nuclide/src/server/spawn.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
=================
Spawn_ObserverCam
Find a spawnpoint for spectators and set origin and angle of the 'pl' target.
=================
*/
void
Spawn_ObserverCam(NSClientPlayer pl)
{
entity eTarget;
entity eCamera = find(world, ::classname, "trigger_camera");
if (eCamera) {
pl.origin = eCamera.origin;
if (eCamera.target) {
eTarget = find(world, ::targetname, eCamera.target);
if (eTarget) {
pl.angles = vectoangles(eTarget.origin - eCamera.origin);
//pl.angles[0] *= -1;
}
}
} else {
/* can't find a camera? CS chooses to pick a spawnpoint instead */
eCamera = find (world, ::classname, "info_player_start");
if (eCamera) {
pl.origin = eCamera.origin;
pl.angles = eCamera.angles;
}
}
Client_FixAngle(pl, pl.angles);
}
/*
=================
Spawn_PlayerRange
Returns how close the closest player is to any given spot.
=================
*/
float Spawn_PlayerRange(entity spot) {
entity pl;
float bestdist;
float dist;
bestdist = 9999999;
for (pl = world; (pl = find(pl, classname, "player"));) {
if (pl->health <= 0) {
continue;
}
dist = vlen(spot.origin - pl.origin);
if (dist < bestdist) {
bestdist = dist;
}
}
return bestdist;
}
/*
=================
Spawn_SelectRandom
Return a point in the map that's both 'random' and also not too close to any
living player.
=================
*/
entity Spawn_SelectRandom(string cname)
{
static entity lastspot;
entity spot = lastspot;
float max = 0;
/* check if _any_ entity of this type exists */
entity testcase = find(world, ::classname, cname);
/* count our max count */
for (entity e = world;(e = find(e, ::classname, cname));) {
max++;
}
if (max <= 0) {
print(sprintf("^1Error: %s is not present on this map.\n", cname));
return __NULL__;
}
for (int i = random(1, max); i > 0; i--) {
spot = find(spot, classname, cname);
}
if (spot == __NULL__) {
spot = find(spot, classname, cname);
}
entity firstspot = spot;
do {
if (spot) {
if (Spawn_PlayerRange(spot) > 128) {
if (spot.origin == [0,0,0]) {
spot = find(spot, classname, cname);
continue;
}
lastspot = spot;
return spot;
}
}
spot = find(spot, classname, cname);
} while (spot != firstspot);
if (!spot) {
lastspot = spot;
return spot;
}
/* still not found any */
if (spot == __NULL__) {
error(sprintf("Spawn_SelectRandom: no %s on level", cname));
return (__NULL__);
}
lastspot = spot;
return spot;
}