}
/*
=================
info_player_start
Counter-Terrorist Spawnpoints
=================
*/
void info_player_start( void ) {
if ( autocvar_fcs_swapteams == TRUE ) {
self.classname = "info_player_deathmatch";
}
}
/*
=================
info_player_deathmatch
Terrorist Spawnpoints
=================
*/
void info_player_deathmatch( void ) {
if ( autocvar_fcs_swapteams == TRUE ) {
self.classname = "info_player_start";
}
}
/* Counter-Strike: Source compat */
void info_player_counterterrorist(void)
{
setorigin(self, self.origin + [0,0,32]);
self.classname = "info_player_start";
info_player_start();
}
void info_player_terrorist(void)
{
setorigin(self, self.origin + [0,0,32]);
self.classname = "info_player_deathmatch";
info_player_deathmatch();
}
/*
=================
info_vip_start
=================
*/
void info_vip_start( void ) {
}