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-rw-r--r--src/game/g_buildable.c42
-rw-r--r--src/game/g_local.h10
-rw-r--r--src/game/g_main.c48
3 files changed, 51 insertions, 49 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 7052a67e..40bdefcc 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -243,8 +243,8 @@ qboolean G_FindPower( gentity_t *self )
}
}
- if( self->usesZone && level.powerZones[ ent->zone ].active )
- buildPoints -= level.powerZones[ ent->zone ].queuedBuildPoints;
+ if( self->usesBuildPointZone && level.buildPointZones[ ent->buildPointZone ].active )
+ buildPoints -= level.buildPointZones[ ent->buildPointZone ].queuedBuildPoints;
buildPoints -= BG_Buildable( self->s.modelindex )->buildPoints;
@@ -362,10 +362,10 @@ int G_GetBuildPoints( const vec3_t pos, team_t team, int extraDistance )
return level.humanBuildPoints;
if( powerPoint && powerPoint->s.modelindex == BA_H_REPEATER &&
- powerPoint->usesZone && level.powerZones[ powerPoint->zone ].active )
+ powerPoint->usesBuildPointZone && level.buildPointZones[ powerPoint->buildPointZone ].active )
{
- return level.powerZones[ powerPoint->zone ].totalBuildPoints -
- level.powerZones[ powerPoint->zone ].queuedBuildPoints;
+ return level.buildPointZones[ powerPoint->buildPointZone ].totalBuildPoints -
+ level.buildPointZones[ powerPoint->buildPointZone ].queuedBuildPoints;
}
// Return the BP of the main zone by default
@@ -406,9 +406,9 @@ int G_GetBuildPoints( const vec3_t pos, team_t team, int extraDistance )
}
else if( ent->s.modelindex == BA_H_REPEATER && distance <= REPEATER_BASESIZE + extraDistance )
{
- if( ent->usesZone && level.powerZones[ent->zone].active )
+ if( ent->usesBuildPointZone && level.buildPointZones[ent->buildPointZone].active )
{
- zone_t *zone = &level.powerZones[ent->zone];
+ buildPointZone_t *zone = &level.buildPointZones[ent->buildPointZone];
zoneFound = qtrue;
@@ -1820,12 +1820,12 @@ static void HRepeater_Die( gentity_t *self, gentity_t *inflictor, gentity_t *att
G_LogDestruction( self, attacker, mod );
- if( self->usesZone )
+ if( self->usesBuildPointZone )
{
- zone_t *zone = &level.powerZones[self->zone];
+ buildPointZone_t *zone = &level.buildPointZones[self->buildPointZone];
zone->active = qfalse;
- self->usesZone = qfalse;
+ self->usesBuildPointZone = qfalse;
}
}
@@ -1838,10 +1838,10 @@ Think for human power repeater
*/
void HRepeater_Think( gentity_t *self )
{
- int i;
- qboolean reactor = qfalse;
- gentity_t *ent;
- zone_t *zone;
+ int i;
+ qboolean reactor = qfalse;
+ gentity_t *ent;
+ buildPointZone_t *zone;
if( self->spawned )
{
@@ -1865,12 +1865,12 @@ void HRepeater_Think( gentity_t *self )
self->powered = reactor;
// Initialise the zone once the repeater has spawned
- if( self->spawned && ( !self->usesZone || !level.powerZones[ self->zone ].active ) )
+ if( self->spawned && ( !self->usesBuildPointZone || !level.buildPointZones[ self->buildPointZone ].active ) )
{
// See if a free zone exists
for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ )
{
- zone = &level.powerZones[ i ];
+ zone = &level.buildPointZones[ i ];
if( !zone->active )
{
@@ -1879,8 +1879,8 @@ void HRepeater_Think( gentity_t *self )
zone->nextQueueTime = level.time;
zone->active = qtrue;
- self->zone = zone - level.powerZones;
- self->usesZone = qtrue;
+ self->buildPointZone = zone - level.buildPointZones;
+ self->usesBuildPointZone = qtrue;
break;
}
@@ -2673,10 +2673,10 @@ void G_QueueBuildPoints( gentity_t *self )
break;
case BA_H_REPEATER:
- if( powerEntity->usesZone &&
- level.powerZones[ powerEntity->zone ].active )
+ if( powerEntity->usesBuildPointZone &&
+ level.buildPointZones[ powerEntity->buildPointZone ].active )
{
- zone_t *zone = &level.powerZones[ powerEntity->zone ];
+ buildPointZone_t *zone = &level.buildPointZones[ powerEntity->buildPointZone ];
nqt = G_NextQueueTime( zone->queuedBuildPoints,
zone->totalBuildPoints,
diff --git a/src/game/g_local.h b/src/game/g_local.h
index ba47dcbc..46a75c62 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -250,8 +250,8 @@ struct gentity_s
qboolean pointAgainstWorld; // don't use the bbox for map collisions
- int zone; // index for zone
- int usesZone; // does it use a zone?
+ int buildPointZone; // index for zone
+ int usesBuildPointZone; // does it use a zone?
};
typedef enum
@@ -469,7 +469,7 @@ void G_PrintSpawnQueue( spawnQueue_t *sq );
#define MAX_DAMAGE_REGION_TEXT 8192
#define MAX_DAMAGE_REGIONS 16
-// power zone
+// build point zone
typedef struct
{
int active;
@@ -477,7 +477,7 @@ typedef struct
int totalBuildPoints;
int queuedBuildPoints;
int nextQueueTime;
-} zone_t;
+} buildPointZone_t;
// store locational damage regions
typedef struct damageRegion_s
@@ -603,7 +603,7 @@ typedef struct
int humanBuildPointQueue;
int humanNextQueueTime;
- zone_t *powerZones;
+ buildPointZone_t *buildPointZones;
gentity_t *markedBuildables[ MAX_GENTITIES ];
int numBuildablesForRemoval;
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 4450b96f..d1eb0c68 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -1071,9 +1071,9 @@ Recalculate the quantity of building points available to the teams
*/
void G_CalculateBuildPoints( void )
{
- int i;
- buildable_t buildable;
- zone_t *zone;
+ int i;
+ buildable_t buildable;
+ buildPointZone_t *zone;
// BP queue updates
while( level.alienBuildPointQueue > 0 &&
@@ -1148,10 +1148,10 @@ void G_CalculateBuildPoints( void )
level.humanBuildPoints = g_humanBuildPoints.integer - level.humanBuildPointQueue;
level.alienBuildPoints = g_alienBuildPoints.integer - level.alienBuildPointQueue;
- // Reset powerZones
+ // Reset buildPointZones
for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ )
{
- zone_t *zone = &level.powerZones[ i ];
+ buildPointZone_t *zone = &level.buildPointZones[ i ];
zone->active = qfalse;
zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer;
@@ -1160,20 +1160,20 @@ void G_CalculateBuildPoints( void )
// Iterate through entities
for( i = MAX_CLIENTS; i < level.num_entities; i++ )
{
- gentity_t *ent = &g_entities[ i ];
- zone_t *zone;
- buildable_t buildable;
- int cost;
+ gentity_t *ent = &g_entities[ i ];
+ buildPointZone_t *zone;
+ buildable_t buildable;
+ int cost;
if( ent->s.eType != ET_BUILDABLE || ent->s.eFlags & EF_DEAD )
continue;
// mark a zone as active
- if( ent->usesZone )
+ if( ent->usesBuildPointZone )
{
- assert( ent->zone >= 0 && ent->zone < g_humanRepeaterMaxZones.integer );
+ assert( ent->buildPointZone >= 0 && ent->buildPointZone < g_humanRepeaterMaxZones.integer );
- zone = &level.powerZones[ ent->zone ];
+ zone = &level.buildPointZones[ ent->buildPointZone ];
zone->active = qtrue;
}
@@ -1193,8 +1193,8 @@ void G_CalculateBuildPoints( void )
{
if( power->s.modelindex == BA_H_REACTOR )
level.humanBuildPoints -= cost;
- else if( power->s.modelindex == BA_H_REPEATER && power->usesZone )
- level.powerZones[ power->zone ].totalBuildPoints -= cost;
+ else if( power->s.modelindex == BA_H_REPEATER && power->usesBuildPointZone )
+ level.buildPointZones[ power->buildPointZone ].totalBuildPoints -= cost;
}
}
}
@@ -1214,9 +1214,9 @@ void G_CalculateBuildPoints( void )
if( buildable != BA_H_REPEATER )
continue;
- if( ent->usesZone && level.powerZones[ ent->zone ].active )
+ if( ent->usesBuildPointZone && level.buildPointZones[ ent->buildPointZone ].active )
{
- zone = &level.powerZones[ ent->zone ];
+ zone = &level.buildPointZones[ ent->buildPointZone ];
if( !level.suddenDeath )
{
@@ -2368,16 +2368,18 @@ void CheckCvars( void )
// If the number of zones changes, we need a new array
if( g_humanRepeaterMaxZones.integer != lastNumZones )
{
- zone_t *newZones;
- size_t newsize = g_humanRepeaterMaxZones.integer * sizeof( zone_t );
- size_t oldsize = lastNumZones * sizeof( zone_t );
+ buildPointZone_t *newZones;
+ size_t newsize = g_humanRepeaterMaxZones.integer * sizeof( buildPointZone_t );
+ size_t oldsize = lastNumZones * sizeof( buildPointZone_t );
+
newZones = BG_Alloc( newsize );
- if( level.powerZones )
+ if( level.buildPointZones )
{
- Com_Memcpy( newZones, level.powerZones, MIN( oldsize, newsize ) );
- BG_Free( level.powerZones );
+ Com_Memcpy( newZones, level.buildPointZones, MIN( oldsize, newsize ) );
+ BG_Free( level.buildPointZones );
}
- level.powerZones = newZones;
+
+ level.buildPointZones = newZones;
lastNumZones = g_humanRepeaterMaxZones.integer;
}