//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: Team gamerules round timer // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "teamplay_round_timer.h" #include "teamplayroundbased_gamerules.h" #ifdef CLIENT_DLL #include "IClientMode.h" #include "vgui_controls/AnimationController.h" #include "c_playerresource.h" #include "c_team_objectiveresource.h" #else #include "team.h" #include "team_objectiveresource.h" #endif #define ROUND_TIMER_60SECS "Announcer.RoundEnds60seconds" #define ROUND_TIMER_30SECS "Announcer.RoundEnds30seconds" #define ROUND_TIMER_10SECS "Announcer.RoundEnds10seconds" #define ROUND_TIMER_5SECS "Announcer.RoundEnds5seconds" #define ROUND_TIMER_4SECS "Announcer.RoundEnds4seconds" #define ROUND_TIMER_3SECS "Announcer.RoundEnds3seconds" #define ROUND_TIMER_2SECS "Announcer.RoundEnds2seconds" #define ROUND_TIMER_1SECS "Announcer.RoundEnds1seconds" #define ROUND_SETUP_60SECS "Announcer.RoundBegins60Seconds" #define ROUND_SETUP_30SECS "Announcer.RoundBegins30Seconds" #define ROUND_SETUP_10SECS "Announcer.RoundBegins10Seconds" #define ROUND_SETUP_5SECS "Announcer.RoundBegins5Seconds" #define ROUND_SETUP_4SECS "Announcer.RoundBegins4Seconds" #define ROUND_SETUP_3SECS "Announcer.RoundBegins3Seconds" #define ROUND_SETUP_2SECS "Announcer.RoundBegins2Seconds" #define ROUND_SETUP_1SECS "Announcer.RoundBegins1Seconds" #define ROUND_START_BELL "Ambient.Siren" #define ROUND_TIMER_TIME_ADDED "Announcer.TimeAdded" #define ROUND_TIMER_TIME_ADDED_LOSER "Announcer.TimeAddedForEnemy" #define ROUND_TIMER_TIME_ADDED_WINNER "Announcer.TimeAwardedForTeam" enum { RT_THINK_SETUP, RT_THINK_NORMAL, }; enum { RT_WARNING_60SECS, RT_WARNING_30SECS, RT_WARNING_10SECS, RT_WARNING_5SECS, RT_WARNING_4SECS, RT_WARNING_3SECS, RT_WARNING_2SECS, RT_WARNING_1SECS, RT_WARNING_TIME_START, }; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern bool IsInCommentaryMode(); #ifdef CLIENT_DLL // Use this proxy to flash the round timer whenever the timer is restarted // because trapping the round start event doesn't work ( the event also flushes // all hud events and obliterates our TimerFlash event ) static void RecvProxy_TimerPaused( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CTeamRoundTimer *pTimer = (CTeamRoundTimer *) pStruct; bool bTimerPaused = ( pData->m_Value.m_Int > 0 ); if ( bTimerPaused == false ) { FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh ); GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" ); } } if ( pTimer ) { pTimer->InternalSetPaused( bTimerPaused ); } } #endif LINK_ENTITY_TO_CLASS( team_round_timer, CTeamRoundTimer ); PRECACHE_REGISTER( team_round_timer ); IMPLEMENT_NETWORKCLASS_ALIASED( TeamRoundTimer, DT_TeamRoundTimer ) BEGIN_NETWORK_TABLE_NOBASE( CTeamRoundTimer, DT_TeamRoundTimer ) #ifdef CLIENT_DLL RecvPropInt( RECVINFO( m_bTimerPaused ), 0, RecvProxy_TimerPaused ), RecvPropTime( RECVINFO( m_flTimeRemaining ) ), RecvPropTime( RECVINFO( m_flTimerEndTime ) ), RecvPropInt( RECVINFO( m_nTimerMaxLength ) ), RecvPropBool( RECVINFO( m_bIsDisabled ) ), RecvPropBool( RECVINFO( m_bShowInHUD ) ), RecvPropInt( RECVINFO( m_nTimerLength ) ), RecvPropInt( RECVINFO( m_nTimerInitialLength ) ), RecvPropBool( RECVINFO( m_bAutoCountdown ) ), RecvPropInt( RECVINFO( m_nSetupTimeLength ) ), RecvPropInt( RECVINFO( m_nState ) ), RecvPropBool( RECVINFO( m_bStartPaused ) ), RecvPropBool( RECVINFO( m_bInCaptureWatchState ) ), RecvPropBool( RECVINFO( m_bStopWatchTimer ) ), RecvPropTime( RECVINFO( m_flTotalTime ) ), #else SendPropBool( SENDINFO( m_bTimerPaused ) ), SendPropTime( SENDINFO( m_flTimeRemaining ) ), SendPropTime( SENDINFO( m_flTimerEndTime ) ), SendPropInt( SENDINFO( m_nTimerMaxLength ) ), SendPropBool( SENDINFO( m_bIsDisabled ) ), SendPropBool( SENDINFO( m_bShowInHUD ) ), SendPropInt( SENDINFO( m_nTimerLength ) ), SendPropInt( SENDINFO( m_nTimerInitialLength ) ), SendPropBool( SENDINFO( m_bAutoCountdown ) ), SendPropInt( SENDINFO( m_nSetupTimeLength ) ), SendPropInt( SENDINFO( m_nState ) ), SendPropBool( SENDINFO( m_bStartPaused ) ), SendPropBool( SENDINFO( m_bStopWatchTimer ) ), SendPropBool( SENDINFO( m_bInCaptureWatchState ) ), SendPropTime( SENDINFO( m_flTotalTime ) ), #endif END_NETWORK_TABLE() #ifndef CLIENT_DLL BEGIN_DATADESC(CTeamRoundTimer) DEFINE_KEYFIELD( m_nTimerInitialLength, FIELD_INTEGER, "timer_length" ), DEFINE_KEYFIELD( m_nTimerMaxLength, FIELD_INTEGER, "max_length" ), DEFINE_KEYFIELD( m_bShowInHUD, FIELD_BOOLEAN, "show_in_hud" ), DEFINE_KEYFIELD( m_bIsDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_KEYFIELD( m_bAutoCountdown, FIELD_BOOLEAN, "auto_countdown" ), DEFINE_KEYFIELD( m_nSetupTimeLength, FIELD_INTEGER, "setup_length" ), DEFINE_KEYFIELD( m_bResetTimeOnRoundStart, FIELD_BOOLEAN, "reset_time" ), DEFINE_KEYFIELD( m_bStartPaused, FIELD_BOOLEAN, "start_paused" ), DEFINE_FUNCTION( RoundTimerSetupThink ), DEFINE_FUNCTION( RoundTimerThink ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Pause", InputPause ), DEFINE_INPUTFUNC( FIELD_VOID, "Resume", InputResume ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTime", InputSetTime ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AddTime", InputAddTime ), DEFINE_INPUTFUNC( FIELD_VOID, "Restart", InputRestart ), DEFINE_INPUTFUNC( FIELD_INTEGER, "ShowInHUD", InputShowInHUD ), DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxTime", InputSetMaxTime ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AutoCountdown", InputAutoCountdown ), DEFINE_INPUTFUNC( FIELD_STRING, "AddTeamTime", InputAddTeamTime ), DEFINE_OUTPUT( m_OnRoundStart, "OnRoundStart" ), DEFINE_OUTPUT( m_OnFinished, "OnFinished" ), DEFINE_OUTPUT( m_On5MinRemain, "On5MinRemain" ), DEFINE_OUTPUT( m_On4MinRemain, "On4MinRemain" ), DEFINE_OUTPUT( m_On3MinRemain, "On3MinRemain" ), DEFINE_OUTPUT( m_On2MinRemain, "On2MinRemain" ), DEFINE_OUTPUT( m_On1MinRemain, "On1MinRemain" ), DEFINE_OUTPUT( m_On30SecRemain, "On30SecRemain" ), DEFINE_OUTPUT( m_On10SecRemain, "On10SecRemain" ), DEFINE_OUTPUT( m_On5SecRemain, "On5SecRemain" ), DEFINE_OUTPUT( m_On4SecRemain, "On4SecRemain" ), DEFINE_OUTPUT( m_On3SecRemain, "On3SecRemain" ), DEFINE_OUTPUT( m_On2SecRemain, "On2SecRemain" ), DEFINE_OUTPUT( m_On1SecRemain, "On1SecRemain" ), DEFINE_OUTPUT( m_OnSetupStart, "OnSetupStart" ), DEFINE_OUTPUT( m_OnSetupFinished, "OnSetupFinished" ), END_DATADESC(); #endif #ifndef CLIENT_DLL #define ROUND_TIMER_THINK "CTeamplayRoundTimerThink" #define ROUND_TIMER_SETUP_THINK "CTeamplayRoundTimerSetupThink" #endif //----------------------------------------------------------------------------- // Purpose: constructor //----------------------------------------------------------------------------- CTeamRoundTimer::CTeamRoundTimer( void ) { m_bTimerPaused = false; m_flTimeRemaining = 0; m_nTimerLength = 0; m_nTimerInitialLength = 0; m_nTimerMaxLength = 0; m_flTimerEndTime = 0; m_bIsDisabled = false; m_bAutoCountdown = true; m_nState.Set( RT_STATE_NORMAL ); // we'll assume no setup time for now m_bStartPaused = true; m_bFireFinished = true; m_bFire5MinRemain = true; m_bFire4MinRemain = true; m_bFire3MinRemain = true; m_bFire2MinRemain = true; m_bFire1MinRemain = true; m_bFire30SecRemain = true; m_bFire10SecRemain = true; m_bFire5SecRemain = true; m_bFire4SecRemain = true; m_bFire3SecRemain = true; m_bFire2SecRemain = true; m_bFire1SecRemain = true; m_bStopWatchTimer = false; m_flTotalTime = 0.0f; #ifndef CLIENT_DLL m_bPauseDueToWin = false; m_bResetTimeOnRoundStart = false; m_nTimeToUseAfterSetupFinished = 0; #endif } //----------------------------------------------------------------------------- // Purpose: destructor //----------------------------------------------------------------------------- CTeamRoundTimer::~CTeamRoundTimer( void ) { } //----------------------------------------------------------------------------- // Purpose: destructor //----------------------------------------------------------------------------- void CTeamRoundTimer::Precache( void ) { PrecacheScriptSound( ROUND_TIMER_60SECS ); PrecacheScriptSound( ROUND_TIMER_30SECS ); PrecacheScriptSound( ROUND_TIMER_10SECS ); PrecacheScriptSound( ROUND_TIMER_5SECS ); PrecacheScriptSound( ROUND_TIMER_4SECS ); PrecacheScriptSound( ROUND_TIMER_3SECS ); PrecacheScriptSound( ROUND_TIMER_2SECS ); PrecacheScriptSound( ROUND_TIMER_1SECS ); PrecacheScriptSound( ROUND_SETUP_60SECS ); PrecacheScriptSound( ROUND_SETUP_30SECS ); PrecacheScriptSound( ROUND_SETUP_10SECS ); PrecacheScriptSound( ROUND_SETUP_5SECS ); PrecacheScriptSound( ROUND_SETUP_4SECS ); PrecacheScriptSound( ROUND_SETUP_3SECS ); PrecacheScriptSound( ROUND_SETUP_2SECS ); PrecacheScriptSound( ROUND_SETUP_1SECS ); PrecacheScriptSound( ROUND_TIMER_TIME_ADDED ); PrecacheScriptSound( ROUND_TIMER_TIME_ADDED_LOSER ); PrecacheScriptSound( ROUND_TIMER_TIME_ADDED_WINNER ); PrecacheScriptSound( ROUND_START_BELL ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::Activate( void ) { BaseClass::Activate(); #ifndef CLIENT_DLL if ( m_bShowInHUD ) { SetActiveTimer( this ); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::Spawn( void ) { Precache(); #ifdef CLIENT_DLL SetNextClientThink( CLIENT_THINK_ALWAYS ); #else int nTimerTime = 0; // do we have a setup time? if ( m_nSetupTimeLength > 0 ) { nTimerTime = m_nSetupTimeLength; SetState( RT_STATE_SETUP ); } else { nTimerTime = m_nTimerInitialLength; SetState( RT_STATE_NORMAL ); } m_nTimeToUseAfterSetupFinished = m_nTimerInitialLength; if ( IsDisabled() ) // we need to get the data initialized before actually become disabled { m_bIsDisabled = false; PauseTimer(); // start paused SetTimeRemaining( nTimerTime ); m_bIsDisabled = true; } else { PauseTimer(); // start paused SetTimeRemaining( nTimerTime ); } m_nTimerLength = nTimerTime; BaseClass::Spawn(); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTeamRoundTimer::ShowInHud( void ) { return m_bShowInHUD; } //----------------------------------------------------------------------------- // Purpose: Gets the seconds left on the timer, paused or not. //----------------------------------------------------------------------------- float CTeamRoundTimer::GetTimeRemaining( void ) { float flSecondsRemaining; if ( IsStopWatchTimer() == true && m_bInCaptureWatchState == true ) { flSecondsRemaining = m_flTotalTime; } else { if ( m_bTimerPaused ) { flSecondsRemaining = m_flTimeRemaining; } else { flSecondsRemaining = m_flTimerEndTime - gpGlobals->curtime; } } if ( flSecondsRemaining < 0 ) { flSecondsRemaining = 0.0f; } return flSecondsRemaining; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SetCaptureWatchState( bool bCaptureWatch ) { m_bInCaptureWatchState = bCaptureWatch; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CTeamRoundTimer::GetTimerMaxLength( void ) { if ( m_nState == RT_STATE_SETUP ) { return m_nSetupTimeLength; } else { if ( m_nTimerMaxLength ) return m_nTimerMaxLength; return m_nTimerLength; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::CalculateOutputMessages( void ) { float flTime = GetTimeRemaining(); #ifndef GAME_DLL // We need to add a couple seconds to the time remaining because we've probably lost ~0.5 seconds from the timer while // waiting for the update to arrive from the server and we don't want to miss any critical countdown messages. If the time // remaining is over 10 seconds...adding 2 seconds to the total when calculating our output messages won't affect anything if ( flTime > 10.0f ) { flTime += 2.0f; } #endif m_bFireFinished = ( flTime > 0.0f ); m_bFire5MinRemain = ( flTime >= 300.0f ); m_bFire4MinRemain = ( flTime >= 240.0f ); m_bFire3MinRemain = ( flTime >= 180.0f ); m_bFire2MinRemain = ( flTime >= 120.0f ); m_bFire1MinRemain = ( flTime >= 60.0f ); m_bFire30SecRemain = ( flTime >= 30.0f ); m_bFire10SecRemain = ( flTime >= 10.0f ); m_bFire5SecRemain = ( flTime >= 5.0f ); m_bFire4SecRemain = ( flTime >= 4.0f ); m_bFire3SecRemain = ( flTime >= 3.0f ); m_bFire2SecRemain = ( flTime >= 2.0f ); m_bFire1SecRemain = ( flTime >= 1.0f ); } #ifdef CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::ClientThink() { if ( IsDisabled() || m_bTimerPaused || IsInCommentaryMode() ) return; if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true ) return; float flTime = GetTimeRemaining(); if ( flTime <= 61.0 && m_bFire1MinRemain ) { m_bFire1MinRemain = false; SendTimeWarning( RT_WARNING_60SECS ); } else if ( flTime <= 31.0 && m_bFire30SecRemain ) { m_bFire30SecRemain = false; SendTimeWarning( RT_WARNING_30SECS ); } else if ( flTime <= 11.0 && m_bFire10SecRemain ) { m_bFire10SecRemain = false; SendTimeWarning( RT_WARNING_10SECS ); } else if ( flTime <= 6.0 && m_bFire5SecRemain ) { m_bFire5SecRemain = false; SendTimeWarning( RT_WARNING_5SECS ); } else if ( flTime <= 5.0 && m_bFire4SecRemain ) { m_bFire4SecRemain = false; SendTimeWarning( RT_WARNING_4SECS ); } else if ( flTime <= 4.0 && m_bFire3SecRemain ) { m_bFire3SecRemain = false; SendTimeWarning( RT_WARNING_3SECS ); } else if ( flTime <= 3.0 && m_bFire2SecRemain ) { m_bFire2SecRemain = false; SendTimeWarning( RT_WARNING_2SECS ); } else if ( flTime <= 2.0 && m_bFire1SecRemain ) { m_bFire1SecRemain = false; SendTimeWarning( RT_WARNING_1SECS ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::OnPreDataChanged( DataUpdateType_t updateType ) { BaseClass::OnPreDataChanged( updateType ); m_nOldTimerLength = m_nTimerLength; m_nOldTimerState = m_nState; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( m_nOldTimerLength != m_nTimerLength ) { // recalculate our output messages because the timer length has changed CalculateOutputMessages(); } // if we were in state_setup and now we're in state_normal, play the bell sound if ( ( m_nOldTimerState == RT_STATE_SETUP ) && ( m_nState == RT_STATE_NORMAL ) ) { SendTimeWarning( RT_WARNING_TIME_START ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CTeamRoundTimer::GetTimeWarningSound( int nWarning ) { const char *pszRetVal; switch( nWarning ) { case RT_WARNING_60SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_60SECS; } else { pszRetVal = ROUND_TIMER_60SECS; } break; case RT_WARNING_30SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_30SECS; } else { pszRetVal = ROUND_TIMER_30SECS; } break; case RT_WARNING_10SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_10SECS; } else { pszRetVal = ROUND_TIMER_10SECS; } break; case RT_WARNING_5SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_5SECS; } else { pszRetVal = ROUND_TIMER_5SECS; } break; case RT_WARNING_4SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_4SECS; } else { pszRetVal = ROUND_TIMER_4SECS; } break; case RT_WARNING_3SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_3SECS; } else { pszRetVal = ROUND_TIMER_3SECS; } break; case RT_WARNING_2SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_2SECS; } else { pszRetVal = ROUND_TIMER_2SECS; } break; case RT_WARNING_1SECS: if ( m_nState == RT_STATE_SETUP ) { pszRetVal = ROUND_SETUP_1SECS; } else { pszRetVal = ROUND_TIMER_1SECS; } break; case RT_WARNING_TIME_START: pszRetVal = ROUND_START_BELL; break; default: pszRetVal = ""; } return pszRetVal; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SendTimeWarning( int nWarning ) { // don't play sounds if the level designer has turned them off or if it's during the WaitingForPlayers time if ( !m_bTimerPaused && m_bAutoCountdown && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() ) { HACK_GETLOCALPLAYER_GUARD( "CTeamRoundTimer::SendTimeWarning" ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { if ( ObjectiveResource() ) { bool bShouldPlaySound = false; if ( TeamplayRoundBasedRules()->IsInTournamentMode() == true && TeamplayRoundBasedRules()->IsInStopWatch() == true ) { int iActiveTimer = ObjectiveResource()->GetTimerToShowInHUD(); int iStopWatchTimer = ObjectiveResource()->GetStopWatchTimer(); if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == false ) { CTeamRoundTimer *pTimer = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iActiveTimer ) ); if ( pTimer && pTimer->IsTimerPaused() == false && pTimer->GetTimeRemaining() > GetTimeRemaining() ) { bShouldPlaySound = true; } } else { CTeamRoundTimer *pStopWatch = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iStopWatchTimer ) ); if ( ObjectiveResource()->GetTimerToShowInHUD() == entindex() ) { if ( pStopWatch ) { if ( pStopWatch->IsTimerPaused() == true ) { bShouldPlaySound = true; } if ( pStopWatch->GetTimeRemaining() > GetTimeRemaining() && pStopWatch->IsWatchingTimeStamps() == false ) { bShouldPlaySound = true; } if ( pStopWatch->IsWatchingTimeStamps() == true ) { bShouldPlaySound = true; } } else { bShouldPlaySound = true; } } } } else { if( ObjectiveResource()->GetTimerToShowInHUD() == entindex()) { bShouldPlaySound = true; } } if ( bShouldPlaySound == true ) { pPlayer->EmitSound( GetTimeWarningSound( nWarning ) ); } } } } } #else //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SetState( int nState ) { m_nState = nState; if ( nState == RT_STATE_SETUP ) { if ( IsStopWatchTimer() == false ) { TeamplayRoundBasedRules()->SetSetup( true ); } SetTimerThink( RT_THINK_SETUP ); m_OnSetupStart.FireOutput( this, this ); } else { if ( IsStopWatchTimer() == false ) { TeamplayRoundBasedRules()->SetSetup( false ); } SetTimerThink( RT_THINK_NORMAL ); m_OnRoundStart.FireOutput( this, this ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SetTimerThink( int nType ) { if ( nType == RT_THINK_SETUP ) { SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK ); SetContextThink( NULL, 0, ROUND_TIMER_THINK ); } else { SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK ); SetContextThink( NULL, 0, ROUND_TIMER_SETUP_THINK ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::RoundTimerSetupThink( void ) { if ( TeamplayRoundBasedRules()->IsInPreMatch() == true && IsDisabled() == false ) { inputdata_t data; InputDisable( data ); m_OnSetupFinished.FireOutput( this, this ); } if ( IsDisabled() || m_bTimerPaused ) { SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK ); return; } float flTime = GetTimeRemaining(); TeamplayRoundBasedRules()->SetOvertime( false ); if ( flTime <= 0.0f && m_bFireFinished ) { IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_setup_finished" ); if ( event ) { gameeventmanager->FireEvent( event ); } m_OnSetupFinished.FireOutput( this, this ); m_bFireFinished = false; SetTimeRemaining( m_nTimeToUseAfterSetupFinished ); SetState( RT_STATE_NORMAL ); if ( ShowInHud() && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() ) { UTIL_LogPrintf( "World triggered \"Round_Setup_End\"\n" ); } return; } else if ( flTime <= 60.0 && m_bFire1MinRemain ) { m_On1MinRemain.FireOutput( this, this ); m_bFire1MinRemain = false; } else if ( flTime <= 30.0 && m_bFire30SecRemain ) { m_On30SecRemain.FireOutput( this, this ); m_bFire30SecRemain = false; } else if ( flTime <= 10.0 && m_bFire10SecRemain ) { m_On10SecRemain.FireOutput( this, this ); m_bFire10SecRemain = false; } else if ( flTime <= 5.0 && m_bFire5SecRemain ) { m_On5SecRemain.FireOutput( this, this ); m_bFire5SecRemain = false; } else if ( flTime <= 4.0 && m_bFire4SecRemain ) { m_On4SecRemain.FireOutput( this, this ); m_bFire4SecRemain = false; } else if ( flTime <= 3.0 && m_bFire3SecRemain ) { m_On3SecRemain.FireOutput( this, this ); m_bFire3SecRemain = false; } else if ( flTime <= 2.0 && m_bFire2SecRemain ) { m_On2SecRemain.FireOutput( this, this ); m_bFire2SecRemain = false; } else if ( flTime <= 1.0 && m_bFire1SecRemain ) { m_On1SecRemain.FireOutput( this, this ); m_bFire1SecRemain = false; } SetContextThink( &CTeamRoundTimer::RoundTimerSetupThink, gpGlobals->curtime + 0.05, ROUND_TIMER_SETUP_THINK ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::RoundTimerThink( void ) { if ( TeamplayRoundBasedRules()->IsInPreMatch() == true && IsDisabled() == false ) { inputdata_t data; InputDisable( data ); } if ( IsDisabled() || m_bTimerPaused || IsInCommentaryMode() || gpGlobals->eLoadType == MapLoad_Background ) { SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK ); return; } // Don't do anything when the game has been won or if we're loading a bugbait report if ( TeamplayRoundBasedRules()->RoundHasBeenWon() || TeamplayRoundBasedRules()->IsLoadingBugBaitReport() ) { // We want to stop timers when the round has been won, but we don't want to // force mapmakers to deal with having to unpause it. This little hack works around that. if ( !m_bTimerPaused ) { PauseTimer(); m_bPauseDueToWin = true; } SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK ); return; } else if ( m_bPauseDueToWin ) { ResumeTimer(); m_bPauseDueToWin = false; } float flTime = GetTimeRemaining(); if ( flTime > 0 && ShowInHud() ) // is this the timer we're showing in the HUD? { TeamplayRoundBasedRules()->SetOvertime( false ); } if ( flTime <= 0.0f && m_bFireFinished ) { // Allow the gamerules to prevent timer expiration (i.e. while a control point is contested) if ( !TeamplayGameRules()->TimerMayExpire() ) { // we don't want the timer to keep going (negative time) m_flTimerEndTime = gpGlobals->curtime; // is this the timer we're showing in the HUD? if ( ShowInHud() ) { TeamplayRoundBasedRules()->SetOvertime( true ); } // Think slower SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 1.0, ROUND_TIMER_THINK ); return; } m_OnFinished.FireOutput( this, this ); m_bFireFinished = false; } else if ( flTime <= 300.0 && m_bFire5MinRemain ) { m_On5MinRemain.FireOutput( this, this ); m_bFire5MinRemain = false; } else if ( flTime <= 240.0 && m_bFire4MinRemain ) { m_On4MinRemain.FireOutput( this, this ); m_bFire4MinRemain = false; } else if ( flTime <= 180.0 && m_bFire3MinRemain ) { m_On3MinRemain.FireOutput( this, this ); m_bFire3MinRemain = false; } else if ( flTime <= 120.0 && m_bFire2MinRemain ) { m_On2MinRemain.FireOutput( this, this ); m_bFire2MinRemain = false; } else if ( flTime <= 60.0 && m_bFire1MinRemain ) { m_On1MinRemain.FireOutput( this, this ); m_bFire1MinRemain = false; } else if ( flTime <= 30.0 && m_bFire30SecRemain ) { m_On30SecRemain.FireOutput( this, this ); m_bFire30SecRemain = false; } else if ( flTime <= 10.0 && m_bFire10SecRemain ) { m_On10SecRemain.FireOutput( this, this ); m_bFire10SecRemain = false; } else if ( flTime <= 5.0 && m_bFire5SecRemain ) { m_On5SecRemain.FireOutput( this, this ); m_bFire5SecRemain = false; } else if ( flTime <= 4.0 && m_bFire4SecRemain ) { m_On4SecRemain.FireOutput( this, this ); m_bFire4SecRemain = false; } else if ( flTime <= 3.0 && m_bFire3SecRemain ) { m_On3SecRemain.FireOutput( this, this ); m_bFire3SecRemain = false; } else if ( flTime <= 2.0 && m_bFire2SecRemain ) { m_On2SecRemain.FireOutput( this, this ); m_bFire2SecRemain = false; } else if ( flTime <= 1.0 && m_bFire1SecRemain ) { m_On1SecRemain.FireOutput( this, this ); m_bFire1SecRemain = false; } SetContextThink( &CTeamRoundTimer::RoundTimerThink, gpGlobals->curtime + 0.05, ROUND_TIMER_THINK ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputRoundSpawn( inputdata_t &input ) { if ( !m_bResetTimeOnRoundStart && ( m_nState == RT_STATE_NORMAL ) ) { m_nTimeToUseAfterSetupFinished = GetTimeRemaining(); } else { m_nTimeToUseAfterSetupFinished = m_nTimerInitialLength; } if ( m_nSetupTimeLength > 0 ) { SetTimeRemaining( m_nSetupTimeLength ); SetState( RT_STATE_SETUP ); if ( ShowInHud() && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() ) { UTIL_LogPrintf( "World triggered \"Round_Setup_Begin\"\n" ); } } else { SetTimeRemaining( m_nTimeToUseAfterSetupFinished ); SetState( RT_STATE_NORMAL ); } if ( !m_bStartPaused && !TeamplayRoundBasedRules()->IsInWaitingForPlayers() ) { ResumeTimer(); } } //----------------------------------------------------------------------------- // Purpose: To set the initial timer duration //----------------------------------------------------------------------------- void CTeamRoundTimer::SetTimeRemaining( int iTimerSeconds ) { if ( IsDisabled() ) return; // make sure we don't go over our max length if ( m_nTimerMaxLength > 0 ) { if ( iTimerSeconds > m_nTimerMaxLength ) { iTimerSeconds = m_nTimerMaxLength; } } m_flTimeRemaining = (float)iTimerSeconds; m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining; m_nTimerLength = iTimerSeconds; CalculateOutputMessages(); } //----------------------------------------------------------------------------- // Purpose: To set the initial timer duration //----------------------------------------------------------------------------- void CTeamRoundTimer::SetStopWatchTimeStamp( void ) { if ( IsDisabled() ) return; if ( IsWatchingTimeStamps() == false ) return; m_flTotalTime = m_flTotalTime + (gpGlobals->curtime - m_flTimerEndTime); m_flTimerEndTime = gpGlobals->curtime; CalculateOutputMessages(); } //----------------------------------------------------------------------------- // Purpose: Timer is paused at round end, stops the countdown //----------------------------------------------------------------------------- void CTeamRoundTimer::PauseTimer( void ) { if ( IsDisabled() ) return; if ( m_bTimerPaused == false ) { m_bTimerPaused = true; m_flTimeRemaining = m_flTimerEndTime - gpGlobals->curtime; } // Clear pause on win flag, because we've been set by the mapmaker m_bPauseDueToWin = false; } //----------------------------------------------------------------------------- // Purpose: To start or re-start the timer after a pause //----------------------------------------------------------------------------- void CTeamRoundTimer::ResumeTimer( void ) { if ( IsDisabled() ) return; if ( m_bTimerPaused == true ) { m_bTimerPaused = false; if ( IsStopWatchTimer() == true && m_bInCaptureWatchState == true ) { m_flTimerEndTime = gpGlobals->curtime; } else { m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining; } } } //----------------------------------------------------------------------------- // Purpose: Add seconds to the timer while it is running or paused //----------------------------------------------------------------------------- void CTeamRoundTimer::AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible /* = TEAM_UNASSIGNED*/ ) { if ( IsDisabled() ) return; if ( TeamplayRoundBasedRules()->InStalemate() ) return; // we only want to add time if we're round_running or team_win so the control points // don't add time when they try to set their default owner when the map is first loading if ( TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING && TeamplayRoundBasedRules()->State_Get() != GR_STATE_TEAM_WIN ) return; if ( m_nTimerMaxLength > 0 ) { // will adding this many seconds push us over our max length? if ( GetTimeRemaining() + iSecondsToAdd > m_nTimerMaxLength ) { // adjust to only add up to our max length iSecondsToAdd = m_nTimerMaxLength - GetTimeRemaining(); } } if ( m_bTimerPaused ) { m_flTimeRemaining += (float)iSecondsToAdd; } else { m_flTimerEndTime += (float)iSecondsToAdd; } m_nTimerLength += iSecondsToAdd; CalculateOutputMessages(); if ( ObjectiveResource() && ObjectiveResource()->GetTimerInHUD() == entindex() ) { if ( !TeamplayRoundBasedRules()->InStalemate() && !TeamplayRoundBasedRules()->RoundHasBeenWon() ) { if ( iTeamResponsible >= LAST_SHARED_TEAM+1 ) { for ( int iTeam = LAST_SHARED_TEAM+1 ; iTeam < GetNumberOfTeams(); iTeam++ ) { if ( iTeam == iTeamResponsible ) { CTeamRecipientFilter filter( iTeam, true ); EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED_WINNER ); } else { CTeamRecipientFilter filter( iTeam, true ); EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED_LOSER ); } } } else { CReliableBroadcastRecipientFilter filter; EmitSound( filter, entindex(), ROUND_TIMER_TIME_ADDED ); } } // is this the timer we're showing in the HUD? if ( m_bShowInHUD ) { IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_timer_time_added" ); if ( event ) { event->SetInt( "timer", entindex() ); event->SetInt( "seconds_added", iSecondsToAdd ); gameeventmanager->FireEvent( event ); } } } } //----------------------------------------------------------------------------- // Purpose: The timer is always transmitted to clients //----------------------------------------------------------------------------- int CTeamRoundTimer::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputPause( inputdata_t &input ) { PauseTimer(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputResume( inputdata_t &input ) { ResumeTimer(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputSetTime( inputdata_t &input ) { if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true ) { SetStopWatchTimeStamp(); } else { int nSeconds = input.value.Int(); SetTimeRemaining( nSeconds ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputSetMaxTime( inputdata_t &input ) { int nSeconds = input.value.Int(); m_nTimerMaxLength = nSeconds; if ( m_nTimerMaxLength > 0 ) { // make sure our current time is not above the max length if ( GetTimeRemaining() > m_nTimerMaxLength ) { SetTimeRemaining( m_nTimerMaxLength ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputAddTime( inputdata_t &input ) { int nSeconds = input.value.Int(); AddTimerSeconds( nSeconds ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputAddTeamTime( inputdata_t &input ) { char token[128]; const char *p = STRING( input.value.StringID() ); int nTeam = TEAM_UNASSIGNED; int nSeconds = 0; // get the team p = nexttoken( token, p, ' ' ); if ( token ) { nTeam = Q_atoi( token ); } // get the time p = nexttoken( token, p, ' ' ); if ( token ) { nSeconds = Q_atoi( token ); } if ( nSeconds != 0 ) { AddTimerSeconds( nSeconds, nTeam ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputRestart( inputdata_t &input ) { SetTimeRemaining( m_nTimerInitialLength ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputEnable( inputdata_t &input ) { m_bIsDisabled = false; ResumeTimer(); if ( m_bShowInHUD ) { SetActiveTimer( this ); } if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true ) { m_flTimerEndTime = gpGlobals->curtime; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputDisable( inputdata_t &input ) { PauseTimer(); m_bIsDisabled = true; if ( m_bShowInHUD ) { SetActiveTimer( NULL ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputShowInHUD( inputdata_t &input ) { int nShow = input.value.Int(); if ( m_bShowInHUD && !nShow ) { SetActiveTimer( NULL ); } else if ( nShow == 1 ) { SetActiveTimer( this ); } m_bShowInHUD = ( nShow == 1 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::InputAutoCountdown( inputdata_t &input ) { int nAuto = input.value.Int(); SetAutoCountdown( nAuto == 1 ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeamRoundTimer::SetActiveTimer( CTeamRoundTimer *pNewlyActive ) { CBaseEntity *pChosenTimer = pNewlyActive; // Ensure all other timers are off. CBaseEntity *pEntity = NULL; while ((pEntity = gEntList.FindEntityByClassname( pEntity, "team_round_timer" )) != NULL) { if ( pEntity == pNewlyActive ) continue; CTeamRoundTimer *pTimer = assert_cast< CTeamRoundTimer* >( pEntity ); if ( !pTimer->IsDisabled() && pTimer->ShowInHud() ) { if ( pChosenTimer ) { // Turn off all other hud timers pTimer->SetShowInHud( false ); } else { // Found a timer. Use it. pChosenTimer = pTimer; } } } ObjectiveResource()->SetTimerInHUD( pChosenTimer ); } #endif