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 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);
17 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
19 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
20 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
21 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
22 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
24 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
25 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
28 void freezetag_count_alive_players()
31 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
33 if(e.team == COLOR_TEAM1 && e.health >= 1)
36 if (!e.freezetag_frozen) ++redalive;
38 else if(e.team == COLOR_TEAM2 && e.health >= 1)
41 if (!e.freezetag_frozen) ++bluealive;
43 else if(e.team == COLOR_TEAM3 && e.health >= 1)
46 if (!e.freezetag_frozen) ++yellowalive;
48 else if(e.team == COLOR_TEAM4 && e.health >= 1)
51 if (!e.freezetag_frozen) ++pinkalive;
54 FOR_EACH_REALCLIENT(e) {
55 e.redalive_stat = redalive;
56 e.bluealive_stat = bluealive;
57 e.yellowalive_stat = yellowalive;
58 e.pinkalive_stat = pinkalive;
61 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
62 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
64 float prev_total_players;
65 float freezetag_CheckTeams()
68 if(FREEZETAG_ALIVE_TEAMS_OK())
70 if(prev_total_players != -1)
72 FOR_EACH_REALCLIENT(e)
73 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
75 prev_total_players = -1;
78 if(prev_total_players != total_players)
80 string teams_missing = "";
81 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
82 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
83 if(freezetag_teams >= 3)
84 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
85 if(freezetag_teams == 4)
86 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
87 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
89 FOR_EACH_REALCLIENT(e)
90 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
91 prev_total_players = total_players;
96 float freezetag_getWinnerTeam()
98 float winner_team = 0;
100 winner_team = COLOR_TEAM1;
103 if(winner_team) return 0;
104 winner_team = COLOR_TEAM2;
108 if(winner_team) return 0;
109 winner_team = COLOR_TEAM3;
113 if(winner_team) return 0;
114 winner_team = COLOR_TEAM4;
118 return -1; // no player left
121 float freezetag_CheckWinner()
124 if(round_handler_GetTimeLeft() <= 0)
126 FOR_EACH_REALCLIENT(e)
127 centerprint(e, "Round over, there's no winner");
128 bprint("Round over, there's no winner.\n");
130 e.freezetag_frozen_timeout = 0;
131 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
135 if(FREEZETAG_ALIVE_TEAMS() > 1)
140 winner_team = freezetag_getWinnerTeam();
143 teamname = ColoredTeamName(winner_team);
144 FOR_EACH_REALCLIENT(e)
145 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
146 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
147 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
149 else if(winner_team == -1)
151 FOR_EACH_REALCLIENT(e)
152 centerprint(e, "^5Round tied! All teams were frozen.");
153 bprint("^5Round tied! All teams were frozen.\n");
157 e.freezetag_frozen_timeout = 0;
158 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
162 // this is needed to allow the player to turn his view around (fixangle can't
163 // be used to freeze his view, as that also changes the angles), while not
164 // turning that ice object with the player
165 void freezetag_Ice_Think()
167 setorigin(self, self.owner.origin - '0 0 16');
168 self.nextthink = time;
171 void freezetag_Add_Score(entity attacker)
175 // you froze your own dumb self
176 // counted as "suicide" already
177 PlayerScore_Add(self, SP_SCORE, -1);
179 else if(attacker.classname == "player")
181 // got frozen by an enemy
182 // counted as "kill" and "death" already
183 PlayerScore_Add(self, SP_SCORE, -1);
184 PlayerScore_Add(attacker, SP_SCORE, +1);
186 // else nothing - got frozen by the game type rules themselves
189 void freezetag_Freeze(entity attacker)
191 if(self.freezetag_frozen)
193 self.freezetag_frozen = 1;
194 self.freezetag_frozen_time = time;
195 self.freezetag_revive_progress = 0;
197 if(autocvar_g_freezetag_frozen_maxtime > 0)
198 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
200 freezetag_count_alive_players();
205 ice.classname = "freezetag_ice";
206 ice.think = freezetag_Ice_Think;
207 ice.nextthink = time;
208 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
209 ice.alpha = ICE_MAX_ALPHA;
210 ice.colormod = TeamColor(self.team);
211 ice.glowmod = ice.colormod;
212 setmodel(ice, "models/ice/ice.md3");
214 self.freezetag_ice = ice;
216 RemoveGrapplingHook(self);
219 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
221 freezetag_Add_Score(attacker);
224 void freezetag_Unfreeze(entity attacker)
226 self.freezetag_frozen = 0;
227 self.freezetag_frozen_time = 0;
228 self.freezetag_frozen_timeout = 0;
229 self.freezetag_revive_progress = 0;
231 remove(self.freezetag_ice);
232 self.freezetag_ice = world;
234 if(self.waypointsprite_attached)
235 WaypointSprite_Kill(self.waypointsprite_attached);
243 void() havocbot_role_ft_freeing;
244 void() havocbot_role_ft_offense;
246 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
251 FOR_EACH_PLAYER(head)
253 if ((head != self) && (head.team == self.team))
255 if (head.freezetag_frozen)
257 distance = vlen(head.origin - org);
258 if (distance > sradius)
260 navigation_routerating(head, ratingscale, 2000);
264 // If teamate is not frozen still seek them out as fight better
266 navigation_routerating(head, ratingscale/3, 2000);
272 void havocbot_role_ft_offense()
277 if(self.deadflag != DEAD_NO)
280 if (!self.havocbot_role_timeout)
281 self.havocbot_role_timeout = time + random() * 10 + 20;
283 // Count how many players on team are unfrozen.
285 FOR_EACH_PLAYER(head)
287 if ((head.team == self.team) && (!head.freezetag_frozen))
291 // If only one left on team or if role has timed out then start trying to free players.
292 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
294 dprint("changing role to freeing\n");
295 self.havocbot_role = havocbot_role_ft_freeing;
296 self.havocbot_role_timeout = 0;
300 if (time > self.bot_strategytime)
302 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
304 navigation_goalrating_start();
305 havocbot_goalrating_items(10000, self.origin, 10000);
306 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
307 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
308 //havocbot_goalrating_waypoints(1, self.origin, 1000);
309 navigation_goalrating_end();
313 void havocbot_role_ft_freeing()
315 if(self.deadflag != DEAD_NO)
318 if (!self.havocbot_role_timeout)
319 self.havocbot_role_timeout = time + random() * 10 + 20;
321 if (time > self.havocbot_role_timeout)
323 dprint("changing role to offense\n");
324 self.havocbot_role = havocbot_role_ft_offense;
325 self.havocbot_role_timeout = 0;
329 if (time > self.bot_strategytime)
331 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
333 navigation_goalrating_start();
334 havocbot_goalrating_items(8000, self.origin, 10000);
335 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
336 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
337 //havocbot_goalrating_waypoints(1, self.origin, 1000);
338 navigation_goalrating_end();
347 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
349 self.health = 0; // neccessary to update correctly alive stats
350 freezetag_Unfreeze(world);
351 freezetag_count_alive_players();
355 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
357 if(round_handler_IsActive())
358 if(round_handler_CountdownRunning())
360 if(self.freezetag_frozen)
361 freezetag_Unfreeze(world);
362 freezetag_count_alive_players();
363 return 1; // let the player die so that he can respawn whenever he wants
366 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
367 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
368 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
369 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
371 // let the player die, he will be automatically frozen when he respawns
372 if(!self.freezetag_frozen)
374 freezetag_Add_Score(frag_attacker);
375 freezetag_count_alive_players();
378 freezetag_Unfreeze(world); // remove ice
379 self.freezetag_frozen_timeout = -2; // freeze on respawn
383 if(self.freezetag_frozen)
386 freezetag_Freeze(frag_attacker);
388 if(frag_attacker == frag_target || frag_attacker == world)
390 if(frag_target.classname == STR_PLAYER)
391 centerprint(frag_target, "^1You froze yourself.\n");
392 bprint("^7", frag_target.netname, "^1 froze himself.\n");
396 if(frag_target.classname == STR_PLAYER)
397 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
398 if(frag_attacker.classname == STR_PLAYER)
399 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
400 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
403 frag_target.health = 1; // "respawn" the player :P
408 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
410 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
411 return 1; // do nothing, round is starting right now
413 if(self.freezetag_frozen_timeout == -2) // player was dead
415 freezetag_Freeze(world);
419 freezetag_count_alive_players();
421 if(round_handler_IsActive())
422 if(round_handler_IsRoundStarted())
424 centerprint(self, "^1Round already started, you spawn as frozen.");
425 freezetag_Freeze(world);
431 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
433 FOR_EACH_PLAYER(self)
435 if (self.freezetag_frozen)
436 freezetag_Unfreeze(world);
437 self.freezetag_frozen_timeout = -1;
439 self.freezetag_frozen_timeout = 0;
441 freezetag_count_alive_players();
445 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
447 frag_score = 0; // no frags counted in Freeze Tag
451 .float reviving; // temp var
452 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
459 if(self.freezetag_frozen)
462 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
465 if(round_handler_IsActive())
466 if(!round_handler_IsRoundStarted())
471 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
472 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);
474 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
478 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
480 FOR_EACH_PLAYER(other) if(self != other)
482 if(other.freezetag_frozen == 0)
484 if(other.team == self.team)
486 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
490 if(self.freezetag_frozen)
491 other.reviving = TRUE;
499 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
501 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
502 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
504 if(self.freezetag_revive_progress >= 1)
506 freezetag_Unfreeze(self);
507 freezetag_count_alive_players();
511 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
512 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
513 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
517 // EVERY team mate nearby gets a point (even if multiple!)
518 FOR_EACH_PLAYER(other)
522 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
523 PlayerScore_Add(other, SP_SCORE, +1);
528 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
530 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
531 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
533 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
535 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
538 FOR_EACH_PLAYER(other)
542 other.freezetag_revive_progress = self.freezetag_revive_progress;
543 other.reviving = FALSE;
547 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
549 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
550 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
554 self.freezetag_revive_progress = 0; // thawing nobody
560 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
562 if(self.freezetag_frozen)
564 self.movement = '0 0 0';
565 self.disableclientprediction = 1;
570 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
572 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
575 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
580 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
582 if (self.freezetag_frozen)
587 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
589 if not(self.deadflag)
592 self.havocbot_role = havocbot_role_ft_freeing;
594 self.havocbot_role = havocbot_role_ft_offense;
600 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
602 self.freezetag_frozen = other.freezetag_frozen;
603 self.freezetag_revive_progress = other.freezetag_revive_progress;
607 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
609 freezetag_teams = autocvar_g_freezetag_teams_override;
610 if(freezetag_teams < 2)
611 freezetag_teams = autocvar_g_freezetag_teams;
612 freezetag_teams = bound(2, freezetag_teams, 4);
613 ret_float = freezetag_teams;
617 MUTATOR_DEFINITION(gamemode_freezetag)
619 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
620 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
621 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
622 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
623 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
624 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
625 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
626 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
627 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
628 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
629 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
630 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
631 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
635 if(time > 1) // game loads at time 1
636 error("This is a game type and it cannot be added at runtime.");
637 freezetag_Initialize();
640 MUTATOR_ONROLLBACK_OR_REMOVE
642 // we actually cannot roll back freezetag_Initialize here
643 // BUT: we don't need to! If this gets called, adding always
649 print("This is a game type and it cannot be removed at runtime.");