diff options
author | Roman Tetelman <kevlarman@gmail.com> | 2009-10-03 12:18:14 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:50 +0000 |
commit | e8e306e2e8e57d7d612ad7c9cc70a0314ef1d58c (patch) | |
tree | e3fb6e3fd5d2d019c19de7021985bc186c588a45 /src/game/g_buildable.c | |
parent | 549ba4d62d503804c4678452aee96ce01839713f (diff) |
* allow repeaters to be built in range of the reactor (but not other repeaters)
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 74 |
1 files changed, 71 insertions, 3 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 11fe5214..fee03896 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -229,6 +229,76 @@ static gentity_t *G_PowerEntityForPoint( vec3_t origin ) /* ================ +G_FindRepeater + +attempt to find a repeater in range of self, return qtrue if successful +================ +*/ +static qboolean G_FindRepeater( gentity_t *self ) +{ + int i; + gentity_t *ent; + gentity_t *closestPower = NULL; + int distance = 0; + int minDistance = REPEATER_BASESIZE + 1; + vec3_t temp_v; + + if( self->buildableTeam != TEAM_HUMANS ) + return qfalse; + + //iterate through entities + for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( ent->s.eType != ET_BUILDABLE ) + continue; + + //if entity is a power item calculate the distance to it + if( ent->s.modelindex == BA_H_REPEATER && + ent->spawned && ent->powered ) + { + VectorSubtract( self->s.origin, ent->s.origin, temp_v ); + distance = VectorLength( temp_v ); + + if( distance < minDistance ) + { + closestPower = ent; + minDistance = distance; + } + } + } + + //if there were no power items nearby give up + if( closestPower ) + { + self->parentNode = closestPower; + return qtrue; + } + return qfalse; +} +/* +================ +G_RepeaterEntityForPoint + +Simple wrapper to G_FindRepeater to find a repeater providing +power for the specified point +================ +*/ +static gentity_t *G_RepeaterEntityForPoint( vec3_t origin ) +{ + gentity_t dummy; + + dummy.parentNode = NULL; + dummy.buildableTeam = TEAM_HUMANS; + dummy.s.modelindex = BA_NONE; + VectorCopy( origin, dummy.s.origin ); + + if( G_FindRepeater( &dummy ) ) + return dummy.parentNode; + else + return NULL; +} +/* +================ G_IsPowered Check if a location has power, returning the entity type @@ -3018,9 +3088,7 @@ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance if( tempent == NULL ) // No reactor reason = IBE_RPTNOREAC; - else if( g_markDeconstruct.integer && G_IsPowered( entity_origin ) == BA_H_REACTOR ) - reason = IBE_RPTPOWERHERE; - else if( !g_markDeconstruct.integer && G_IsPowered( entity_origin ) ) + else if( !g_markDeconstruct.integer && G_RepeaterEntityForPoint( entity_origin ) ) reason = IBE_RPTPOWERHERE; } |