Exemplo n.º 1
0
//*****************************************************************************
//
void LASTMANSTANDING_TimeExpired( void )
{
	LONG				lHighestHealth = 0;
	bool				bTie = false;
	bool				bFoundPlayer = false;
	LONG				lWinner = -1;
	DHUDMessageFadeOut	*pMsg;
	char				szString[64];

	// Don't end the level if we're not in a game.
	if ( LASTMANSTANDING_GetState( ) != LMSS_INPROGRESS )
		return;

	// Try to find the player with the highest health.
	if ( lastmanstanding )
	{
		TArray<ULONG> possibleWinners;
		for ( unsigned int i = 0; i < MAXPLAYERS; ++i )
			possibleWinners.Push ( i );

		// [BB] Find the player with the most lives left.
		PLAYER_SelectPlayersWithHighestValue ( PLAYER_GetLivesLeft, possibleWinners );
		// [BB] If more than one player has the most lives left, select the player with the highest lives.
		if ( possibleWinners.Size() != 1 )
			PLAYER_SelectPlayersWithHighestValue ( PLAYER_GetHealth, possibleWinners );

		// [BB] If more then one player have the most lives and also the same health, then the game it a tie.
		if ( possibleWinners.Size() == 1 )
			lWinner = possibleWinners[0];
		else
		{
			lWinner = MAXPLAYERS;
			bTie = true;
		}
	}
	else if ( teamlms )
	{
		if ( LASTMANSTANDING_TeamsWithAlivePlayersOn( ) == 1 )
		{
			for ( ULONG i = 0; i < teams.Size( ); i++ )
			{
				if ( TEAM_CountLivingAndRespawnablePlayers( i ) )
					lWinner = i;
			}
		}
		else
		{
			lWinner = teams.Size( );
			bTie = true;
		}
	}

	// If for some reason we don't have any players, just end the map like normal.
	if ( lWinner == -1 )
	{
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVER_Printf( PRINT_HIGH, "%s\n", GStrings( "TXT_TIMELIMIT" ));
		else
			Printf( "%s\n", GStrings( "TXT_TIMELIMIT" ));

		GAME_SetEndLevelDelay( 5 * TICRATE );
		return;
	}

	// If there was a tie, then go into sudden death!
	if ( bTie )
	{
		// Only print the message the instant we reach sudden death.
		if ( level.time == (int)( timelimit * TICRATE * 60 ))
		{
			sprintf( szString, "\\cdSUDDEN DEATH!" );
			V_ColorizeString( szString );

			if ( NETWORK_GetState( ) != NETSTATE_SERVER )
			{
				// Display the HUD message.
				pMsg = new DHUDMessageFadeOut( BigFont, szString,
					160.4f,
					75.0f,
					320,
					200,
					CR_RED,
					3.0f,
					2.0f );

				StatusBar->AttachMessage( pMsg, MAKE_ID('C','N','T','R') );
			}
			else
			{
				SERVERCOMMANDS_PrintHUDMessageFadeOut( szString, 160.4f, 75.0f, 320, 200, CR_RED, 3.0f, 2.0f, "BigFont", false, MAKE_ID('C','N','T','R') );
			}
		}

		return;
	}

	// Also, do the win sequence for the player.
	LASTMANSTANDING_DoWinSequence( lWinner );

	// Give the winner a win.
	if ( lastmanstanding )
		PLAYER_SetWins( &players[lWinner], players[lWinner].ulWins + 1 );
	// [BB] In a team game of course give the win to the winning team.
	if ( teamlms )
		TEAM_SetWinCount( lWinner, TEAM_GetWinCount( lWinner ) + 1, false );

	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVER_Printf( PRINT_HIGH, "%s\n", GStrings( "TXT_TIMELIMIT" ));
	else
		Printf( "%s\n", GStrings( "TXT_TIMELIMIT" ));

	GAME_SetEndLevelDelay( 5 * TICRATE );
}
Exemplo n.º 2
0
//*****************************************************************************
//
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 );
}