1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
5 #define ICE_MAX_ALPHA 0.6
6 #define ICE_MIN_ALPHA 0.1
9 float freezetag_CheckTeams();
10 float freezetag_CheckWinner();
11 void freezetag_Initialize()
13 precache_model("models/ice/ice.md3");
14 ScoreRules_freezetag();
16 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
18 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
19 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
20 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
21 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
23 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
24 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
27 void freezetag_count_alive_players()
30 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
32 if(e.team == COLOR_TEAM1 && e.health >= 1)
35 if (!e.freezetag_frozen) ++redalive;
37 else if(e.team == COLOR_TEAM2 && e.health >= 1)
40 if (!e.freezetag_frozen) ++bluealive;
42 else if(e.team == COLOR_TEAM3 && e.health >= 1)
45 if (!e.freezetag_frozen) ++yellowalive;
47 else if(e.team == COLOR_TEAM4 && e.health >= 1)
50 if (!e.freezetag_frozen) ++pinkalive;
53 FOR_EACH_REALCLIENT(e) {
54 e.redalive_stat = redalive;
55 e.bluealive_stat = bluealive;
56 e.yellowalive_stat = yellowalive;
57 e.pinkalive_stat = pinkalive;
60 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
61 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
63 float prev_total_players;
64 float freezetag_CheckTeams()
67 if(FREEZETAG_ALIVE_TEAMS_OK())
69 if(prev_total_players != -1)
71 FOR_EACH_REALCLIENT(e)
72 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
74 prev_total_players = -1;
77 if(prev_total_players != total_players)
79 string teams_missing = "";
80 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
81 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
82 if(freezetag_teams >= 3)
83 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
84 if(freezetag_teams == 4)
85 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
86 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
88 FOR_EACH_REALCLIENT(e)
89 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
90 prev_total_players = total_players;
95 float freezetag_getWinnerTeam()
97 float winner_team = 0;
99 winner_team = COLOR_TEAM1;
102 if(winner_team) return 0;
103 winner_team = COLOR_TEAM2;
107 if(winner_team) return 0;
108 winner_team = COLOR_TEAM3;
112 if(winner_team) return 0;
113 winner_team = COLOR_TEAM4;
117 return -1; // no player left
120 float freezetag_CheckWinner()
123 if(round_handler_GetTimeLeft() <= 0)
125 FOR_EACH_REALCLIENT(e)
126 centerprint(e, "Round over, there's no winner");
127 bprint("Round over, there's no winner.\n");
129 e.freezetag_frozen_timeout = 0;
133 if(FREEZETAG_ALIVE_TEAMS() > 1)
138 winner_team = freezetag_getWinnerTeam();
141 teamname = ColoredTeamName(winner_team);
142 FOR_EACH_REALCLIENT(e)
143 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
144 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
145 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
147 else if(winner_team == -1)
149 FOR_EACH_REALCLIENT(e)
150 centerprint(e, "^5Round tied! All teams were frozen.");
151 bprint("^5Round tied! All teams were frozen.\n");
155 e.freezetag_frozen_timeout = 0;
159 // this is needed to allow the player to turn his view around (fixangle can't
160 // be used to freeze his view, as that also changes the angles), while not
161 // turning that ice object with the player
162 void freezetag_Ice_Think()
164 setorigin(self, self.owner.origin - '0 0 16');
165 self.nextthink = time;
168 void freezetag_Add_Score(entity attacker)
172 // you froze your own dumb self
173 // counted as "suicide" already
174 PlayerScore_Add(self, SP_SCORE, -1);
176 else if(attacker.classname == "player")
178 // got frozen by an enemy
179 // counted as "kill" and "death" already
180 PlayerScore_Add(self, SP_SCORE, -1);
181 PlayerScore_Add(attacker, SP_SCORE, +1);
183 // else nothing - got frozen by the game type rules themselves
186 void freezetag_Freeze(entity attacker)
188 if(self.freezetag_frozen)
190 self.freezetag_frozen = 1;
191 self.freezetag_frozen_time = time;
192 self.freezetag_revive_progress = 0;
194 if(autocvar_g_freezetag_frozen_maxtime > 0)
195 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
197 freezetag_count_alive_players();
202 ice.classname = "freezetag_ice";
203 ice.think = freezetag_Ice_Think;
204 ice.nextthink = time;
205 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
206 ice.alpha = ICE_MAX_ALPHA;
207 setmodel(ice, "models/ice/ice.md3");
209 self.freezetag_ice = ice;
211 RemoveGrapplingHook(self);
214 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
216 freezetag_Add_Score(attacker);
219 void freezetag_Unfreeze(entity attacker)
221 self.freezetag_frozen = 0;
222 self.freezetag_frozen_time = 0;
223 self.freezetag_frozen_timeout = 0;
224 self.freezetag_revive_progress = 0;
226 remove(self.freezetag_ice);
227 self.freezetag_ice = world;
229 if(self.waypointsprite_attached)
230 WaypointSprite_Kill(self.waypointsprite_attached);
238 void() havocbot_role_ft_freeing;
239 void() havocbot_role_ft_offense;
241 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
246 FOR_EACH_PLAYER(head)
248 if ((head != self) && (head.team == self.team))
250 if (head.freezetag_frozen)
252 distance = vlen(head.origin - org);
253 if (distance > sradius)
255 navigation_routerating(head, ratingscale, 2000);
259 // If teamate is not frozen still seek them out as fight better
261 navigation_routerating(head, ratingscale/3, 2000);
267 void havocbot_role_ft_offense()
272 if(self.deadflag != DEAD_NO)
275 if (!self.havocbot_role_timeout)
276 self.havocbot_role_timeout = time + random() * 10 + 20;
278 // Count how many players on team are unfrozen.
280 FOR_EACH_PLAYER(head)
282 if ((head.team == self.team) && (!head.freezetag_frozen))
286 // If only one left on team or if role has timed out then start trying to free players.
287 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
289 dprint("changing role to freeing\n");
290 self.havocbot_role = havocbot_role_ft_freeing;
291 self.havocbot_role_timeout = 0;
295 if (time > self.bot_strategytime)
297 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
299 navigation_goalrating_start();
300 havocbot_goalrating_items(10000, self.origin, 10000);
301 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
302 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
303 //havocbot_goalrating_waypoints(1, self.origin, 1000);
304 navigation_goalrating_end();
308 void havocbot_role_ft_freeing()
310 if(self.deadflag != DEAD_NO)
313 if (!self.havocbot_role_timeout)
314 self.havocbot_role_timeout = time + random() * 10 + 20;
316 if (time > self.havocbot_role_timeout)
318 dprint("changing role to offense\n");
319 self.havocbot_role = havocbot_role_ft_offense;
320 self.havocbot_role_timeout = 0;
324 if (time > self.bot_strategytime)
326 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
328 navigation_goalrating_start();
329 havocbot_goalrating_items(8000, self.origin, 10000);
330 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
331 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
332 //havocbot_goalrating_waypoints(1, self.origin, 1000);
333 navigation_goalrating_end();
342 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
344 self.health = 0; // neccessary to update correctly alive stats
345 freezetag_Unfreeze(world);
346 freezetag_count_alive_players();
350 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
352 if(round_handler_IsActive())
353 if(round_handler_CountdownRunning())
355 if(self.freezetag_frozen)
356 freezetag_Unfreeze(world);
357 freezetag_count_alive_players();
358 return 1; // let the player die so that he can respawn whenever he wants
361 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
362 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
363 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
364 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
366 // let the player die, he will be automatically frozen when he respawns
367 if(!self.freezetag_frozen)
369 freezetag_Add_Score(frag_attacker);
370 freezetag_count_alive_players();
373 freezetag_Unfreeze(world); // remove ice
374 self.freezetag_frozen_timeout = -2; // freeze on respawn
378 if(self.freezetag_frozen)
381 freezetag_Freeze(frag_attacker);
383 if(frag_attacker == frag_target || frag_attacker == world)
385 if(frag_target.classname == STR_PLAYER)
386 centerprint(frag_target, "^1You froze yourself.\n");
387 bprint("^7", frag_target.netname, "^1 froze himself.\n");
391 if(frag_target.classname == STR_PLAYER)
392 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
393 if(frag_attacker.classname == STR_PLAYER)
394 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
395 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
398 frag_target.health = 1; // "respawn" the player :P
403 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
405 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
406 return 1; // do nothing, round is starting right now
408 if(self.freezetag_frozen_timeout == -2) // player was dead
410 freezetag_Freeze(world);
414 freezetag_count_alive_players();
416 if(round_handler_IsActive())
417 if(round_handler_IsRoundStarted())
419 centerprint(self, "^1Round already started, you spawn as frozen.");
420 freezetag_Freeze(world);
426 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
428 FOR_EACH_PLAYER(self)
430 if (self.freezetag_frozen)
431 freezetag_Unfreeze(world);
432 self.freezetag_frozen_timeout = -1;
434 self.freezetag_frozen_timeout = 0;
436 freezetag_count_alive_players();
440 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
442 frag_score = 0; // no frags counted in Freeze Tag
446 .float reviving; // temp var
447 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
454 if(self.freezetag_frozen)
457 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
460 if(round_handler_IsActive())
461 if(!round_handler_IsRoundStarted())
466 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
467 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
469 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
473 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
475 FOR_EACH_PLAYER(other) if(self != other)
477 if(other.freezetag_frozen == 0)
479 if(other.team == self.team)
481 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
485 if(self.freezetag_frozen)
486 other.reviving = TRUE;
494 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
496 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
497 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
499 if(self.freezetag_revive_progress >= 1)
501 freezetag_Unfreeze(self);
502 freezetag_count_alive_players();
506 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
507 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
508 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
512 // EVERY team mate nearby gets a point (even if multiple!)
513 FOR_EACH_PLAYER(other)
517 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
518 PlayerScore_Add(other, SP_SCORE, +1);
523 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
525 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
526 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
528 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
530 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
533 FOR_EACH_PLAYER(other)
537 other.freezetag_revive_progress = self.freezetag_revive_progress;
538 other.reviving = FALSE;
542 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
544 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
545 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
549 self.freezetag_revive_progress = 0; // thawing nobody
555 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
557 if(self.freezetag_frozen)
559 self.movement = '0 0 0';
560 self.disableclientprediction = 1;
565 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
567 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
570 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
575 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
577 if (self.freezetag_frozen)
582 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
584 if not(self.deadflag)
587 self.havocbot_role = havocbot_role_ft_freeing;
589 self.havocbot_role = havocbot_role_ft_offense;
595 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
597 self.freezetag_frozen = other.freezetag_frozen;
598 self.freezetag_revive_progress = other.freezetag_revive_progress;
602 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
604 freezetag_teams = autocvar_g_freezetag_teams_override;
605 if(freezetag_teams < 2)
606 freezetag_teams = autocvar_g_freezetag_teams;
607 freezetag_teams = bound(2, freezetag_teams, 4);
608 ret_float = freezetag_teams;
612 MUTATOR_DEFINITION(gamemode_freezetag)
614 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
615 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
616 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
617 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
618 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
619 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
620 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
621 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
622 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
623 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
624 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
625 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
626 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
630 if(time > 1) // game loads at time 1
631 error("This is a game type and it cannot be added at runtime.");
632 freezetag_Initialize();
635 MUTATOR_ONROLLBACK_OR_REMOVE
637 // we actually cannot roll back freezetag_Initialize here
638 // BUT: we don't need to! If this gets called, adding always
644 print("This is a game type and it cannot be removed at runtime.");