1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = max(time, game_starttime) + 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
30 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
33 break; // break, we found the winner
37 if(winner != world) // just in case a winner wasn't found
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";
46 teamname = "^6Pink Team";
48 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
50 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
54 redalive = bluealive = yellowalive = pinkalive = 0;
55 next_round = time + 5;
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()
63 setorigin(self, self.owner.origin - '0 0 16');
64 self.nextthink = time;
67 void freezetag_update_alive_stats()
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;
78 void freezetag_add_alive()
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();
87 void freezetag_remove_alive()
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();
96 void freezetag_Freeze(entity attacker)
98 if(self.freezetag_frozen)
100 self.freezetag_frozen = 1;
101 self.freezetag_revive_progress = 0;
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");
116 freezetag_Ice_Think();
119 RemoveGrapplingHook(self);
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');
126 // you froze your own dumb self
127 // counted as "suicide" already
128 PlayerScore_Add(self, SP_SCORE, -1);
130 else if(attacker.classname == "player")
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);
139 // nothing - got frozen by the game type rules themselves
143 void freezetag_Unfreeze(entity attacker)
145 self.freezetag_frozen = 0;
146 self.freezetag_revive_progress = 0;
147 self.health = autocvar_g_balance_health_start;
149 // remove the ice block
151 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
158 if(self.waypointsprite_attached)
159 WaypointSprite_Kill(self.waypointsprite_attached);
167 void() havocbot_role_ft_freeing;
168 void() havocbot_role_ft_offense;
170 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
175 FOR_EACH_PLAYER(head)
177 if ((head != self) && (head.team == self.team))
179 if (head.freezetag_frozen)
181 distance = vlen(head.origin - org);
182 if (distance > sradius)
184 navigation_routerating(head, ratingscale, 2000);
188 // If teamate is not frozen still seek them out as fight better
190 navigation_routerating(head, ratingscale/3, 2000);
196 void havocbot_role_ft_offense()
201 if(self.deadflag != DEAD_NO)
204 if (!self.havocbot_role_timeout)
205 self.havocbot_role_timeout = time + random() * 10 + 20;
207 // Count how many players on team are unfrozen.
209 FOR_EACH_PLAYER(head)
211 if ((head.team == self.team) && (!head.freezetag_frozen))
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))
218 dprint("changing role to freeing\n");
219 self.havocbot_role = havocbot_role_ft_freeing;
220 self.havocbot_role_timeout = 0;
224 if (time > self.bot_strategytime)
226 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
237 void havocbot_role_ft_freeing()
239 if(self.deadflag != DEAD_NO)
242 if (!self.havocbot_role_timeout)
243 self.havocbot_role_timeout = time + random() * 10 + 20;
245 if (time > self.havocbot_role_timeout)
247 dprint("changing role to offense\n");
248 self.havocbot_role = havocbot_role_ft_offense;
249 self.havocbot_role_timeout = 0;
253 if (time > self.bot_strategytime)
255 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
271 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
273 if(self.freezetag_frozen == 0 && self.health >= 1)
274 freezetag_remove_alive();
276 freezetag_Unfreeze(world);
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();
284 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
286 if(self.freezetag_frozen == 0)
288 freezetag_Freeze(frag_attacker);
289 freezetag_remove_alive();
292 if(frag_attacker == frag_target || frag_attacker == world)
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");
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");
307 frag_target.health = 1; // "respawn" the player :P
309 freezetag_CheckWinner();
314 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
316 freezetag_add_alive();
317 if(time <= game_starttime || total_players == 0)
320 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
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
325 redalive = bluealive = yellowalive = pinkalive = 0;
330 if(warmup && time > warmup) // spawn too late, freeze player
332 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
333 freezetag_Freeze(world);
334 freezetag_remove_alive();
340 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
342 frag_score = 0; // no frags counted in Freeze Tag
346 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
349 vector revive_extra_size;
351 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
352 return 1; // already waiting for next round to start
354 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
359 FOR_EACH_PLAYER(other) if(self != other)
361 if(other.freezetag_frozen == 0)
363 if(other.team == self.team)
365 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
375 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
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);
380 if(self.freezetag_revive_progress >= 1)
382 freezetag_Unfreeze(self);
383 freezetag_add_alive();
385 // EVERY team mate nearby gets a point (even if multiple!)
386 FOR_EACH_PLAYER(other) if(self != other)
388 if(other.freezetag_frozen == 0)
390 if(other.team == self.team)
392 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
394 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
395 PlayerScore_Add(other, SP_SCORE, +1);
402 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
404 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
405 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
407 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
409 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
412 // now find EVERY teammate within reviving radius, set their revive_progress values correct
413 FOR_EACH_PLAYER(other) if(self != other)
415 if(other.freezetag_frozen == 0)
417 if(other.team == self.team)
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;
425 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
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);
432 self.freezetag_revive_progress = 0; // thawing nobody
438 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
440 if(self.freezetag_frozen)
442 self.movement = '0 0 0';
443 self.disableclientprediction = 1;
448 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
452 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
455 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
461 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
463 if (self.freezetag_frozen)
468 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
470 if not(self.deadflag)
473 self.havocbot_role = havocbot_role_ft_freeing;
475 self.havocbot_role = havocbot_role_ft_offense;
481 MUTATOR_DEFINITION(gamemode_freezetag)
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);
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();
503 error("This is a game type and it cannot be removed at runtime.");