nuclide/Source/server/cstrike/spawn.c

361 lines
7.5 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
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[0] *= -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[0] *= -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)
{
}