141 lines
3.9 KiB
C
Executable file
141 lines
3.9 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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=================
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Timer_Begin
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Initiates a new state timer
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=================
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*/
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void Timer_Begin( float fTime, float fMode) {
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if ( fMode == GAME_FREEZE ) {
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fGameState = GAME_FREEZE;
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} else if ( fMode == GAME_ACTIVE ) {
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fGameState = GAME_ACTIVE;
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} else if ( fMode == GAME_END ) {
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fGameState = GAME_END;
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} else if ( fMode == GAME_COMMENCING ) {
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fGameState = GAME_COMMENCING;
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} else if ( fMode == GAME_OVER ) {
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fGameState = GAME_OVER;
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}
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fGameTime = fTime;
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}
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/*
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=================
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Timer_Update
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Called once every frame to check the status of things
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=================
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*/
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void Timer_Update( void ) {
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static float fVoxTimer;
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// This map has been played enough we think
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if ( fGameState != GAME_OVER ) {
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if ( cvar( "mp_timelimit" ) > 0 ) {
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if ( autocvar_sv_voxannounce == TRUE ) {
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if ( fVoxTimer > time ) {
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return;
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}
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float fTimeLeft = ( cvar( "mp_timelimit" ) * 60 ) - time;
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for ( int i = 0; i <= 10; i++ ) {
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if ( rint( fTimeLeft ) == ( i * 60 ) ) {
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Vox_Broadcast( sprintf( "%s minutes remaining", Vox_TimeToString( fTimeLeft / 60 ) ) );
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fVoxTimer = time + 10.0f;
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}
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}
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}
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if ( time >= ( cvar( "mp_timelimit" ) * 60 ) ) {
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Timer_Begin( 5, GAME_OVER );
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}
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}
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}
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if ( ( fGameState == GAME_OVER ) && ( fGameTime < 0 ) ) {
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for ( int i = 0; i < iMapCycleCount; i++ ) {
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if ( sMapCycle[ i ] == mapname ) {
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if ( ( i + 1 ) < iMapCycleCount ) {
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localcmd( sprintf( "changelevel %s\n", sMapCycle[ i + 1 ] ) );
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return;
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} else {
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localcmd( sprintf( "changelevel %s\n", sMapCycle[ 0 ] ) );
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}
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}
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}
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}
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// Okay, this means that timelimit is not the only deciding factor
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if ( autocvar_mp_winlimit > 0 && fGameState != GAME_OVER ) {
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// It really doesn't matter who won. Do some logging perhaps?
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if ( iWon_CT == autocvar_mp_winlimit ) {
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Timer_Begin( 5, GAME_OVER );
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} else if ( iWon_T == autocvar_mp_winlimit ) {
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Timer_Begin( 5, GAME_OVER );
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}
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}
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if ( fGameState == GAME_INACTIVE ) {
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return;
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}
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fGameTime -= frametime;
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if ( fGameState == GAME_COMMENCING || fGameState == GAME_END ) {
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if ( fGameTime <= 0 ) {
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if ( iWon_T == 0 && iWon_CT == 0 ) {
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Money_ResetTeamReward();
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Rules_Restart( TRUE );
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} else {
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if ( autocvar_mp_halftime == TRUE && ( autocvar_mp_winlimit / 2 == iRounds ) ) {
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Money_ResetTeamReward();
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Rules_SwitchTeams();
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Rules_Restart( TRUE );
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} else {
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Rules_Restart( FALSE );
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}
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}
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}
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return;
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}
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if ( ( fGameState == GAME_ACTIVE ) || ( fGameState == GAME_FREEZE ) ) {
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if ( fGameTime <= 0 ) {
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if ( fGameState == GAME_ACTIVE ) {
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Rules_TimeOver();
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Timer_Begin( 5, GAME_END ); // Round is over, 5 seconds til a new round starts
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} else {
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Timer_Begin( autocvar_mp_roundtime * 60, GAME_ACTIVE ); // Unfreeze
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Radio_StartMessage();
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}
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}
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}
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}
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