1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
9 void freezetag_count_alive_players()
12 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
14 if(e.team == NUM_TEAM_1 && e.health >= 1)
17 if (!e.freezetag_frozen) ++redalive;
19 else if(e.team == NUM_TEAM_2 && e.health >= 1)
22 if (!e.freezetag_frozen) ++bluealive;
24 else if(e.team == NUM_TEAM_3 && e.health >= 1)
27 if (!e.freezetag_frozen) ++yellowalive;
29 else if(e.team == NUM_TEAM_4 && e.health >= 1)
32 if (!e.freezetag_frozen) ++pinkalive;
35 FOR_EACH_REALCLIENT(e) {
36 e.redalive_stat = redalive;
37 e.bluealive_stat = bluealive;
38 e.yellowalive_stat = yellowalive;
39 e.pinkalive_stat = pinkalive;
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
45 float prev_total_players;
46 float freezetag_CheckTeams()
48 if(FREEZETAG_ALIVE_TEAMS_OK())
50 if(prev_total_players > 0)
51 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
52 prev_total_players = -1;
55 if(prev_total_players != total_players)
57 float p1 = 0, p2 = 0, p3 = 0, p4 = 0;
58 if(!redalive) p1 = NUM_TEAM_1;
59 if(!bluealive) p2 = NUM_TEAM_2;
60 if(freezetag_teams >= 3)
61 if(!yellowalive) p3 = NUM_TEAM_3;
62 if(freezetag_teams >= 4)
63 if(!pinkalive) p4 = NUM_TEAM_4;
64 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, p1, p2, p3, p4);
65 prev_total_players = total_players;
70 float freezetag_getWinnerTeam()
72 float winner_team = 0;
74 winner_team = NUM_TEAM_1;
77 if(winner_team) return 0;
78 winner_team = NUM_TEAM_2;
82 if(winner_team) return 0;
83 winner_team = NUM_TEAM_3;
87 if(winner_team) return 0;
88 winner_team = NUM_TEAM_4;
92 return -1; // no player left
95 float freezetag_CheckWinner()
98 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
100 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
101 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
103 e.freezetag_frozen_timeout = 0;
104 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
108 if(FREEZETAG_ALIVE_TEAMS() > 1)
112 winner_team = freezetag_getWinnerTeam();
115 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
116 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
117 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
119 else if(winner_team == -1)
121 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
122 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
126 e.freezetag_frozen_timeout = 0;
127 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
131 // this is needed to allow the player to turn his view around (fixangle can't
132 // be used to freeze his view, as that also changes the angles), while not
133 // turning that ice object with the player
134 void freezetag_Ice_Think()
136 setorigin(self, self.owner.origin - '0 0 16');
137 self.nextthink = time;
140 void freezetag_Add_Score(entity attacker)
144 // you froze your own dumb self
145 // counted as "suicide" already
146 PlayerScore_Add(self, SP_SCORE, -1);
148 else if(IS_PLAYER(attacker))
150 // got frozen by an enemy
151 // counted as "kill" and "death" already
152 PlayerScore_Add(self, SP_SCORE, -1);
153 PlayerScore_Add(attacker, SP_SCORE, +1);
155 // else nothing - got frozen by the game type rules themselves
158 void freezetag_Freeze(entity attacker)
160 if(self.freezetag_frozen)
162 self.freezetag_frozen = 1;
163 self.freezetag_frozen_time = time;
164 self.freezetag_revive_progress = 0;
166 if(autocvar_g_freezetag_frozen_maxtime > 0)
167 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
169 freezetag_count_alive_players();
174 ice.classname = "freezetag_ice";
175 ice.think = freezetag_Ice_Think;
176 ice.nextthink = time;
177 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
178 ice.alpha = ICE_MAX_ALPHA;
179 ice.colormod = Team_ColorRGB(self.team);
180 ice.glowmod = ice.colormod;
181 setmodel(ice, "models/ice/ice.md3");
183 self.freezetag_ice = ice;
185 RemoveGrapplingHook(self);
188 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
190 freezetag_Add_Score(attacker);
193 void freezetag_Unfreeze(entity attacker)
195 self.freezetag_frozen = 0;
196 self.freezetag_frozen_time = 0;
197 self.freezetag_frozen_timeout = 0;
198 self.freezetag_revive_progress = 0;
200 remove(self.freezetag_ice);
201 self.freezetag_ice = world;
203 if(self.waypointsprite_attached)
204 WaypointSprite_Kill(self.waypointsprite_attached);
212 void() havocbot_role_ft_freeing;
213 void() havocbot_role_ft_offense;
215 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
220 FOR_EACH_PLAYER(head)
222 if ((head != self) && (head.team == self.team))
224 if (head.freezetag_frozen)
226 distance = vlen(head.origin - org);
227 if (distance > sradius)
229 navigation_routerating(head, ratingscale, 2000);
233 // If teamate is not frozen still seek them out as fight better
235 navigation_routerating(head, ratingscale/3, 2000);
241 void havocbot_role_ft_offense()
246 if(self.deadflag != DEAD_NO)
249 if (!self.havocbot_role_timeout)
250 self.havocbot_role_timeout = time + random() * 10 + 20;
252 // Count how many players on team are unfrozen.
254 FOR_EACH_PLAYER(head)
256 if ((head.team == self.team) && (!head.freezetag_frozen))
260 // If only one left on team or if role has timed out then start trying to free players.
261 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
263 dprint("changing role to freeing\n");
264 self.havocbot_role = havocbot_role_ft_freeing;
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(10000, self.origin, 10000);
275 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
276 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
277 //havocbot_goalrating_waypoints(1, self.origin, 1000);
278 navigation_goalrating_end();
282 void havocbot_role_ft_freeing()
284 if(self.deadflag != DEAD_NO)
287 if (!self.havocbot_role_timeout)
288 self.havocbot_role_timeout = time + random() * 10 + 20;
290 if (time > self.havocbot_role_timeout)
292 dprint("changing role to offense\n");
293 self.havocbot_role = havocbot_role_ft_offense;
294 self.havocbot_role_timeout = 0;
298 if (time > self.bot_strategytime)
300 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
302 navigation_goalrating_start();
303 havocbot_goalrating_items(8000, self.origin, 10000);
304 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
305 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
306 //havocbot_goalrating_waypoints(1, self.origin, 1000);
307 navigation_goalrating_end();
316 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
318 self.health = 0; // neccessary to update correctly alive stats
319 freezetag_Unfreeze(world);
320 freezetag_count_alive_players();
324 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
326 if(round_handler_IsActive())
327 if(round_handler_CountdownRunning())
329 if(self.freezetag_frozen)
330 freezetag_Unfreeze(world);
331 freezetag_count_alive_players();
332 return 1; // let the player die so that he can respawn whenever he wants
335 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
336 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
337 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
338 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
340 // let the player die, he will be automatically frozen when he respawns
341 if(!self.freezetag_frozen)
343 freezetag_Add_Score(frag_attacker);
344 freezetag_count_alive_players();
347 freezetag_Unfreeze(world); // remove ice
348 self.freezetag_frozen_timeout = -2; // freeze on respawn
352 if(self.freezetag_frozen)
355 freezetag_Freeze(frag_attacker);
357 if(frag_attacker == frag_target || frag_attacker == world)
359 if(IS_PLAYER(frag_target))
360 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
361 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
365 if(IS_PLAYER(frag_target))
366 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
367 if(IS_PLAYER(frag_attacker))
368 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
369 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
372 frag_target.health = 1; // "respawn" the player :P
377 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
379 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
380 return 1; // do nothing, round is starting right now
382 if(self.freezetag_frozen_timeout == -2) // player was dead
384 freezetag_Freeze(world);
388 freezetag_count_alive_players();
390 if(round_handler_IsActive())
391 if(round_handler_IsRoundStarted())
393 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
394 freezetag_Freeze(world);
400 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
402 FOR_EACH_PLAYER(self)
404 if (self.freezetag_frozen)
405 freezetag_Unfreeze(world);
406 self.freezetag_frozen_timeout = -1;
408 self.freezetag_frozen_timeout = 0;
410 freezetag_count_alive_players();
414 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
416 frag_score = 0; // no frags counted in Freeze Tag
420 .float reviving; // temp var
421 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
428 if(self.freezetag_frozen)
431 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
434 if(round_handler_IsActive())
435 if(!round_handler_IsRoundStarted())
440 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
441 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);
443 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
447 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
449 FOR_EACH_PLAYER(other) if(self != other)
451 if(other.freezetag_frozen == 0)
453 if(other.team == self.team)
455 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
459 if(self.freezetag_frozen)
460 other.reviving = TRUE;
468 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
470 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
471 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
473 if(self.freezetag_revive_progress >= 1)
475 freezetag_Unfreeze(self);
476 freezetag_count_alive_players();
480 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
481 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
485 // EVERY team mate nearby gets a point (even if multiple!)
486 FOR_EACH_PLAYER(other)
490 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
491 PlayerScore_Add(other, SP_SCORE, +1);
495 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
496 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
497 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
500 FOR_EACH_PLAYER(other)
504 other.freezetag_revive_progress = self.freezetag_revive_progress;
505 other.reviving = FALSE;
509 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
511 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
512 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
516 self.freezetag_revive_progress = 0; // thawing nobody
522 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
524 if(self.freezetag_frozen)
526 self.movement = '0 0 0';
527 self.disableclientprediction = 1;
532 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
534 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
537 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
542 MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
544 if(self.freezetag_frozen)
545 return TRUE; // no jumping in freezetag when frozen
550 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
552 if (self.freezetag_frozen)
557 MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
559 if (other.freezetag_frozen)
560 return MUT_ITEMTOUCH_RETURN;
561 return MUT_ITEMTOUCH_CONTINUE;
564 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
566 if not(self.deadflag)
569 self.havocbot_role = havocbot_role_ft_freeing;
571 self.havocbot_role = havocbot_role_ft_offense;
577 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
579 self.freezetag_frozen = other.freezetag_frozen;
580 self.freezetag_revive_progress = other.freezetag_revive_progress;
584 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
586 freezetag_teams = autocvar_g_freezetag_teams_override;
587 if(freezetag_teams < 2)
588 freezetag_teams = autocvar_g_freezetag_teams;
589 freezetag_teams = bound(2, freezetag_teams, 4);
590 ret_float = freezetag_teams;
594 MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
596 if(other.freezetag_frozen)
602 void freezetag_Initialize()
604 precache_model("models/ice/ice.md3");
605 ScoreRules_freezetag();
607 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
608 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
610 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
611 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
612 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
613 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
615 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
616 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
619 MUTATOR_DEFINITION(gamemode_freezetag)
621 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
622 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
623 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
624 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
625 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
626 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
627 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
628 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
629 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
630 MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
631 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
632 MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
633 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
634 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
635 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
636 MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
640 if(time > 1) // game loads at time 1
641 error("This is a game type and it cannot be added at runtime.");
642 freezetag_Initialize();
645 MUTATOR_ONROLLBACK_OR_REMOVE
647 // we actually cannot roll back freezetag_Initialize here
648 // BUT: we don't need to! If this gets called, adding always
654 print("This is a game type and it cannot be removed at runtime.");