void freezetag_Initialize() { precache_model("models/ice/ice.md3"); warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup; ScoreRules_freezetag(); } void freezetag_CheckWinner() { if(time <= game_starttime) // game didn't even start yet! nobody can win in that case. return; if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup)) return; // already waiting for next round to start if((redalive >= 1 && bluealive >= 1) || (redalive >= 1 && yellowalive >= 1) || (redalive >= 1 && pinkalive >= 1) || (bluealive >= 1 && yellowalive >= 1) || (bluealive >= 1 && pinkalive >= 1) || (yellowalive >= 1 && pinkalive >= 1)) return; // we still have active players on two or more teams, nobody won yet entity e, winner; winner = world; FOR_EACH_PLAYER(e) { if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good { winner = e; break; // break, we found the winner } } if(winner != world) // just in case a winner wasn't found { Send_Notification(NOTIF_ANY, world, MSG_CENTER, APP_TEAM_NUM_4(winner.team, CENTER_FREEZETAG_ROUND_WIN_)); Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(winner.team, INFO_FREEZETAG_ROUND_WIN_)); TeamScore_AddToTeam(winner.team, ST_SCORE, +1); } next_round = time + 5; } // this is needed to allow the player to turn his view around (fixangle can't // be used to freeze his view, as that also changes the angles), while not // turning that ice object with the player void freezetag_Ice_Think() { setorigin(self, self.owner.origin - '0 0 16'); self.nextthink = time; } void freezetag_Freeze(entity attacker) { if(self.freezetag_frozen) return; self.freezetag_frozen = 1; self.freezetag_revive_progress = 0; self.health = 1; entity ice; ice = spawn(); ice.owner = self; ice.classname = "freezetag_ice"; ice.think = freezetag_Ice_Think; ice.nextthink = time; ice.frame = floor(random() * 21); // ice model has 20 different looking frames setmodel(ice, "models/ice/ice.md3"); entity oldself; oldself = self; self = ice; freezetag_Ice_Think(); self = oldself; RemoveGrapplingHook(self); // add waypoint WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1'); if(attacker == self) { // you froze your own dumb self // counted as "suicide" already PlayerScore_Add(self, SP_SCORE, -1); } else if(attacker.classname == "player") { // got frozen by an enemy // counted as "kill" and "death" already PlayerScore_Add(self, SP_SCORE, -1); PlayerScore_Add(attacker, SP_SCORE, +1); } else { // nothing - got frozen by the game type rules themselves } } void freezetag_Unfreeze(entity attacker) { self.freezetag_frozen = 0; self.freezetag_revive_progress = 0; self.health = autocvar_g_balance_health_start; // remove the ice block entity ice; for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self) { remove(ice); break; } // remove waypoint if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); } // ================ // Bot player logic // ================ void() havocbot_role_ft_freeing; void() havocbot_role_ft_offense; void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius) { entity head; float distance; FOR_EACH_PLAYER(head) { if ((head != self) && (head.team == self.team)) { if (head.freezetag_frozen) { distance = vlen(head.origin - org); if (distance > sradius) continue; navigation_routerating(head, ratingscale, 2000); } else { // If teamate is not frozen still seek them out as fight better // in a group. navigation_routerating(head, ratingscale/3, 2000); } } } } void havocbot_role_ft_offense() { entity head; float unfrozen; if(self.deadflag != DEAD_NO) return; if (!self.havocbot_role_timeout) self.havocbot_role_timeout = time + random() * 10 + 20; // Count how many players on team are unfrozen. unfrozen = 0; FOR_EACH_PLAYER(head) { if ((head.team == self.team) && (!head.freezetag_frozen)) unfrozen++; } // If only one left on team or if role has timed out then start trying to free players. if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout)) { dprint("changing role to freeing\n"); self.havocbot_role = havocbot_role_ft_freeing; self.havocbot_role_timeout = 0; return; } if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(10000, self.origin, 10000); havocbot_goalrating_enemyplayers(20000, self.origin, 10000); havocbot_goalrating_freeplayers(9000, self.origin, 10000); //havocbot_goalrating_waypoints(1, self.origin, 1000); navigation_goalrating_end(); } } void havocbot_role_ft_freeing() { if(self.deadflag != DEAD_NO) return; if (!self.havocbot_role_timeout) self.havocbot_role_timeout = time + random() * 10 + 20; if (time > self.havocbot_role_timeout) { dprint("changing role to offense\n"); self.havocbot_role = havocbot_role_ft_offense; self.havocbot_role_timeout = 0; return; } if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(8000, self.origin, 10000); havocbot_goalrating_enemyplayers(10000, self.origin, 10000); havocbot_goalrating_freeplayers(20000, self.origin, 10000); //havocbot_goalrating_waypoints(1, self.origin, 1000); navigation_goalrating_end(); } } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer) { if(self.freezetag_frozen == 0 && self.health >= 1) { if(self.team == FL_TEAM_1) --redalive; else if(self.team == FL_TEAM_2) --bluealive; else if(self.team == FL_TEAM_3) --yellowalive; else if(self.team == FL_TEAM_4) --pinkalive; --totalalive; } if(total_players > 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) freezetag_CheckWinner(); freezetag_Unfreeze(world); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDies) { if(self.freezetag_frozen == 0) { if(self.team == FL_TEAM_1) --redalive; else if(self.team == FL_TEAM_2) --bluealive; else if(self.team == FL_TEAM_3) --yellowalive; else if(self.team == FL_TEAM_4) --pinkalive; --totalalive; freezetag_Freeze(frag_attacker); } if(frag_attacker == frag_target || frag_attacker == world) { if(frag_target.classname == STR_PLAYER) Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF); Send_Notification(NOTIF_ANY, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname); } else { if(frag_target.classname == STR_PLAYER) Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname); if(frag_attacker.classname == STR_PLAYER) Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname); Send_Notification(NOTIF_ANY, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname); } frag_target.health = 1; // "respawn" the player :P freezetag_CheckWinner(); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn) { freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round { next_round = time; return 1; } if(warmup && time > warmup) // spawn too late, freeze player { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE); freezetag_Freeze(world); } return 1; } MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill) { frag_score = 0; // no frags counted in Freeze Tag return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink) { float n; vector revive_extra_size; revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size; entity o; o = world; n = 0; FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { if(!o) o = other; ++n; } } } } if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1); self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start); if(self.freezetag_revive_progress >= 1) { freezetag_Unfreeze(self); // EVERY team mate nearby gets a point (even if multiple!) FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1); PlayerScore_Add(other, SP_SCORE, +1); } } } } Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname); Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname); Send_Notification(NOTIF_ANY, world, MSG_INFO, INFO_FREEZETAG_REVIVE, self.netname, o.netname); } // now find EVERY teammate within reviving radius, set their revive_progress values correct FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) other.freezetag_revive_progress = self.freezetag_revive_progress; } } } } else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1); self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start); } else if(!n) { self.freezetag_revive_progress = 0; // thawing nobody } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics) { if(self.freezetag_frozen) { self.movement = '0 0 0'; self.disableclientprediction = 1; } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate) { if(g_freezetag) { if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER) { frag_damage = 0; frag_force = frag_force * autocvar_g_freezetag_frozen_force; } } return 1; } MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon) { if (self.freezetag_frozen) return 1; return 0; } MUTATOR_HOOKFUNCTION(freezetag_BotRoles) { if not(self.deadflag) { if (random() < 0.5) self.havocbot_role = havocbot_role_ft_freeing; else self.havocbot_role = havocbot_role_ft_offense; } return TRUE; } MUTATOR_DEFINITION(gamemode_freezetag) { MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST); MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY); MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno. MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); freezetag_Initialize(); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back freezetag_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { print("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }