nuclide/Source/Server/Timer.c

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/*
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FreeCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
=================
Timer_Begin
Initiates a new state timer
=================
*/
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void Timer_Begin( float fTime, float fMode) {
if ( fMode == GAME_FREEZE ) {
fGameState = GAME_FREEZE;
} else if ( fMode == GAME_ACTIVE ) {
fGameState = GAME_ACTIVE;
} else if ( fMode == GAME_END ) {
fGameState = GAME_END;
} else if ( fMode == GAME_COMMENCING ) {
fGameState = GAME_COMMENCING;
} else if ( fMode == GAME_OVER ) {
fGameState = GAME_OVER;
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}
fGameTime = fTime;
}
/*
=================
Timer_Update
Called once every frame to check the status of things
=================
*/
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void Timer_Update( void ) {
static float fVoxTimer;
// This map has been played enough we think
if ( fGameState != GAME_OVER ) {
if ( cvar( "mp_timelimit" ) > 0 ) {
if ( autocvar_sv_voxannounce == TRUE ) {
if ( fVoxTimer > time ) {
return;
}
float fTimeLeft = ( cvar( "mp_timelimit" ) * 60 ) - time;
for ( int i = 0; i <= 10; i++ ) {
if ( rint( fTimeLeft ) == ( i * 60 ) ) {
Vox_Broadcast( sprintf( "%s minutes remaining", Vox_TimeToString( fTimeLeft / 60 ) ) );
fVoxTimer = time + 10.0f;
}
}
}
if ( time >= ( cvar( "mp_timelimit" ) * 60 ) ) {
Timer_Begin( 5, GAME_OVER );
}
}
}
if ( ( fGameState == GAME_OVER ) && ( fGameTime < 0 ) ) {
for ( int i = 0; i < iMapCycleCount; i++ ) {
if ( sMapCycle[ i ] == mapname ) {
if ( ( i + 1 ) < iMapCycleCount ) {
localcmd( sprintf( "changelevel %s\n", sMapCycle[ i + 1 ] ) );
return;
} else {
localcmd( sprintf( "changelevel %s\n", sMapCycle[ 0 ] ) );
}
}
}
}
// Okay, this means that timelimit is not the only deciding factor
if ( autocvar_mp_winlimit > 0 && fGameState != GAME_OVER ) {
// It really doesn't matter who won. Do some logging perhaps?
if ( iWon_CT == autocvar_mp_winlimit ) {
Timer_Begin( 5, GAME_OVER );
} else if ( iWon_T == autocvar_mp_winlimit ) {
Timer_Begin( 5, GAME_OVER );
}
}
if ( fGameState == GAME_INACTIVE ) {
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return;
}
fGameTime -= frametime;
if ( fGameState == GAME_COMMENCING || fGameState == GAME_END ) {
if ( fGameTime <= 0 ) {
if ( iWon_T == 0 && iWon_CT == 0 ) {
Money_ResetTeamReward();
Rules_Restart( TRUE );
} else {
if ( autocvar_mp_halftime == TRUE && ( autocvar_mp_winlimit / 2 == iRounds ) ) {
Money_ResetTeamReward();
Rules_SwitchTeams();
Rules_Restart( TRUE );
} else {
Rules_Restart( FALSE );
}
}
}
return;
}
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if ( ( fGameState == GAME_ACTIVE ) || ( fGameState == GAME_FREEZE ) ) {
if ( fGameTime <= 0 ) {
if ( fGameState == GAME_ACTIVE ) {
Rules_TimeOver();
Timer_Begin( 5, GAME_END ); // Round is over, 5 seconds til a new round starts
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} else {
Timer_Begin( autocvar_mp_roundtime * 60, GAME_ACTIVE ); // Unfreeze
Radio_StartMessage();
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}
}
}
}