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-rw-r--r--src/cgame/cg_consolecmds.c2
-rw-r--r--src/game/bg_misc.c42
-rw-r--r--src/game/bg_public.h1
-rw-r--r--src/game/g_buildable.c125
-rw-r--r--src/game/g_cmds.c197
5 files changed, 309 insertions, 58 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c
index 316baef8..4e7bfd15 100644
--- a/src/cgame/cg_consolecmds.c
+++ b/src/cgame/cg_consolecmds.c
@@ -386,6 +386,8 @@ void CG_InitConsoleCommands( void ) {
trap_AddCommand ("build");
trap_AddCommand ("buy");
trap_AddCommand ("sell");
+ trap_AddCommand ("deposit");
+ trap_AddCommand ("withdraw");
trap_AddCommand ("itemact");
trap_AddCommand ("itemdeact");
trap_AddCommand ("itemtoggle");
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index af7328c7..0d5c5c7e 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -994,6 +994,22 @@ TA: human defense item
"" //sounds
},
+/*QUAKED team_human_bank (0 0 1) (-16 -16 -16) (16 16 16)
+TA: human defense item
+*/
+ {
+ "team_human_bank",
+ "sound/items/holdable.wav",
+ { "models/buildables/bank/bank.md3", 0, 0, 0 },
+ "icons/teleporter", //icon
+ "Human Bank", //pickup
+ 0,
+ IT_BUILDABLE,
+ BA_H_BANK,
+ "", //precache
+ "" //sounds
+ },
+
/*QUAKED team_human_reactor (0 0 1) (-16 -16 -16) (16 16 16)
TA: human power item
*/
@@ -1437,6 +1453,32 @@ buildableAttributes_t bg_buildableList[ ] =
qfalse //qboolean reactorTest;
},
{
+ BA_H_BANK, //int buildNum;
+ "bank", //char *buildName;
+ "team_human_bank", //char *entityName;
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 15 }, //vec3_t maxs;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ 200, //int buildPoints;
+ 1000, //int health;
+ 50, //int damage;
+ 50, //int splashDamage;
+ 150, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ 0, //int turretFireSpeed;
+ 0, //int turretRange;
+ WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
BA_H_MCU, //int buildNum;
"mcu", //char *buildName;
"team_human_mcu", //char *entityName;
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index a93b234b..845993d5 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -404,6 +404,7 @@ typedef enum {
BA_H_MCU,
BA_H_DCC,
BA_H_MEDISTAT,
+ BA_H_BANK,
BA_H_REACTOR,
BA_H_REPEATER,
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 2cc58041..808666b5 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -82,7 +82,7 @@ qboolean findPower( gentity_t *self )
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname )
+ if( !ent->classname || ent->s.eType != ET_BUILDABLE )
continue;
//if entity is a power item calculate the distance to it
@@ -146,7 +146,7 @@ qboolean findDCC( gentity_t *self )
//iterate through entities
for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
- if( !ent->classname )
+ if( !ent->classname || ent->s.eType != ET_BUILDABLE )
continue;
//if entity is a power item calculate the distance to it
@@ -193,6 +193,9 @@ qboolean findCreep( gentity_t *self )
{
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
+ if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ continue;
+
if( ent->s.clientNum == BA_D_SPAWN || ent->s.clientNum == BA_D_HIVEMIND )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
@@ -704,6 +707,9 @@ void HRpt_Think( gentity_t *self )
//iterate through entities
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
+ if( !ent->classname || ent->s.eType != ET_BUILDABLE )
+ continue;
+
if( ent->s.clientNum == BA_H_SPAWN && ent->parentNode == self )
count++;
@@ -770,6 +776,47 @@ void HMCU_Think( gentity_t *self )
+/*
+================
+HBank_Activate
+
+Called when a human activates a Bank
+================
+*/
+void HBank_Activate( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ //only humans can activate this
+ if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) return;
+
+ //if this is powered then call the mcu menu
+ if( self->powered )
+ G_AddPredictableEvent( activator, EV_MENU, MN_H_MCU );
+ else
+ G_AddPredictableEvent( activator, EV_MENU, MN_H_MCUPOWER );
+}
+
+/*
+================
+HBank_Think
+
+Think for bank
+================
+*/
+void HBank_Think( gentity_t *self )
+{
+ //make sure we have power
+ self->nextthink = level.time + REFRESH_TIME;
+
+ self->powered = findPower( self );
+}
+
+
+
+
+//==================================================================================
+
+
+
/*
================
@@ -793,6 +840,55 @@ void HDCC_Think( gentity_t *self )
+
+/*
+================
+HMedistat_Think
+
+think function for Droid Acid Tube
+================
+*/
+void HMedistat_Think( gentity_t *self )
+{
+ int entityList[ MAX_GENTITIES ];
+ vec3_t mins, maxs;
+ int i, num;
+ gentity_t *player;
+
+ VectorAdd( self->s.origin, self->r.maxs, maxs );
+ VectorAdd( self->s.origin, self->r.mins, mins );
+
+ mins[ 2 ] += fabs( self->r.mins[ 2 ] ) + self->r.maxs[ 2 ];
+ maxs[ 2 ] += 60; //player height
+
+ //make sure we have power
+ self->nextthink = level.time + REFRESH_TIME;
+
+ self->powered = findPower( self );
+
+ //do some damage
+ num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
+ for( i = 0; i < num; i++ )
+ {
+ player = &g_entities[ entityList[ i ] ];
+
+ if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] )
+ player->health++;
+ }
+ }
+
+ self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.clientNum );
+}
+
+
+
+
+//==================================================================================
+
+
+
/*
================
HFM_Touch
@@ -1367,6 +1463,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
+
if( tempent->s.clientNum == BA_D_SPAWN || tempent->s.clientNum == BA_D_HIVEMIND )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
@@ -1382,6 +1481,8 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
//look for a hivemind
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
if( tempent->s.clientNum == BA_D_HIVEMIND )
break;
}
@@ -1400,6 +1501,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
+
if( tempent->s.clientNum == BA_D_HIVEMIND )
{
reason = IBE_HIVEMIND;
@@ -1420,6 +1524,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
//find the nearest power entity
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
+
if( tempent->s.clientNum == BA_H_REACTOR || tempent->s.clientNum == BA_H_REPEATER )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
@@ -1459,6 +1566,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
+
if( tempent->s.clientNum == BA_H_REACTOR )
break;
}
@@ -1472,6 +1582,9 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
+ if( !tempent->classname || tempent->s.eType != ET_BUILDABLE )
+ continue;
+
if( tempent->s.clientNum == BA_H_REACTOR )
{
reason = IBE_REACTOR;
@@ -1587,13 +1700,19 @@ gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, flo
built->use = HMCU_Activate;
break;
+ case BA_H_BANK:
+ built->think = HBank_Think;
+ built->die = HSpawn_Die;
+ built->use = HBank_Activate;
+ break;
+
case BA_H_DCC:
built->think = HDCC_Think;
built->die = HSpawn_Die;
break;
case BA_H_MEDISTAT:
- built->think = HDCC_Think;
+ built->think = HMedistat_Think;
built->die = HSpawn_Die;
break;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 35a453a4..1d977b86 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -1722,26 +1722,18 @@ Activate an item
void Cmd_ActivateItem_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
+ int upgrade;
trap_Argv( 1, s, sizeof( s ) );
+ upgrade = BG_FindUpgradeNumForName( s );
if( ent->client->pers.pteam != PTE_HUMANS )
return;
- if( !Q_stricmp( s, "nvg" ) )
- {
- if( BG_gotItem( UP_NVG, ent->client->ps.stats ) )
- BG_activateItem( UP_NVG, ent->client->ps.stats );
- else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) );
- }
- else if( !Q_stricmp( s, "torch" ) )
- {
- if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) )
- BG_activateItem( UP_TORCH, ent->client->ps.stats );
- else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) );
- }
+ if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ BG_activateItem( upgrade, ent->client->ps.stats );
+ else
+ trap_SendServerCommand( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) );
}
@@ -1755,26 +1747,18 @@ Deactivate an item
void Cmd_DeActivateItem_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
+ int upgrade;
trap_Argv( 1, s, sizeof( s ) );
+ upgrade = BG_FindUpgradeNumForName( s );
if( ent->client->pers.pteam != PTE_HUMANS )
return;
- if( !Q_stricmp( s, "nvg" ) )
- {
- if( BG_gotItem( UP_NVG, ent->client->ps.stats ) )
- BG_deactivateItem( UP_NVG, ent->client->ps.stats );
- else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) );
- }
- else if( !Q_stricmp( s, "torch" ) )
- {
- if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) )
- BG_deactivateItem( UP_TORCH, ent->client->ps.stats );
- else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) );
- }
+ if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ BG_deactivateItem( upgrade, ent->client->ps.stats );
+ else
+ trap_SendServerCommand( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) );
}
@@ -1786,36 +1770,23 @@ Cmd_ToggleItem_f
void Cmd_ToggleItem_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
+ int upgrade;
trap_Argv( 1, s, sizeof( s ) );
+ upgrade = BG_FindUpgradeNumForName( s );
if( ent->client->pers.pteam != PTE_HUMANS )
return;
- if( !Q_stricmp( s, "nvg" ) )
+ if( BG_gotItem( upgrade, ent->client->ps.stats ) )
{
- if( BG_gotItem( UP_NVG, ent->client->ps.stats ) )
- {
- if( BG_activated( UP_NVG, ent->client->ps.stats ) )
- BG_deactivateItem( UP_NVG, ent->client->ps.stats );
- else
- BG_activateItem( UP_NVG, ent->client->ps.stats );
- }
- else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the NVG\n\"" ) );
- }
- else if( !Q_stricmp( s, "torch" ) )
- {
- if( BG_gotItem( UP_TORCH, ent->client->ps.stats ) )
- {
- if( BG_activated( UP_TORCH, ent->client->ps.stats ) )
- BG_deactivateItem( UP_TORCH, ent->client->ps.stats );
- else
- BG_activateItem( UP_TORCH, ent->client->ps.stats );
- }
+ if( BG_activated( upgrade, ent->client->ps.stats ) )
+ BG_deactivateItem( upgrade, ent->client->ps.stats );
else
- trap_SendServerCommand( ent-g_entities, va("print \"You don't have the torch\n\"" ) );
+ BG_activateItem( upgrade, ent->client->ps.stats );
}
+ else
+ trap_SendServerCommand( ent-g_entities, va( "print \"You don't have the %s\n\"", s ) );
}
@@ -1842,7 +1813,10 @@ void Cmd_Buy_f( gentity_t *ent )
for ( i = 1, mcuEntity = g_entities + i; i < level.num_entities; i++, mcuEntity++ )
{
- if( !Q_stricmp( mcuEntity->classname, "team_human_mcu" ) )
+ if( mcuEntity->s.eType != ET_BUILDABLE )
+ continue;
+
+ if( mcuEntity->s.clientNum == BA_H_MCU )
{
VectorSubtract( ent->s.pos.trBase, mcuEntity->s.origin, distance );
if( VectorLength( distance ) <= 100 )
@@ -1953,7 +1927,10 @@ void Cmd_Sell_f( gentity_t *ent )
for ( i = 1, mcuEntity = g_entities + i; i < level.num_entities; i++, mcuEntity++ )
{
- if( !Q_stricmp( mcuEntity->classname, "team_human_mcu" ) )
+ if( mcuEntity->s.eType != ET_BUILDABLE )
+ continue;
+
+ if( mcuEntity->s.clientNum == BA_H_MCU )
{
VectorSubtract( ent->s.pos.trBase, mcuEntity->s.origin, distance );
if( VectorLength( distance ) <= 100 )
@@ -1975,19 +1952,23 @@ void Cmd_Sell_f( gentity_t *ent )
{
//remove weapon if carried
if( BG_gotWeapon( weapon, ent->client->ps.stats ) )
+ {
BG_removeWeapon( weapon, ent->client->ps.stats );
- //add to funds
- ent->client->ps.stats[ STAT_CREDIT ] += BG_FindPriceForWeapon( weapon );
+ //add to funds
+ ent->client->ps.stats[ STAT_CREDIT ] += BG_FindPriceForWeapon( weapon );
+ }
}
else if( upgrade != UP_NONE )
{
//remove upgrade if carried
if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+ {
BG_removeItem( upgrade, ent->client->ps.stats );
- //add to funds
- ent->client->ps.stats[ STAT_CREDIT ] += BG_FindPriceForUpgrade( upgrade );
+ //add to funds
+ ent->client->ps.stats[ STAT_CREDIT ] += BG_FindPriceForUpgrade( upgrade );
+ }
}
else
{
@@ -1998,6 +1979,108 @@ void Cmd_Sell_f( gentity_t *ent )
/*
=================
+Cmd_Deposit_f
+=================
+*/
+void Cmd_Deposit_f( gentity_t *ent )
+{
+ char s[ MAX_TOKEN_CHARS ];
+ int amount;
+ vec3_t distance;
+ int i;
+ gentity_t *bankEntity;
+ qboolean nearBank = qfalse;
+
+ trap_Argv( 1, s, sizeof( s ) );
+ amount = atoi( s );
+
+ //droids don't sell stuff
+ if( ent->client->pers.pteam != PTE_HUMANS )
+ return;
+
+ for ( i = 1, bankEntity = g_entities + i; i < level.num_entities; i++, bankEntity++ )
+ {
+ if( bankEntity->s.eType != ET_BUILDABLE )
+ continue;
+
+ if( bankEntity->s.clientNum == BA_H_BANK )
+ {
+ VectorSubtract( ent->s.pos.trBase, bankEntity->s.origin, distance );
+ if( VectorLength( distance ) <= 100 )
+ nearBank = qtrue;
+ }
+ }
+
+ //no Bank nearby
+ if( !nearBank )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be near an Bank\n\"" ) );
+ return;
+ }
+
+ if( amount <= ent->client->ps.stats[ STAT_CREDIT ] )
+ {
+ ent->client->ps.stats[ STAT_CREDIT ] -= amount;
+ bankEntity->credits[ ent->client->ps.clientNum ] += amount;
+ }
+ else
+ trap_SendServerCommand( ent-g_entities, va("print \"You do not have that amount\n\"" ) );
+}
+
+
+/*
+=================
+Cmd_Withdraw_f
+=================
+*/
+void Cmd_Withdraw_f( gentity_t *ent )
+{
+ char s[ MAX_TOKEN_CHARS ];
+ int amount;
+ vec3_t distance;
+ int i;
+ gentity_t *bankEntity;
+ qboolean nearBank = qfalse;
+
+ trap_Argv( 1, s, sizeof( s ) );
+ amount = atoi( s );
+
+ //droids don't sell stuff
+ if( ent->client->pers.pteam != PTE_HUMANS )
+ return;
+
+ for ( i = 1, bankEntity = g_entities + i; i < level.num_entities; i++, bankEntity++ )
+ {
+ if( bankEntity->s.eType != ET_BUILDABLE )
+ continue;
+
+ if( bankEntity->s.clientNum == BA_H_BANK )
+ {
+ VectorSubtract( ent->s.pos.trBase, bankEntity->s.origin, distance );
+ if( VectorLength( distance ) <= 100 )
+ nearBank = qtrue;
+ }
+ }
+
+ //no Bank nearby
+ if( !nearBank )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be near an Bank\n\"" ) );
+ return;
+ }
+
+ if( amount <= bankEntity->credits[ ent->client->ps.clientNum ] )
+ {
+ ent->client->ps.stats[ STAT_CREDIT ] += amount;
+ bankEntity->credits[ ent->client->ps.clientNum ] -= amount;
+ }
+ else
+ trap_SendServerCommand( ent-g_entities, va("print \"You do not have that amount\n\"" ) );
+}
+
+
+/*
+=================
Cmd_Build_f
=================
*/
@@ -2211,6 +2294,10 @@ void ClientCommand( int clientNum ) {
Cmd_Buy_f( ent );
else if (Q_stricmp (cmd, "sell") == 0)
Cmd_Sell_f( ent );
+ else if (Q_stricmp (cmd, "deposit") == 0)
+ Cmd_Deposit_f( ent );
+ else if (Q_stricmp (cmd, "withdraw") == 0)
+ Cmd_Withdraw_f( ent );
else if (Q_stricmp (cmd, "itemact") == 0)
Cmd_ActivateItem_f( ent );
else if (Q_stricmp (cmd, "itemdeact") == 0)