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Get rid of Duel gametype checks in client code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / round_handler.qc
1 #include "round_handler.qh"
2
3 #include <common/mapobjects/triggers.qh>
4 #include <common/util.qh>
5 #include <server/campaign.qh>
6 #include <server/command/vote.qh>
7 #include <server/world.qh>
8
9 void round_handler_Think(entity this)
10 {
11         if (intermission_running)
12         {
13                 round_handler_Reset(0);
14                 round_handler_Remove();
15                 return;
16         }
17
18         if (time < game_starttime)
19         {
20                 round_handler_Reset(game_starttime);
21                 return;
22         }
23
24         game_stopped = false;
25
26         if (this.wait)
27         {
28                 this.wait = false;
29                 this.cnt = this.count + 1;  // init countdown
30                 round_starttime = time + this.count;
31                 reset_map(true, false);
32         }
33
34         if (this.cnt > 0)  // countdown running
35         {
36                 if (this.canRoundStart() && !(autocvar_g_campaign && !campaign_bots_may_start))
37                 {
38                         if (this.cnt == this.count + 1) round_starttime = time + this.count;
39                         int f = this.cnt - 1;
40                         if (f == 0)
41                         {
42                                 this.cnt = 0;
43                                 this.round_endtime = (this.round_timelimit) ? time + this.round_timelimit : 0;
44                                 this.nextthink = time;
45                                 if (this.roundStart) this.roundStart();
46                                 return;
47                         }
48                         this.cnt = this.cnt - 1;
49                 }
50                 else
51                 {
52                         round_handler_Reset(0);
53                         round_starttime = -1; // can't start
54                 }
55                 this.nextthink = time + 1;  // canRoundStart every second
56         }
57         else
58         {
59                 if (this.canRoundEnd())
60                 {
61                         // schedule a new round
62                         this.wait = true;
63                         this.nextthink = time + this.delay;
64                 }
65                 else
66                 {
67                         this.nextthink = time;  // canRoundEnd every frame
68                 }
69         }
70 }
71
72 void round_handler_Init(float the_delay, float the_count, float the_round_timelimit)
73 {
74         entity this = round_handler;
75         this.delay = (the_delay > 0) ? the_delay : 0;
76         this.count = fabs(floor(the_count));
77         this.cnt = this.count + 1;
78         this.round_timelimit = (the_round_timelimit > 0) ? the_round_timelimit : 0;
79         round_limit = the_round_timelimit;
80 }
81
82 // NOTE: this is only needed because if round_handler spawns at time 1
83 // game_starttime isn't initialized yet
84 void round_handler_FirstThink(entity this)
85 {
86         round_starttime = max(time, game_starttime) + this.count;
87         setthink(this, round_handler_Think);
88         this.nextthink = max(time, game_starttime);
89 }
90
91 void round_handler_Spawn(bool() canRoundStart_func, bool() canRoundEnd_func, void() roundStart_func)
92 {
93         if (round_handler)
94         {
95                 backtrace("Can't spawn round_handler again!");
96                 return;
97         }
98         entity this = round_handler = new_pure(round_handler);
99
100         setthink(this, round_handler_FirstThink);
101         this.canRoundStart = canRoundStart_func;
102         this.canRoundEnd = canRoundEnd_func;
103         this.roundStart = roundStart_func;
104         this.wait = false;
105         round_handler_Init(5, 5, 180);
106         this.nextthink = time;
107 }
108
109 void round_handler_Reset(float next_think)
110 {
111         entity this = round_handler;
112         this.wait = false;
113         if (this.count)
114                 if (this.cnt < this.count + 1) this.cnt = this.count + 1;
115         this.nextthink = next_think;
116         if (next_think)
117                 round_starttime = next_think + this.count;
118 }
119
120 void round_handler_Remove()
121 {
122         delete(round_handler);
123         round_handler = NULL;
124 }