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Make player code more generic by detecting after the mutator hook PlayerDies if the...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5         ScoreRules_freezetag();
6 }
7
8 void freezetag_CheckWinner()
9 {
10         if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
11                 return;
12
13         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14                 return; // already waiting for next round to start
15
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
23
24         entity e, winner;
25         string teamname;
26         winner = world;
27
28         FOR_EACH_PLAYER(e)
29         {
30                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
31                 {
32                         winner = e;
33                         break; // break, we found the winner
34                 }
35         }
36
37         if(winner != world) // just in case a winner wasn't found
38         {
39                 if(winner.team == COLOR_TEAM1)
40                         teamname = "^1Red Team";
41                 else if(winner.team == COLOR_TEAM2)
42                         teamname = "^4Blue Team";
43                 else if(winner.team == COLOR_TEAM3)
44                         teamname = "^3Yellow Team";
45                 else
46                         teamname = "^6Pink Team";
47                 FOR_EACH_PLAYER(e) {
48                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
49                 }
50                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
52         }
53
54         next_round = time + 5;
55 }
56
57 // this is needed to allow the player to turn his view around (fixangle can't
58 // be used to freeze his view, as that also changes the angles), while not
59 // turning that ice object with the player
60 void freezetag_Ice_Think()
61 {
62         setorigin(self, self.owner.origin - '0 0 16');
63         self.nextthink = time;
64 }
65
66 void freezetag_update_alive_stats()
67 {
68         entity e;
69         FOR_EACH_REALCLIENT(e) {
70                 e.redalive_stat = redalive;
71                 e.bluealive_stat = bluealive;
72                 e.yellowalive_stat = yellowalive;
73                 e.pinkalive_stat = pinkalive;
74         }
75 }
76
77 void freezetag_add_alive()
78 {
79         if(self.team == COLOR_TEAM1) ++redalive;
80         else if(self.team == COLOR_TEAM2) ++bluealive;
81         else if(self.team == COLOR_TEAM3) ++yellowalive;
82         else if(self.team == COLOR_TEAM4) ++pinkalive;
83         freezetag_update_alive_stats();
84 }
85
86 void freezetag_remove_alive()
87 {
88         if(self.team == COLOR_TEAM1) --redalive;
89         else if(self.team == COLOR_TEAM2) --bluealive;
90         else if(self.team == COLOR_TEAM3) --yellowalive;
91         else if(self.team == COLOR_TEAM4) --pinkalive;
92         freezetag_update_alive_stats();
93 }
94
95 void freezetag_Freeze(entity attacker)
96 {
97         if(self.freezetag_frozen)
98                 return;
99         self.freezetag_frozen = 1;
100         self.freezetag_revive_progress = 0;
101         self.health = 1;
102
103         entity ice;
104         ice = spawn();
105         ice.owner = self;
106         ice.classname = "freezetag_ice";
107         ice.think = freezetag_Ice_Think;
108         ice.nextthink = time;
109         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
110         setmodel(ice, "models/ice/ice.md3");
111
112         entity oldself;
113         oldself = self;
114         self = ice;
115         freezetag_Ice_Think();
116         self = oldself;
117
118         RemoveGrapplingHook(self);
119
120         // add waypoint
121         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
122
123         if(attacker == self)
124         {
125                 // you froze your own dumb self
126                 // counted as "suicide" already
127                 PlayerScore_Add(self, SP_SCORE, -1);
128         }
129         else if(attacker.classname == "player")
130         {
131                 // got frozen by an enemy
132                 // counted as "kill" and "death" already
133                 PlayerScore_Add(self, SP_SCORE, -1);
134                 PlayerScore_Add(attacker, SP_SCORE, +1);
135         }
136         else
137         {
138                 // nothing - got frozen by the game type rules themselves
139         }
140 }
141
142 void freezetag_Unfreeze(entity attacker)
143 {
144         self.freezetag_frozen = 0;
145         self.freezetag_revive_progress = 0;
146         self.health = autocvar_g_balance_health_start;
147
148         // remove the ice block
149         entity ice;
150         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
151         {
152                 remove(ice);
153                 break;
154         }
155
156         // remove waypoint
157         if(self.waypointsprite_attached)
158                 WaypointSprite_Kill(self.waypointsprite_attached);
159 }
160
161
162 // ================
163 // Bot player logic
164 // ================
165
166 void() havocbot_role_ft_freeing;
167 void() havocbot_role_ft_offense;
168
169 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
170 {
171         entity head;
172         float distance;
173
174         FOR_EACH_PLAYER(head)
175         {
176                 if ((head != self) && (head.team == self.team))
177                 {
178                         if (head.freezetag_frozen)
179                         {
180                                 distance = vlen(head.origin - org);
181                                 if (distance > sradius)
182                                         continue;
183                                 navigation_routerating(head, ratingscale, 2000);
184                         }
185                         else
186                         {
187                                 // If teamate is not frozen still seek them out as fight better
188                                 // in a group.
189                                 navigation_routerating(head, ratingscale/3, 2000);
190                         }
191                 }
192         }
193 }
194
195 void havocbot_role_ft_offense()
196 {
197         entity head;
198         float unfrozen;
199
200         if(self.deadflag != DEAD_NO)
201                 return;
202
203         if (!self.havocbot_role_timeout)
204                 self.havocbot_role_timeout = time + random() * 10 + 20;
205
206         // Count how many players on team are unfrozen.
207         unfrozen = 0;
208         FOR_EACH_PLAYER(head)
209         {
210                 if ((head.team == self.team) && (!head.freezetag_frozen))
211                         unfrozen++;
212         }
213
214         // If only one left on team or if role has timed out then start trying to free players.
215         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
216         {
217                 dprint("changing role to freeing\n");
218                 self.havocbot_role = havocbot_role_ft_freeing;
219                 self.havocbot_role_timeout = 0;
220                 return;
221         }
222
223         if (time > self.bot_strategytime)
224         {
225                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
226
227                 navigation_goalrating_start();
228                 havocbot_goalrating_items(10000, self.origin, 10000);
229                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
230                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
231                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
232                 navigation_goalrating_end();
233         }
234 }
235
236 void havocbot_role_ft_freeing()
237 {
238         if(self.deadflag != DEAD_NO)
239                 return;
240
241         if (!self.havocbot_role_timeout)
242                 self.havocbot_role_timeout = time + random() * 10 + 20;
243
244         if (time > self.havocbot_role_timeout)
245         {
246                 dprint("changing role to offense\n");
247                 self.havocbot_role = havocbot_role_ft_offense;
248                 self.havocbot_role_timeout = 0;
249                 return;
250         }
251
252         if (time > self.bot_strategytime)
253         {
254                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
255
256                 navigation_goalrating_start();
257                 havocbot_goalrating_items(8000, self.origin, 10000);
258                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
259                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
260                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
261                 navigation_goalrating_end();
262         }
263 }
264
265
266 // ==============
267 // Hook Functions
268 // ==============
269
270 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
271 {
272         if(self.freezetag_frozen == 0 && self.health >= 1)
273                 freezetag_remove_alive();
274
275         freezetag_Unfreeze(world);
276
277         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)
278                 freezetag_CheckWinner();
279
280         return 1;
281 }
282
283 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
284 {
285
286         if(frag_deathtype == DEATH_HURTTRIGGER)
287         {
288                 if(!self.freezetag_frozen)
289                 {
290                         freezetag_remove_alive();
291                         freezetag_CheckWinner();
292                 }
293                 PutClientInServer(); // respawn the player
294                 self.health = 1;
295                 return 0;
296         }
297
298         if(self.freezetag_frozen == 0)
299         {
300                 freezetag_Freeze(frag_attacker);
301                 freezetag_remove_alive();
302         }
303
304         if(frag_attacker == frag_target || frag_attacker == world)
305         {
306                 if(frag_target.classname == STR_PLAYER)
307                         centerprint(frag_target, "^1You froze yourself.\n");
308                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
309         }
310         else
311         {
312                 if(frag_target.classname == STR_PLAYER)
313                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
314                 if(frag_attacker.classname == STR_PLAYER)
315                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
316                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
317         }
318
319         frag_target.health = 1; // "respawn" the player :P
320
321         freezetag_CheckWinner();
322
323         return 0;
324 }
325
326 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
327 {
328         freezetag_add_alive();
329         if(time <= game_starttime || total_players == 0)
330                 return 1;
331
332         freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
333
334         if(total_players == 1) // only one player active on server, start a new match immediately
335         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
336         {
337                 next_round = time;
338                 return 1;
339         }
340
341         if(warmup && time > warmup) // spawn too late, freeze player
342         {
343                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
344                 freezetag_Freeze(world);
345                 freezetag_remove_alive();
346         }
347
348         return 1;
349 }
350
351 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
352 {
353         frag_score = 0; // no frags counted in Freeze Tag
354         return 1;
355 }
356
357 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
358 {
359         float n;
360         vector revive_extra_size;
361
362         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
363                 return 1; // already waiting for next round to start
364
365         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
366
367         entity o;
368         o = world;
369         n = 0;
370         FOR_EACH_PLAYER(other) if(self != other)
371         {
372                 if(other.freezetag_frozen == 0)
373                 {
374                         if(other.team == self.team)
375                         {
376                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
377                                 {
378                                         if(!o)
379                                                 o = other;
380                                         ++n;
381                                 }
382                         }
383                 }
384         }
385
386         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
387         {
388                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
389                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
390
391                 if(self.freezetag_revive_progress >= 1)
392                 {
393                         freezetag_Unfreeze(self);
394                         freezetag_add_alive();
395
396                         // EVERY team mate nearby gets a point (even if multiple!)
397                         FOR_EACH_PLAYER(other) if(self != other)
398                         {
399                                 if(other.freezetag_frozen == 0)
400                                 {
401                                         if(other.team == self.team)
402                                         {
403                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
404                                                 {
405                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
406                                                         PlayerScore_Add(other, SP_SCORE, +1);
407                                                 }
408                                         }
409                                 }
410                         }
411
412                         if(n > 1)
413                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
414                         else
415                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
416                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
417                         if(n > 1)
418                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
419                         else
420                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
421                 }
422
423                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
424                 FOR_EACH_PLAYER(other) if(self != other)
425                 {
426                         if(other.freezetag_frozen == 0)
427                         {
428                                 if(other.team == self.team)
429                                 {
430                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
431                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
432                                 }
433                         }
434                 }
435         }
436         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
437         {
438                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
439                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
440         }
441         else if(!n)
442         {
443                 self.freezetag_revive_progress = 0; // thawing nobody
444         }
445
446         return 1;
447 }
448
449 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
450 {
451         if(self.freezetag_frozen)
452         {
453                 self.movement = '0 0 0';
454                 self.disableclientprediction = 1;
455         }
456         return 1;
457 }
458
459 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
460 {
461     if(g_freezetag)
462     {
463         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
464         {
465             frag_damage = 0;
466             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
467         }
468     }
469     return 1;
470 }
471
472 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
473 {
474         if (self.freezetag_frozen)
475                 return 1;
476         return 0;
477 }
478
479 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
480 {
481         if not(self.deadflag)
482         {
483                 if (random() < 0.5)
484                         self.havocbot_role = havocbot_role_ft_freeing;
485                 else
486                         self.havocbot_role = havocbot_role_ft_offense;
487         }
488
489         return TRUE;
490 }
491
492 MUTATOR_DEFINITION(gamemode_freezetag)
493 {
494         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
495         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
496         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
497         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
498         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
499         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
500         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
501         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
502         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
503         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
504
505         MUTATOR_ONADD
506         {
507                 if(time > 1) // game loads at time 1
508                         error("This is a game type and it cannot be added at runtime.");
509                 freezetag_Initialize();
510         }
511
512         MUTATOR_ONREMOVE
513         {
514                 error("This is a game type and it cannot be removed at runtime.");
515         }
516
517         return 0;
518 }