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1 float freezetag_teams;
2 float freezetag_CheckTeams();
3 float freezetag_CheckWinner();
4 void freezetag_Initialize()
5 {
6         precache_model("models/ice/ice.md3");
7         ScoreRules_freezetag();
8
9         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
10
11         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
12         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
13         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
14         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
15
16         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
17         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
18 }
19
20 void freezetag_count_alive_players()
21 {
22         entity e;
23         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
24         FOR_EACH_PLAYER(e) {
25                 if(e.team == COLOR_TEAM1 && e.health >= 1)
26                 {
27                         ++total_players;
28                         if (!e.freezetag_frozen) ++redalive;
29                 }
30                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
31                 {
32                         ++total_players;
33                         if (!e.freezetag_frozen) ++bluealive;
34                 }
35                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
36                 {
37                         ++total_players;
38                         if (!e.freezetag_frozen) ++yellowalive;
39                 }
40                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
41                 {
42                         ++total_players;
43                         if (!e.freezetag_frozen) ++pinkalive;
44                 }
45         }
46         FOR_EACH_REALCLIENT(e) {
47                 e.redalive_stat = redalive;
48                 e.bluealive_stat = bluealive;
49                 e.yellowalive_stat = yellowalive;
50                 e.pinkalive_stat = pinkalive;
51         }
52 }
53 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
54 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
55
56 float prev_total_players;
57 float freezetag_CheckTeams()
58 {
59         entity e;
60         if(FREEZETAG_ALIVE_TEAMS_OK())
61         {
62                 if(prev_total_players != -1)
63                 {
64                         FOR_EACH_REALCLIENT(e)
65                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
66                 }
67                 prev_total_players = -1;
68                 return 1;
69         }
70         if(prev_total_players != total_players)
71         {
72                 string teams_missing;
73                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
74                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
75                 if(freezetag_teams >= 3)
76                 if(!yellowalive)        teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
77                 if(freezetag_teams == 4)
78                 if(!pinkalive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
79                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
80
81                 FOR_EACH_REALCLIENT(e)
82                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
83                 prev_total_players = total_players;
84         }
85         return 0;
86 }
87
88 float freezetag_getWinnerTeam()
89 {
90         float winner_team;
91         if(redalive >= 1)
92                 winner_team = COLOR_TEAM1;
93         if(bluealive >= 1)
94         {
95                 if(winner_team) return 0;
96                 winner_team = COLOR_TEAM2;
97         }
98         if(yellowalive >= 1)
99         {
100                 if(winner_team) return 0;
101                 winner_team = COLOR_TEAM3;
102         }
103         if(pinkalive >= 1)
104         {
105                 if(winner_team) return 0;
106                 winner_team = COLOR_TEAM4;
107         }
108         if(winner_team)
109                 return winner_team;
110         return -1; // no player left
111 }
112
113 float freezetag_CheckWinner()
114 {
115         entity e;
116         if(round_handler_GetTimeLeft() <= 0)
117         {
118                 FOR_EACH_REALCLIENT(e)
119                         centerprint(e, "Round over, there's no winner");
120                 bprint("Round over, there's no winner.\n");
121                 return 1;
122         }
123
124         if(FREEZETAG_ALIVE_TEAMS() > 1)
125                 return 0;
126
127         float winner_team;
128         string teamname;
129         winner_team = freezetag_getWinnerTeam();
130         if(winner_team > 0)
131         {
132                 teamname = ColoredTeamName(winner_team);
133                 FOR_EACH_REALCLIENT(e)
134                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
135                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
136                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
137         }
138         else if(winner_team == -1)
139         {
140                 FOR_EACH_REALCLIENT(e)
141                         centerprint(e, "^5Round tied! All teams were frozen.");
142                 bprint("^5Round tied! All teams were frozen.\n");
143         }
144
145         return 1;
146 }
147
148 // this is needed to allow the player to turn his view around (fixangle can't
149 // be used to freeze his view, as that also changes the angles), while not
150 // turning that ice object with the player
151 void freezetag_Ice_Think()
152 {
153         setorigin(self, self.owner.origin - '0 0 16');
154         self.nextthink = time;
155 }
156
157 void freezetag_Add_Score(entity attacker)
158 {
159         if(attacker == self)
160         {
161                 // you froze your own dumb self
162                 // counted as "suicide" already
163                 PlayerScore_Add(self, SP_SCORE, -1);
164         }
165         else if(attacker.classname == "player")
166         {
167                 // got frozen by an enemy
168                 // counted as "kill" and "death" already
169                 PlayerScore_Add(self, SP_SCORE, -1);
170                 PlayerScore_Add(attacker, SP_SCORE, +1);
171         }
172         // else nothing - got frozen by the game type rules themselves
173 }
174
175 void freezetag_Freeze(entity attacker)
176 {
177         if(self.freezetag_frozen)
178                 return;
179         self.freezetag_frozen = 1;
180         self.freezetag_revive_progress = 0;
181         self.health = 1;
182         // if(inWarmupStage)
183                 // self.freezetag_frozen_timeout = time + 5;
184
185         freezetag_count_alive_players();
186
187         entity ice;
188         ice = spawn();
189         ice.owner = self;
190         ice.classname = "freezetag_ice";
191         ice.think = freezetag_Ice_Think;
192         ice.nextthink = time;
193         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
194         setmodel(ice, "models/ice/ice.md3");
195
196         entity oldself;
197         oldself = self;
198         self = ice;
199         freezetag_Ice_Think();
200         self = oldself;
201
202         RemoveGrapplingHook(self);
203
204         // add waypoint
205         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
206
207         freezetag_Add_Score(attacker);
208 }
209
210 void freezetag_Unfreeze(entity attacker)
211 {
212         self.freezetag_frozen = 0;
213         self.freezetag_frozen_timeout = 0;
214         self.freezetag_revive_progress = 0;
215
216         // remove the ice block
217         entity ice;
218         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
219         {
220                 remove(ice);
221                 break;
222         }
223
224         // remove waypoint
225         if(self.waypointsprite_attached)
226                 WaypointSprite_Kill(self.waypointsprite_attached);
227 }
228
229
230 // ================
231 // Bot player logic
232 // ================
233
234 void() havocbot_role_ft_freeing;
235 void() havocbot_role_ft_offense;
236
237 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
238 {
239         entity head;
240         float distance;
241
242         FOR_EACH_PLAYER(head)
243         {
244                 if ((head != self) && (head.team == self.team))
245                 {
246                         if (head.freezetag_frozen)
247                         {
248                                 distance = vlen(head.origin - org);
249                                 if (distance > sradius)
250                                         continue;
251                                 navigation_routerating(head, ratingscale, 2000);
252                         }
253                         else
254                         {
255                                 // If teamate is not frozen still seek them out as fight better
256                                 // in a group.
257                                 navigation_routerating(head, ratingscale/3, 2000);
258                         }
259                 }
260         }
261 }
262
263 void havocbot_role_ft_offense()
264 {
265         entity head;
266         float unfrozen;
267
268         if(self.deadflag != DEAD_NO)
269                 return;
270
271         if (!self.havocbot_role_timeout)
272                 self.havocbot_role_timeout = time + random() * 10 + 20;
273
274         // Count how many players on team are unfrozen.
275         unfrozen = 0;
276         FOR_EACH_PLAYER(head)
277         {
278                 if ((head.team == self.team) && (!head.freezetag_frozen))
279                         unfrozen++;
280         }
281
282         // If only one left on team or if role has timed out then start trying to free players.
283         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
284         {
285                 dprint("changing role to freeing\n");
286                 self.havocbot_role = havocbot_role_ft_freeing;
287                 self.havocbot_role_timeout = 0;
288                 return;
289         }
290
291         if (time > self.bot_strategytime)
292         {
293                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
294
295                 navigation_goalrating_start();
296                 havocbot_goalrating_items(10000, self.origin, 10000);
297                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
298                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
299                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
300                 navigation_goalrating_end();
301         }
302 }
303
304 void havocbot_role_ft_freeing()
305 {
306         if(self.deadflag != DEAD_NO)
307                 return;
308
309         if (!self.havocbot_role_timeout)
310                 self.havocbot_role_timeout = time + random() * 10 + 20;
311
312         if (time > self.havocbot_role_timeout)
313         {
314                 dprint("changing role to offense\n");
315                 self.havocbot_role = havocbot_role_ft_offense;
316                 self.havocbot_role_timeout = 0;
317                 return;
318         }
319
320         if (time > self.bot_strategytime)
321         {
322                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
323
324                 navigation_goalrating_start();
325                 havocbot_goalrating_items(8000, self.origin, 10000);
326                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
327                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
328                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
329                 navigation_goalrating_end();
330         }
331 }
332
333
334 // ==============
335 // Hook Functions
336 // ==============
337
338 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
339 {
340         self.health = 0; // neccessary to update correctly alive stats
341         freezetag_Unfreeze(world);
342         freezetag_count_alive_players();
343         return 1;
344 }
345
346 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
347 {
348         if(round_handler_IsActive())
349         if(round_handler_CountdownRunning())
350         {
351                 if(self.freezetag_frozen)
352                         freezetag_Unfreeze(world);
353                 freezetag_count_alive_players();
354                 return 1; // let the player die so that he can respawn whenever he wants
355         }
356
357         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
358         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
359         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
360                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
361         {
362                 // let the player die, he will be automatically frozen when he respawns
363                 if(!self.freezetag_frozen)
364                 {
365                         freezetag_Add_Score(frag_attacker);
366                         freezetag_count_alive_players();
367                 }
368                 else
369                         freezetag_Unfreeze(world); // remove ice
370                 self.freezetag_frozen_timeout = -2; // freeze on respawn
371                 return 1;
372         }
373
374         if(self.freezetag_frozen)
375                 return 1;
376
377         freezetag_Freeze(frag_attacker);
378
379         if(frag_attacker == frag_target || frag_attacker == world)
380         {
381                 if(frag_target.classname == STR_PLAYER)
382                         centerprint(frag_target, "^1You froze yourself.\n");
383                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
384         }
385         else
386         {
387                 if(frag_target.classname == STR_PLAYER)
388                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
389                 if(frag_attacker.classname == STR_PLAYER)
390                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
391                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
392         }
393
394         frag_target.health = 1; // "respawn" the player :P
395
396         return 1;
397 }
398
399 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
400 {
401         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
402                 return 1; // do nothing, round is starting right now
403
404         if(self.freezetag_frozen_timeout == -2) // player was dead
405         {
406                 freezetag_Freeze(world);
407                 return 1;
408         }
409
410         freezetag_count_alive_players();
411
412         if(round_handler_IsActive())
413         if(round_handler_IsRoundStarted())
414         {
415                 centerprint(self, "^1Round already started, you spawn as frozen.");
416                 freezetag_Freeze(world);
417         }
418
419         return 1;
420 }
421
422 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
423 {
424         FOR_EACH_PLAYER(self)
425         {
426                 if (self.freezetag_frozen)
427                         freezetag_Unfreeze(world);
428                 self.freezetag_frozen_timeout = -1;
429                 PutClientInServer();
430                 self.freezetag_frozen_timeout = 0;
431         }
432         freezetag_count_alive_players();
433         return 1;
434 }
435
436 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
437 {
438         frag_score = 0; // no frags counted in Freeze Tag
439         return 1;
440 }
441
442 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
443 {
444         float n;
445         vector revive_extra_size;
446
447         if(gameover)
448                 return 1;
449
450         if(self.freezetag_frozen)
451         {
452                 // keep health = 1
453                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
454
455                 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
456                 {
457                         self.health = autocvar_g_balance_health_start;
458                         freezetag_Unfreeze(world);
459                         freezetag_count_alive_players();
460                         return 1;
461                 }
462         }
463
464         if(round_handler_IsActive())
465         if(!round_handler_IsRoundStarted())
466                 return 1;
467
468         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
469
470         entity o;
471         o = world;
472         n = 0;
473         FOR_EACH_PLAYER(other) if(self != other)
474         {
475                 if(other.freezetag_frozen == 0)
476                 {
477                         if(other.team == self.team)
478                         {
479                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
480                                 {
481                                         if(!o)
482                                                 o = other;
483                                         ++n;
484                                 }
485                         }
486                 }
487         }
488
489         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
490         {
491                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
492                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
493
494                 if(self.freezetag_revive_progress >= 1)
495                 {
496                         freezetag_Unfreeze(self);
497                         freezetag_count_alive_players();
498
499                         // EVERY team mate nearby gets a point (even if multiple!)
500                         FOR_EACH_PLAYER(other) if(self != other)
501                         {
502                                 if(other.freezetag_frozen == 0)
503                                 {
504                                         if(other.team == self.team)
505                                         {
506                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
507                                                 {
508                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
509                                                         PlayerScore_Add(other, SP_SCORE, +1);
510                                                 }
511                                         }
512                                 }
513                         }
514
515                         if(n > 1)
516                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
517                         else
518                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
519                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
520                         if(n > 1)
521                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
522                         else
523                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
524                 }
525
526                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
527                 FOR_EACH_PLAYER(other) if(self != other)
528                 {
529                         if(other.freezetag_frozen == 0)
530                         {
531                                 if(other.team == self.team)
532                                 {
533                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
534                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
535                                 }
536                         }
537                 }
538         }
539         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
540         {
541                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
542                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
543         }
544         else if(!n)
545         {
546                 self.freezetag_revive_progress = 0; // thawing nobody
547         }
548
549         return 1;
550 }
551
552 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
553 {
554         if(self.freezetag_frozen)
555         {
556                 self.movement = '0 0 0';
557                 self.disableclientprediction = 1;
558         }
559         return 1;
560 }
561
562 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
563 {
564         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
565         {
566                 frag_damage = 0;
567                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
568         }
569         return 1;
570 }
571
572 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
573 {
574         if (self.freezetag_frozen)
575                 return 1;
576         return 0;
577 }
578
579 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
580 {
581         if not(self.deadflag)
582         {
583                 if (random() < 0.5)
584                         self.havocbot_role = havocbot_role_ft_freeing;
585                 else
586                         self.havocbot_role = havocbot_role_ft_offense;
587         }
588
589         return TRUE;
590 }
591
592 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
593 {
594         self.freezetag_frozen = other.freezetag_frozen;
595         self.freezetag_revive_progress = other.freezetag_revive_progress;
596         return 0;
597 }
598
599 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
600 {
601         freezetag_teams = autocvar_g_freezetag_teams_override;
602         if(freezetag_teams < 2)
603                 freezetag_teams = autocvar_g_freezetag_teams;
604         freezetag_teams = bound(2, freezetag_teams, 4);
605         ret_float = freezetag_teams;
606         return 0;
607 }
608
609 MUTATOR_DEFINITION(gamemode_freezetag)
610 {
611         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
612         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
613         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
614         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
615         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
616         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
617         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
618         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
619         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
620         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
621         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
622         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
623         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
624
625         MUTATOR_ONADD
626         {
627                 if(time > 1) // game loads at time 1
628                         error("This is a game type and it cannot be added at runtime.");
629                 freezetag_Initialize();
630         }
631
632         MUTATOR_ONREMOVE
633         {
634                 error("This is a game type and it cannot be removed at runtime.");
635         }
636
637         return 0;
638 }