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1 float freezetag_TeamsCanPlay();
2 float freezetag_CheckWinner();
3 void freezetag_Initialize()
4 {
5         precache_model("models/ice/ice.md3");
6         ScoreRules_freezetag();
7
8         round_handler_Spawn(freezetag_TeamsCanPlay, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup);
9
10         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
11         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
12         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
13         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
14
15         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
16         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
17 }
18
19 void freezetag_count_alive_players()
20 {
21         entity e;
22         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
23         FOR_EACH_PLAYER(e) {
24                 if(e.team == COLOR_TEAM1 && e.health >= 1)
25                 {
26                         ++total_players;
27                         if (!e.freezetag_frozen) ++redalive;
28                 }
29                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
30                 {
31                         ++total_players;
32                         if (!e.freezetag_frozen) ++bluealive;
33                 }
34                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
35                 {
36                         ++total_players;
37                         if (!e.freezetag_frozen) ++yellowalive;
38                 }
39                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
40                 {
41                         ++total_players;
42                         if (!e.freezetag_frozen) ++pinkalive;
43                 }
44         }
45         FOR_EACH_REALCLIENT(e) {
46                 e.redalive_stat = redalive;
47                 e.bluealive_stat = bluealive;
48                 e.yellowalive_stat = yellowalive;
49                 e.pinkalive_stat = pinkalive;
50         }
51 }
52
53 float freezetag_TeamsCanPlay()
54 {
55         if((redalive >= 1 && bluealive >= 1)
56                 || (redalive >= 1 && yellowalive >= 1)
57                 || (redalive >= 1 && pinkalive >= 1)
58                 || (bluealive >= 1 && yellowalive >= 1)
59                 || (bluealive >= 1 && pinkalive >= 1)
60                 || (yellowalive >= 1 && pinkalive >= 1))
61                 return 1; // we still have active players on two or more teams, nobody won yet
62         return 0;
63 }
64
65 float freezetag_CheckWinner()
66 {
67         if(freezetag_TeamsCanPlay())
68                 return 0;
69
70         entity e, winner;
71         string teamname;
72         winner = world;
73
74         FOR_EACH_PLAYER(e)
75         {
76                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
77                 {
78                         winner = e;
79                         break; // break, we found the winner
80                 }
81         }
82
83         if(winner != world) // just in case a winner wasn't found
84         {
85                 if(winner.team == COLOR_TEAM1)
86                         teamname = "^1Red Team";
87                 else if(winner.team == COLOR_TEAM2)
88                         teamname = "^4Blue Team";
89                 else if(winner.team == COLOR_TEAM3)
90                         teamname = "^3Yellow Team";
91                 else
92                         teamname = "^6Pink Team";
93                 FOR_EACH_REALCLIENT(e)
94                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
95                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
96                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
97         }
98
99         return 1;
100 }
101
102 // this is needed to allow the player to turn his view around (fixangle can't
103 // be used to freeze his view, as that also changes the angles), while not
104 // turning that ice object with the player
105 void freezetag_Ice_Think()
106 {
107         setorigin(self, self.owner.origin - '0 0 16');
108         self.nextthink = time;
109 }
110
111 void freezetag_Freeze(entity attacker)
112 {
113         if(self.freezetag_frozen)
114                 return;
115         self.freezetag_frozen = 1;
116         self.freezetag_revive_progress = 0;
117         self.health = 1;
118         if(inWarmupStage)
119                 self.freezetag_frozen_timeout = time + 5;
120
121         freezetag_count_alive_players();
122
123         entity ice;
124         ice = spawn();
125         ice.owner = self;
126         ice.classname = "freezetag_ice";
127         ice.think = freezetag_Ice_Think;
128         ice.nextthink = time;
129         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
130         setmodel(ice, "models/ice/ice.md3");
131
132         entity oldself;
133         oldself = self;
134         self = ice;
135         freezetag_Ice_Think();
136         self = oldself;
137
138         RemoveGrapplingHook(self);
139
140         // add waypoint
141         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
142
143         if(attacker == self)
144         {
145                 // you froze your own dumb self
146                 // counted as "suicide" already
147                 PlayerScore_Add(self, SP_SCORE, -1);
148         }
149         else if(attacker.classname == "player")
150         {
151                 // got frozen by an enemy
152                 // counted as "kill" and "death" already
153                 PlayerScore_Add(self, SP_SCORE, -1);
154                 PlayerScore_Add(attacker, SP_SCORE, +1);
155         }
156         else
157         {
158                 // nothing - got frozen by the game type rules themselves
159         }
160 }
161
162 void freezetag_Unfreeze(entity attacker)
163 {
164         self.freezetag_frozen = 0;
165         self.freezetag_frozen_timeout = 0;
166         self.freezetag_revive_progress = 0;
167
168         // remove the ice block
169         entity ice;
170         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
171         {
172                 remove(ice);
173                 break;
174         }
175
176         // remove waypoint
177         if(self.waypointsprite_attached)
178                 WaypointSprite_Kill(self.waypointsprite_attached);
179 }
180
181
182 // ================
183 // Bot player logic
184 // ================
185
186 void() havocbot_role_ft_freeing;
187 void() havocbot_role_ft_offense;
188
189 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
190 {
191         entity head;
192         float distance;
193
194         FOR_EACH_PLAYER(head)
195         {
196                 if ((head != self) && (head.team == self.team))
197                 {
198                         if (head.freezetag_frozen)
199                         {
200                                 distance = vlen(head.origin - org);
201                                 if (distance > sradius)
202                                         continue;
203                                 navigation_routerating(head, ratingscale, 2000);
204                         }
205                         else
206                         {
207                                 // If teamate is not frozen still seek them out as fight better
208                                 // in a group.
209                                 navigation_routerating(head, ratingscale/3, 2000);
210                         }
211                 }
212         }
213 }
214
215 void havocbot_role_ft_offense()
216 {
217         entity head;
218         float unfrozen;
219
220         if(self.deadflag != DEAD_NO)
221                 return;
222
223         if (!self.havocbot_role_timeout)
224                 self.havocbot_role_timeout = time + random() * 10 + 20;
225
226         // Count how many players on team are unfrozen.
227         unfrozen = 0;
228         FOR_EACH_PLAYER(head)
229         {
230                 if ((head.team == self.team) && (!head.freezetag_frozen))
231                         unfrozen++;
232         }
233
234         // If only one left on team or if role has timed out then start trying to free players.
235         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
236         {
237                 dprint("changing role to freeing\n");
238                 self.havocbot_role = havocbot_role_ft_freeing;
239                 self.havocbot_role_timeout = 0;
240                 return;
241         }
242
243         if (time > self.bot_strategytime)
244         {
245                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
246
247                 navigation_goalrating_start();
248                 havocbot_goalrating_items(10000, self.origin, 10000);
249                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
250                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
251                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
252                 navigation_goalrating_end();
253         }
254 }
255
256 void havocbot_role_ft_freeing()
257 {
258         if(self.deadflag != DEAD_NO)
259                 return;
260
261         if (!self.havocbot_role_timeout)
262                 self.havocbot_role_timeout = time + random() * 10 + 20;
263
264         if (time > self.havocbot_role_timeout)
265         {
266                 dprint("changing role to offense\n");
267                 self.havocbot_role = havocbot_role_ft_offense;
268                 self.havocbot_role_timeout = 0;
269                 return;
270         }
271
272         if (time > self.bot_strategytime)
273         {
274                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
275
276                 navigation_goalrating_start();
277                 havocbot_goalrating_items(8000, self.origin, 10000);
278                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
279                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
280                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
281                 navigation_goalrating_end();
282         }
283 }
284
285
286 // ==============
287 // Hook Functions
288 // ==============
289
290 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
291 {
292         self.health = 0; // neccessary to update correctly alive stats
293         freezetag_Unfreeze(world);
294         freezetag_count_alive_players();
295         return 1;
296 }
297
298 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
299 {
300         if(round_handler_IsActive())
301         if(round_handler_CountdownRunning())
302         {
303                 if(self.freezetag_frozen)
304                         freezetag_Unfreeze(world);
305                 freezetag_count_alive_players();
306                 return 1; // let the player die so that he can respawn whenever he wants
307         }
308
309         if(frag_deathtype == DEATH_HURTTRIGGER)
310         {
311                 if(!self.freezetag_frozen)
312                         freezetag_Freeze(world);
313                 PutClientInServer(); // respawn the player
314                 self.health = 1;
315                 self.armorvalue = 0;
316                 return 1;
317         }
318
319         if(self.freezetag_frozen)
320                 return 1;
321
322         freezetag_Freeze(frag_attacker);
323
324         if(frag_attacker == frag_target || frag_attacker == world)
325         {
326                 if(frag_target.classname == STR_PLAYER)
327                         centerprint(frag_target, "^1You froze yourself.\n");
328                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
329         }
330         else
331         {
332                 if(frag_target.classname == STR_PLAYER)
333                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
334                 if(frag_attacker.classname == STR_PLAYER)
335                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
336                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
337         }
338
339         frag_target.health = 1; // "respawn" the player :P
340
341         return 1;
342 }
343
344 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
345 {
346         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
347                 return 1; // do nothing, round is starting right now
348
349         freezetag_count_alive_players();
350
351         if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
352                 return 1;
353
354         if(round_handler_IsActive())
355         if(round_handler_IsRoundStarted())
356         {
357                 centerprint(self, "^1Round already started, you spawn as frozen.");
358                 freezetag_Freeze(world);
359         }
360
361         return 1;
362 }
363
364 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
365 {
366         FOR_EACH_PLAYER(self)
367         {
368                 if (self.freezetag_frozen)
369                         freezetag_Unfreeze(world);
370                 self.freezetag_frozen_timeout = -1;
371                 PutClientInServer();
372                 self.freezetag_frozen_timeout = 0;
373         }
374         freezetag_count_alive_players();
375         return 1;
376 }
377
378 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
379 {
380         frag_score = 0; // no frags counted in Freeze Tag
381         return 1;
382 }
383
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
385 {
386         float n;
387         vector revive_extra_size;
388
389         if(self.freezetag_frozen)
390         {
391                 // keep health = 1
392                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
393
394                 if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
395                 {
396                         self.health = autocvar_g_balance_health_start;
397                         freezetag_Unfreeze(world);
398                         freezetag_count_alive_players();
399                         return 1;
400                 }
401         }
402
403         if(round_handler_IsActive())
404         if(!round_handler_IsRoundStarted())
405                 return 1;
406
407         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
408
409         entity o;
410         o = world;
411         n = 0;
412         FOR_EACH_PLAYER(other) if(self != other)
413         {
414                 if(other.freezetag_frozen == 0)
415                 {
416                         if(other.team == self.team)
417                         {
418                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
419                                 {
420                                         if(!o)
421                                                 o = other;
422                                         ++n;
423                                 }
424                         }
425                 }
426         }
427
428         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
429         {
430                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
431                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
432
433                 if(self.freezetag_revive_progress >= 1)
434                 {
435                         freezetag_Unfreeze(self);
436                         freezetag_count_alive_players();
437
438                         // EVERY team mate nearby gets a point (even if multiple!)
439                         FOR_EACH_PLAYER(other) if(self != other)
440                         {
441                                 if(other.freezetag_frozen == 0)
442                                 {
443                                         if(other.team == self.team)
444                                         {
445                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
446                                                 {
447                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
448                                                         PlayerScore_Add(other, SP_SCORE, +1);
449                                                 }
450                                         }
451                                 }
452                         }
453
454                         if(n > 1)
455                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
456                         else
457                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
458                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
459                         if(n > 1)
460                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
461                         else
462                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
463                 }
464
465                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
466                 FOR_EACH_PLAYER(other) if(self != other)
467                 {
468                         if(other.freezetag_frozen == 0)
469                         {
470                                 if(other.team == self.team)
471                                 {
472                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
473                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
474                                 }
475                         }
476                 }
477         }
478         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
479         {
480                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
481                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
482         }
483         else if(!n)
484         {
485                 self.freezetag_revive_progress = 0; // thawing nobody
486         }
487
488         return 1;
489 }
490
491 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
492 {
493         if(self.freezetag_frozen)
494         {
495                 self.movement = '0 0 0';
496                 self.disableclientprediction = 1;
497         }
498         return 1;
499 }
500
501 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
502 {
503         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
504         {
505                 frag_damage = 0;
506                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
507         }
508         return 1;
509 }
510
511 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
512 {
513         if (self.freezetag_frozen)
514                 return 1;
515         return 0;
516 }
517
518 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
519 {
520         if not(self.deadflag)
521         {
522                 if (random() < 0.5)
523                         self.havocbot_role = havocbot_role_ft_freeing;
524                 else
525                         self.havocbot_role = havocbot_role_ft_offense;
526         }
527
528         return TRUE;
529 }
530
531 MUTATOR_DEFINITION(gamemode_freezetag)
532 {
533         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
534         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
535         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
536         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
537         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
538         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
539         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
540         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
541         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
542         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
543         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
544
545         MUTATOR_ONADD
546         {
547                 if(time > 1) // game loads at time 1
548                         error("This is a game type and it cannot be added at runtime.");
549                 freezetag_Initialize();
550         }
551
552         MUTATOR_ONREMOVE
553         {
554                 error("This is a game type and it cannot be removed at runtime.");
555         }
556
557         return 0;
558 }