141 lines
3.2 KiB
C
141 lines
3.2 KiB
C
/***
|
|
*
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
*
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
*
|
|
****/
|
|
|
|
/*
|
|
=================
|
|
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;
|
|
|
|
if (cvar("sv_playerslots") == 1) {
|
|
fGameTime = -1;
|
|
return;
|
|
}
|
|
|
|
// This map has been played enough we think
|
|
if (fGameState != GAME_OVER) {
|
|
if (cvar("mp_timelimit") > 0) {
|
|
if (autocvar_fcs_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;
|
|
}
|
|
|
|
if (fGameTime > 0) {
|
|
fGameTime -= frametime;
|
|
} else {
|
|
fGameTime = 0;
|
|
}
|
|
|
|
if (fGameState == GAME_COMMENCING || fGameState == GAME_END) {
|
|
if (fGameTime <= 0) {
|
|
if (iWon_T == 0 && iWon_CT == 0) {
|
|
Money_ResetTeamReward();
|
|
Money_ResetRoundReward();
|
|
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) {
|
|
/* 1.5 will make the T's lose if time runs out no matter what */
|
|
if (autocvar_fcs_fix_bombtimer == TRUE) {
|
|
if (iBombZones > 0 && iBombPlanted == TRUE) {
|
|
return;
|
|
}
|
|
}
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
}
|