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Silence a warning when countdown number is higher than the available announcements
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / announcer.qc
1 #include "announcer.qh"
2
3 #include "mutators/events.qh"
4
5 #include <common/notifications/all.qh>
6 #include <common/stats.qh>
7
8 bool announcer_1min;
9 bool announcer_5min;
10 string AnnouncerOption()
11 {
12         string ret = autocvar_cl_announcer;
13         MUTATOR_CALLHOOK(AnnouncerOption, ret);
14         ret = ret_string;
15         return ret;
16 }
17
18 entity announcer_countdown;
19
20 void Announcer_Countdown()
21 {
22         SELFPARAM();
23         float starttime = STAT(GAMESTARTTIME);
24         float roundstarttime = STAT(ROUNDSTARTTIME);
25         if(roundstarttime == -1)
26         {
27                 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP);
28                 remove(this);
29                 announcer_countdown = NULL;
30                 return;
31         }
32         if(roundstarttime >= starttime)
33                 starttime = roundstarttime;
34         if(starttime <= time && roundstarttime != starttime) // game start time has passed
35                 announcer_5min = announcer_1min = false; // reset maptime announcers now as well
36
37         float countdown = (starttime - time);
38         float countdown_rounded = floor(0.5 + countdown);
39
40         if(countdown <= 0) // countdown has finished, starttime is now
41         {
42                 Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN);
43                 Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN);
44                 remove(this);
45                 announcer_countdown = NULL;
46                 return;
47         }
48         else // countdown is still going
49         {
50                 // if concomitant countdown to round start overrides countdown to game start
51                 if(roundstarttime == starttime)
52                 {
53                         Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, countdown_rounded);
54                         Notification annce_num = Announcer_PickNumber(CNT_ROUNDSTART, countdown_rounded);
55                         if(annce_num != NULL)
56                                 Local_Notification(MSG_ANNCE, annce_num);
57                 }
58                 else
59                 {
60                         Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_GAMESTART, countdown_rounded);
61                         Notification annce_num = Announcer_PickNumber(CNT_GAMESTART, countdown_rounded);
62                         if(annce_num != NULL)           
63                                 Local_Notification(MSG_ANNCE, Announcer_PickNumber(CNT_GAMESTART, countdown_rounded));
64                 }
65
66                 this.nextthink = (starttime - (countdown - 1));
67         }
68 }
69
70 /**
71  * Checks whether the server initiated a map restart (stat_game_starttime changed)
72  *
73  * TODO: Use a better solution where a common shared entitiy is used that contains
74  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
75  * and STAT_FRAGLIMIT to be auto-sent)
76  */
77  float previous_game_starttime;
78 void Announcer_Gamestart()
79 {
80         float startTime = STAT(GAMESTARTTIME);
81         float roundstarttime = STAT(ROUNDSTARTTIME);
82         if(roundstarttime > startTime)
83                 startTime = roundstarttime;
84         if(intermission)
85         {
86                 if(announcer_countdown)
87                 {
88                         centerprint_kill(ORDINAL(CPID_ROUND));
89                         if(announcer_countdown)
90                         {
91                                 remove(announcer_countdown);
92                                 announcer_countdown = NULL;
93                         }
94                 }
95                 return;
96         }
97
98         if(previous_game_starttime != startTime)
99         {
100                 if(time < startTime)
101                 {
102                         if (!announcer_countdown)
103                         {
104                                 announcer_countdown = new(announcer_countdown);
105                                 announcer_countdown.think = Announcer_Countdown;
106                         }
107
108                         if(time + 5.0 < startTime) // if connecting to server while restart was active don't always play prepareforbattle
109                         if(time > announcer_countdown.nextthink) // don't play it again if countdown was already going
110                                 Local_Notification(MSG_ANNCE, ANNCE_PREPARE);
111
112                         announcer_countdown.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113                 }
114         }
115
116         previous_game_starttime = startTime;
117 }
118
119
120 // Plays the 1 minute or 5 minutes (of maptime) remaining sound, if client wants it
121 void Announcer_Time()
122 {
123         float timelimit = STAT(TIMELIMIT);
124         float timeleft = max(0, timelimit * 60 + STAT(GAMESTARTTIME) - time);
125         float warmup_timeleft = 0;
126
127         if(warmup_stage)
128                 if(autocvar_g_warmup_limit > 0)
129                         warmup_timeleft = max(0, autocvar_g_warmup_limit + STAT(GAMESTARTTIME) - time);
130
131         // 5 minute check
132         if(autocvar_cl_announcer_maptime >= 2)
133         {
134                 // make sure that after connect (and e.g. 4 minutes left) we will not get a wrong sound
135                 if(announcer_5min)
136                 {
137                         if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 300)
138                                 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 300))
139                                         announcer_5min = false;
140                 }
141                 else
142                 {
143                         if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 300 && timeleft > 299)
144                                 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 300 && warmup_timeleft > 299))
145                         {
146                                 //if we're in warmup mode, check whether there's a warmup timelimit
147                                 if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
148                                 {
149                                         announcer_5min = true;
150                                         Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_5);
151                                 }
152                         }
153                 }
154         }
155
156         // 1 minute check
157         if((autocvar_cl_announcer_maptime == 1) || (autocvar_cl_announcer_maptime == 3))
158         {
159                 if (announcer_1min)
160                 {
161                         if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timeleft > 60)
162                                 || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft > 60))
163                                         announcer_1min = false;
164                 }
165                 else if(((!warmup_stage || autocvar_g_warmup_limit == 0) && timelimit > 0 && timeleft < 60)
166                         || (warmup_stage && autocvar_g_warmup_limit > 0 && warmup_timeleft < 60))
167                 {
168                         // if we're in warmup mode, check whether there's a warmup timelimit
169                         if(!(autocvar_g_warmup_limit == -1 && warmup_stage))
170                         {
171                                 announcer_1min = true;
172                                 Local_Notification(MSG_ANNCE, ANNCE_REMAINING_MIN_1);
173                         }
174                 }
175         }
176 }
177
178 void Announcer()
179 {
180         Announcer_Gamestart();
181         Announcer_Time();
182 }