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 void freezetag_count_alive_players()
12 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
14 if(e.team == COLOR_TEAM1 && e.health >= 1)
17 if (!e.freezetag_frozen) ++redalive;
19 else if(e.team == COLOR_TEAM2 && e.health >= 1)
22 if (!e.freezetag_frozen) ++bluealive;
24 else if(e.team == COLOR_TEAM3 && e.health >= 1)
27 if (!e.freezetag_frozen) ++yellowalive;
29 else if(e.team == COLOR_TEAM4 && e.health >= 1)
32 if (!e.freezetag_frozen) ++pinkalive;
35 FOR_EACH_REALCLIENT(e) {
36 e.redalive_stat = redalive;
37 e.bluealive_stat = bluealive;
38 e.yellowalive_stat = yellowalive;
39 e.pinkalive_stat = pinkalive;
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
45 float prev_total_players;
46 float freezetag_CheckTeams()
49 if(FREEZETAG_ALIVE_TEAMS_OK())
51 if(prev_total_players != -1)
53 FOR_EACH_REALCLIENT(e)
54 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
56 prev_total_players = -1;
59 if(prev_total_players != total_players)
61 string teams_missing = "";
62 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
63 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
64 if(freezetag_teams >= 3)
65 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
66 if(freezetag_teams == 4)
67 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
68 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
70 FOR_EACH_REALCLIENT(e)
71 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
72 prev_total_players = total_players;
77 float freezetag_getWinnerTeam()
79 float winner_team = 0;
81 winner_team = COLOR_TEAM1;
84 if(winner_team) return 0;
85 winner_team = COLOR_TEAM2;
89 if(winner_team) return 0;
90 winner_team = COLOR_TEAM3;
94 if(winner_team) return 0;
95 winner_team = COLOR_TEAM4;
99 return -1; // no player left
102 float freezetag_CheckWinner()
105 if(round_handler_GetTimeLeft() <= 0)
107 FOR_EACH_REALCLIENT(e)
108 centerprint(e, "Round over, there's no winner");
109 bprint("Round over, there's no winner.\n");
111 e.freezetag_frozen_timeout = 0;
112 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
116 if(FREEZETAG_ALIVE_TEAMS() > 1)
121 winner_team = freezetag_getWinnerTeam();
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);
130 else if(winner_team == -1)
132 FOR_EACH_REALCLIENT(e)
133 centerprint(e, "^5Round tied! All teams were frozen.");
134 bprint("^5Round tied! All teams were frozen.\n");
138 e.freezetag_frozen_timeout = 0;
139 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
143 // this is needed to allow the player to turn his view around (fixangle can't
144 // be used to freeze his view, as that also changes the angles), while not
145 // turning that ice object with the player
146 void freezetag_Ice_Think()
148 setorigin(self, self.owner.origin - '0 0 16');
149 self.nextthink = time;
152 void freezetag_Add_Score(entity attacker)
156 // you froze your own dumb self
157 // counted as "suicide" already
158 PlayerScore_Add(self, SP_SCORE, -1);
160 else if(attacker.classname == "player")
162 // got frozen by an enemy
163 // counted as "kill" and "death" already
164 PlayerScore_Add(self, SP_SCORE, -1);
165 PlayerScore_Add(attacker, SP_SCORE, +1);
167 // else nothing - got frozen by the game type rules themselves
170 void freezetag_Freeze(entity attacker)
172 if(self.freezetag_frozen)
174 self.freezetag_frozen = 1;
175 self.freezetag_frozen_time = time;
176 self.freezetag_revive_progress = 0;
178 if(autocvar_g_freezetag_frozen_maxtime > 0)
179 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
181 freezetag_count_alive_players();
186 ice.classname = "freezetag_ice";
187 ice.think = freezetag_Ice_Think;
188 ice.nextthink = time;
189 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
190 ice.alpha = ICE_MAX_ALPHA;
191 ice.colormod = TeamColor(self.team);
192 ice.glowmod = ice.colormod;
193 setmodel(ice, "models/ice/ice.md3");
195 self.freezetag_ice = ice;
197 RemoveGrapplingHook(self);
200 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
202 freezetag_Add_Score(attacker);
205 void freezetag_Unfreeze(entity attacker)
207 self.freezetag_frozen = 0;
208 self.freezetag_frozen_time = 0;
209 self.freezetag_frozen_timeout = 0;
210 self.freezetag_revive_progress = 0;
212 remove(self.freezetag_ice);
213 self.freezetag_ice = world;
215 if(self.waypointsprite_attached)
216 WaypointSprite_Kill(self.waypointsprite_attached);
224 void() havocbot_role_ft_freeing;
225 void() havocbot_role_ft_offense;
227 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
232 FOR_EACH_PLAYER(head)
234 if ((head != self) && (head.team == self.team))
236 if (head.freezetag_frozen)
238 distance = vlen(head.origin - org);
239 if (distance > sradius)
241 navigation_routerating(head, ratingscale, 2000);
245 // If teamate is not frozen still seek them out as fight better
247 navigation_routerating(head, ratingscale/3, 2000);
253 void havocbot_role_ft_offense()
258 if(self.deadflag != DEAD_NO)
261 if (!self.havocbot_role_timeout)
262 self.havocbot_role_timeout = time + random() * 10 + 20;
264 // Count how many players on team are unfrozen.
266 FOR_EACH_PLAYER(head)
268 if ((head.team == self.team) && (!head.freezetag_frozen))
272 // If only one left on team or if role has timed out then start trying to free players.
273 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
275 dprint("changing role to freeing\n");
276 self.havocbot_role = havocbot_role_ft_freeing;
277 self.havocbot_role_timeout = 0;
281 if (time > self.bot_strategytime)
283 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
285 navigation_goalrating_start();
286 havocbot_goalrating_items(10000, self.origin, 10000);
287 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
288 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
289 //havocbot_goalrating_waypoints(1, self.origin, 1000);
290 navigation_goalrating_end();
294 void havocbot_role_ft_freeing()
296 if(self.deadflag != DEAD_NO)
299 if (!self.havocbot_role_timeout)
300 self.havocbot_role_timeout = time + random() * 10 + 20;
302 if (time > self.havocbot_role_timeout)
304 dprint("changing role to offense\n");
305 self.havocbot_role = havocbot_role_ft_offense;
306 self.havocbot_role_timeout = 0;
310 if (time > self.bot_strategytime)
312 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
314 navigation_goalrating_start();
315 havocbot_goalrating_items(8000, self.origin, 10000);
316 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
317 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
318 //havocbot_goalrating_waypoints(1, self.origin, 1000);
319 navigation_goalrating_end();
328 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
330 self.health = 0; // neccessary to update correctly alive stats
331 freezetag_Unfreeze(world);
332 freezetag_count_alive_players();
336 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
338 if(round_handler_IsActive())
339 if(round_handler_CountdownRunning())
341 if(self.freezetag_frozen)
342 freezetag_Unfreeze(world);
343 freezetag_count_alive_players();
344 return 1; // let the player die so that he can respawn whenever he wants
347 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
348 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
349 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
350 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
352 // let the player die, he will be automatically frozen when he respawns
353 if(!self.freezetag_frozen)
355 freezetag_Add_Score(frag_attacker);
356 freezetag_count_alive_players();
359 freezetag_Unfreeze(world); // remove ice
360 self.freezetag_frozen_timeout = -2; // freeze on respawn
364 if(self.freezetag_frozen)
367 freezetag_Freeze(frag_attacker);
369 if(frag_attacker == frag_target || frag_attacker == world)
371 if(frag_target.classname == STR_PLAYER)
372 centerprint(frag_target, "^1You froze yourself.\n");
373 bprint("^7", frag_target.netname, "^1 froze himself.\n");
377 if(frag_target.classname == STR_PLAYER)
378 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
379 if(frag_attacker.classname == STR_PLAYER)
380 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
381 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
384 frag_target.health = 1; // "respawn" the player :P
389 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
391 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
392 return 1; // do nothing, round is starting right now
394 if(self.freezetag_frozen_timeout == -2) // player was dead
396 freezetag_Freeze(world);
400 freezetag_count_alive_players();
402 if(round_handler_IsActive())
403 if(round_handler_IsRoundStarted())
405 centerprint(self, "^1Round already started, you spawn as frozen.");
406 freezetag_Freeze(world);
412 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
414 FOR_EACH_PLAYER(self)
416 if (self.freezetag_frozen)
417 freezetag_Unfreeze(world);
418 self.freezetag_frozen_timeout = -1;
420 self.freezetag_frozen_timeout = 0;
422 freezetag_count_alive_players();
426 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
428 frag_score = 0; // no frags counted in Freeze Tag
432 .float reviving; // temp var
433 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
440 if(self.freezetag_frozen)
443 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
446 if(round_handler_IsActive())
447 if(!round_handler_IsRoundStarted())
452 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
453 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);
455 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
459 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
461 FOR_EACH_PLAYER(other) if(self != other)
463 if(other.freezetag_frozen == 0)
465 if(other.team == self.team)
467 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
471 if(self.freezetag_frozen)
472 other.reviving = TRUE;
480 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
482 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
483 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
485 if(self.freezetag_revive_progress >= 1)
487 freezetag_Unfreeze(self);
488 freezetag_count_alive_players();
492 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
493 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
494 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
498 // EVERY team mate nearby gets a point (even if multiple!)
499 FOR_EACH_PLAYER(other)
503 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
504 PlayerScore_Add(other, SP_SCORE, +1);
509 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
511 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
512 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
514 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
516 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
519 FOR_EACH_PLAYER(other)
523 other.freezetag_revive_progress = self.freezetag_revive_progress;
524 other.reviving = FALSE;
528 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
530 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
531 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
535 self.freezetag_revive_progress = 0; // thawing nobody
541 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
543 if(self.freezetag_frozen)
545 self.movement = '0 0 0';
546 self.disableclientprediction = 1;
551 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
553 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
556 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
561 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
563 if (self.freezetag_frozen)
568 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
570 if not(self.deadflag)
573 self.havocbot_role = havocbot_role_ft_freeing;
575 self.havocbot_role = havocbot_role_ft_offense;
581 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
583 self.freezetag_frozen = other.freezetag_frozen;
584 self.freezetag_revive_progress = other.freezetag_revive_progress;
588 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
590 freezetag_teams = autocvar_g_freezetag_teams_override;
591 if(freezetag_teams < 2)
592 freezetag_teams = autocvar_g_freezetag_teams;
593 freezetag_teams = bound(2, freezetag_teams, 4);
594 ret_float = freezetag_teams;
598 void freezetag_Initialize()
600 precache_model("models/ice/ice.md3");
601 ScoreRules_freezetag();
603 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
604 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
606 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
607 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
608 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
609 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
611 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
612 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
615 MUTATOR_DEFINITION(gamemode_freezetag)
617 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
618 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
619 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
620 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
621 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
622 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
623 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
624 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
625 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
626 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
627 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
628 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
629 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
633 if(time > 1) // game loads at time 1
634 error("This is a game type and it cannot be added at runtime.");
635 freezetag_Initialize();
638 MUTATOR_ONROLLBACK_OR_REMOVE
640 // we actually cannot roll back freezetag_Initialize here
641 // BUT: we don't need to! If this gets called, adding always
647 print("This is a game type and it cannot be removed at runtime.");