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authorTim Angus <tim@ngus.net>2004-05-16 01:37:02 +0000
committerTim Angus <tim@ngus.net>2004-05-16 01:37:02 +0000
commit95bc884481782639f876671336e404a1b83f5d8c (patch)
tree7e6f263066b8fb0f6c0d7e59806ea073d0bf55cc /src/game
parent127ade46d41e599b55d4359eae5eebf69f638aee (diff)
* Fixed the gigantic spawn queue fuck up
Diffstat (limited to 'src/game')
-rw-r--r--src/game/g_active.c30
-rw-r--r--src/game/g_buildable.c31
-rw-r--r--src/game/g_local.h4
-rw-r--r--src/game/g_main.c21
-rw-r--r--src/game/g_weapon.c16
5 files changed, 70 insertions, 32 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 0bbe5c82..dc00b0a7 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -369,6 +369,21 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd )
G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN );
}
}
+
+ //set the queue position for the client side
+ if( client->ps.pm_flags & PMF_QUEUED )
+ {
+ if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ client->ps.persistant[ PERS_QUEUEPOS ] =
+ G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
+ }
+ else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ client->ps.persistant[ PERS_QUEUEPOS ] =
+ G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
+ }
+ }
}
if( ( client->buttons & BUTTON_USE_HOLDABLE ) && !( client->oldbuttons & BUTTON_USE_HOLDABLE ) )
@@ -986,21 +1001,6 @@ void ClientThink_real( gentity_t *ent )
}
}
- //set the queue position for the client side
- if( client->ps.pm_flags & PMF_QUEUED )
- {
- if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
- {
- client->ps.persistant[ PERS_QUEUEPOS ] =
- G_GetPosInSpawnQueue( &level.alienSpawnQueue, client->ps.clientNum );
- }
- else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
- {
- client->ps.persistant[ PERS_QUEUEPOS ] =
- G_GetPosInSpawnQueue( &level.humanSpawnQueue, client->ps.clientNum );
- }
- }
-
// set speed
client->ps.speed = g_speed.value * BG_FindSpeedForClass( client->ps.stats[ STAT_PCLASS ] );
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index f8e83826..ad3b4c29 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -177,12 +177,12 @@ static qboolean findPower( gentity_t *self )
/*
================
-isPower
+G_isPower
-simple wrapper to findPower to check if a location has power
+Simple wrapper to findPower to check if a location has power
================
*/
-static qboolean isPower( vec3_t origin )
+qboolean G_isPower( vec3_t origin )
{
gentity_t dummy;
@@ -251,12 +251,12 @@ static qboolean findDCC( gentity_t *self )
/*
================
-isDCC
+G_isDCC
simple wrapper to findDCC to check for a dcc
================
*/
-static qboolean isDCC( )
+qboolean G_isDCC( void )
{
gentity_t dummy;
@@ -307,6 +307,23 @@ static qboolean findOvermind( gentity_t *self )
/*
================
+G_isOvermind
+
+Simple wrapper to findOvermind to check if a location has an overmind
+================
+*/
+qboolean G_isOvermind( void )
+{
+ gentity_t dummy;
+
+ dummy.overmindNode = NULL;
+ dummy.biteam = BIT_ALIENS;
+
+ return findOvermind( &dummy );
+}
+
+/*
+================
findCreep
attempt to find creep for self, return qtrue if successful
@@ -2374,7 +2391,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
//human criteria
- if( !isPower( entity_origin ) )
+ if( !G_isPower( entity_origin ) )
{
//tell player to build a repeater to provide power
if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER )
@@ -2386,7 +2403,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
}
//this buildable requires a DCC
- if( BG_FindDCCTestForBuildable( buildable ) && !isDCC( ) )
+ if( BG_FindDCCTestForBuildable( buildable ) && !G_isDCC( ) )
reason = IBE_NODCC;
//check that there is a parent reactor when building a repeater
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 38d7f6b6..8d891279 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -608,6 +608,10 @@ typedef enum
qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit );
gentity_t *G_CheckSpawnPoint( vec3_t origin, vec3_t normal, buildable_t spawn, vec3_t spawnOrigin );
+
+qboolean G_isPower( vec3_t origin );
+qboolean G_isDCC( void );
+qboolean G_isOvermind( void );
void G_BuildableThink( gentity_t *ent, int msec );
qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
diff --git a/src/game/g_main.c b/src/game/g_main.c
index c5546168..0fd433b7 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -717,13 +717,15 @@ Remove from front element from a spawn queue
*/
int G_PopSpawnQueue( spawnQueue_t *sq )
{
- int popee = sq->front;
+ int clientNum = sq->clients[ sq->front ];
if( G_GetSpawnQueueLength( sq ) > 0 )
{
+ sq->clients[ sq->front ] = -1;
sq->front = QUEUE_PLUS1( sq->front );
- g_entities[ sq->clients[ popee ] ].client->ps.pm_flags &= ~PMF_QUEUED;
- return sq->clients[ popee ];
+ g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED;
+
+ return clientNum;
}
else
return -1;
@@ -769,7 +771,7 @@ qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum )
sq->clients[ i ] = sq->clients[ QUEUE_PLUS1( i ) ];
i = QUEUE_PLUS1( i );
- } while( i != sq->back );
+ } while( i != QUEUE_PLUS1( sq->back ) );
sq->back = QUEUE_MINUS1( sq->back );
g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED;
@@ -802,9 +804,9 @@ int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum )
if( sq->clients[ i ] == clientNum )
{
if( i < sq->front )
- return i + MAX_CLIENTS - sq->front + 1;
+ return i + MAX_CLIENTS - sq->front;
else
- return i - sq->front + 1;
+ return i - sq->front;
}
i = QUEUE_PLUS1( i );
@@ -826,13 +828,16 @@ void G_PrintSpawnQueue( spawnQueue_t *sq )
int i = sq->front;
int length = G_GetSpawnQueueLength( sq );
- G_Printf( "l: %d f: %d b: %d c: ", length, sq->front, sq->back );
+ G_Printf( "l:%d f:%d b:%d :", length, sq->front, sq->back );
if( length > 0 )
{
do
{
- G_Printf( "%d ", sq->clients[ i ] );
+ if( sq->clients[ i ] == -1 )
+ G_Printf( "*:" );
+ else
+ G_Printf( "%d:", sq->clients[ i ] );
i = QUEUE_PLUS1( i );
} while( i != QUEUE_PLUS1( sq->back ) );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 1aa7504c..9b6eb706 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -631,8 +631,20 @@ void buildFire( gentity_t *ent, dynMenu_t menu )
if( G_ValidateBuild( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) )
{
ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
- ent->client->ps.stats[ STAT_MISC ] +=
- BG_FindBuildDelayForWeapon( ent->s.weapon );
+
+ if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_isOvermind( ) )
+ {
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
+ }
+ else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_isPower( muzzle ) )
+ {
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2;
+ }
+ else
+ ent->client->ps.stats[ STAT_MISC ] +=
+ BG_FindBuildDelayForWeapon( ent->s.weapon );
}
return;
}