#include "round_handler.qh" #include #include #include #include #include #include #include void round_handler_Think(entity this) { if (intermission_running) { round_handler_Reset(0); round_handler_Remove(); return; } if (time < game_starttime) { round_handler_Reset(game_starttime); return; } game_stopped = false; if (this.wait) { this.wait = false; this.cnt = this.count + 1; // init countdown round_starttime = time + this.count; reset_map(false); } if (this.cnt > 0) // countdown running { if (this.canRoundStart() && !(autocvar_g_campaign && !campaign_bots_may_start)) { if (this.cnt == this.count + 1) round_starttime = time + this.count; int f = this.cnt - 1; if (f == 0) { FOREACH_CLIENT((IS_PLAYER(it) || INGAME(it)), { GameRules_scoring_add(it, ROUNDS_PL, 1); }); this.cnt = 0; this.round_endtime = (this.round_timelimit) ? time + this.round_timelimit : 0; this.nextthink = time; rounds_played++; if (this.roundStart) this.roundStart(); return; } this.cnt = this.cnt - 1; } else { round_handler_Reset(0); round_starttime = -1; // can't start } this.nextthink = time + 1; // canRoundStart every second } else { if (this.canRoundEnd()) { // schedule a new round this.wait = true; this.nextthink = time + this.delay; round_handler_ResetEndDelayTime(); } else { this.nextthink = time; // canRoundEnd every frame } } } void round_handler_Init(float the_delay, float the_count, float the_round_timelimit) { entity this = round_handler; this.delay = (the_delay > 0) ? the_delay : 0; this.count = fabs(floor(the_count)); this.cnt = this.count + 1; this.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0; round_limit = the_round_timelimit; } // NOTE: this is only needed because if round_handler spawns at time 1 // game_starttime isn't initialized yet void round_handler_FirstThink(entity this) { round_starttime = max(time, game_starttime) + this.count; setthink(this, round_handler_Think); this.nextthink = max(time, game_starttime); } void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func) { if (round_handler) { backtrace("Can't spawn round_handler again!"); return; } entity this = round_handler = new_pure(round_handler); setthink(this, round_handler_FirstThink); this.canRoundStart = canRoundStart_func; this.canRoundEnd = canRoundEnd_func; this.roundStart = roundStart_func; this.wait = false; round_handler_ResetEndDelayTime(); round_handler_Init(5, 5, 180); this.nextthink = time; ScoreInfo_SetLabel_PlayerScore(SP_ROUNDS_PL, "rounds_pl", 0); } void round_handler_Reset(float next_think) { entity this = round_handler; this.wait = false; round_handler_ResetEndDelayTime(); if (this.count) if (this.cnt < this.count + 1) this.cnt = this.count + 1; this.nextthink = next_think; if (next_think) { if (next_think <= game_starttime) rounds_played = 0; round_starttime = next_think + this.count; } } void round_handler_Remove() { delete(round_handler); round_handler = NULL; }