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[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) // counted in arena.qc
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.classname == "player" && 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
73         entity ice;
74         ice = spawn();
75         ice.owner = self;
76         ice.classname = "freezetag_ice";
77         ice.think = freezetag_Ice_Think;
78         ice.nextthink = time;
79         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
80         setmodel(ice, "models/ice/ice.md3");
81
82         entity oldself;
83         oldself = self;
84         self = ice;
85         freezetag_Ice_Think();
86         self = oldself;
87
88         RemoveGrapplingHook(self);
89
90         // add waypoint
91         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
92
93         if(attacker == self)
94         {
95                 // you froze your own dumb self
96                 // counted as "suicide" already
97                 PlayerScore_Add(self, SP_SCORE, -1);
98         }
99         else if(attacker.classname == "player")
100         {
101                 // got frozen by an enemy
102                 // counted as "kill" and "death" already
103                 PlayerScore_Add(self, SP_SCORE, -1);
104                 PlayerScore_Add(attacker, SP_SCORE, +1);
105         }
106         else
107         {
108                 // nothing - got frozen by the game type rules themselves
109         }
110 }
111
112 void freezetag_Unfreeze(entity attacker)
113 {
114         self.freezetag_frozen = 0;
115         self.freezetag_revive_progress = 0;
116
117         // remove the ice block
118         entity ice;
119         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
120         {
121                 remove(ice);
122                 break;
123         }
124
125         // remove waypoint
126         if(self.waypointsprite_attached)
127                 WaypointSprite_Kill(self.waypointsprite_attached);
128 }
129
130 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
131 {
132         if(self.freezetag_frozen == 0)
133         {
134                 if(self.team == COLOR_TEAM1)
135                         --redalive;
136                 else if(self.team == COLOR_TEAM2)
137                         --bluealive;
138                 else if(self.team == COLOR_TEAM3)
139                         --yellowalive;
140                 else if(self.team == COLOR_TEAM4)
141                         --pinkalive;
142                 --totalalive;
143         }
144
145         if(totalspawned > 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)
146                 freezetag_CheckWinner();
147
148         freezetag_Unfreeze(world);
149
150         return 1;
151 }
152
153 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
154 {
155         if(self.freezetag_frozen == 0)
156         {
157                 if(self.team == COLOR_TEAM1)
158                         --redalive;
159                 else if(self.team == COLOR_TEAM2)
160                         --bluealive;
161                 else if(self.team == COLOR_TEAM3)
162                         --yellowalive;
163                 else if(self.team == COLOR_TEAM4)
164                         --pinkalive;
165                 --totalalive;
166
167         freezetag_Freeze(frag_attacker);
168         }
169
170     if(frag_attacker.classname == STR_PLAYER)
171         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
172
173         if(frag_attacker == frag_target || frag_attacker == world)
174         {
175         if(frag_target.classname == STR_PLAYER)
176             centerprint(frag_target, "^1You froze yourself.\n");
177                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
178         }
179         else
180         {
181         if(frag_target.classname == STR_PLAYER)
182             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
183                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
184         }
185
186         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
187
188         freezetag_CheckWinner();
189
190         return 1;
191 }
192
193 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
194 {
195     freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
196
197         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
198         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
199         {
200                 next_round = time;
201                 return 1;
202         }
203         if(warmup && time > warmup) // spawn too late, freeze player
204         {
205                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
206                 freezetag_Freeze(world);
207         }
208
209         return 1;
210 }
211
212 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
213 {
214         frag_score = 0; // no frags counted in Freeze Tag
215         return 1;
216 }
217
218 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
219 {
220         float n;
221         vector revive_extra_size;
222
223         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
224
225         entity o;
226         o = world;
227         n = 0;
228         FOR_EACH_PLAYER(other) if(self != other)
229         {
230                 if(other.freezetag_frozen == 0)
231                 {
232                         if(other.team == self.team)
233                         {
234                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
235                                 {
236                                         if(!o)
237                                                 o = other;
238                                         ++n;
239                                 }
240                         }
241                 }
242         }
243
244         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
245         {
246                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
247
248                 if(self.freezetag_revive_progress >= 1)
249                 {
250                         freezetag_Unfreeze(self);
251
252                         // EVERY team mate nearby gets a point (even if multiple!)
253                         FOR_EACH_PLAYER(other) if(self != other)
254                         {
255                                 if(other.freezetag_frozen == 0)
256                                 {
257                                         if(other.team == self.team)
258                                         {
259                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
260                                                 {
261                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
262                                                         PlayerScore_Add(other, SP_SCORE, +1);
263                                                 }
264                                         }
265                                 }
266                         }
267
268                         if(n > 1)
269                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
270                         else
271                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
272                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
273                         if(n > 1)
274                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
275                         else
276                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
277                 }
278
279                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
280                 FOR_EACH_PLAYER(other) if(self != other)
281                 {
282                         if(other.freezetag_frozen == 0)
283                         {
284                                 if(other.team == self.team)
285                                 {
286                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
287                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
288                                 }
289                         }
290                 }
291         }
292         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
293         {
294                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
295         }
296         else if(!n)
297         {
298                 self.freezetag_revive_progress = 0; // thawing nobody
299         }
300
301         return 1;
302 }
303
304 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
305 {
306         if(self.freezetag_frozen)
307         {
308                 self.movement = '0 0 0';
309                 self.disableclientprediction = 1;
310         }
311         return 1;
312 }
313
314 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
315 {
316     if(g_freezetag)
317     {
318         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
319         {
320             frag_damage = 0;
321             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
322         }
323     }
324     return 1;
325 }
326
327 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
328 {
329         if (self.freezetag_frozen)
330                 return 1;
331         return 0;
332 }
333
334 MUTATOR_DEFINITION(gamemode_freezetag)
335 {
336         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
337         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
338         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
339         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
340         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
341         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
342         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
343         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
344         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
345
346         MUTATOR_ONADD
347         {
348                 if(time > 1) // game loads at time 1
349                         error("This is a game type and it cannot be added at runtime.");
350                 g_freezetag = 1;
351                 freezetag_Initialize();
352         }
353
354         MUTATOR_ONREMOVE
355         {
356                 g_freezetag = 0;
357                 error("This is a game type and it cannot be removed at runtime.");
358         }
359
360         return 0;
361 }