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1 #include "announcer.qh"
2
3 #include <client/draw.qh>
4 #include <client/hud/panel/centerprint.qh>
5 #include <client/mutators/_mod.qh>
6 #include <common/notifications/all.qh>
7 #include <common/stats.qh>
8 #include <common/mapinfo.qh>
9 #include <common/ent_cs.qh>
10
11 bool announcer_1min;
12 bool announcer_5min;
13 string AnnouncerOption()
14 {
15         string ret = autocvar_cl_announcer;
16         MUTATOR_CALLHOOK(AnnouncerOption, ret);
17         ret = M_ARGV(0, string);
18         return ret;
19 }
20
21 entity announcer_countdown;
22
23 bool prev_inround;
24 void Announcer_Countdown(entity this)
25 {
26         float starttime = STAT(GAMESTARTTIME);
27         float roundstarttime = STAT(ROUNDSTARTTIME);
28         if(roundstarttime == -1)
29         {
30                 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
31                 delete(this);
32                 announcer_countdown = NULL;
33                 centerprint_ClearTitle();
34                 return;
35         }
36
37         bool inround = (roundstarttime && time >= starttime);
38         float countdown = (inround ? roundstarttime - time : starttime - time);
39         float countdown_rounded = floor(0.5 + countdown);
40
41         if(countdown <= 0) // countdown has finished, starttime is now
42         {
43                 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
44                 Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
45                 delete(this);
46                 announcer_countdown = NULL;
47                 centerprint_ClearTitle();
48                 return;
49         }
50         else // countdown is still going
51         {
52                 if(inround)
53                 {
54                         if(!prev_inround) centerprint_ClearTitle(); // clear title if we just started the match
55                         Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
56                         Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
57                         if(annce_num != NULL)
58                                 Local_Notification(MSG_ANNCE, annce_num);
59                         this.nextthink = (roundstarttime - (countdown - 1));
60                 }
61                 else
62                 {
63                         Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
64                         Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
65                         if(!roundstarttime && annce_num != NULL) // Don't announce game start in round based modes
66                                 Local_Notification(MSG_ANNCE, annce_num);
67                         this.nextthink = (starttime - (countdown - 1));
68                 }
69         }
70
71         prev_inround = inround;
72 }
73
74 /**
75  * Checks whether the server initiated a map restart (stat_game_starttime changed)
76  *
77  * TODO: Use a better solution where a common shared entitiy is used that contains
78  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
79  * and STAT_FRAGLIMIT to be auto-sent)
80  */
81 float previous_game_starttime;
82 void Announcer_Gamestart()
83 {
84         float startTime = STAT(GAMESTARTTIME);
85         float roundstarttime = STAT(ROUNDSTARTTIME);
86         if(roundstarttime > startTime)
87                 startTime = roundstarttime;
88         if(intermission)
89         {
90                 if(announcer_countdown)
91                 {
92                         centerprint_Kill(ORDINAL(CPID_ROUND));
93                         if(announcer_countdown)
94                         {
95                                 delete(announcer_countdown);
96                                 announcer_countdown = NULL;
97                         }
98                 }
99                 return;
100         }
101
102         if(previous_game_starttime != startTime)
103         {
104                 if(time < startTime)
105                 {
106                         if (!announcer_countdown)
107                         {
108                                 announcer_countdown = new(announcer_countdown);
109                                 setthink(announcer_countdown, Announcer_Countdown);
110                         }
111
112                         if(!warmup_stage && time < STAT(GAMESTARTTIME))
113                         {
114                                 if (gametype.m_1v1)
115                                 {
116                                         entity pl1 = players.sort_next;
117                                         entity pl2 = pl1.sort_next;
118                                         string pl1_name = (pl1 && pl1.team != NUM_SPECTATOR ? entcs_GetName(pl1.sv_entnum) : "???");
119                                         string pl2_name = (pl2 && pl2.team != NUM_SPECTATOR ? entcs_GetName(pl2.sv_entnum) : "???");
120
121                                         float offset = stringwidth(pl2_name, true, hud_fontsize) - stringwidth(pl1_name, true, hud_fontsize) - 1;
122                                         centerprint_SetTitle(sprintf("^BG%s^BG%s%s", pl1_name, _("  vs  "), pl2_name), offset / 2); // Show duelers in 1v1 game mode
123                                 }
124                                 else
125                                         centerprint_SetTitle(strcat("^BG", MapInfo_Type_ToText(gametype)), 0); // Show game type as title
126
127                                 if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
128                                         Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
129                         }
130
131                         announcer_countdown.nextthink = startTime - floor(startTime - time + 0.5); //synchronize nextthink to startTime
132                 }
133         }
134
135         previous_game_starttime = startTime;
136 }
137
138 #define ANNOUNCER_CHECKMINUTE(minute) MACRO_BEGIN \
139         if(announcer_##minute##min) { \
140                 if(timeleft > minute * 60) \
141                         announcer_##minute##min = false; \
142         } else { \
143                 if(timeleft < minute * 60 && timeleft > minute * 60 - 1) { \
144                         announcer_##minute##min = true; \
145                         Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_##minute); \
146                 } \
147         } \
148 MACRO_END
149
150 void Announcer_Time()
151 {
152         static bool warmup_stage_prev;
153
154         if(intermission)
155                 return;
156
157         if (warmup_stage != warmup_stage_prev)
158         {
159                 announcer_5min = announcer_1min = false;
160                 warmup_stage_prev = warmup_stage;
161                 return;
162         }
163
164         float starttime = STAT(GAMESTARTTIME);
165         if(time < starttime)
166         {
167                 announcer_5min = announcer_1min = false;
168                 return;
169         }
170
171         float timeleft;
172         if(warmup_stage)
173         {
174                 float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
175                 if(warmup_timelimit > 0)
176                         timeleft = max(0, warmup_timelimit - time);
177                 else
178                         timeleft = 0;
179         }
180         else
181                 timeleft = max(0, STAT(TIMELIMIT) * 60 + starttime - time);
182
183         if(autocvar_cl_announcer_maptime >= 2)
184                 ANNOUNCER_CHECKMINUTE(5);
185
186         if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
187                 ANNOUNCER_CHECKMINUTE(1);
188 }
189
190 void Announcer()
191 {
192         Announcer_Gamestart();
193         Announcer_Time();
194 }