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authorTim Angus <tim@ngus.net>2001-10-17 22:08:15 +0000
committerTim Angus <tim@ngus.net>2001-10-17 22:08:15 +0000
commit40aca014bafee22f1e6e9f07673da14a295f8889 (patch)
tree2ded9f15ee2f21a569501a2f7c7ff752c1756d39 /src/game
parent816950d5a2114c26c69ec874a5a4fe09a495e4e8 (diff)
Starcraft style building inprogress
Diffstat (limited to 'src/game')
-rw-r--r--src/game/bg_misc.c36
-rw-r--r--src/game/bg_public.h12
-rw-r--r--src/game/g_buildable.c69
3 files changed, 79 insertions, 38 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index fdc371e0..03472b08 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -1241,6 +1241,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_SPAWN, //int buildNum;
"bioegg", //char *buildName;
"team_droid_spawn", //char *entityName;
+ { "models/buildables/bioegg/bioegg.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1268,6 +1269,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_BARRICADE, //int buildNum;
"barricade", //char *buildName;
"team_droid_barricade",//char *entityName;
+ { "models/buildables/barricade/barricade.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1295,6 +1297,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_BOOSTER, //int buildNum;
"booster", //char *buildName;
"team_droid_booster", //char *entityName;
+ { "models/buildables/booster/booster.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1322,6 +1325,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_ACIDTUBE, //int buildNum;
"acid_tube", //char *buildName;
"team_droid_acid_tube",//char *entityName;
+ { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1349,6 +1353,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_TRAPPER, //int buildNum;
"trapper", //char *buildName;
"team_droid_trapper", //char *entityName;
+ { "models/buildables/trapper/trapper.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1376,6 +1381,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_D_HIVEMIND, //int buildNum;
"hivemind", //char *buildName;
"team_droid_hivemind", //char *entityName;
+ { "models/buildables/hivemind/hivemind.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1403,6 +1409,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_SPAWN, //int buildNum;
"replicator", //char *buildName;
"team_human_spawn", //char *entityName;
+ { "models/buildables/replicator/replicator.md3", 0, 0, 0 },
{ -40, -40, -4 }, //vec3_t mins;
{ 40, 40, 4 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1430,6 +1437,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_MEDISTAT, //int buildNum;
"medistat", //char *buildName;
"team_human_medistat", //char *entityName;
+ { "models/buildables/medistat/medistat.md3", 0, 0, 0 },
{ -40, -40, -4 }, //vec3_t mins;
{ 40, 40, 4 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1457,6 +1465,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_DEF1, //int buildNum;
"plasmaturret", //char *buildName;
"team_human_def1", //char *entityName;
+ { "models/buildables/plasmaturret/pturret_base.md3", "models/buildables/plasmaturret/pturret_top.md3", 0, 0 },
{ -24, -24, -11 }, //vec3_t mins;
{ 24, 24, 11 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1484,6 +1493,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_DEF2, //int buildNum;
"mgturret", //char *buildName;
"team_human_def2", //char *entityName;
+ { "models/buildables/plasmaturret/pturret_base.md3", "models/weapons2/machinegun/machinegun.md3", 0, 0 },
{ -24, -24, -11 }, //vec3_t mins;
{ 24, 24, 11 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1511,6 +1521,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_DEF3, //int buildNum;
"tesla", //char *buildName;
"team_human_tesla", //char *entityName;
+ { "models/buildables/tesla/tesla.md3", 0, 0, 0 },
{ -22, -22, -40 }, //vec3_t mins;
{ 22, 22, 40 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1538,6 +1549,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_DCC, //int buildNum;
"dcc", //char *buildName;
"team_human_dcc", //char *entityName;
+ { "models/buildables/dcc/dcc.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1565,6 +1577,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_BANK, //int buildNum;
"bank", //char *buildName;
"team_human_bank", //char *entityName;
+ { "models/buildables/bank/bank.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1592,6 +1605,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_MCU, //int buildNum;
"mcu", //char *buildName;
"team_human_mcu", //char *entityName;
+ { "models/buildables/mcu/mcu.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1619,6 +1633,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_REACTOR, //int buildNum;
"reactor", //char *buildName;
"team_human_reactor", //char *entityName;
+ { "models/buildables/reactor/reactor.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1646,6 +1661,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_REPEATER, //int buildNum;
"repeater", //char *buildName;
"team_human_repeater", //char *entityName;
+ { "models/buildables/repeater/repeater.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
@@ -1673,6 +1689,7 @@ buildableAttributes_t bg_buildableList[ ] =
BA_H_FLOATMINE, //int buildNum;
"floatmine", //char *buildName;
"team_human_floatmine",//char *entityName;
+ { "models/buildables/floatmine/floatmine.md3", 0, 0, 0 },
{ -15, -15, -15 }, //vec3_t mins;
{ 15, 15, 15 }, //vec3_t maxs;
TR_BUOYANCY, //trType_t traj;
@@ -1778,6 +1795,25 @@ char *BG_FindEntityNameForBuildable( int bclass )
/*
==============
+BG_FindModelsForBuildNum
+==============
+*/
+char *BG_FindModelsForBuildable( int bclass, int modelNum )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].models[ modelNum ];
+ }
+
+ //wimp out
+ return "";
+}
+
+/*
+==============
BG_FindBBoxForBuildable
==============
*/
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index c96ef9e2..2aa4e737 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -234,7 +234,8 @@ typedef enum {
STAT_STAMINA, //TA: stamina (human only)
STAT_STATE, //TA: client states e.g. wall climbing
STAT_CREDIT, //TA: human credit
- STAT_MISC //TA: for uh...misc stuff
+ STAT_MISC, //TA: for uh...misc stuff
+ STAT_BUILDABLE //TA: which ghost model to display for building
} statIndex_t;
#define SCA_WALLCLIMBER 1
@@ -253,6 +254,8 @@ typedef enum {
#define SS_BLOBLOCKED 128
#define SS_POISONED 256
+#define SB_VALID_TOGGLEBIT 8192
+#define SB_ACTIVE_TOGGLEBIT 16384
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
@@ -856,6 +859,8 @@ typedef struct
char *buildName;
char *entityName;
+
+ char *models[ MAX_ITEM_MODELS ];
vec3_t mins;
vec3_t maxs;
@@ -942,6 +947,7 @@ int BG_FindBuildNumForName( char *name );
int BG_FindBuildNumForEntityName( char *name );
char *BG_FindNameForBuildable( int bclass );
char *BG_FindEntityNameForBuildable( int bclass );
+char *BG_FindModelsForBuildable( int bclass, int modelNum );
void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs );
int BG_FindHealthForBuildable( int bclass );
trType_t BG_FindTrajectoryForBuildable( int bclass );
@@ -1026,8 +1032,8 @@ typedef enum {
ET_PLAYER,
ET_ITEM,
- ET_BUILDABLE, //TA: buildable type
- ET_CREEP, //TA: creep type
+ ET_BUILDABLE, //TA: buildable type
+ ET_CREEP, //TA: creep type
ET_MISSILE,
ET_MOVER,
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 7ee5e570..cec65380 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -86,11 +86,11 @@ qboolean findPower( gentity_t *self )
continue;
//if entity is a power item calculate the distance to it
- if( ent->s.clientNum == BA_H_REACTOR || ent->s.clientNum == BA_H_REPEATER )
+ if( ent->s.modelindex == BA_H_REACTOR || ent->s.modelindex == BA_H_REPEATER )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
- if( distance < minDistance && ( ent->active || self->s.clientNum == BA_H_SPAWN ) )
+ if( distance < minDistance && ( ent->active || self->s.modelindex == BA_H_SPAWN ) )
{
closestPower = ent;
minDistance = distance;
@@ -104,10 +104,10 @@ qboolean findPower( gentity_t *self )
return qfalse;
//bleh
- if( ( closestPower->s.clientNum == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) ||
- ( closestPower->s.clientNum == BA_H_REPEATER && self->s.clientNum == BA_H_SPAWN &&
+ if( ( closestPower->s.modelindex == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) ||
+ ( closestPower->s.modelindex == BA_H_REPEATER && self->s.modelindex == BA_H_SPAWN &&
( minDistance <= REPEATER_BASESIZE ) && closestPower->powered ) ||
- ( closestPower->s.clientNum == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) &&
+ ( closestPower->s.modelindex == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) &&
closestPower->active && closestPower->powered )
)
{
@@ -150,7 +150,7 @@ qboolean findDCC( gentity_t *self )
continue;
//if entity is a power item calculate the distance to it
- if( ent->s.clientNum == BA_H_DCC )
+ if( ent->s.modelindex == BA_H_DCC )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
@@ -200,7 +200,7 @@ qboolean findCreep( gentity_t *self )
if( !ent->classname || ent->s.eType != ET_BUILDABLE )
continue;
- if( ent->s.clientNum == BA_D_SPAWN || ent->s.clientNum == BA_D_HIVEMIND )
+ if( ent->s.modelindex == BA_D_SPAWN || ent->s.modelindex == BA_D_HIVEMIND )
{
/*VectorSubtract( self->s.origin, ent->s.origin, temp_v );*/
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
@@ -402,7 +402,7 @@ void DSpawn_Think( gentity_t *self )
G_FreeEntity( ent ); //quietly remove
}
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
/*
@@ -503,7 +503,7 @@ void DBarricade_Think( gentity_t *self )
return;
}
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
@@ -543,7 +543,7 @@ void DAcidTube_Damage( gentity_t *self )
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
/*
@@ -586,7 +586,7 @@ void DAcidTube_Think( gentity_t *self )
}
}
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
@@ -629,7 +629,7 @@ void ddef_fireonenemy( gentity_t *self, int firespeed )
vec3_t dirToTarget;
vec3_t target;
vec3_t halfAcceleration, thirdJerk;
- float distanceToTarget = BG_FindRangeForBuildable( self->s.clientNum );
+ float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex );
int i;
VectorScale( self->enemy->acceleration, 1.0f / 2.0f, halfAcceleration );
@@ -740,10 +740,10 @@ think function for Droid Defense
*/
void DTrapper_Think( gentity_t *self )
{
- int range = BG_FindRangeForBuildable( self->s.clientNum );
- int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum );
+ int range = BG_FindRangeForBuildable( self->s.modelindex );
+ int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex );
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
//if there is no creep nearby die
if( !findCreep( self ) )
@@ -791,10 +791,10 @@ void HRpt_Think( gentity_t *self )
if( !ent->classname || ent->s.eType != ET_BUILDABLE )
continue;
- if( ent->s.clientNum == BA_H_SPAWN && ent->parentNode == self )
+ if( ent->s.modelindex == BA_H_SPAWN && ent->parentNode == self )
count++;
- if( ent->s.clientNum == BA_H_REACTOR )
+ if( ent->s.modelindex == BA_H_REACTOR )
reactor = qtrue;
}
@@ -958,7 +958,7 @@ void HMedistat_Think( gentity_t *self )
}
}
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
@@ -1062,7 +1062,7 @@ qboolean hdef1_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
float temp;
- float distanceToTarget = BG_FindRangeForBuildable( self->s.clientNum );
+ float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex );
float timeTilImpact;
vec3_t halfAcceleration;
vec3_t thirdJerk;
@@ -1317,10 +1317,10 @@ think function for Human Defense
*/
void HDef_Think( gentity_t *self )
{
- int range = BG_FindRangeForBuildable( self->s.clientNum );
- int firespeed = BG_FindFireSpeedForBuildable( self->s.clientNum );
+ int range = BG_FindRangeForBuildable( self->s.modelindex );
+ int firespeed = BG_FindFireSpeedForBuildable( self->s.modelindex );
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
//find power for self
self->powered = findPower( self );
@@ -1351,7 +1351,7 @@ void HDef_Think( gentity_t *self )
self->enemy->targeted = self;
//if we are pointing at our target and we can fire shoot it
- switch( self->s.clientNum )
+ switch( self->s.modelindex )
{
case BA_H_DEF1:
if( hdef1_trackenemy( self ) && ( self->count < level.time ) )
@@ -1471,7 +1471,7 @@ void HSpawn_Think( gentity_t *self )
G_FreeEntity( ent ); //quietly remove
}
- self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex );
}
@@ -1540,7 +1540,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_D_SPAWN || tempent->s.clientNum == BA_D_HIVEMIND )
+ if( tempent->s.modelindex == BA_D_SPAWN || tempent->s.modelindex == BA_D_HIVEMIND )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
if( VectorLength( temp_v ) <= ( CREEP_BASESIZE * 3 ) )
@@ -1557,7 +1557,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_D_HIVEMIND )
+ if( tempent->s.modelindex == BA_D_HIVEMIND )
break;
}
@@ -1578,7 +1578,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_D_HIVEMIND )
+ if( tempent->s.modelindex == BA_D_HIVEMIND )
{
reason = IBE_HIVEMIND;
break;
@@ -1601,7 +1601,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_H_REACTOR || tempent->s.clientNum == BA_H_REPEATER )
+ if( tempent->s.modelindex == BA_H_REACTOR || tempent->s.modelindex == BA_H_REPEATER )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
templength = VectorLength( temp_v );
@@ -1615,9 +1615,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
//if this power entity satisfies expression
if( !(
- ( closestPower->s.clientNum == BA_H_REACTOR && minDistance <= REACTOR_BASESIZE ) ||
+ ( closestPower->s.modelindex == BA_H_REACTOR && minDistance <= REACTOR_BASESIZE ) ||
(
- closestPower->s.clientNum == BA_H_REPEATER && minDistance <= REPEATER_BASESIZE &&
+ closestPower->s.modelindex == BA_H_REPEATER && minDistance <= REPEATER_BASESIZE &&
(
( buildable == BA_H_SPAWN && closestPower->powered ) ||
( closestPower->powered && closestPower->active )
@@ -1643,7 +1643,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_H_REACTOR )
+ if( tempent->s.modelindex == BA_H_REACTOR )
break;
}
@@ -1659,7 +1659,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
continue;
- if( tempent->s.clientNum == BA_H_REACTOR )
+ if( tempent->s.modelindex == BA_H_REACTOR )
{
reason = IBE_REACTOR;
break;
@@ -1694,11 +1694,10 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin
built->classname = BG_FindEntityNameForBuildable( buildable );
built->item = BG_FindItemForBuildable( buildable );
- built->s.modelindex = built->item - bg_itemlist; // store item number in modelindex
- built->s.clientNum = buildable; //so we can tell what this is on the client side
+ built->s.modelindex = buildable; //so we can tell what this is on the client side
+ built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable );
BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs );
- built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable );
built->health = BG_FindHealthForBuildable( buildable );
built->damage = BG_FindDamageForBuildable( buildable );