135 lines
3.5 KiB
C
Executable file
135 lines
3.5 KiB
C
Executable file
/*
|
|
FreeCS Project
|
|
Copyright (C) 2016, 2017 Marco "eukara" Hladik
|
|
|
|
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
|
|
=================
|
|
*/
|
|
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;
|
|
}
|
|
|
|
fGameTime = fTime;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Timer_Update
|
|
|
|
Called once every frame to check the status of things
|
|
=================
|
|
*/
|
|
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 ) {
|
|
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;
|
|
}
|
|
|
|
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
|
|
} else {
|
|
Timer_Begin( autocvar_mp_roundtime * 60, GAME_ACTIVE ); // Unfreeze
|
|
Radio_StartMessage();
|
|
}
|
|
}
|
|
}
|
|
}
|