]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/announcer.qc
Support multi-stage warmups in Announcer_Time()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / announcer.qc
index 707e3c8a7657e5b6c8d3495cefe5875ff1111e83..077a1c6d012ecb97f68f95fc15f00cad0d06ff9a 100644 (file)
@@ -1,9 +1,13 @@
 #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;
@@ -11,56 +15,105 @@ string AnnouncerOption()
 {
        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;
 }
 
 /**
@@ -70,13 +123,30 @@ void Announcer_Countdown()
  * 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 || warmup_stage)
+       {
+               Announcer_ClearTitle();
+               if(announcer_countdown)
+               {
+                       centerprint_Kill(ORDINAL(CPID_ROUND));
+                       if(announcer_countdown)
+                       {
+                               delete(announcer_countdown);
+                               announcer_countdown = NULL;
+                       }
+               }
+               return;
+       }
+
+       if(announcer_countdown && gametype.m_1v1)
+               Announcer_Duel();
 
        if(previous_game_starttime != startTime)
        {
@@ -85,81 +155,84 @@ void Announcer_Gamestart()
                        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();
 }