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Replace all player/bot/spectator classname checks with macros
[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 + 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)
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         winner = world;
27
28         FOR_EACH_PLAYER(e)
29         {
30                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
31                 {
32                         winner = e;
33                         break; // break, we found the winner
34                 }
35         }
36
37         if(winner != world) // just in case a winner wasn't found
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                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
52         }
53
54         next_round = time + 5;
55 }
56
57 // this is needed to allow the player to turn his view around (fixangle can't
58 // be used to freeze his view, as that also changes the angles), while not
59 // turning that ice object with the player
60 void freezetag_Ice_Think()
61 {
62         setorigin(self, self.owner.origin - '0 0 16');
63         self.nextthink = time;
64 }
65
66 void freezetag_Freeze(entity attacker)
67 {
68         if(self.freezetag_frozen)
69                 return;
70         self.freezetag_frozen = 1;
71         self.freezetag_revive_progress = 0;
72         self.health = 1;
73
74         entity ice;
75         ice = spawn();
76         ice.owner = self;
77         ice.classname = "freezetag_ice";
78         ice.think = freezetag_Ice_Think;
79         ice.nextthink = time;
80         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
81         setmodel(ice, "models/ice/ice.md3");
82
83         entity oldself;
84         oldself = self;
85         self = ice;
86         freezetag_Ice_Think();
87         self = oldself;
88
89         RemoveGrapplingHook(self);
90
91         // add waypoint
92         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
93
94         if(attacker == self)
95         {
96                 // you froze your own dumb self
97                 // counted as "suicide" already
98                 PlayerScore_Add(self, SP_SCORE, -1);
99         }
100         else if(IS_PLAYER(attacker))
101         {
102                 // got frozen by an enemy
103                 // counted as "kill" and "death" already
104                 PlayerScore_Add(self, SP_SCORE, -1);
105                 PlayerScore_Add(attacker, SP_SCORE, +1);
106         }
107         else
108         {
109                 // nothing - got frozen by the game type rules themselves
110         }
111 }
112
113 void freezetag_Unfreeze(entity attacker)
114 {
115         self.freezetag_frozen = 0;
116         self.freezetag_revive_progress = 0;
117         self.health = autocvar_g_balance_health_start;
118
119         // remove the ice block
120         entity ice;
121         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
122         {
123                 remove(ice);
124                 break;
125         }
126
127         // remove waypoint
128         if(self.waypointsprite_attached)
129                 WaypointSprite_Kill(self.waypointsprite_attached);
130 }
131
132
133 // ================
134 // Bot player logic
135 // ================
136
137 void() havocbot_role_ft_freeing;
138 void() havocbot_role_ft_offense;
139
140 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
141 {
142         entity head;
143         float distance;
144
145         FOR_EACH_PLAYER(head)
146         {
147                 if ((head != self) && (head.team == self.team))
148                 {
149                         if (head.freezetag_frozen)
150                         {
151                                 distance = vlen(head.origin - org);
152                                 if (distance > sradius)
153                                         continue;
154                                 navigation_routerating(head, ratingscale, 2000);
155                         }
156                         else
157                         {
158                                 // If teamate is not frozen still seek them out as fight better
159                                 // in a group.
160                                 navigation_routerating(head, ratingscale/3, 2000);
161                         }
162                 }
163         }
164 }
165
166 void havocbot_role_ft_offense()
167 {
168         entity head;
169         float unfrozen;
170
171         if(self.deadflag != DEAD_NO)
172                 return;
173
174         if (!self.havocbot_role_timeout)
175                 self.havocbot_role_timeout = time + random() * 10 + 20;
176
177         // Count how many players on team are unfrozen.
178         unfrozen = 0;
179         FOR_EACH_PLAYER(head)
180         {
181                 if ((head.team == self.team) && (!head.freezetag_frozen))
182                         unfrozen++;
183         }
184
185         // If only one left on team or if role has timed out then start trying to free players.
186         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
187         {
188                 dprint("changing role to freeing\n");
189                 self.havocbot_role = havocbot_role_ft_freeing;
190                 self.havocbot_role_timeout = 0;
191                 return;
192         }
193
194         if (time > self.bot_strategytime)
195         {
196                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
197
198                 navigation_goalrating_start();
199                 havocbot_goalrating_items(10000, self.origin, 10000);
200                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
201                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
202                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
203                 navigation_goalrating_end();
204         }
205 }
206
207 void havocbot_role_ft_freeing()
208 {
209         if(self.deadflag != DEAD_NO)
210                 return;
211
212         if (!self.havocbot_role_timeout)
213                 self.havocbot_role_timeout = time + random() * 10 + 20;
214
215         if (time > self.havocbot_role_timeout)
216         {
217                 dprint("changing role to offense\n");
218                 self.havocbot_role = havocbot_role_ft_offense;
219                 self.havocbot_role_timeout = 0;
220                 return;
221         }
222
223         if (time > self.bot_strategytime)
224         {
225                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
226
227                 navigation_goalrating_start();
228                 havocbot_goalrating_items(8000, self.origin, 10000);
229                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
230                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
231                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
232                 navigation_goalrating_end();
233         }
234 }
235
236
237 // ==============
238 // Hook Functions
239 // ==============
240
241 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
242 {
243         if(self.freezetag_frozen == 0 && self.health >= 1)
244         {
245                 if(self.team == COLOR_TEAM1)
246                         --redalive;
247                 else if(self.team == COLOR_TEAM2)
248                         --bluealive;
249                 else if(self.team == COLOR_TEAM3)
250                         --yellowalive;
251                 else if(self.team == COLOR_TEAM4)
252                         --pinkalive;
253                 --totalalive;
254         }
255
256         if(total_players > 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)
257                 freezetag_CheckWinner();
258
259         freezetag_Unfreeze(world);
260
261         return 1;
262 }
263
264 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
265 {
266         if(self.freezetag_frozen == 0)
267         {
268                 if(self.team == COLOR_TEAM1)
269                         --redalive;
270                 else if(self.team == COLOR_TEAM2)
271                         --bluealive;
272                 else if(self.team == COLOR_TEAM3)
273                         --yellowalive;
274                 else if(self.team == COLOR_TEAM4)
275                         --pinkalive;
276                 --totalalive;
277
278                 freezetag_Freeze(frag_attacker);
279         }
280
281         if(frag_attacker == frag_target || frag_attacker == world)
282         {
283                 if(IS_PLAYER(frag_target))
284                         centerprint(frag_target, "^1You froze yourself.\n");
285                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
286         }
287         else
288         {
289                 if(IS_PLAYER(frag_target))
290                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
291                 if(IS_PLAYER(frag_attacker))
292                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
293                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
294         }
295
296         frag_target.health = 1; // "respawn" the player :P
297
298         freezetag_CheckWinner();
299
300         return 1;
301 }
302
303 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
304 {
305         freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
306
307         if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
308         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
309         {
310                 next_round = time;
311                 return 1;
312         }
313         if(warmup && time > warmup) // spawn too late, freeze player
314         {
315                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
316                 freezetag_Freeze(world);
317         }
318
319         return 1;
320 }
321
322 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
323 {
324         frag_score = 0; // no frags counted in Freeze Tag
325         return 1;
326 }
327
328 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
329 {
330         float n;
331         vector revive_extra_size;
332
333         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
334
335         entity o;
336         o = world;
337         n = 0;
338         FOR_EACH_PLAYER(other) if(self != other)
339         {
340                 if(other.freezetag_frozen == 0)
341                 {
342                         if(other.team == self.team)
343                         {
344                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
345                                 {
346                                         if(!o)
347                                                 o = other;
348                                         ++n;
349                                 }
350                         }
351                 }
352         }
353
354         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
355         {
356                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
357                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
358
359                 if(self.freezetag_revive_progress >= 1)
360                 {
361                         freezetag_Unfreeze(self);
362
363                         // EVERY team mate nearby gets a point (even if multiple!)
364                         FOR_EACH_PLAYER(other) if(self != other)
365                         {
366                                 if(other.freezetag_frozen == 0)
367                                 {
368                                         if(other.team == self.team)
369                                         {
370                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
371                                                 {
372                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
373                                                         PlayerScore_Add(other, SP_SCORE, +1);
374                                                 }
375                                         }
376                                 }
377                         }
378
379                         if(n > 1)
380                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
381                         else
382                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
383                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
384                         if(n > 1)
385                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
386                         else
387                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
388                 }
389
390                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
391                 FOR_EACH_PLAYER(other) if(self != other)
392                 {
393                         if(other.freezetag_frozen == 0)
394                         {
395                                 if(other.team == self.team)
396                                 {
397                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
398                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
399                                 }
400                         }
401                 }
402         }
403         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
404         {
405                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
406                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
407         }
408         else if(!n)
409         {
410                 self.freezetag_revive_progress = 0; // thawing nobody
411         }
412
413         return 1;
414 }
415
416 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
417 {
418         if(self.freezetag_frozen)
419         {
420                 self.movement = '0 0 0';
421                 self.disableclientprediction = 1;
422         }
423         return 1;
424 }
425
426 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
427 {
428     if(g_freezetag)
429     {
430         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
431         {
432             frag_damage = 0;
433             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
434         }
435     }
436     return 1;
437 }
438
439 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
440 {
441         if (self.freezetag_frozen)
442                 return 1;
443         return 0;
444 }
445
446 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
447 {
448         if not(self.deadflag)
449         {
450                 if (random() < 0.5)
451                         self.havocbot_role = havocbot_role_ft_freeing;
452                 else
453                         self.havocbot_role = havocbot_role_ft_offense;
454         }
455         
456         return TRUE;
457 }
458
459 MUTATOR_DEFINITION(gamemode_freezetag)
460 {
461         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
462         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
463         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
464         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
465         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
466         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
467         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
468         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
469         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
470         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
471
472         MUTATOR_ONADD
473         {
474                 if(time > 1) // game loads at time 1
475                         error("This is a game type and it cannot be added at runtime.");
476                 freezetag_Initialize();
477         }
478
479         MUTATOR_ONROLLBACK_OR_REMOVE
480         {
481                 // we actually cannot roll back freezetag_Initialize here
482                 // BUT: we don't need to! If this gets called, adding always
483                 // succeeds.
484         }
485
486         MUTATOR_ONREMOVE
487         {
488                 print("This is a game type and it cannot be removed at runtime.");
489                 return -1;
490         }
491
492         return 0;
493 }