#include "announcer.qh" #include #include #include #include bool announcer_1min; bool announcer_5min; string AnnouncerOption() { string ret = autocvar_cl_announcer; MUTATOR_CALLHOOK(AnnouncerOption, ret); ret = M_ARGV(0, string); return ret; } entity announcer_countdown; void Announcer_Countdown(entity this) { float starttime = STAT(GAMESTARTTIME); float roundstarttime = STAT(ROUNDSTARTTIME); if(roundstarttime == -1) { Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTOP); delete(this); announcer_countdown = NULL; return; } bool inround = (roundstarttime && time >= starttime); float countdown = (inround ? roundstarttime - time : starttime - time); float countdown_rounded = floor(0.5 + countdown); if(countdown <= 0) // countdown has finished, starttime is now { Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_BEGIN); Local_Notification(MSG_MULTI, MULTI_COUNTDOWN_BEGIN); delete(this); announcer_countdown = NULL; return; } else // countdown is still going { if(inround) { Local_Notification(MSG_CENTER, CENTER_COUNTDOWN_ROUNDSTART, 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); 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)); } } } /** * Checks whether the server initiated a map restart (stat_game_starttime changed) * * TODO: Use a better solution where a common shared entitiy is used that contains * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT * and STAT_FRAGLIMIT to be auto-sent) */ float previous_game_starttime; void Announcer_Gamestart() { float startTime = STAT(GAMESTARTTIME); float roundstarttime = STAT(ROUNDSTARTTIME); if(roundstarttime > startTime) startTime = roundstarttime; if(intermission) { if(announcer_countdown) { centerprint_Kill(ORDINAL(CPID_ROUND)); if(announcer_countdown) { delete(announcer_countdown); announcer_countdown = NULL; } } return; } if(previous_game_starttime != startTime) { if(time < startTime) { if (!announcer_countdown) { announcer_countdown = new(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); 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 void Announcer_Time() { static bool warmup_stage_prev; if(intermission) return; if (warmup_stage != warmup_stage_prev) { announcer_5min = announcer_1min = false; warmup_stage_prev = warmup_stage; return; } float starttime = STAT(GAMESTARTTIME); if(time < starttime) { 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 - 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_Gamestart(); Announcer_Time(); }