1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 #define ICE_MAX_ALPHA 1
4 #define ICE_MIN_ALPHA 0.1
7 #define SP_FREEZETAG_REVIVALS 4
8 void freezetag_ScoreRules(float teams)
10 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, TRUE); // SFL_SORT_PRIO_PRIMARY
11 ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
12 ScoreRules_basics_end();
15 void freezetag_count_alive_players()
18 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
23 case NUM_TEAM_1: ++total_players; if(e.health >= 1 && e.frozen != 1) ++redalive; break;
24 case NUM_TEAM_2: ++total_players; if(e.health >= 1 && e.frozen != 1) ++bluealive; break;
25 case NUM_TEAM_3: ++total_players; if(e.health >= 1 && e.frozen != 1) ++yellowalive; break;
26 case NUM_TEAM_4: ++total_players; if(e.health >= 1 && e.frozen != 1) ++pinkalive; break;
29 FOR_EACH_REALCLIENT(e)
31 e.redalive_stat = redalive;
32 e.bluealive_stat = bluealive;
33 e.yellowalive_stat = yellowalive;
34 e.pinkalive_stat = pinkalive;
37 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
38 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
40 float prev_total_players;
41 float freezetag_CheckTeams()
43 if(FREEZETAG_ALIVE_TEAMS_OK())
45 if(prev_total_players > 0)
46 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
47 prev_total_players = -1;
50 if(prev_total_players != total_players)
52 float p1 = 0, p2 = 0, p3 = 0, p4 = 0;
53 if(!redalive) p1 = NUM_TEAM_1;
54 if(!bluealive) p2 = NUM_TEAM_2;
55 if(freezetag_teams >= 3)
56 if(!yellowalive) p3 = NUM_TEAM_3;
57 if(freezetag_teams >= 4)
58 if(!pinkalive) p4 = NUM_TEAM_4;
59 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, p1, p2, p3, p4);
60 prev_total_players = total_players;
65 float freezetag_getWinnerTeam()
67 float winner_team = 0;
69 winner_team = NUM_TEAM_1;
72 if(winner_team) return 0;
73 winner_team = NUM_TEAM_2;
77 if(winner_team) return 0;
78 winner_team = NUM_TEAM_3;
82 if(winner_team) return 0;
83 winner_team = NUM_TEAM_4;
87 return -1; // no player left
90 float freezetag_CheckWinner()
93 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
95 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
96 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
99 e.freezetag_frozen_timeout = 0;
102 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
106 if(FREEZETAG_ALIVE_TEAMS() > 1)
110 winner_team = freezetag_getWinnerTeam();
113 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
114 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
115 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
117 else if(winner_team == -1)
119 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
120 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
125 e.freezetag_frozen_timeout = 0;
128 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
132 void freezetag_Add_Score(entity attacker)
136 // you froze your own dumb self
137 // counted as "suicide" already
138 PlayerScore_Add(self, SP_SCORE, -1);
140 else if(IS_PLAYER(attacker))
142 // got frozen by an enemy
143 // counted as "kill" and "death" already
144 PlayerScore_Add(self, SP_SCORE, -1);
145 PlayerScore_Add(attacker, SP_SCORE, +1);
147 // else nothing - got frozen by the game type rules themselves
150 void freezetag_Freeze(entity attacker)
155 if(autocvar_g_freezetag_frozen_maxtime > 0)
156 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
158 Freeze(self, 0, 1, TRUE);
160 freezetag_count_alive_players();
162 freezetag_Add_Score(attacker);
165 void freezetag_Unfreeze(entity attacker)
167 self.freezetag_frozen_time = 0;
168 self.freezetag_frozen_timeout = 0;
178 void() havocbot_role_ft_freeing;
179 void() havocbot_role_ft_offense;
181 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
186 FOR_EACH_PLAYER(head)
188 if ((head != self) && (head.team == self.team))
190 if (head.frozen == 1)
192 distance = vlen(head.origin - org);
193 if (distance > sradius)
195 navigation_routerating(head, ratingscale, 2000);
199 // If teamate is not frozen still seek them out as fight better
201 navigation_routerating(head, ratingscale/3, 2000);
207 void havocbot_role_ft_offense()
212 if(self.deadflag != DEAD_NO)
215 if (!self.havocbot_role_timeout)
216 self.havocbot_role_timeout = time + random() * 10 + 20;
218 // Count how many players on team are unfrozen.
220 FOR_EACH_PLAYER(head)
222 if ((head.team == self.team) && (head.frozen != 1))
226 // If only one left on team or if role has timed out then start trying to free players.
227 if (((unfrozen == 0) && (!self.frozen)) || (time > self.havocbot_role_timeout))
229 dprint("changing role to freeing\n");
230 self.havocbot_role = havocbot_role_ft_freeing;
231 self.havocbot_role_timeout = 0;
235 if (time > self.bot_strategytime)
237 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
239 navigation_goalrating_start();
240 havocbot_goalrating_items(10000, self.origin, 10000);
241 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
242 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
243 //havocbot_goalrating_waypoints(1, self.origin, 1000);
244 navigation_goalrating_end();
248 void havocbot_role_ft_freeing()
250 if(self.deadflag != DEAD_NO)
253 if (!self.havocbot_role_timeout)
254 self.havocbot_role_timeout = time + random() * 10 + 20;
256 if (time > self.havocbot_role_timeout)
258 dprint("changing role to offense\n");
259 self.havocbot_role = havocbot_role_ft_offense;
260 self.havocbot_role_timeout = 0;
264 if (time > self.bot_strategytime)
266 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
268 navigation_goalrating_start();
269 havocbot_goalrating_items(8000, self.origin, 10000);
270 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
271 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
272 //havocbot_goalrating_waypoints(1, self.origin, 1000);
273 navigation_goalrating_end();
282 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
284 self.health = 0; // neccessary to update correctly alive stats
285 freezetag_Unfreeze(world);
286 freezetag_count_alive_players();
290 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
292 if(round_handler_IsActive())
293 if(round_handler_CountdownRunning())
296 freezetag_Unfreeze(world);
297 freezetag_count_alive_players();
298 return 1; // let the player die so that he can respawn whenever he wants
301 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
302 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
303 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
304 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
306 // let the player die, he will be automatically frozen when he respawns
309 freezetag_Add_Score(frag_attacker);
310 freezetag_count_alive_players();
313 freezetag_Unfreeze(world); // remove ice
314 self.health = 0; // Unfreeze resets health
315 self.freezetag_frozen_timeout = -2; // freeze on respawn
322 freezetag_Freeze(frag_attacker);
324 if(frag_attacker == frag_target || frag_attacker == world)
326 if(IS_PLAYER(frag_target))
327 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
328 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
332 if(IS_PLAYER(frag_target))
333 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
334 if(IS_PLAYER(frag_attacker))
335 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
336 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
342 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
344 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
345 return 1; // do nothing, round is starting right now
347 if(self.freezetag_frozen_timeout == -2) // player was dead
349 freezetag_Freeze(world);
353 freezetag_count_alive_players();
355 if(round_handler_IsActive())
356 if(round_handler_IsRoundStarted())
358 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
359 freezetag_Freeze(world);
365 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
367 FOR_EACH_PLAYER(self)
370 self.freezetag_frozen_timeout = -1;
372 self.freezetag_frozen_timeout = 0;
374 freezetag_count_alive_players();
378 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
380 frag_score = 0; // no frags counted in Freeze Tag
384 .float reviving; // temp var
385 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
395 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
398 if(round_handler_IsActive())
399 if(!round_handler_IsRoundStarted())
405 //if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
406 //self.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
408 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
412 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
414 FOR_EACH_PLAYER(other)
416 if(other.frozen == 0)
417 if(other.deadflag == DEAD_NO)
418 if(SAME_TEAM(other, self))
419 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
424 other.reviving = TRUE;
429 if(n && self.frozen == 1) // OK, there is at least one teammate reviving us
431 self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
432 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
434 if(self.revive_progress >= 1)
436 freezetag_Unfreeze(self);
437 freezetag_count_alive_players();
441 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
442 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
446 // EVERY team mate nearby gets a point (even if multiple!)
447 FOR_EACH_PLAYER(other)
451 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
452 PlayerScore_Add(other, SP_SCORE, +1);
454 nades_GiveBonus(other,autocvar_g_nades_bonus_score_low);
458 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
459 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
460 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
463 FOR_EACH_PLAYER(other)
467 other.revive_progress = self.revive_progress;
468 other.reviving = FALSE;
472 else if(!n && self.frozen == 1) // only if no teammate is nearby will we reset
474 self.revive_progress = bound(0, self.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
475 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
477 else if(!n && !self.frozen)
479 self.revive_progress = 0; // thawing nobody
485 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
490 self.havocbot_role = havocbot_role_ft_freeing;
492 self.havocbot_role = havocbot_role_ft_offense;
498 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
500 ret_float = freezetag_teams;
504 void freezetag_Initialize()
506 freezetag_teams = autocvar_g_freezetag_teams_override;
507 if(freezetag_teams < 2)
508 freezetag_teams = autocvar_g_freezetag_teams;
509 freezetag_teams = bound(2, freezetag_teams, 4);
510 freezetag_ScoreRules(freezetag_teams);
512 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
513 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
515 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
516 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
517 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
518 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
521 MUTATOR_DEFINITION(gamemode_freezetag)
523 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
524 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
525 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
526 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
527 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
528 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
529 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
530 MUTATOR_HOOK(HavocBot_ChooseRole, freezetag_BotRoles, CBC_ORDER_ANY);
531 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
535 if(time > 1) // game loads at time 1
536 error("This is a game type and it cannot be added at runtime.");
537 freezetag_Initialize();
540 MUTATOR_ONROLLBACK_OR_REMOVE
542 // we actually cannot roll back freezetag_Initialize here
543 // BUT: we don't need to! If this gets called, adding always
549 print("This is a game type and it cannot be removed at runtime.");