nuclide/src/server/cstrike.old/timer.c

150 lines
3.8 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
=================
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();
}
}
}
}