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1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = time + autocvar_g_start_delay + 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) // counted in arena.qc
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
27         FOR_EACH_PLAYER(e)
28         {
29                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
30                 {
31                         winner = e;
32                         break; // break, we found the winner
33                 }
34         }
35
36         if(winner != world) // just in case a winner wasn't found
37         {
38                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
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         }
52
53         next_round = time + 5;
54 }
55
56 // this is needed to allow the player to turn his view around (fixangle can't
57 // be used to freeze his view, as that also changes the angles), while not
58 // turning that ice object with the player
59 void freezetag_Ice_Think()
60 {
61         setorigin(self, self.owner.origin - '0 0 16');
62         self.nextthink = time;
63 }
64
65 void freezetag_Freeze(entity attacker)
66 {
67         self.freezetag_frozen = 1;
68
69         entity ice;
70         ice = spawn();
71         ice.owner = self;
72         ice.classname = "freezetag_ice";
73         ice.think = freezetag_Ice_Think;
74         ice.nextthink = time;
75         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
76         setmodel(ice, "models/ice/ice.md3");
77
78         entity oldself;
79         oldself = self;
80         self = ice;
81         freezetag_Ice_Think();
82         self = oldself;
83
84         // add waypoint
85         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
86         if(self.waypointsprite_attached)
87         {
88                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
89         }
90
91         if(attacker == self)
92         {
93                 // you froze your own dumb self
94                 // counted as "suicide" already
95                 PlayerScore_Add(self, SP_SCORE, -1);
96         }
97         else if(attacker.classname == "player")
98         {
99                 // got frozen by an enemy
100                 // counted as "kill" and "death" already
101                 PlayerScore_Add(self, SP_SCORE, -1);
102                 PlayerScore_Add(attacker, SP_SCORE, +1);
103         }
104         else
105         {
106                 // nothing - got frozen by the game type rules themselves
107         }
108 }
109
110 void freezetag_Unfreeze(entity attacker)
111 {
112         self.freezetag_frozen = 0;
113
114         if(attacker.classname == "player")
115         {
116                 PlayerScore_Add(attacker, SP_FREEZETAG_REVIVALS, +1);
117                 PlayerScore_Add(attacker, SP_SCORE, +1);
118         }
119
120         // remove the ice block
121         entity ice;
122         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
123         {
124                 remove(ice);
125                 break;
126         }
127
128         // remove waypoint
129         if(self.waypointsprite_attached)
130                 WaypointSprite_Kill(self.waypointsprite_attached);
131 }
132
133 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
134 {
135         if(self.freezetag_frozen == 0)
136         {
137                 if(self.team == COLOR_TEAM1)
138                         --redalive;
139                 else if(self.team == COLOR_TEAM2)
140                         --bluealive;
141                 else if(self.team == COLOR_TEAM3)
142                         --yellowalive;
143                 else if(self.team == COLOR_TEAM4)
144                         --pinkalive;
145                 --totalalive;
146         }
147
148         if(totalspawned > 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)
149                 freezetag_CheckWinner();
150
151         freezetag_Unfreeze(world);
152
153         return 1;
154 }
155
156 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
157 {
158         if(self.freezetag_frozen == 0)
159         {
160                 if(self.team == COLOR_TEAM1)
161                         --redalive;
162                 else if(self.team == COLOR_TEAM2)
163                         --bluealive;
164                 else if(self.team == COLOR_TEAM3)
165                         --yellowalive;
166                 else if(self.team == COLOR_TEAM4)
167                         --pinkalive;
168                 --totalalive;
169
170         freezetag_Freeze(frag_attacker);
171         }
172
173     if(frag_attacker.classname == STR_PLAYER)
174         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
175
176         if(frag_attacker == frag_target || frag_attacker == world)
177         {
178         if(frag_target.classname == STR_PLAYER)
179             centerprint(frag_target, "^1You froze yourself.\n");
180                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
181         }
182         else
183         {
184         if(frag_target.classname == STR_PLAYER)
185             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
186                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
187         }
188
189         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
190
191         freezetag_CheckWinner();
192
193         return 1;
194 }
195
196 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
197 {
198     freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
199
200         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
201         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
202         {
203                 next_round = time;
204                 return 1;
205         }
206         if(warmup && time > warmup) // spawn too late, freeze player
207         {
208                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
209                 freezetag_Freeze(world);
210         }
211
212         return 1;
213 }
214
215 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
216 {
217         frag_score = 0; // no frags counted in Freeze Tag
218         return 1;
219 }
220
221 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
222 {
223     vector revive_extra_size;
224     revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
225
226     float teammate_nearby;
227     FOR_EACH_PLAYER(other) if(self != other)
228     {
229         if(other.freezetag_frozen == 0)
230         {
231             if(other.team == self.team)
232             {
233                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
234                 if(teammate_nearby)
235                     break;
236             }
237         }
238     }
239
240     if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
241     {
242         if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
243         {
244             self.freezetag_beginrevive_time = time;
245             self.freezetag_revive_progress = 0;
246         }
247         else
248         {
249             self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
250             if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
251             {
252                 freezetag_Unfreeze(self);
253
254                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
255                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
256                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
257
258                 self.freezetag_beginrevive_time = -9999;
259                 self.freezetag_revive_progress = 0;
260             }
261         }
262         // now find EVERY teammate within reviving radius, set their revive_progress values correct
263         FOR_EACH_PLAYER(other) if(self != other)
264         {
265             if(other.freezetag_frozen == 0)
266             {
267                 if(other.team == self.team)
268                 {
269                     teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
270                     if(teammate_nearby)
271                         other.freezetag_revive_progress = self.freezetag_revive_progress;
272                 }
273             }
274         }
275     }
276     else if(!teammate_nearby) // only if no teammate is nearby will we reset
277     {
278         self.freezetag_beginrevive_time = -9999;
279         self.freezetag_revive_progress = 0;
280     }
281
282         return 1;
283 }
284
285 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
286 {
287         if(self.freezetag_frozen)
288         {
289                 self.movement = '0 0 0';
290                 self.disableclientprediction = 1;
291         }
292         return 1;
293 }
294
295 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
296 {
297     if(g_freezetag)
298     {
299         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
300         {
301             frag_damage = 0;
302             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
303         }
304     }
305     return 1;
306 }
307
308 MUTATOR_DEFINITION(gamemode_freezetag)
309 {
310         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
311         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
312         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
313         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
314         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
315         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
316         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
317         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
318
319         MUTATOR_ONADD
320         {
321                 if(time > 1) // game loads at time 1
322                         error("This is a game type and it cannot be added at runtime.");
323                 g_freezetag = 1;
324                 freezetag_Initialize();
325         }
326
327         MUTATOR_ONREMOVE
328         {
329                 g_freezetag = 0;
330                 error("This is a game type and it cannot be removed at runtime.");
331         }
332
333         return 0;
334 }