#include "announcer.qh"
-#include "mutators/events.qh"
-
-#include <common/notifications.qh>
+#include <client/draw.qh>
+#include <client/hud/panel/centerprint.qh>
+#include <client/hud/panel/scoreboard.qh>
+#include <client/mutators/_mod.qh>
+#include <common/notifications/all.qh>
#include <common/stats.qh>
+#include <common/mapinfo.qh>
+#include <common/ent_cs.qh>
bool announcer_1min;
bool announcer_5min;
{
string ret = autocvar_cl_announcer;
MUTATOR_CALLHOOK(AnnouncerOption, ret);
- ret = ret_string;
+ ret = M_ARGV(0, string);
return ret;
}
entity announcer_countdown;
-void Announcer_Countdown()
+/**
+ * Displays duel title; updates it if the players in-game have changed.
+ */
+string prev_pl1_name;
+string prev_pl2_name;
+void Announcer_Duel()
+{
+ Scoreboard_UpdatePlayerTeams();
+
+ entity pl1 = players.sort_next;
+ entity pl2 = pl1.sort_next;
+ string pl1_name = (pl1 && pl1.team != NUM_SPECTATOR ? entcs_GetName(pl1.sv_entnum) : "???");
+ string pl2_name = (pl2 && pl2.team != NUM_SPECTATOR ? entcs_GetName(pl2.sv_entnum) : "???");
+
+ if(pl1_name == prev_pl1_name && pl2_name == prev_pl2_name)
+ return; // Players haven't changed, stop here
+
+ strcpy(prev_pl1_name, pl1_name);
+ strcpy(prev_pl2_name, pl2_name);
+
+ // There are new duelers, update title
+ centerprint_SetDuelTitle(pl1_name, pl2_name);
+}
+
+void Announcer_ClearTitle()
+{
+ strfree(prev_pl1_name);
+ strfree(prev_pl2_name);
+ centerprint_ClearTitle();
+}
+
+bool prev_inround;
+float prev_starttime;
+float prev_roundstarttime;
+void Announcer_Countdown(entity this)
{
- SELFPARAM();
float starttime = STAT(GAMESTARTTIME);
float roundstarttime = STAT(ROUNDSTARTTIME);
if(roundstarttime == -1)
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
- remove(this);
+ delete(this);
announcer_countdown = NULL;
+ Announcer_ClearTitle();
return;
}
- if(roundstarttime >= starttime)
- starttime = roundstarttime;
- if(starttime <= time && roundstarttime != starttime) // game start time has passed
- announcer_5min = announcer_1min = false; // reset maptime announcers now as well
- float countdown = (starttime - time);
+ bool inround = (roundstarttime && time >= starttime);
+ float countdown = (inround ? roundstarttime - time : starttime - time);
float countdown_rounded = floor(0.5 + countdown);
+ if (starttime != prev_starttime || roundstarttime != prev_roundstarttime || prev_inround != inround)
+ this.skin = 0; // restart centerprint countdown
+
if(countdown <= 0) // countdown has finished, starttime is now
{
Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
- Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
- remove(this);
+ Local_Notification(MSG_MULTI, COUNTDOWN_BEGIN);
+ delete(this);
announcer_countdown = NULL;
+ Announcer_ClearTitle();
return;
}
else // countdown is still going
{
- // if concomitant countdown to round start overrides countdown to game start
- if(roundstarttime == starttime)
+ if(inround)
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, countdown_rounded);
- Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded));
+ if(!prev_inround) Announcer_ClearTitle(); // clear title if we just started the match
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, STAT(ROUNDS_PLAYED) + 1, countdown_rounded);
+ Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
+ if(annce_num != NULL)
+ Local_Notification(MSG_ANNCE, annce_num);
+ this.nextthink = (roundstarttime - (countdown - 1));
}
else
{
- Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
- Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_GAMESTART, countdown_rounded));
+ if (!this.skin) // first tic
+ Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
+ Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
+ if(!roundstarttime && annce_num != NULL) // Don't announce game start in round based modes
+ Local_Notification(MSG_ANNCE, annce_num);
+ this.nextthink = (starttime - (countdown - 1));
}
-
- this.nextthink = (starttime - (countdown - 1));
+ // Don't call centerprint countdown in the remaining tics, it will continue automatically.
+ // It's an optimization but also fixes ^COUNT shown in the last tic because of high slowmo values (15+).
+ // Hopefully it fixes ^COUNT occasionally shown in online servers, probably due to lags.
+ this.skin = 1; // recycled field
}
+
+ prev_inround = inround;
+ prev_starttime = starttime;
+ prev_roundstarttime = roundstarttime;
}
/**
* timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
* and STAT_FRAGLIMIT to be auto-sent)
*/
- float previous_game_starttime;
+float previous_game_starttime;
void Announcer_Gamestart()
{
float startTime = STAT(GAMESTARTTIME);
float roundstarttime = STAT(ROUNDSTARTTIME);
if(roundstarttime > startTime)
startTime = roundstarttime;
- if(intermission)
+ if(intermission || warmup_stage)
{
+ Announcer_ClearTitle();
if(announcer_countdown)
{
- centerprint_kill(CPID_ROUND);
+ centerprint_Kill(ORDINAL(CPID_ROUND));
if(announcer_countdown)
{
- remove(announcer_countdown);
+ delete(announcer_countdown);
announcer_countdown = NULL;
}
}
return;
}
+ if(announcer_countdown && gametype.m_1v1)
+ Announcer_Duel();
+
if(previous_game_starttime != startTime)
{
if(time < startTime)
if (!announcer_countdown)
{
announcer_countdown = new(announcer_countdown);
- announcer_countdown.think = Announcer_Countdown;
+ setthink(announcer_countdown, Announcer_Countdown);
}
- if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
- if(time > announcer_countdown.nextthink) // don't play it again if countdown was already going
- Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
+ if(!warmup_stage && time < STAT(GAMESTARTTIME))
+ {
+ if (gametype.m_1v1)
+ Announcer_Duel();
+ else
+ centerprint_SetTitle(strcat("^BG", MapInfo_Type_ToText(gametype))); // Show game type as title
- announcer_countdown.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
+ if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
+ Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
+ }
+
+ announcer_countdown.nextthink = startTime - floor(startTime - time + 0.5); //synchronize nextthink to startTime
}
}
previous_game_starttime = startTime;
}
+#define ANNOUNCER_CHECKMINUTE(minute) MACRO_BEGIN \
+ if(announcer_##minute##min) { \
+ if(timeleft > minute * 60) \
+ announcer_##minute##min = false; \
+ } else { \
+ if(timeleft < minute * 60 && timeleft > minute * 60 - 1) { \
+ announcer_##minute##min = true; \
+ Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_##minute); \
+ } \
+ } \
+MACRO_END
-// Plays the 1 minute or 5 minutes (of maptime) remaining sound, if client wants it
void Announcer_Time()
{
- float timelimit = STAT(TIMELIMIT);
- float timeleft = max(0, timelimit * 60 + STAT(GAMESTARTTIME) - time);
- float warmup_timeleft = 0;
+ static bool warmup_stage_prev;
- if(warmup_stage)
- if(autocvar_g_warmup_limit > 0)
- warmup_timeleft = max(0, autocvar_g_warmup_limit + STAT(GAMESTARTTIME) - time);
+ if(intermission)
+ return;
- // 5 minute check
- if(autocvar_cl_announcer_maptime >= 2)
+ if (warmup_stage != warmup_stage_prev)
{
- // make sure that after connect (and e.g. 4 minutes left) we will not get a wrong sound
- if(announcer_5min)
- {
- if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 300)
- || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 300))
- announcer_5min = false;
- }
- else
- {
- if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 300 && timeleft > 299)
- || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 300 && warmup_timeleft > 299))
- {
- //if we're in warmup mode, check whether there's a warmup timelimit
- if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
- {
- announcer_5min = true;
- Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5);
- }
- }
- }
+ announcer_5min = announcer_1min = false;
+ warmup_stage_prev = warmup_stage;
+ return;
}
- // 1 minute check
- if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
+ float starttime = STAT(GAMESTARTTIME);
+ if(time < starttime)
{
- if (announcer_1min)
- {
- if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 60)
- || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 60))
- announcer_1min = false;
- }
- else if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 60)
- || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 60))
- {
- // if we're in warmup mode, check whether there's a warmup timelimit
- if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
- {
- announcer_1min = true;
- Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1);
- }
- }
+ announcer_5min = announcer_1min = false;
+ return;
}
+
+ float timeleft;
+ if(warmup_stage)
+ {
+ float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
+ if(warmup_timelimit > 0)
+ timeleft = max(0, warmup_timelimit + starttime - time);
+ else
+ timeleft = 0;
+ }
+ else
+ timeleft = max(0, STAT(TIMELIMIT) * 60 + starttime - time);
+
+ if(autocvar_cl_announcer_maptime >= 2)
+ ANNOUNCER_CHECKMINUTE(5);
+
+ if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
+ ANNOUNCER_CHECKMINUTE(1);
}
void Announcer()
{
+ // announcer code sets gametype name as centerprint title
+ if(!gametype)
+ return;
Announcer_Gamestart();
Announcer_Time();
}