コード例 #1
0
ファイル: duel.cpp プロジェクト: ddraigcymraeg/scoredoomst
//*****************************************************************************
//
void DUEL_Tick( void )
{
	// Not in duel mode.
	if ( duel == false )
		return;

	switch ( g_DuelState )
	{
	case DS_WAITINGFORPLAYERS:

		if ( NETWORK_GetState( ) == NETSTATE_CLIENT )
			break;

		// Two players are here now, begin the countdown!
		if ( DUEL_CountActiveDuelers( ) == 2 )
		{
			if ( sv_duelcountdowntime > 0 )
				DUEL_StartCountdown(( sv_duelcountdowntime * TICRATE ) - 1 );
			else
				DUEL_StartCountdown(( 10 * TICRATE ) - 1 );
		}
		break;
	case DS_COUNTDOWN:

		if ( g_ulDuelCountdownTicks )
		{
			g_ulDuelCountdownTicks--;

			// FIGHT!
			if (( g_ulDuelCountdownTicks == 0 ) && ( NETWORK_GetState( ) != NETSTATE_CLIENT ))
				DUEL_DoFight( );
			// Play "3... 2... 1..." sounds.
			else if ( g_ulDuelCountdownTicks == ( 3 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "Three" );
			else if ( g_ulDuelCountdownTicks == ( 2 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "Two" );
			else if ( g_ulDuelCountdownTicks == ( 1 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "One" );
		}
		break;
	}
}
コード例 #2
0
ファイル: joinqueue.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void JOINQUEUE_PlayerLeftGame( bool bWantPop )
{
	bool	bPop = true;

	// If we're in a duel, revert to the "waiting for players" state.
	// [BB] But only do so if there are less then two duelers left (probably JOINQUEUE_PlayerLeftGame was called mistakenly).
	if ( duel && ( DUEL_CountActiveDuelers( ) < 2 ) )
		DUEL_SetState( DS_WAITINGFORPLAYERS );

	// If only one (or zero) person is left, go back to "waiting for players".
	if ( lastmanstanding )
	{
		// Someone just won by default!
		if (( GAME_CountLivingAndRespawnablePlayers( ) == 1 ) && ( LASTMANSTANDING_GetState( ) == LMSS_INPROGRESS ))
		{
			LONG	lWinner;

			lWinner = LASTMANSTANDING_GetLastManStanding( );
			if ( lWinner != -1 )
			{
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", players[lWinner].userinfo.netname );
				else
				{
					Printf( "%s \\c-wins!\n", players[lWinner].userinfo.netname );

					if ( lWinner == consoleplayer )
						ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
				}

				// Give the winner a win.
				PLAYER_SetWins( &players[lWinner], players[lWinner].ulWins + 1 );

				// Pause for five seconds for the win sequence.
				LASTMANSTANDING_DoWinSequence( lWinner );
			}

			// Join queue will be popped upon state change.
			bPop = false;

			GAME_SetEndLevelDelay( 5 * TICRATE );
		}
		else if ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) <= 1 )
			LASTMANSTANDING_SetState( LMSS_WAITINGFORPLAYERS );
	}

	if ( teamlms )
	{
		// Someone just won by default!
		if (( LASTMANSTANDING_GetState( ) == LMSS_INPROGRESS ) && LASTMANSTANDING_TeamsWithAlivePlayersOn( ) <= 1)
		{
			LONG	lWinner;

			lWinner = LASTMANSTANDING_TeamGetLastManStanding( );
			if ( lWinner != -1 )
			{
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", TEAM_GetName( lWinner ));
				else
				{
					Printf( "%s \\c-wins!\n", TEAM_GetName( lWinner ));

					if ( players[consoleplayer].bOnTeam && ( lWinner == (LONG)players[consoleplayer].ulTeam ))
						ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
				}

				// Give the team a win.
				TEAM_SetWinCount( lWinner, TEAM_GetWinCount( lWinner ) + 1, false );

				// Pause for five seconds for the win sequence.
				LASTMANSTANDING_DoWinSequence( lWinner );
			}

			// Join queue will be popped upon state change.
			bPop = false;

			GAME_SetEndLevelDelay( 5 * TICRATE );
		}
		else if ( TEAM_TeamsWithPlayersOn( ) <= 1 )
			LASTMANSTANDING_SetState( LMSS_WAITINGFORPLAYERS );
	}

	// If we're in possession mode, revert to the "waiting for players" state
	// [BB] when there are less than two players now.
	if ( possession && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 2 ))
		POSSESSION_SetState( PSNS_WAITINGFORPLAYERS );

	if ( teampossession && ( TEAM_TeamsWithPlayersOn( ) <= 1 ) )
		POSSESSION_SetState( PSNS_WAITINGFORPLAYERS );

	// If we're in invasion mode, revert to the "waiting for players" state.
	if ( invasion && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 1 ))
		INVASION_SetState( IS_WAITINGFORPLAYERS );

	// If we're in survival co-op mode, revert to the "waiting for players" state.
	if ( survival && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 1 ))
		SURVIVAL_SetState( SURVS_WAITINGFORPLAYERS );

	// Potentially let one person join the game.
	if ( bPop && bWantPop )
		JOINQUEUE_PopQueue( 1 );
}