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authorPetr Pudlak <petr.mvd@gmail.com>2014-09-20 19:45:18 +0200
committerPetr Pudlak <petr.mvd@gmail.com>2014-09-20 19:57:21 +0200
commitdc215ae76045cc7ee80db427a1da1eede472d376 (patch)
treedd55db4312509edf9c448fd7b180536f813a7937 /src/game/g_main.c
parent0238f457f4200a92e99e3be0a61a9870ea8ae560 (diff)
Scan if a team has a negative number of build points
The scan occurs periodically in the main loop. There is a given probability that a building dies within 1 minute if BP < 0.
Diffstat (limited to 'src/game/g_main.c')
-rw-r--r--src/game/g_main.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 3d9c52b..2a8fb13 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -366,6 +366,7 @@ void G_ShutdownGame( int restart );
void CheckExitRules( void );
void G_CountSpawns( void );
void G_CalculateBuildPoints( void );
+void G_CheckForNegativeBuildPoints( void );
/*
================
@@ -1353,6 +1354,75 @@ void G_CalculateBuildPoints( void )
// if( level.alienBuildPoints < 0 )
// level.alienBuildPoints = 0;
}
+
+/*
+============
+G_CheckForNegativeBuildPoints
+
+Recalculate the quantity of building points available to the teams
+============
+*/
+void G_CheckForNegativeBuildPoints( void )
+{
+ static const int thinkduration = 1037;
+ int e;
+ gentity_t *ent;
+ const buildableAttributes_t *ba;
+ float dieprob1min;
+ float surviveprob1min;
+ float surviveprobcur;
+ int a_bps, h_bps;
+
+ if( level.nextNegativeBPCheck > level.time )
+ return;
+ level.nextNegativeBPCheck += thinkduration;
+
+ a_bps = G_GetBuildPoints( NULL, TEAM_ALIENS );
+ h_bps = G_GetBuildPoints( NULL, TEAM_HUMANS );
+
+ if( ( a_bps >= 0 ) && ( h_bps >= 0 ) )
+ return;
+
+ for( e = 0; e < level.num_entities; ++e ) {
+ ent = g_entities + e;
+
+ if (!ent->inuse)
+ continue;
+ ba = BG_Buildable( ent->s.modelindex );
+
+ // no gain from a building without BPs
+ if( ba->buildPoints <= 0 )
+ continue;
+
+ // TODO: Add a separate probability for each buildable.
+ // If it's 0, then they won't die at all, and the checks for building types
+ // won't be needed.
+ dieprob1min = 0.42f; /* hard-wired */
+ if( dieprob1min <= 0.0f )
+ continue;
+ surviveprob1min = 1.0f - dieprob1min;
+ surviveprob1min = MAX( 0.0f, surviveprob1min );
+
+ // check for buildings that must not die
+ switch( ent->s.modelindex ) {
+ case BA_H_REACTOR:
+ case BA_H_REFINERY:
+ case BA_A_OVERMIND:
+ case BA_A_CREEPCOLONY:
+ continue;
+ }
+ // TODO end
+
+ if( ( ( ent->buildableTeam == TEAM_ALIENS ) && ( a_bps < 0 ) ) ||
+ ( ( ent->buildableTeam == TEAM_HUMANS ) && ( h_bps < 0 ) ) )
+ {
+ surviveprobcur = pow( surviveprob1min, thinkduration / 60000.0f );
+ if( surviveprobcur * RAND_MAX < rand( ) )
+ G_Suicide( ent, MOD_NOBP );
+ }
+ }
+}
+
/*
============
G_HumanBuildPoints
@@ -2747,6 +2817,7 @@ void G_RunFrame( int levelTime )
G_CountSpawns( );
G_CalculateBuildPoints( );
+ G_CheckForNegativeBuildPoints( );
G_CalculateStages( );
G_SpawnClients( TEAM_ALIENS );
G_SpawnClients( TEAM_HUMANS );