Since cv_pointlimit is handled in P_CheckPointLimit, I've just created P_CheckTimeLimit for cv_timelimit.

It helps make P_UpdateSpecials less messy-looking anyway.
This commit is contained in:
Monster Iestyn 2015-10-11 21:01:04 +01:00
parent a9b96a1668
commit 08c0c7676c
3 changed files with 120 additions and 99 deletions

View File

@ -1648,11 +1648,126 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
CONS_Printf(str, targetname, deadtarget ? M_GetText("killed") : M_GetText("hit"));
}
/** Checks if the level timer is over the timelimit and the round should end,
* unless you are in overtime. In which case leveltime may stretch out beyond
* timelimitintics and overtime's status will be checked here each tick.
* Verify that the value of ::cv_timelimit is greater than zero before
* calling this function.
*
* \sa cv_timelimit, P_CheckPointLimit, P_UpdateSpecials
*/
void P_CheckTimeLimit(void)
{
INT32 i, k;
if (!cv_timelimit.value)
return;
if (!(multiplayer || netgame))
return;
if (G_PlatformGametype())
return;
if (leveltime < timelimitintics)
return;
if (gameaction == ga_completed)
return;
//Tagmode round end but only on the tic before the
//XD_EXITLEVEL packet is recieved by all players.
if (G_TagGametype())
{
if (leveltime == (timelimitintics + 1))
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
continue;
CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]);
P_AddPlayerScore(&players[i], players[i].score);
}
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
//Optional tie-breaker for Match/CTF
else if (cv_overtime.value)
{
INT32 playerarray[MAXPLAYERS];
INT32 tempplayer = 0;
INT32 spectators = 0;
INT32 playercount = 0;
//Figure out if we have enough participating players to care.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator)
spectators++;
}
if ((D_NumPlayers() - spectators) > 1)
{
// Play the starpost sfx after the first second of overtime.
if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
S_StartSound(NULL, sfx_strpst);
// Normal Match
if (!G_GametypeHasTeams())
{
//Store the nodes of participating players in an array.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
playerarray[playercount] = i;
playercount++;
}
}
//Sort 'em.
for (i = 1; i < playercount; i++)
{
for (k = i; k < playercount; k++)
{
if (players[playerarray[i-1]].score < players[playerarray[k]].score)
{
tempplayer = playerarray[i-1];
playerarray[i-1] = playerarray[k];
playerarray[k] = tempplayer;
}
}
}
//End the round if the top players aren't tied.
if (players[playerarray[0]].score == players[playerarray[1]].score)
return;
}
else
{
//In team match and CTF, determining a tie is much simpler. =P
if (redscore == bluescore)
return;
}
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
/** Checks if a player's score is over the pointlimit and the round should end.
* Verify that the value of ::cv_pointlimit is greater than zero before
* calling this function.
*
* \sa cv_pointlimit, P_UpdateSpecials
* \sa cv_pointlimit, P_CheckTimeLimit, P_UpdateSpecials
*/
void P_CheckPointLimit(void)
{

View File

@ -397,6 +397,7 @@ void P_PlayerEmeraldBurst(player_t *player, boolean toss);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck);
void P_PlayerFlagBurst(player_t *player, boolean toss);
void P_CheckTimeLimit(void);
void P_CheckPointLimit(void);
void P_CheckSurvivors(void);
boolean P_CheckRacers(void);

View File

@ -4648,114 +4648,19 @@ void P_PlayerInSpecialSector(player_t *player)
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
*
* \sa cv_timelimit, P_CheckPointLimit
* \sa P_CheckTimeLimit, P_CheckPointLimit
*/
void P_UpdateSpecials(void)
{
anim_t *anim;
INT32 i, k;
INT32 i;
INT32 pic;
size_t j;
levelflat_t *foundflats; // for flat animation
// LEVEL TIMER
// Exit if the timer is equal to or greater the timelimit, unless you are
// in overtime. In which case leveltime may stretch out beyond timelimitintics
// and overtime's status will be checked here each tick.
if (cv_timelimit.value && timelimitintics <= leveltime && (multiplayer || netgame)
&& G_RingSlingerGametype() && (gameaction != ga_completed))
{
boolean pexit = false;
//Tagmode round end but only on the tic before the
//XD_EXITLEVEL packet is recieved by all players.
if (G_TagGametype())
{
if (leveltime == (timelimitintics + 1))
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
continue;
CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]);
P_AddPlayerScore(&players[i], players[i].score);
}
}
pexit = true;
}
//Optional tie-breaker for Match/CTF
else if (G_RingSlingerGametype() && cv_overtime.value)
{
INT32 playerarray[MAXPLAYERS];
INT32 tempplayer = 0;
INT32 spectators = 0;
INT32 playercount = 0;
//Figure out if we have enough participating players to care.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator)
spectators++;
}
if ((D_NumPlayers() - spectators) > 1)
{
// Play the starpost sfx after the first second of overtime.
if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
S_StartSound(NULL, sfx_strpst);
// Normal Match
if (!G_GametypeHasTeams())
{
//Store the nodes of participating players in an array.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
playerarray[playercount] = i;
playercount++;
}
}
//Sort 'em.
for (i = 1; i < playercount; i++)
{
for (k = i; k < playercount; k++)
{
if (players[playerarray[i-1]].score < players[playerarray[k]].score)
{
tempplayer = playerarray[i-1];
playerarray[i-1] = playerarray[k];
playerarray[k] = tempplayer;
}
}
}
//End the round if the top players aren't tied.
if (!(players[playerarray[0]].score == players[playerarray[1]].score))
pexit = true;
}
else
{
//In team match and CTF, determining a tie is much simpler. =P
if (!(redscore == bluescore))
pexit = true;
}
}
else
pexit = true;
}
else
pexit = true;
if (server && pexit)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
P_CheckTimeLimit();
// POINT LIMIT
P_CheckPointLimit();