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Merge branch 'master' into LegendaryGuard/bai_mod and deleted Survival gamemode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / round_handler.qc
1 #include "round_handler.qh"
2
3 #include <common/mapobjects/triggers.qh>
4 #include <common/util.qh>
5 #include <server/campaign.qh>
6 #include <server/command/vote.qh>
7 #include <server/world.qh>
8
9 void round_handler_Think(entity this)
10 {
11         if (game_timeout) { this.nextthink = time + 1; return; }
12         
13         if (intermission_running)
14         {
15                 round_handler_Reset(0);
16                 round_handler_Remove();
17                 return;
18         }
19
20         if (time < game_starttime)
21         {
22                 round_handler_Reset(game_starttime);
23                 return;
24         }
25
26         game_stopped = false;
27
28         if (this.wait)
29         {
30                 this.wait = false;
31                 this.cnt = this.count + 1;  // init countdown
32                 round_starttime = time + this.count;
33                 reset_map(true);
34         }
35
36         if (this.cnt > 0)  // countdown running
37         {
38                 if (this.canRoundStart() && !(autocvar_g_campaign && !campaign_bots_may_start))
39                 {
40                         if (this.cnt == this.count + 1) round_starttime = time + this.count;
41                         int f = this.cnt - 1;
42                         if (f == 0)
43                         {
44                                 this.cnt = 0;
45                                 this.round_endtime = (this.round_timelimit) ? time + this.round_timelimit : 0;
46                                 this.nextthink = time;
47                                 if (this.roundStart) this.roundStart();
48                                 return;
49                         }
50                         this.cnt = this.cnt - 1;
51                 }
52                 else
53                 {
54                         round_handler_Reset(0);
55                 }
56                 this.nextthink = time + 1;  // canRoundStart every second
57         }
58         else
59         {
60                 if (this.canRoundEnd())
61                 {
62                         // schedule a new round
63                         this.wait = true;
64                         this.nextthink = time + this.delay;
65                 }
66                 else
67                 {
68                         this.nextthink = time;  // canRoundEnd every frame
69                 }
70         }
71 }
72
73 void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
74 {
75         entity this = round_handler;
76         this.delay = (the_delay > 0) ? the_delay : 0;
77         this.count = fabs(floor(the_count));
78         this.cnt = this.count + 1;
79         this.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
80 }
81
82 // NOTE: this is only needed because if round_handler spawns at time 1
83 // game_starttime isn't initialized yet
84 void round_handler_FirstThink(entity this)
85 {
86         round_starttime = max(time, game_starttime) + this.count;
87         setthink(this, round_handler_Think);
88         this.nextthink = max(time, game_starttime);
89 }
90
91 void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
92 {
93         if (round_handler)
94         {
95                 backtrace("Can't spawn round_handler again!");
96                 return;
97         }
98         entity this = round_handler = new_pure(round_handler);
99
100         
101         this.canRoundStart = canRoundStart_func;
102         this.canRoundEnd = canRoundEnd_func;
103         this.roundStart = roundStart_func;
104         this.wait = false;
105         round_handler_Init(5, 5, 180);
106         
107 }
108
109 void round_handler_Activate(bool active) {
110         if (round_handler) {
111                 entity this = round_handler;
112         
113                 this.isactive = active;
114                 if(active) {
115                         setthink(this, round_handler_FirstThink);
116                         this.nextthink = time;
117                 }
118         }
119 }
120
121 void round_handler_Reset(float next_think)
122 {
123         entity this = round_handler;
124         this.wait = false;
125         if (this.count)
126                 if (this.cnt < this.count + 1) this.cnt = this.count + 1;
127         this.nextthink = next_think;
128         round_starttime = (next_think) ? (next_think + this.count) : -1;
129 }
130
131 void round_handler_Remove()
132 {
133         delete(round_handler);
134         round_handler = NULL;
135 }