+#include "round_handler.qh"
+#include "_all.qh"
+
+#include "command/vote.qh"
+#include "../common/util.qh"
+
void round_handler_Think()
{
- entity e;
float f;
if(time < game_starttime)
{
- self.wait = FALSE;
- round_handler_ResetCountdown();
- self.nextthink = game_starttime + 1;
+ round_handler_Reset(game_starttime);
return;
}
if(gameover)
{
- round_handler_ResetCountdown();
+ round_handler_Reset(0);
round_handler_Remove();
return;
}
if(self.wait)
{
- reset_map(TRUE);
- self.wait = FALSE;
+ self.wait = false;
self.cnt = self.count + 1; // init countdown
+ round_starttime = time + self.count;
+ reset_map(true);
}
if(self.cnt > 0) // countdown running
{
if(self.canRoundStart())
{
+ if(self.cnt == self.count + 1)
+ round_starttime = time + self.count;
f = self.cnt - 1;
- if(f == 5) Announce("prepareforbattle");
- else if(f == 3) Announce("3");
- else if(f == 2) Announce("2");
- else if(f == 1) Announce("1");
- else if(f == 0)
+ if(f == 0)
{
- Announce("begin");
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
self.cnt = 0;
+ self.round_endtime = (self.round_timelimit) ? time + self.round_timelimit : 0;
self.nextthink = time;
+ if(self.roundStart)
+ self.roundStart();
return;
}
-
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
self.cnt = self.cnt - 1;
}
else
{
- round_handler_ResetCountdown();
+ round_handler_Reset(0);
}
self.nextthink = time + 1; // canRoundStart every second
}
if(self.canRoundEnd())
{
// schedule a new round
- self.wait = TRUE;
+ self.wait = true;
self.nextthink = time + self.delay;
}
else
}
}
-void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, float the_delay, float the_count)
+void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
+{
+ round_handler.delay = (the_delay > 0) ? the_delay : 0;
+ round_handler.count = fabs(floor(the_count));
+ round_handler.cnt = round_handler.count + 1;
+ round_handler.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
+}
+
+// NOTE: this is only needed because if round_handler spawns at time 1
+// gamestarttime isn't initialized yet
+void round_handler_FirstThink()
+{
+ round_starttime = max(time, game_starttime) + round_handler.count;
+ round_handler.think = round_handler_Think;
+ round_handler.nextthink = max(time, game_starttime);
+}
+
+void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func)
{
if(round_handler)
{
round_handler = spawn();
round_handler.classname = "round_handler";
- round_handler.think = round_handler_Think;
+ round_handler.think = round_handler_FirstThink;
round_handler.canRoundStart = canRoundStart_func;
round_handler.canRoundEnd = canRoundEnd_func;
- round_handler.delay = (the_delay > 0) ? the_delay : 0;
- round_handler.count = fabs(floor(the_count));
- round_handler.wait = FALSE;
- round_handler.cnt = round_handler.count + 1;
+ round_handler.roundStart = roundStart_func;
+ round_handler.wait = false;
+ round_handler_Init(5, 5, 180);
round_handler.nextthink = time;
}
-float round_handler_IsActive()
-{
- return (round_handler && time > game_starttime);
-}
-
-float round_handler_AwaitingNextRound()
+void round_handler_Reset(float next_think)
{
- return (round_handler.wait);
-}
-
-float round_handler_CountdownRunning()
-{
- return (!round_handler.wait && round_handler.cnt);
-}
-
-float round_handler_IsRoundStarted()
-{
- return (!round_handler.wait && !round_handler.cnt);
-}
-
-void round_handler_ResetCountdown()
-{
- entity e;
+ round_handler.wait = false;
if(round_handler.count)
if(round_handler.cnt < round_handler.count + 1)
- {
- FOR_EACH_REALCLIENT(e)
- Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
round_handler.cnt = round_handler.count + 1;
- }
+ round_handler.nextthink = next_think;
+ round_starttime = (next_think) ? (next_think + round_handler.count) : -1;
}
void round_handler_Remove()