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Initialize .cnt in round_handler_Init to fix a round countdown bug
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / round_handler.qc
1 void round_handler_Think()
2 {
3         float f;
4
5         if(time < game_starttime)
6         {
7                 round_handler_Reset(game_starttime);
8                 return;
9         }
10
11         if(gameover)
12         {
13                 round_handler_Reset(0);
14                 round_handler_Remove();
15                 return;
16         }
17
18         if(self.wait)
19         {
20                 self.wait = FALSE;
21                 self.cnt = self.count + 1; // init countdown
22                 round_starttime = time + self.count;
23                 reset_map(TRUE);
24         }
25
26         if(self.cnt > 0) // countdown running
27         {
28                 if(self.canRoundStart())
29                 {
30                         if(self.cnt == self.count + 1)
31                                 round_starttime = time + self.count;
32                         f = self.cnt - 1;
33                         if(f == 0)
34                         {
35                                 self.cnt = 0;
36                                 self.round_endtime = time + self.round_timelimit;
37                                 self.nextthink = time;
38                                 if(self.roundStart)
39                                         self.roundStart();
40                                 return;
41                         }
42                         self.cnt = self.cnt - 1;
43                 }
44                 else
45                 {
46                         round_handler_Reset(0);
47                 }
48                 self.nextthink = time + 1; // canRoundStart every second
49         }
50         else
51         {
52                 if(self.canRoundEnd())
53                 {
54                         // schedule a new round
55                         self.wait = TRUE;
56                         self.nextthink = time + self.delay;
57                 }
58                 else
59                 {
60                         self.nextthink = time; // canRoundEnd every frame
61                 }
62         }
63 }
64
65 void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
66 {
67         round_handler.delay = (the_delay > 0) ? the_delay : 0;
68         round_handler.count = fabs(floor(the_count));
69         round_handler.cnt = round_handler.count + 1;
70         round_handler.round_timelimit = max(10, the_round_timelimit);
71 }
72
73 void round_handler_Spawn(float() canRoundStart_func, float() canRoundEnd_func, void() roundStart_func)
74 {
75         if(round_handler)
76         {
77                 backtrace("Can't spawn round_handler again!");
78                 return;
79         }
80         round_handler = spawn();
81         round_handler.classname = "round_handler";
82
83         round_handler.think = round_handler_Think;
84         round_handler.canRoundStart = canRoundStart_func;
85         round_handler.canRoundEnd = canRoundEnd_func;
86         round_handler.roundStart = roundStart_func;
87         round_handler.wait = FALSE;
88         round_handler_Init(5, 5, 180);
89         // if round_handler spawns at time 1 gamestarttime isn't initialized yet
90         //round_handler.nextthink = max(time, game_starttime + 1);
91         round_handler.nextthink = time;
92         round_starttime = time + round_handler.count;
93 }
94
95 void round_handler_Reset(float next_think)
96 {
97         round_handler.wait = FALSE;
98         if(round_handler.count)
99         if(round_handler.cnt < round_handler.count + 1)
100                 round_handler.cnt = round_handler.count + 1;
101         round_handler.nextthink = next_think;
102         round_starttime = (next_think) ? (next_think + round_handler.count) : -1;
103 }
104
105 void round_handler_Remove()
106 {
107         remove(round_handler);
108         round_handler = world;
109 }
110