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fix the first round now finally, hopefully, other minor fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         next_round = time + cvar("g_start_delay");
5 }
6
7 void freezetag_CheckWinner()
8 {
9         if(time <= game_starttime)
10                 return;
11
12         if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
13                 return; // already waiting for next round to start
14
15         if(redalive + bluealive + yellowalive + pinkalive <= 0 && time > game_starttime)
16         {
17                 next_round = time + 5;
18         }
19
20         if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
21                 || (redalive >= 1 && yellowalive >= 1)
22                 || (redalive >= 1 && pinkalive >= 1)
23                 || (bluealive >= 1 && yellowalive >= 1)
24                 || (bluealive >= 1 && pinkalive >= 1)
25                 || (yellowalive >= 1 && pinkalive >= 1))
26                 return; // we still have active players on two or more teams
27
28         entity e, winner;
29         string teamname;
30
31         FOR_EACH_PLAYER(e)
32         {
33                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
34                 {
35                         winner = e;
36                         break; // break, we found the winner
37                 }
38         }
39
40         if(winner != world) // just in case a winner isn't found
41         {
42                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
43                 if(winner.team == COLOR_TEAM1)
44                         teamname = "^1Red Team";
45                 else if(winner.team == COLOR_TEAM2)
46                         teamname = "^4Blue Team";
47                 else if(winner.team == COLOR_TEAM3)
48                         teamname = "^3Yellow Team";
49                 else
50                         teamname = "^6Pink Team";
51                 FOR_EACH_PLAYER(e) {
52                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
53                 }
54                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
55         }
56
57         next_round = time + 5;
58 }
59
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()
67 {
68         self.freezetag_frozen = 1;
69
70         entity ice;
71         ice = spawn();
72         ice.owner = self;
73         ice.classname = "freezetag_ice";
74         ice.think = freezetag_Ice_Think;
75         ice.nextthink = time;
76         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
77         setmodel(ice, "models/ice/ice.md3");
78
79         self.movement = '0 0 0';
80
81         // add waypoint
82         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
83         if(self.waypointsprite_attached)
84         {
85                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
86         }
87 }
88
89 void freezetag_Unfreeze()
90 {
91         self.freezetag_frozen = 0;
92
93         // remove the ice block
94         entity ice;
95         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
96         {
97                 remove(ice);
98                 break;
99         }
100
101         // remove waypoint
102         if(self.waypointsprite_attached)
103                 WaypointSprite_Kill(self.waypointsprite_attached);
104 }
105
106 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
107 {
108         if(self.freezetag_frozen == 0)
109         {
110                 if(self.team == COLOR_TEAM1)
111                         --redalive;
112                 else if(self.team == COLOR_TEAM2)
113                         --bluealive;
114                 else if(self.team == COLOR_TEAM3)
115                         --yellowalive;
116                 else if(self.team == COLOR_TEAM4)
117                         --pinkalive;
118         }
119
120         freezetag_CheckWinner();
121         freezetag_Unfreeze();
122
123         return 1;
124 }
125
126 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
127 {
128         freezetag_Freeze();
129         count_alive_players();
130
131         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
132         if(frag_attacker == frag_target || frag_attacker == world)
133         {
134                 centerprint(frag_target, "^1You froze yourself.\n");
135                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
136         }
137         else
138         {
139                 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
140                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
141         }
142
143         frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
144
145         freezetag_CheckWinner();
146
147         return 1;
148 }
149
150 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
151 {
152         if(time > warmup) // spawn too late, freeze player
153         {
154                 print("time: ", ftos(time), " warmup: ", ftos(warmup), "\n");
155                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
156                 freezetag_Freeze();
157         }
158         else // we are still in the delay period before the round starts
159         {
160                 freezetag_Unfreeze();
161         }
162
163         return 1;
164 }
165
166 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
167 {
168         frag_score = 0; // no frags counted in Freeze Tag
169         return 1;
170 }
171
172 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
173 {
174         vector revive_extra_size;
175         revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
176
177         float teammate_nearby;
178         FOR_EACH_PLAYER(other) if(self != other)
179         {
180                 if(other.freezetag_frozen == 0)
181                 {
182                         if(other.team == self.team)
183                         {
184                                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
185                                 if(teammate_nearby)
186                                         break;
187                         }
188                 }
189         }
190
191         if(teammate_nearby && self.freezetag_frozen == 1)
192         {
193                 if(self.freezetag_beginrevive_time == -9999)
194                 {
195                         self.freezetag_beginrevive_time = time;
196                         self.freezetag_revive_progress = 0;
197                         other.freezetag_revive_progress = 0;
198                 }
199                 else
200                 {
201                         self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
202                         other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
203                         if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
204                         {
205                                 freezetag_Unfreeze();
206
207                                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
208                                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
209                                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
210
211                                 self.freezetag_beginrevive_time = -9999;
212                                 self.freezetag_revive_progress = 0;
213                                 other.freezetag_revive_progress = 0;
214                         }
215                 }
216         }
217         else if(!teammate_nearby) // only if no teammate is nearby will we reset
218         {
219                 self.freezetag_beginrevive_time = -9999;
220                 self.freezetag_revive_progress = 0;
221         }
222
223         return 1;
224 }
225
226 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
227 {
228         if(self.freezetag_frozen)
229                 self.movement = '0 0 0';
230         return 1;
231 }
232
233 MUTATOR_DEFINITION(gamemode_freezetag)
234 {
235         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
236         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
237         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
238         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
239         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
240         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
241         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
242
243         MUTATOR_ONADD
244         {
245                 if(time > 1) // game loads at time 1
246                         error("This is a game type and it cannot be added at runtime.");
247                 g_freezetag = 1;
248                 freezetag_Initialize();
249         }
250
251         MUTATOR_ONREMOVE
252         {
253                 g_freezetag = 0;
254                 error("This is a game type and it cannot be removed at runtime.");
255         }
256
257         return 0;
258 }