1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
7 float freezetag_CheckTeams();
8 float freezetag_CheckWinner();
9 void freezetag_Initialize()
11 precache_model("models/ice/ice.md3");
12 ScoreRules_freezetag();
14 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
16 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
17 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
18 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
19 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
21 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
22 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
25 void freezetag_count_alive_players()
28 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
30 if(e.team == COLOR_TEAM1 && e.health >= 1)
33 if (!e.freezetag_frozen) ++redalive;
35 else if(e.team == COLOR_TEAM2 && e.health >= 1)
38 if (!e.freezetag_frozen) ++bluealive;
40 else if(e.team == COLOR_TEAM3 && e.health >= 1)
43 if (!e.freezetag_frozen) ++yellowalive;
45 else if(e.team == COLOR_TEAM4 && e.health >= 1)
48 if (!e.freezetag_frozen) ++pinkalive;
51 FOR_EACH_REALCLIENT(e) {
52 e.redalive_stat = redalive;
53 e.bluealive_stat = bluealive;
54 e.yellowalive_stat = yellowalive;
55 e.pinkalive_stat = pinkalive;
58 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
59 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
61 float prev_total_players;
62 float freezetag_CheckTeams()
65 if(FREEZETAG_ALIVE_TEAMS_OK())
67 if(prev_total_players != -1)
69 FOR_EACH_REALCLIENT(e)
70 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
72 prev_total_players = -1;
75 if(prev_total_players != total_players)
77 string teams_missing = "";
78 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
79 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
80 if(freezetag_teams >= 3)
81 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
82 if(freezetag_teams == 4)
83 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
84 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
86 FOR_EACH_REALCLIENT(e)
87 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
88 prev_total_players = total_players;
93 float freezetag_getWinnerTeam()
95 float winner_team = 0;
97 winner_team = COLOR_TEAM1;
100 if(winner_team) return 0;
101 winner_team = COLOR_TEAM2;
105 if(winner_team) return 0;
106 winner_team = COLOR_TEAM3;
110 if(winner_team) return 0;
111 winner_team = COLOR_TEAM4;
115 return -1; // no player left
118 float freezetag_CheckWinner()
121 if(round_handler_GetTimeLeft() <= 0)
123 FOR_EACH_REALCLIENT(e)
124 centerprint(e, "Round over, there's no winner");
125 bprint("Round over, there's no winner.\n");
127 e.freezetag_frozen_timeout = 0;
131 if(FREEZETAG_ALIVE_TEAMS() > 1)
136 winner_team = freezetag_getWinnerTeam();
139 teamname = ColoredTeamName(winner_team);
140 FOR_EACH_REALCLIENT(e)
141 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
142 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
143 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
145 else if(winner_team == -1)
147 FOR_EACH_REALCLIENT(e)
148 centerprint(e, "^5Round tied! All teams were frozen.");
149 bprint("^5Round tied! All teams were frozen.\n");
153 e.freezetag_frozen_timeout = 0;
157 // this is needed to allow the player to turn his view around (fixangle can't
158 // be used to freeze his view, as that also changes the angles), while not
159 // turning that ice object with the player
160 void freezetag_Ice_Think()
162 setorigin(self, self.owner.origin - '0 0 16');
163 self.nextthink = time;
166 void freezetag_Add_Score(entity attacker)
170 // you froze your own dumb self
171 // counted as "suicide" already
172 PlayerScore_Add(self, SP_SCORE, -1);
174 else if(attacker.classname == "player")
176 // got frozen by an enemy
177 // counted as "kill" and "death" already
178 PlayerScore_Add(self, SP_SCORE, -1);
179 PlayerScore_Add(attacker, SP_SCORE, +1);
181 // else nothing - got frozen by the game type rules themselves
184 void freezetag_Freeze(entity attacker)
186 if(self.freezetag_frozen)
188 self.freezetag_frozen = 1;
189 self.freezetag_frozen_time = time;
190 self.freezetag_revive_progress = 0;
192 if(autocvar_g_freezetag_frozen_timeout > 0)
193 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_timeout;
195 freezetag_count_alive_players();
200 ice.classname = "freezetag_ice";
201 ice.think = freezetag_Ice_Think;
202 ice.nextthink = time;
203 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
204 setmodel(ice, "models/ice/ice.md3");
206 self.freezetag_ice = ice;
208 RemoveGrapplingHook(self);
211 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
213 freezetag_Add_Score(attacker);
216 void freezetag_Unfreeze(entity attacker)
218 self.freezetag_frozen = 0;
219 self.freezetag_frozen_time = 0;
220 self.freezetag_frozen_timeout = 0;
221 self.freezetag_revive_progress = 0;
223 remove(self.freezetag_ice);
224 self.freezetag_ice = world;
226 if(self.waypointsprite_attached)
227 WaypointSprite_Kill(self.waypointsprite_attached);
235 void() havocbot_role_ft_freeing;
236 void() havocbot_role_ft_offense;
238 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
243 FOR_EACH_PLAYER(head)
245 if ((head != self) && (head.team == self.team))
247 if (head.freezetag_frozen)
249 distance = vlen(head.origin - org);
250 if (distance > sradius)
252 navigation_routerating(head, ratingscale, 2000);
256 // If teamate is not frozen still seek them out as fight better
258 navigation_routerating(head, ratingscale/3, 2000);
264 void havocbot_role_ft_offense()
269 if(self.deadflag != DEAD_NO)
272 if (!self.havocbot_role_timeout)
273 self.havocbot_role_timeout = time + random() * 10 + 20;
275 // Count how many players on team are unfrozen.
277 FOR_EACH_PLAYER(head)
279 if ((head.team == self.team) && (!head.freezetag_frozen))
283 // If only one left on team or if role has timed out then start trying to free players.
284 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
286 dprint("changing role to freeing\n");
287 self.havocbot_role = havocbot_role_ft_freeing;
288 self.havocbot_role_timeout = 0;
292 if (time > self.bot_strategytime)
294 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
296 navigation_goalrating_start();
297 havocbot_goalrating_items(10000, self.origin, 10000);
298 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
299 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
300 //havocbot_goalrating_waypoints(1, self.origin, 1000);
301 navigation_goalrating_end();
305 void havocbot_role_ft_freeing()
307 if(self.deadflag != DEAD_NO)
310 if (!self.havocbot_role_timeout)
311 self.havocbot_role_timeout = time + random() * 10 + 20;
313 if (time > self.havocbot_role_timeout)
315 dprint("changing role to offense\n");
316 self.havocbot_role = havocbot_role_ft_offense;
317 self.havocbot_role_timeout = 0;
321 if (time > self.bot_strategytime)
323 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
325 navigation_goalrating_start();
326 havocbot_goalrating_items(8000, self.origin, 10000);
327 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
328 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
329 //havocbot_goalrating_waypoints(1, self.origin, 1000);
330 navigation_goalrating_end();
339 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
341 self.health = 0; // neccessary to update correctly alive stats
342 freezetag_Unfreeze(world);
343 freezetag_count_alive_players();
347 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
349 if(round_handler_IsActive())
350 if(round_handler_CountdownRunning())
352 if(self.freezetag_frozen)
353 freezetag_Unfreeze(world);
354 freezetag_count_alive_players();
355 return 1; // let the player die so that he can respawn whenever he wants
358 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
359 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
360 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
361 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
363 // let the player die, he will be automatically frozen when he respawns
364 if(!self.freezetag_frozen)
366 freezetag_Add_Score(frag_attacker);
367 freezetag_count_alive_players();
370 freezetag_Unfreeze(world); // remove ice
371 self.freezetag_frozen_timeout = -2; // freeze on respawn
375 if(self.freezetag_frozen)
378 freezetag_Freeze(frag_attacker);
380 if(frag_attacker == frag_target || frag_attacker == world)
382 if(frag_target.classname == STR_PLAYER)
383 centerprint(frag_target, "^1You froze yourself.\n");
384 bprint("^7", frag_target.netname, "^1 froze himself.\n");
388 if(frag_target.classname == STR_PLAYER)
389 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
390 if(frag_attacker.classname == STR_PLAYER)
391 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
392 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
395 frag_target.health = 1; // "respawn" the player :P
400 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
402 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
403 return 1; // do nothing, round is starting right now
405 if(self.freezetag_frozen_timeout == -2) // player was dead
407 freezetag_Freeze(world);
411 freezetag_count_alive_players();
413 if(round_handler_IsActive())
414 if(round_handler_IsRoundStarted())
416 centerprint(self, "^1Round already started, you spawn as frozen.");
417 freezetag_Freeze(world);
423 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
425 FOR_EACH_PLAYER(self)
427 if (self.freezetag_frozen)
428 freezetag_Unfreeze(world);
429 self.freezetag_frozen_timeout = -1;
431 self.freezetag_frozen_timeout = 0;
433 freezetag_count_alive_players();
437 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
439 frag_score = 0; // no frags counted in Freeze Tag
443 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
446 vector revive_extra_size;
451 if(self.freezetag_frozen)
454 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
457 if(round_handler_IsActive())
458 if(!round_handler_IsRoundStarted())
461 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
465 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
466 self.freezetag_ice.alpha = 0.1 + (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
468 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
473 FOR_EACH_PLAYER(other) if(self != other)
475 if(other.freezetag_frozen == 0)
477 if(other.team == self.team)
479 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
490 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
492 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
493 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
495 if(self.freezetag_revive_progress >= 1)
497 freezetag_Unfreeze(self);
498 freezetag_count_alive_players();
502 string s = ftos(autocvar_g_freezetag_frozen_timeout);
503 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
504 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
508 // EVERY team mate nearby gets a point (even if multiple!)
509 FOR_EACH_PLAYER(other) if(self != other)
511 if(other.freezetag_frozen == 0)
513 if(other.team == self.team)
515 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
517 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
518 PlayerScore_Add(other, SP_SCORE, +1);
525 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
527 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
528 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
530 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
532 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
535 // now find EVERY teammate within reviving radius, set their revive_progress values correct
536 FOR_EACH_PLAYER(other) if(self != other)
538 if(other.freezetag_frozen == 0)
540 if(other.team == self.team)
542 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
543 other.freezetag_revive_progress = self.freezetag_revive_progress;
548 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
550 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
551 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
555 self.freezetag_revive_progress = 0; // thawing nobody
561 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
563 if(self.freezetag_frozen)
565 self.movement = '0 0 0';
566 self.disableclientprediction = 1;
571 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
573 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
576 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
581 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
583 if (self.freezetag_frozen)
588 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
590 if not(self.deadflag)
593 self.havocbot_role = havocbot_role_ft_freeing;
595 self.havocbot_role = havocbot_role_ft_offense;
601 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
603 self.freezetag_frozen = other.freezetag_frozen;
604 self.freezetag_revive_progress = other.freezetag_revive_progress;
608 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
610 freezetag_teams = autocvar_g_freezetag_teams_override;
611 if(freezetag_teams < 2)
612 freezetag_teams = autocvar_g_freezetag_teams;
613 freezetag_teams = bound(2, freezetag_teams, 4);
614 ret_float = freezetag_teams;
618 MUTATOR_DEFINITION(gamemode_freezetag)
620 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
621 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
622 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
623 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
624 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
625 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
626 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
627 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
628 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
629 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
630 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
631 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
632 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
636 if(time > 1) // game loads at time 1
637 error("This is a game type and it cannot be added at runtime.");
638 freezetag_Initialize();
641 MUTATOR_ONROLLBACK_OR_REMOVE
643 // we actually cannot roll back freezetag_Initialize here
644 // BUT: we don't need to! If this gets called, adding always
650 print("This is a game type and it cannot be removed at runtime.");