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