1 #include "round_handler.qh"
3 #include <common/mapobjects/triggers.qh>
4 #include <common/scores.qh>
5 #include <common/util.qh>
6 #include <server/campaign.qh>
7 #include <server/command/vote.qh>
8 #include <server/world.qh>
10 void round_handler_Think(entity this)
12 if (intermission_running)
14 round_handler_Reset(0);
15 round_handler_Remove();
19 if (time < game_starttime)
21 round_handler_Reset(game_starttime);
30 this.cnt = this.count + 1; // init countdown
31 round_starttime = time + this.count;
35 if (this.cnt > 0) // countdown running
37 if (this.canRoundStart() && !(autocvar_g_campaign && !campaign_bots_may_start))
39 if (this.cnt == this.count + 1) round_starttime = time + this.count;
43 FOREACH_CLIENT((IS_PLAYER(it) || INGAME(it)), {
44 GameRules_scoring_add(it, ROUNDS_PL, 1);
47 this.round_endtime = (this.round_timelimit) ? time + this.round_timelimit : 0;
48 this.nextthink = time;
50 if (this.roundStart) this.roundStart();
53 this.cnt = this.cnt - 1;
57 round_handler_Reset(0);
58 round_starttime = -1; // can't start
60 this.nextthink = time + 1; // canRoundStart every second
64 if (this.canRoundEnd())
66 // schedule a new round
68 this.nextthink = time + this.delay;
72 this.nextthink = time; // canRoundEnd every frame
77 void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
79 entity this = round_handler;
80 this.delay = (the_delay > 0) ? the_delay : 0;
81 this.count = fabs(floor(the_count));
82 this.cnt = this.count + 1;
83 this.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
84 round_limit = the_round_timelimit;
87 // NOTE: this is only needed because if round_handler spawns at time 1
88 // game_starttime isn't initialized yet
89 void round_handler_FirstThink(entity this)
91 round_starttime = max(time, game_starttime) + this.count;
92 setthink(this, round_handler_Think);
93 this.nextthink = max(time, game_starttime);
96 void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
100 backtrace("Can't spawn round_handler again!");
103 entity this = round_handler = new_pure(round_handler);
105 setthink(this, round_handler_FirstThink);
106 this.canRoundStart = canRoundStart_func;
107 this.canRoundEnd = canRoundEnd_func;
108 this.roundStart = roundStart_func;
110 round_handler_Init(5, 5, 180);
111 this.nextthink = time;
114 void round_handler_Reset(float next_think)
116 entity this = round_handler;
119 if (this.cnt < this.count + 1) this.cnt = this.count + 1;
120 this.nextthink = next_think;
123 if (next_think <= game_starttime) rounds_played = 0;
124 round_starttime = next_think + this.count;
128 void round_handler_Remove()
130 delete(round_handler);
131 round_handler = NULL;