]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/gamemode_freezetag.qc
Full support for 3 and 4 teams in CA and Freezetag
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
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, 5, autocvar_g_freezetag_warmup);
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         if(FREEZETAG_ALIVE_TEAMS() > 1)
116                 return 0;
117
118         entity e;
119         float winner_team;
120         string teamname;
121         winner_team = freezetag_getWinnerTeam();
122         if(winner_team > 0)
123         {
124                 teamname = ColoredTeamName(winner_team);
125                 FOR_EACH_REALCLIENT(e)
126                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
127                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
128                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
129         }
130         else if(winner_team == -1)
131         {
132                 FOR_EACH_REALCLIENT(e)
133                         centerprint(e, "^5Round tied! All teams were frozen.");
134                 bprint("^5Round tied! All teams were frozen.\n");
135         }
136
137         return 1;
138 }
139
140 // this is needed to allow the player to turn his view around (fixangle can't
141 // be used to freeze his view, as that also changes the angles), while not
142 // turning that ice object with the player
143 void freezetag_Ice_Think()
144 {
145         setorigin(self, self.owner.origin - '0 0 16');
146         self.nextthink = time;
147 }
148
149 void freezetag_Add_Score(entity attacker)
150 {
151         if(attacker == self)
152         {
153                 // you froze your own dumb self
154                 // counted as "suicide" already
155                 PlayerScore_Add(self, SP_SCORE, -1);
156         }
157         else if(attacker.classname == "player")
158         {
159                 // got frozen by an enemy
160                 // counted as "kill" and "death" already
161                 PlayerScore_Add(self, SP_SCORE, -1);
162                 PlayerScore_Add(attacker, SP_SCORE, +1);
163         }
164         // else nothing - got frozen by the game type rules themselves
165 }
166
167 void freezetag_Freeze(entity attacker)
168 {
169         if(self.freezetag_frozen)
170                 return;
171         self.freezetag_frozen = 1;
172         self.freezetag_revive_progress = 0;
173         self.health = 1;
174         // if(inWarmupStage)
175                 // self.freezetag_frozen_timeout = time + 5;
176
177         freezetag_count_alive_players();
178
179         entity ice;
180         ice = spawn();
181         ice.owner = self;
182         ice.classname = "freezetag_ice";
183         ice.think = freezetag_Ice_Think;
184         ice.nextthink = time;
185         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
186         setmodel(ice, "models/ice/ice.md3");
187
188         entity oldself;
189         oldself = self;
190         self = ice;
191         freezetag_Ice_Think();
192         self = oldself;
193
194         RemoveGrapplingHook(self);
195
196         // add waypoint
197         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
198
199         freezetag_Add_Score(attacker);
200 }
201
202 void freezetag_Unfreeze(entity attacker)
203 {
204         self.freezetag_frozen = 0;
205         self.freezetag_frozen_timeout = 0;
206         self.freezetag_revive_progress = 0;
207
208         // remove the ice block
209         entity ice;
210         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
211         {
212                 remove(ice);
213                 break;
214         }
215
216         // remove waypoint
217         if(self.waypointsprite_attached)
218                 WaypointSprite_Kill(self.waypointsprite_attached);
219 }
220
221
222 // ================
223 // Bot player logic
224 // ================
225
226 void() havocbot_role_ft_freeing;
227 void() havocbot_role_ft_offense;
228
229 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
230 {
231         entity head;
232         float distance;
233
234         FOR_EACH_PLAYER(head)
235         {
236                 if ((head != self) && (head.team == self.team))
237                 {
238                         if (head.freezetag_frozen)
239                         {
240                                 distance = vlen(head.origin - org);
241                                 if (distance > sradius)
242                                         continue;
243                                 navigation_routerating(head, ratingscale, 2000);
244                         }
245                         else
246                         {
247                                 // If teamate is not frozen still seek them out as fight better
248                                 // in a group.
249                                 navigation_routerating(head, ratingscale/3, 2000);
250                         }
251                 }
252         }
253 }
254
255 void havocbot_role_ft_offense()
256 {
257         entity head;
258         float unfrozen;
259
260         if(self.deadflag != DEAD_NO)
261                 return;
262
263         if (!self.havocbot_role_timeout)
264                 self.havocbot_role_timeout = time + random() * 10 + 20;
265
266         // Count how many players on team are unfrozen.
267         unfrozen = 0;
268         FOR_EACH_PLAYER(head)
269         {
270                 if ((head.team == self.team) && (!head.freezetag_frozen))
271                         unfrozen++;
272         }
273
274         // If only one left on team or if role has timed out then start trying to free players.
275         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
276         {
277                 dprint("changing role to freeing\n");
278                 self.havocbot_role = havocbot_role_ft_freeing;
279                 self.havocbot_role_timeout = 0;
280                 return;
281         }
282
283         if (time > self.bot_strategytime)
284         {
285                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
286
287                 navigation_goalrating_start();
288                 havocbot_goalrating_items(10000, self.origin, 10000);
289                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
290                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
291                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
292                 navigation_goalrating_end();
293         }
294 }
295
296 void havocbot_role_ft_freeing()
297 {
298         if(self.deadflag != DEAD_NO)
299                 return;
300
301         if (!self.havocbot_role_timeout)
302                 self.havocbot_role_timeout = time + random() * 10 + 20;
303
304         if (time > self.havocbot_role_timeout)
305         {
306                 dprint("changing role to offense\n");
307                 self.havocbot_role = havocbot_role_ft_offense;
308                 self.havocbot_role_timeout = 0;
309                 return;
310         }
311
312         if (time > self.bot_strategytime)
313         {
314                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
315
316                 navigation_goalrating_start();
317                 havocbot_goalrating_items(8000, self.origin, 10000);
318                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
319                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
320                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
321                 navigation_goalrating_end();
322         }
323 }
324
325
326 // ==============
327 // Hook Functions
328 // ==============
329
330 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
331 {
332         self.health = 0; // neccessary to update correctly alive stats
333         freezetag_Unfreeze(world);
334         freezetag_count_alive_players();
335         return 1;
336 }
337
338 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
339 {
340         if(round_handler_IsActive())
341         if(round_handler_CountdownRunning())
342         {
343                 if(self.freezetag_frozen)
344                         freezetag_Unfreeze(world);
345                 freezetag_count_alive_players();
346                 return 1; // let the player die so that he can respawn whenever he wants
347         }
348
349         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
350         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
351         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
352                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
353         {
354                 // let the player die, he will be automatically frozen when he respawns
355                 if(!self.freezetag_frozen)
356                 {
357                         freezetag_Add_Score(frag_attacker);
358                         freezetag_count_alive_players();
359                 }
360                 else
361                         freezetag_Unfreeze(world); // remove ice
362                 self.freezetag_frozen_timeout = -2; // freeze on respawn
363                 return 1;
364         }
365
366         if(self.freezetag_frozen)
367                 return 1;
368
369         freezetag_Freeze(frag_attacker);
370
371         if(frag_attacker == frag_target || frag_attacker == world)
372         {
373                 if(frag_target.classname == STR_PLAYER)
374                         centerprint(frag_target, "^1You froze yourself.\n");
375                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
376         }
377         else
378         {
379                 if(frag_target.classname == STR_PLAYER)
380                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
381                 if(frag_attacker.classname == STR_PLAYER)
382                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
383                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
384         }
385
386         frag_target.health = 1; // "respawn" the player :P
387
388         return 1;
389 }
390
391 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
392 {
393         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
394                 return 1; // do nothing, round is starting right now
395
396         if(self.freezetag_frozen_timeout == -2) // player was dead
397         {
398                 freezetag_Freeze(world);
399                 return 1;
400         }
401
402         freezetag_count_alive_players();
403
404         if(round_handler_IsActive())
405         if(round_handler_IsRoundStarted())
406         {
407                 centerprint(self, "^1Round already started, you spawn as frozen.");
408                 freezetag_Freeze(world);
409         }
410
411         return 1;
412 }
413
414 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
415 {
416         FOR_EACH_PLAYER(self)
417         {
418                 if (self.freezetag_frozen)
419                         freezetag_Unfreeze(world);
420                 self.freezetag_frozen_timeout = -1;
421                 PutClientInServer();
422                 self.freezetag_frozen_timeout = 0;
423         }
424         freezetag_count_alive_players();
425         return 1;
426 }
427
428 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
429 {
430         frag_score = 0; // no frags counted in Freeze Tag
431         return 1;
432 }
433
434 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
435 {
436         float n;
437         vector revive_extra_size;
438
439         if(gameover)
440                 return 1;
441
442         if(self.freezetag_frozen)
443         {
444                 // keep health = 1
445                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
446
447                 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
448                 {
449                         self.health = autocvar_g_balance_health_start;
450                         freezetag_Unfreeze(world);
451                         freezetag_count_alive_players();
452                         return 1;
453                 }
454         }
455
456         if(round_handler_IsActive())
457         if(!round_handler_IsRoundStarted())
458                 return 1;
459
460         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
461
462         entity o;
463         o = world;
464         n = 0;
465         FOR_EACH_PLAYER(other) if(self != other)
466         {
467                 if(other.freezetag_frozen == 0)
468                 {
469                         if(other.team == self.team)
470                         {
471                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
472                                 {
473                                         if(!o)
474                                                 o = other;
475                                         ++n;
476                                 }
477                         }
478                 }
479         }
480
481         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
482         {
483                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
484                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
485
486                 if(self.freezetag_revive_progress >= 1)
487                 {
488                         freezetag_Unfreeze(self);
489                         freezetag_count_alive_players();
490
491                         // EVERY team mate nearby gets a point (even if multiple!)
492                         FOR_EACH_PLAYER(other) if(self != other)
493                         {
494                                 if(other.freezetag_frozen == 0)
495                                 {
496                                         if(other.team == self.team)
497                                         {
498                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
499                                                 {
500                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
501                                                         PlayerScore_Add(other, SP_SCORE, +1);
502                                                 }
503                                         }
504                                 }
505                         }
506
507                         if(n > 1)
508                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
509                         else
510                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
511                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
512                         if(n > 1)
513                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
514                         else
515                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
516                 }
517
518                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
519                 FOR_EACH_PLAYER(other) if(self != other)
520                 {
521                         if(other.freezetag_frozen == 0)
522                         {
523                                 if(other.team == self.team)
524                                 {
525                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
526                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
527                                 }
528                         }
529                 }
530         }
531         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
532         {
533                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
534                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
535         }
536         else if(!n)
537         {
538                 self.freezetag_revive_progress = 0; // thawing nobody
539         }
540
541         return 1;
542 }
543
544 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
545 {
546         if(self.freezetag_frozen)
547         {
548                 self.movement = '0 0 0';
549                 self.disableclientprediction = 1;
550         }
551         return 1;
552 }
553
554 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
555 {
556         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
557         {
558                 frag_damage = 0;
559                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
560         }
561         return 1;
562 }
563
564 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
565 {
566         if (self.freezetag_frozen)
567                 return 1;
568         return 0;
569 }
570
571 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
572 {
573         if not(self.deadflag)
574         {
575                 if (random() < 0.5)
576                         self.havocbot_role = havocbot_role_ft_freeing;
577                 else
578                         self.havocbot_role = havocbot_role_ft_offense;
579         }
580
581         return TRUE;
582 }
583
584 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
585 {
586         self.freezetag_frozen = other.freezetag_frozen;
587         self.freezetag_revive_progress = other.freezetag_revive_progress;
588         return 0;
589 }
590
591 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
592 {
593         freezetag_teams = autocvar_g_freezetag_teams_override;
594         if(freezetag_teams < 2)
595                 freezetag_teams = autocvar_g_freezetag_teams;
596         freezetag_teams = bound(2, freezetag_teams, 4);
597         ret_float = freezetag_teams;
598         return 0;
599 }
600
601 MUTATOR_DEFINITION(gamemode_freezetag)
602 {
603         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
604         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
605         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
606         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
607         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
608         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
609         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
610         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
611         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
612         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
613         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
614         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
615         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
616
617         MUTATOR_ONADD
618         {
619                 if(time > 1) // game loads at time 1
620                         error("This is a game type and it cannot be added at runtime.");
621                 freezetag_Initialize();
622         }
623
624         MUTATOR_ONREMOVE
625         {
626                 error("This is a game type and it cannot be removed at runtime.");
627         }
628
629         return 0;
630 }