diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/game/g_buildable.c | 9 | ||||
-rw-r--r-- | src/game/g_main.c | 174 |
2 files changed, 58 insertions, 125 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 11d7ea2a..5d40cd15 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -2465,12 +2465,6 @@ think function */ void HSpawn_Disappear( gentity_t *self ) { - vec3_t dir; - - // we don't have a valid direction, so just point straight up - dir[ 0 ] = dir[ 1 ] = 0; - dir[ 2 ] = 1; - self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed self->timestamp = level.time; G_QueueBuildPoints( self ); @@ -2868,7 +2862,8 @@ static gentity_t *G_FindBuildable( buildable_t buildable ) int i; gentity_t *ent; - for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + for( i = MAX_CLIENTS, ent = g_entities + i; + i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) continue; diff --git a/src/game/g_main.c b/src/game/g_main.c index bf562a52..2e2040ef 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1069,9 +1069,8 @@ Recalculate the quantity of building points available to the teams */ void G_CalculateBuildPoints( void ) { - int i, j; + int i; buildable_t buildable; - gentity_t *ent; zone_t *zone; // BP queue updates @@ -1145,158 +1144,97 @@ void G_CalculateBuildPoints( void ) level.humanBuildPoints = g_humanBuildPoints.integer - level.humanBuildPointQueue; level.alienBuildPoints = g_alienBuildPoints.integer - level.alienBuildPointQueue; - // Deactivate any unused zones + // Reset powerZones for( i = 0; i < g_humanRepeaterMaxZones.integer; i++ ) { - qboolean inUse = qfalse; zone_t *zone = &level.powerZones[ i ]; - if( zone->active ) - { - for( j = MAX_CLIENTS, ent = g_entities + j ; j < level.num_entities ; j++, ent++ ) - { - if( ent->s.eType != ET_BUILDABLE ) - continue; - - if( ent->s.eType != ET_BUILDABLE ) - continue; - - if( ent->s.eFlags & EF_DEAD ) - continue; - - if( ent->usesZone && ent->zone == i ) - inUse = qtrue; - } - - if( !inUse ) - zone->active = qfalse; - } + zone->active = qfalse; + zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer; } - // First reset repeater zone BP - for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + // Iterate through entities + for( i = MAX_CLIENTS; i < level.num_entities; i++ ) { - if( ent->s.eType != ET_BUILDABLE ) - continue; + gentity_t *ent = &g_entities[ i ]; + zone_t *zone; + buildable_t buildable; + int cost; - if( ent->s.eFlags & EF_DEAD ) + if( ent->s.eType != ET_BUILDABLE || ent->s.eFlags & EF_DEAD ) continue; - if( ent->s.modelindex != BA_H_REPEATER ) - continue; - - if( ent->usesZone && level.powerZones[ ent->zone ].active ) + // mark a zone as active + if( ent->usesZone ) { - zone_t *zone = &level.powerZones[ ent->zone ]; + assert( ent->zone >= 0 && ent->zone < g_humanRepeaterMaxZones.integer ); - zone->totalBuildPoints = g_humanRepeaterBuildPoints.integer; + zone = &level.powerZones[ ent->zone ]; + zone->active = qtrue; } - } - - // Iterate through entities - for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) - { - if( !ent->inuse ) - continue; - - if( ent->s.eType != ET_BUILDABLE ) - continue; - - if( ent->s.eFlags & EF_DEAD ) - continue; + // Subtract the BP from the appropriate pool buildable = ent->s.modelindex; + cost = BG_Buildable( buildable )->buildPoints; - if( buildable != BA_NONE ) + if( ent->buildableTeam == TEAM_ALIENS ) + level.alienBuildPoints -= cost; + if( buildable == BA_H_REPEATER ) + level.humanBuildPoints -= cost; + else if( buildable != BA_H_REACTOR ) { - if( ent->spawned && ent->health > 0 ) - { - if( buildable == BA_H_SPAWN ) - level.numHumanSpawns++; - else if( buildable == BA_A_SPAWN ) - level.numAlienSpawns++; - } + gentity_t *power = G_PowerEntityForEntity( ent ); - if( BG_Buildable( buildable )->team == TEAM_HUMANS ) + if( power ) { - if( buildable == BA_H_REACTOR || buildable == BA_H_REPEATER ) - { - level.humanBuildPoints -= BG_Buildable( buildable )->buildPoints; - } - else - { - gentity_t *powerEntity = G_PowerEntityForEntity( ent ); - - if( powerEntity ) - { - switch( powerEntity->s.modelindex ) - { - case BA_H_REACTOR: - level.humanBuildPoints -= BG_Buildable( buildable )->buildPoints; - break; - - case BA_H_REPEATER: - if( powerEntity->usesZone && level.powerZones[ powerEntity->zone ].active ) - { - zone_t *zone = &level.powerZones[ powerEntity->zone ]; - - zone->totalBuildPoints -= BG_Buildable( buildable )->buildPoints; - } - - break; - - default: - break; - } - } - } - } - else if( BG_Buildable( buildable )->team == TEAM_ALIENS ) - { - level.alienBuildPoints -= BG_Buildable( buildable )->buildPoints; + 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; } } } // Finally, update repeater zones and their queues // note that this has to be done after the used BP is calculated - for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) + for( i = MAX_CLIENTS; i < level.num_entities; i++ ) { - if( !ent->inuse ) - continue; - - if( ent->s.eType != ET_BUILDABLE ) - continue; + gentity_t *ent = &g_entities[ i ]; - if( ent->s.eFlags & EF_DEAD ) + if( ent->s.eType != ET_BUILDABLE || ent->s.eFlags & EF_DEAD || + ent->buildableTeam != TEAM_HUMANS ) continue; buildable = ent->s.modelindex; - if( BG_Buildable( buildable )->team == TEAM_HUMANS ) + if( buildable != BA_H_REPEATER ) + continue; + + if( ent->usesZone && level.powerZones[ ent->zone ].active ) { - if( buildable == BA_H_REPEATER ) + zone = &level.powerZones[ ent->zone ]; + + if( !level.suddenDeath ) { - if( ent->usesZone && level.powerZones[ ent->zone ].active ) + // BP queue updates + while( zone->queuedBuildPoints > 0 && + zone->nextQueueTime < level.time ) { - zone = &level.powerZones[ ent->zone ]; - - if( !level.suddenDeath ) - { - // BP queue updates - while( zone->queuedBuildPoints > 0 && - zone->nextQueueTime < level.time ) - { - zone->queuedBuildPoints--; - zone->nextQueueTime += abs( (int)g_humanRepeaterBuildQueueTime.integer * (float)( 1 - ( (float)zone->queuedBuildPoints ) / 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 - } - } - else - { - zone->totalBuildPoints = zone->queuedBuildPoints = 0; - } + 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 ) ); } } + else + { + zone->totalBuildPoints = zone->queuedBuildPoints = 0; + } } } |