1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
13 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14 return; // already waiting for next round to start
16 if((redalive >= 1 && bluealive >= 1)
17 || (redalive >= 1 && yellowalive >= 1)
18 || (redalive >= 1 && pinkalive >= 1)
19 || (bluealive >= 1 && yellowalive >= 1)
20 || (bluealive >= 1 && pinkalive >= 1)
21 || (yellowalive >= 1 && pinkalive >= 1))
22 return; // we still have active players on two or more teams, nobody won yet
29 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
32 break; // break, we found the winner
36 if(winner != world) // just in case a winner wasn't found
38 Send_Notification(world, MSG_ALL, MSG_CENTER, APP_TEAM_NUM_4(winner.team, CENTER_FT_ROUND_WIN_), NO_STR_ARG, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
39 Send_Notification(world, MSG_ALL, MSG_INFO, APP_TEAM_NUM_4(winner.team, INFO_FT_ROUND_WIN_), NO_STR_ARG, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
40 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
43 next_round = time + 5;
46 // this is needed to allow the player to turn his view around (fixangle can't
47 // be used to freeze his view, as that also changes the angles), while not
48 // turning that ice object with the player
49 void freezetag_Ice_Think()
51 setorigin(self, self.owner.origin - '0 0 16');
52 self.nextthink = time;
55 void freezetag_Freeze(entity attacker)
57 if(self.freezetag_frozen)
59 self.freezetag_frozen = 1;
60 self.freezetag_revive_progress = 0;
66 ice.classname = "freezetag_ice";
67 ice.think = freezetag_Ice_Think;
69 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
70 setmodel(ice, "models/ice/ice.md3");
75 freezetag_Ice_Think();
78 RemoveGrapplingHook(self);
81 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
85 // you froze your own dumb self
86 // counted as "suicide" already
87 PlayerScore_Add(self, SP_SCORE, -1);
89 else if(attacker.classname == "player")
91 // got frozen by an enemy
92 // counted as "kill" and "death" already
93 PlayerScore_Add(self, SP_SCORE, -1);
94 PlayerScore_Add(attacker, SP_SCORE, +1);
98 // nothing - got frozen by the game type rules themselves
102 void freezetag_Unfreeze(entity attacker)
104 self.freezetag_frozen = 0;
105 self.freezetag_revive_progress = 0;
106 self.health = autocvar_g_balance_health_start;
108 // remove the ice block
110 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
117 if(self.waypointsprite_attached)
118 WaypointSprite_Kill(self.waypointsprite_attached);
126 void() havocbot_role_ft_freeing;
127 void() havocbot_role_ft_offense;
129 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
134 FOR_EACH_PLAYER(head)
136 if ((head != self) && (head.team == self.team))
138 if (head.freezetag_frozen)
140 distance = vlen(head.origin - org);
141 if (distance > sradius)
143 navigation_routerating(head, ratingscale, 2000);
147 // If teamate is not frozen still seek them out as fight better
149 navigation_routerating(head, ratingscale/3, 2000);
155 void havocbot_role_ft_offense()
160 if(self.deadflag != DEAD_NO)
163 if (!self.havocbot_role_timeout)
164 self.havocbot_role_timeout = time + random() * 10 + 20;
166 // Count how many players on team are unfrozen.
168 FOR_EACH_PLAYER(head)
170 if ((head.team == self.team) && (!head.freezetag_frozen))
174 // If only one left on team or if role has timed out then start trying to free players.
175 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
177 dprint("changing role to freeing\n");
178 self.havocbot_role = havocbot_role_ft_freeing;
179 self.havocbot_role_timeout = 0;
183 if (time > self.bot_strategytime)
185 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
187 navigation_goalrating_start();
188 havocbot_goalrating_items(10000, self.origin, 10000);
189 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
190 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
191 //havocbot_goalrating_waypoints(1, self.origin, 1000);
192 navigation_goalrating_end();
196 void havocbot_role_ft_freeing()
198 if(self.deadflag != DEAD_NO)
201 if (!self.havocbot_role_timeout)
202 self.havocbot_role_timeout = time + random() * 10 + 20;
204 if (time > self.havocbot_role_timeout)
206 dprint("changing role to offense\n");
207 self.havocbot_role = havocbot_role_ft_offense;
208 self.havocbot_role_timeout = 0;
212 if (time > self.bot_strategytime)
214 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
216 navigation_goalrating_start();
217 havocbot_goalrating_items(8000, self.origin, 10000);
218 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
219 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
220 //havocbot_goalrating_waypoints(1, self.origin, 1000);
221 navigation_goalrating_end();
230 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
232 if(self.freezetag_frozen == 0 && self.health >= 1)
234 if(self.team == FL_TEAM_1)
236 else if(self.team == FL_TEAM_2)
238 else if(self.team == FL_TEAM_3)
240 else if(self.team == FL_TEAM_4)
245 if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
246 freezetag_CheckWinner();
248 freezetag_Unfreeze(world);
253 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
255 if(self.freezetag_frozen == 0)
257 if(self.team == FL_TEAM_1)
259 else if(self.team == FL_TEAM_2)
261 else if(self.team == FL_TEAM_3)
263 else if(self.team == FL_TEAM_4)
267 freezetag_Freeze(frag_attacker);
270 if(frag_attacker == frag_target || frag_attacker == world)
272 if(frag_target.classname == STR_PLAYER)
273 Send_Notification(frag_target, MSG_ONE, MSG_CENTER, CENTER_DEATH_SELF_FREEZE, NO_STR_ARG, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
274 Send_Notification(world, MSG_ALL, MSG_INFO, INFO_DEATH_SELF_FREEZE, frag_target.netname, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
278 if(frag_target.classname == STR_PLAYER)
279 Send_Notification(frag_target, MSG_ONE, MSG_CENTER, CENTER_DEATH_MURDER_FROZEN, frag_attacker.netname, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
280 if(frag_attacker.classname == STR_PLAYER)
281 Send_Notification(frag_attacker, MSG_ONE, MSG_CENTER, CENTER_DEATH_MURDER_FREEZE, frag_target.netname, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
282 Send_Notification(world, MSG_ALL, MSG_INFO, INFO_DEATH_MURDER_FREEZE, frag_target.netname, frag_attacker.netname, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
285 frag_target.health = 1; // "respawn" the player :P
287 freezetag_CheckWinner();
292 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
294 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
296 if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
297 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
302 if(warmup && time > warmup) // spawn too late, freeze player
304 Send_Notification(self, MSG_ONE, MSG_CENTER, CENTER_FT_SPAWN_LATE, NO_STR_ARG, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
305 freezetag_Freeze(world);
311 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
313 frag_score = 0; // no frags counted in Freeze Tag
317 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
320 vector revive_extra_size;
322 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
327 FOR_EACH_PLAYER(other) if(self != other)
329 if(other.freezetag_frozen == 0)
331 if(other.team == self.team)
333 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
343 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
345 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
346 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
348 if(self.freezetag_revive_progress >= 1)
350 freezetag_Unfreeze(self);
352 // EVERY team mate nearby gets a point (even if multiple!)
353 FOR_EACH_PLAYER(other) if(self != other)
355 if(other.freezetag_frozen == 0)
357 if(other.team == self.team)
359 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
361 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
362 PlayerScore_Add(other, SP_SCORE, +1);
368 Send_Notification(self, MSG_ONE, MSG_CENTER, CENTER_FT_REVIVED, o.netname, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
369 Send_Notification(o, MSG_ONE, MSG_CENTER, CENTER_FT_REVIVE, self.netname, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
370 Send_Notification(world, MSG_ALL, MSG_INFO, INFO_FT_REVIVE, self.netname, o.netname, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
373 // now find EVERY teammate within reviving radius, set their revive_progress values correct
374 FOR_EACH_PLAYER(other) if(self != other)
376 if(other.freezetag_frozen == 0)
378 if(other.team == self.team)
380 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
381 other.freezetag_revive_progress = self.freezetag_revive_progress;
386 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
388 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
389 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
393 self.freezetag_revive_progress = 0; // thawing nobody
399 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
401 if(self.freezetag_frozen)
403 self.movement = '0 0 0';
404 self.disableclientprediction = 1;
409 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
413 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
416 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
422 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
424 if (self.freezetag_frozen)
429 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
431 if not(self.deadflag)
434 self.havocbot_role = havocbot_role_ft_freeing;
436 self.havocbot_role = havocbot_role_ft_offense;
442 MUTATOR_DEFINITION(gamemode_freezetag)
444 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
445 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
446 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
447 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
448 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
449 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
450 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
451 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
452 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
453 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
457 if(time > 1) // game loads at time 1
458 error("This is a game type and it cannot be added at runtime.");
459 freezetag_Initialize();
464 error("This is a game type and it cannot be removed at runtime.");