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add revive progress indicator to hud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = time + cvar("g_freezetag_warmup");
5 }
6
7 void freezetag_CheckWinner()
8 {
9         if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
10                 return; // already waiting for next round to start
11
12         if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
13                 || (redalive >= 1 && yellowalive >= 1)
14                 || (redalive >= 1 && pinkalive >= 1)
15                 || (bluealive >= 1 && yellowalive >= 1)
16                 || (bluealive >= 1 && pinkalive >= 1)
17                 || (yellowalive >= 1 && pinkalive >= 1))
18                 return; // we still have active players on two or more teams
19
20         if(redalive + bluealive + yellowalive + pinkalive <= 0)
21         {
22                 next_round = time + 5;
23                 return;
24         }
25
26         entity e, winner;
27         string teamname;
28
29         FOR_EACH_PLAYER(e)
30         {
31                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
32                 {
33                         winner = e;
34                         TeamScore_AddToTeam(winner.team, ST_SCORE, +1); // just in case a winner isn't found, we do this already here (causes crashes otherwise...)
35                         break; // break, we found the winner
36                 }
37         }
38
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         next_round = time + 5;
53 }
54
55 void freezetag_Ice_Think()
56 {
57         setorigin(self, self.owner.origin - '0 0 16');
58         self.nextthink = time;
59 }
60
61 void freezetag_Freeze()
62 {
63         self.freezetag_frozen = 1;
64
65         entity ice;
66         ice = spawn();
67         ice.owner = self;
68         ice.classname = "freezetag_ice";
69         ice.think = freezetag_Ice_Think;
70         ice.nextthink = time;
71         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
72         setmodel(ice, "models/ice/ice.md3");
73
74         self.movement = '0 0 0';
75
76         // add waypoint
77         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
78         if(self.waypointsprite_attached)
79         {
80                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
81         }
82 }
83
84 void freezetag_Unfreeze()
85 {
86         self.freezetag_frozen = 0;
87
88         // remove the ice block
89         entity ice;
90         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
91         {
92                 remove(ice);
93                 break;
94         }
95
96         // remove waypoint
97         if(self.waypointsprite_attached)
98                 WaypointSprite_Kill(self.waypointsprite_attached);
99 }
100
101 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
102 {
103         freezetag_CheckWinner();
104         freezetag_Unfreeze();
105
106         return 1;
107 }
108
109 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
110 {
111         // if the player was previously not frozen (should be the case anyway), decrement alive playercount before running CheckWinner
112         if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0) redalive -= 1;
113         else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0) bluealive -= 1;
114         else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0) yellowalive -= 1;
115         else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0) pinkalive -= 1;
116         
117         freezetag_Freeze();
118
119         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
120         if(frag_attacker == frag_target || frag_attacker == world)
121         {
122                 centerprint(frag_target, "^1You froze yourself.\n");
123                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
124         }
125         else
126         {
127                 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
128                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
129         }
130
131         frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
132
133         freezetag_CheckWinner();
134
135         return 1;
136 }
137
138 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
139 {
140         if(time > warmup) // spawn too late, freeze player
141         {
142                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
143                 freezetag_Freeze();
144         }
145         else // we are still in the delay period before the round starts
146         {
147                 freezetag_Unfreeze();
148         }
149
150         return 1;
151 }
152
153 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
154 {
155         frag_score = 0; // no frags counted in Freeze Tag
156         return 1;
157 }
158
159 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
160 {
161         vector revive_extra_size;
162         revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
163
164         float teammate_nearby;
165         FOR_EACH_PLAYER(other) if(self != other)
166         {
167                 if(other.freezetag_frozen == 0)
168                 {
169                         if(other.team == self.team)
170                         {
171                                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
172                                 break;
173                         }
174                 }
175         }
176
177         if(teammate_nearby && self.freezetag_frozen == 1)
178         {
179                 if(self.freezetag_beginrevive_time == -9999)
180                 {
181                         self.freezetag_beginrevive_time = time;
182                         self.freezetag_revive_progress = 0;
183                         other.freezetag_revive_progress = 0;
184                 }
185                 else
186                 {
187                         self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
188                         other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
189                         if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
190                         {
191                                 freezetag_Unfreeze();
192
193                                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
194                                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
195                                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
196
197                                 self.freezetag_beginrevive_time = -9999;
198                                 self.freezetag_revive_progress = 0;
199                                 other.freezetag_revive_progress = 0;
200                         }
201                 }
202         }
203         else
204         {
205                 self.freezetag_beginrevive_time = -9999;
206                 self.freezetag_revive_progress = 0;
207                 other.freezetag_revive_progress = 0;
208         }
209
210         return 1;
211 }
212
213 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
214 {
215         if(self.freezetag_frozen)
216                 self.movement = '0 0 0';
217         return 1;
218 }
219
220 MUTATOR_DEFINITION(gamemode_freezetag)
221 {
222         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
223         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
224         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
225         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
226         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
227         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
228         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
229
230         MUTATOR_ONADD
231         {
232                 if(time > 1) // game loads at time 1
233                         error("This is a game type and it cannot be added at runtime.");
234                 g_freezetag = 1;
235                 freezetag_Initialize();
236         }
237
238         MUTATOR_ONREMOVE
239         {
240                 g_freezetag = 0;
241                 error("This is a game type and it cannot be removed at runtime.");
242         }
243
244         return 0;
245 }