diff options
author | Ben Millwood <thebenmachine@gmail.com> | 2009-10-03 13:00:00 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:16:23 +0000 |
commit | e385cb197162269da855bba6c9fdce1b418b35bf (patch) | |
tree | 154ad5530b1d256071a0069328055730a7f8fffb /src | |
parent | 69b6bfc354c10e26debec2a6c468ab7cc41f886f (diff) |
Make next queue time calculation more consistent
Diffstat (limited to 'src')
-rw-r--r-- | src/game/g_buildable.c | 40 | ||||
-rw-r--r-- | src/game/g_local.h | 1 | ||||
-rw-r--r-- | src/game/g_main.c | 24 |
3 files changed, 45 insertions, 20 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 5d40cd15..99f27960 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -2627,23 +2627,35 @@ void G_QueueBuildPoints( gentity_t *self ) if( powerEntity ) { + int nqt; switch( powerEntity->s.modelindex ) { case BA_H_REACTOR: - if( !level.humanBuildPointQueue ) - level.humanNextQueueTime = level.time + g_humanBuildQueueTime.integer; + nqt = G_NextQueueTime( level.humanBuildPointQueue, + g_humanBuildPoints.integer, + g_humanBuildQueueTime.integer ); + if( !level.humanBuildPointQueue || + level.time + nqt < level.humanNextQueueTime ) + level.humanNextQueueTime = level.time + nqt; level.humanBuildPointQueue += BG_Buildable( self->s.modelindex )->buildPoints; break; case BA_H_REPEATER: - if( powerEntity->usesZone && level.powerZones[powerEntity->zone].active ) + if( powerEntity->usesZone && + level.powerZones[ powerEntity->zone ].active ) { - zone_t *zone = &level.powerZones[powerEntity->zone]; + zone_t *zone = &level.powerZones[ powerEntity->zone ]; + + nqt = G_NextQueueTime( zone->queuedBuildPoints, + zone->totalBuildPoints, + g_humanRepeaterBuildQueueTime.integer ); + + if( !zone->queuedBuildPoints || + level.time + nqt < zone->nextQueueTime ) + zone->nextQueueTime = level.time + nqt; - if( !zone->queuedBuildPoints ) - zone->nextQueueTime = level.time + g_humanRepeaterBuildQueueTime.integer; zone->queuedBuildPoints += BG_Buildable( self->s.modelindex )->buildPoints; } @@ -2666,6 +2678,22 @@ void G_QueueBuildPoints( gentity_t *self ) /* ============ +G_NextQueueTime +============ +*/ +int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate ) +{ + float fractionQueued; + + if( totalBP == 0 ) + return 0; + + fractionQueued = queuedBP / (float)totalBP; + return ( 1.0f - fractionQueued ) * queueBaseRate; +} + +/* +============ G_BuildableTouchTriggers Find all trigger entities that a buildable touches. diff --git a/src/game/g_local.h b/src/game/g_local.h index 57406735..8e1a31d1 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -763,6 +763,7 @@ int G_LayoutList( const char *map, char *list, int len ); void G_LayoutSelect( void ); void G_LayoutLoad( void ); void G_BaseSelfDestruct( team_t team ); +int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate ); void G_QueueBuildPoints( gentity_t *self ); int G_GetBuildPoints( const vec3_t pos, team_t team, int dist ); qboolean G_FindPower( gentity_t *self ); diff --git a/src/game/g_main.c b/src/game/g_main.c index 2e2040ef..eab09ad8 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1078,16 +1078,18 @@ void G_CalculateBuildPoints( void ) level.alienNextQueueTime < level.time ) { level.alienBuildPointQueue--; - level.alienNextQueueTime += (int)( g_alienBuildQueueTime.integer * - ( 1.0f - ( (float)level.alienBuildPointQueue / level.alienBuildPoints ) ) ); + level.alienNextQueueTime += G_NextQueueTime( level.alienBuildPointQueue, + g_alienBuildPoints.integer, + g_alienBuildQueueTime.integer ); } while( level.humanBuildPointQueue > 0 && level.humanNextQueueTime < level.time ) { level.humanBuildPointQueue--; - level.humanNextQueueTime += (int)( g_humanBuildQueueTime.integer * - ( 1.0f - ( (float)level.humanBuildPointQueue / level.humanBuildPoints ) ) ); + level.humanNextQueueTime += G_NextQueueTime( level.humanBuildPointQueue, + g_humanBuildPoints.integer, + g_humanBuildQueueTime.integer ); } // Sudden Death checks @@ -1220,20 +1222,14 @@ void G_CalculateBuildPoints( void ) while( zone->queuedBuildPoints > 0 && zone->nextQueueTime < level.time ) { - float queued; - - zone->queuedBuildPoints--; - queued = zone->queuedBuildPoints / (float)zone->totalBuildPoints; - - // It is possible for queued BP to be great than total BP, - // in which case, treat it as if the leftover BP is positive - zone->nextQueueTime += abs( g_humanRepeaterBuildQueueTime.integer * - ( 1 - queued ) ); + zone->nextQueueTime += G_NextQueueTime( zone->queuedBuildPoints, + zone->totalBuildPoints, + g_humanRepeaterBuildQueueTime.integer ); } } else { - zone->totalBuildPoints = zone->queuedBuildPoints = 0; + zone->totalBuildPoints = zone->queuedBuildPoints = 0; } } } |