1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
7 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
8 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
9 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
10 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
12 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
13 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
16 void freezetag_CheckWinner()
18 if(time <= game_starttime || inWarmupStage)
21 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
22 return; // already waiting for next round to start
24 if((redalive >= 1 && bluealive >= 1)
25 || (redalive >= 1 && yellowalive >= 1)
26 || (redalive >= 1 && pinkalive >= 1)
27 || (bluealive >= 1 && yellowalive >= 1)
28 || (bluealive >= 1 && pinkalive >= 1)
29 || (yellowalive >= 1 && pinkalive >= 1))
30 return; // we still have active players on two or more teams, nobody won yet
38 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
41 break; // break, we found the winner
45 if(winner != world) // just in case a winner wasn't found
47 if(winner.team == COLOR_TEAM1)
48 teamname = "^1Red Team";
49 else if(winner.team == COLOR_TEAM2)
50 teamname = "^4Blue Team";
51 else if(winner.team == COLOR_TEAM3)
52 teamname = "^3Yellow Team";
54 teamname = "^6Pink Team";
56 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
58 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
59 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
62 next_round = time + 5;
65 // this is needed to allow the player to turn his view around (fixangle can't
66 // be used to freeze his view, as that also changes the angles), while not
67 // turning that ice object with the player
68 void freezetag_Ice_Think()
70 setorigin(self, self.owner.origin - '0 0 16');
71 self.nextthink = time;
74 void freezetag_count_alive_players()
77 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
79 if(e.team == COLOR_TEAM1 && e.health >= 1)
82 if (!e.freezetag_frozen) ++redalive;
84 else if(e.team == COLOR_TEAM2 && e.health >= 1)
87 if (!e.freezetag_frozen) ++bluealive;
89 else if(e.team == COLOR_TEAM3 && e.health >= 1)
92 if (!e.freezetag_frozen) ++yellowalive;
94 else if(e.team == COLOR_TEAM4 && e.health >= 1)
97 if (!e.freezetag_frozen) ++pinkalive;
100 FOR_EACH_REALCLIENT(e) {
101 e.redalive_stat = redalive;
102 e.bluealive_stat = bluealive;
103 e.yellowalive_stat = yellowalive;
104 e.pinkalive_stat = pinkalive;
108 void freezetag_Freeze(entity attacker)
110 if(self.freezetag_frozen)
112 self.freezetag_frozen = 1;
113 self.freezetag_revive_progress = 0;
116 self.freezetag_frozen_timeout = time + 5;
118 freezetag_count_alive_players();
123 ice.classname = "freezetag_ice";
124 ice.think = freezetag_Ice_Think;
125 ice.nextthink = time;
126 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
127 setmodel(ice, "models/ice/ice.md3");
132 freezetag_Ice_Think();
135 RemoveGrapplingHook(self);
138 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 // you froze your own dumb self
143 // counted as "suicide" already
144 PlayerScore_Add(self, SP_SCORE, -1);
146 else if(attacker.classname == "player")
148 // got frozen by an enemy
149 // counted as "kill" and "death" already
150 PlayerScore_Add(self, SP_SCORE, -1);
151 PlayerScore_Add(attacker, SP_SCORE, +1);
155 // nothing - got frozen by the game type rules themselves
159 void freezetag_Unfreeze(entity attacker)
161 self.freezetag_frozen = 0;
162 self.freezetag_frozen_timeout = 0;
163 self.freezetag_revive_progress = 0;
165 // remove the ice block
167 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
174 if(self.waypointsprite_attached)
175 WaypointSprite_Kill(self.waypointsprite_attached);
183 void() havocbot_role_ft_freeing;
184 void() havocbot_role_ft_offense;
186 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
191 FOR_EACH_PLAYER(head)
193 if ((head != self) && (head.team == self.team))
195 if (head.freezetag_frozen)
197 distance = vlen(head.origin - org);
198 if (distance > sradius)
200 navigation_routerating(head, ratingscale, 2000);
204 // If teamate is not frozen still seek them out as fight better
206 navigation_routerating(head, ratingscale/3, 2000);
212 void havocbot_role_ft_offense()
217 if(self.deadflag != DEAD_NO)
220 if (!self.havocbot_role_timeout)
221 self.havocbot_role_timeout = time + random() * 10 + 20;
223 // Count how many players on team are unfrozen.
225 FOR_EACH_PLAYER(head)
227 if ((head.team == self.team) && (!head.freezetag_frozen))
231 // If only one left on team or if role has timed out then start trying to free players.
232 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
234 dprint("changing role to freeing\n");
235 self.havocbot_role = havocbot_role_ft_freeing;
236 self.havocbot_role_timeout = 0;
240 if (time > self.bot_strategytime)
242 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
244 navigation_goalrating_start();
245 havocbot_goalrating_items(10000, self.origin, 10000);
246 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
247 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
248 //havocbot_goalrating_waypoints(1, self.origin, 1000);
249 navigation_goalrating_end();
253 void havocbot_role_ft_freeing()
255 if(self.deadflag != DEAD_NO)
258 if (!self.havocbot_role_timeout)
259 self.havocbot_role_timeout = time + random() * 10 + 20;
261 if (time > self.havocbot_role_timeout)
263 dprint("changing role to offense\n");
264 self.havocbot_role = havocbot_role_ft_offense;
265 self.havocbot_role_timeout = 0;
269 if (time > self.bot_strategytime)
271 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
273 navigation_goalrating_start();
274 havocbot_goalrating_items(8000, self.origin, 10000);
275 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
276 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
277 //havocbot_goalrating_waypoints(1, self.origin, 1000);
278 navigation_goalrating_end();
287 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
289 self.health = 0; // neccessary to update correctly alive stats
290 freezetag_Unfreeze(world);
292 freezetag_count_alive_players();
294 if(total_players > 1) // 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)
295 freezetag_CheckWinner();
300 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
302 // let the player die in these cases
303 if(time <= game_starttime)
305 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
308 if(frag_deathtype == DEATH_HURTTRIGGER)
310 if(!self.freezetag_frozen)
312 freezetag_Freeze(world);
313 freezetag_CheckWinner();
315 PutClientInServer(); // respawn the player
321 if(self.freezetag_frozen)
324 freezetag_Freeze(frag_attacker);
326 if(frag_attacker == frag_target || frag_attacker == world)
328 if(frag_target.classname == STR_PLAYER)
329 centerprint(frag_target, "^1You froze yourself.\n");
330 bprint("^7", frag_target.netname, "^1 froze himself.\n");
334 if(frag_target.classname == STR_PLAYER)
335 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
336 if(frag_attacker.classname == STR_PLAYER)
337 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
338 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
341 frag_target.health = 1; // "respawn" the player :P
343 freezetag_CheckWinner();
348 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
350 freezetag_count_alive_players();
352 if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
355 if(time <= game_starttime || inWarmupStage || total_players == 1)
358 if(total_players == 2) // only one player active on server, start a new match immediately
359 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
365 if(warmup && time > warmup) // spawn too late, freeze player
367 centerprint(self, "^1Round already started, you spawn as frozen.");
368 freezetag_Freeze(world);
374 MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
376 redalive = bluealive = yellowalive = pinkalive = 0;
377 warmup = max(time, game_starttime);
378 if(autocvar_g_freezetag_warmup > 0)
379 warmup += autocvar_g_freezetag_warmup;
383 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
385 FOR_EACH_PLAYER(self)
387 if (self.freezetag_frozen)
388 freezetag_Unfreeze(world);
394 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
396 frag_score = 0; // no frags counted in Freeze Tag
400 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
403 vector revive_extra_size;
408 if(self.freezetag_frozen)
411 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
413 if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
415 self.health = autocvar_g_balance_health_start;
416 freezetag_Unfreeze(world);
417 freezetag_count_alive_players();
421 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
422 return 1; // already waiting for next round to start
424 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
429 FOR_EACH_PLAYER(other) if(self != other)
431 if(other.freezetag_frozen == 0)
433 if(other.team == self.team)
435 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
445 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
447 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
448 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
450 if(self.freezetag_revive_progress >= 1)
452 freezetag_Unfreeze(self);
453 freezetag_count_alive_players();
455 // EVERY team mate nearby gets a point (even if multiple!)
456 FOR_EACH_PLAYER(other) if(self != other)
458 if(other.freezetag_frozen == 0)
460 if(other.team == self.team)
462 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
464 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
465 PlayerScore_Add(other, SP_SCORE, +1);
472 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
474 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
475 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
477 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
479 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
482 // now find EVERY teammate within reviving radius, set their revive_progress values correct
483 FOR_EACH_PLAYER(other) if(self != other)
485 if(other.freezetag_frozen == 0)
487 if(other.team == self.team)
489 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
490 other.freezetag_revive_progress = self.freezetag_revive_progress;
495 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
497 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
498 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
502 self.freezetag_revive_progress = 0; // thawing nobody
508 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
510 if(self.freezetag_frozen)
512 self.movement = '0 0 0';
513 self.disableclientprediction = 1;
518 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
520 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
523 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
528 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
530 if (self.freezetag_frozen)
535 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
537 if not(self.deadflag)
540 self.havocbot_role = havocbot_role_ft_freeing;
542 self.havocbot_role = havocbot_role_ft_offense;
548 MUTATOR_DEFINITION(gamemode_freezetag)
550 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
551 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
552 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
553 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
554 MUTATOR_HOOK(reset_map_global, freezetag_reset_map_global, CBC_ORDER_ANY);
555 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
556 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
557 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
558 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
559 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
560 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
561 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
565 if(time > 1) // game loads at time 1
566 error("This is a game type and it cannot be added at runtime.");
567 freezetag_Initialize();
572 error("This is a game type and it cannot be removed at runtime.");