]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
Don't list reviving players using an intrusivelist because for some reason it interfe...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / sv_freezetag.qc
index 42b3b77f52eede1653ac845ddcd49610ac490376..bb9784d022b615978b649bd4cfe717d85606c412 100644 (file)
@@ -19,8 +19,7 @@ void freezetag_count_alive_players()
        FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
        {
                ++total_players;
-               if ((GetResourceAmount(it, RESOURCE_HEALTH) < 1) ||
-                       (STAT(FROZEN, it) == 1))
+               if (GetResourceAmount(it, RESOURCE_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
                {
                        continue;
                }
@@ -155,7 +154,7 @@ entity freezetag_LastPlayerForTeam(entity this)
 {
        entity last_pl = NULL;
        FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
-               if (!STAT(FROZEN, it) && GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
+               if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
                {
                        if (!last_pl)
                                last_pl = it;
@@ -204,7 +203,7 @@ void freezetag_Freeze(entity targ, entity attacker)
        if(autocvar_g_freezetag_frozen_maxtime > 0)
                targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
 
-       Freeze(targ, 0, 1, true);
+       Freeze(targ, 0, FROZEN_NORMAL, true);
 
        freezetag_count_alive_players();
 
@@ -213,7 +212,7 @@ void freezetag_Freeze(entity targ, entity attacker)
 
 bool freezetag_isEliminated(entity e)
 {
-       if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
+       if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
                return true;
        return false;
 }
@@ -231,7 +230,7 @@ void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector o
        entity best_pl = NULL;
        float best_dist2 = FLOAT_MAX;
        FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
-               if (STAT(FROZEN, it) == 1)
+               if (STAT(FROZEN, it) == FROZEN_NORMAL)
                {
                        if(vdist(it.origin - org, >, sradius))
                                continue;
@@ -267,10 +266,12 @@ void havocbot_role_ft_offense(entity this)
 
        // Count how many players on team are unfrozen.
        int unfrozen = 0;
-       FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !STAT(FROZEN, it), { unfrozen++; });
+       FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
+               unfrozen++;
+       });
 
        // If only one left on team or if role has timed out then start trying to free players.
-       if ((unfrozen == 0 && !STAT(FROZEN, this)) || time > this.havocbot_role_timeout)
+       if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
        {
                LOG_TRACE("changing role to freeing");
                this.havocbot_role = havocbot_role_ft_freeing;
@@ -327,7 +328,7 @@ void havocbot_role_ft_freeing(entity this)
 
 void ft_RemovePlayer(entity this)
 {
-       if(!STAT(FROZEN, this))
+       if (STAT(FROZEN, this) != FROZEN_NORMAL)
                freezetag_LastPlayerForTeam_Notify(this);
        Unfreeze(this, false);
 
@@ -359,7 +360,7 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
        if(round_handler_IsActive())
        if(round_handler_CountdownRunning())
        {
-               if(STAT(FROZEN, frag_target))
+               if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
                        Unfreeze(frag_target, true);
                freezetag_count_alive_players();
                return true; // let the player die so that he can respawn whenever he wants
@@ -371,7 +372,7 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
        {
                // let the player die, he will be automatically frozen when he respawns
-               if(STAT(FROZEN, frag_target) != 1)
+               if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
                {
                        freezetag_Add_Score(frag_target, frag_attacker);
                        freezetag_count_alive_players();
@@ -383,7 +384,7 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                return true;
        }
 
-       if(STAT(FROZEN, frag_target))
+       if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
                return true;
 
        freezetag_Freeze(frag_target, frag_attacker);
@@ -453,6 +454,15 @@ MUTATOR_HOOKFUNCTION(ft, Unfreeze)
        targ.freezetag_frozen_timeout = 0;
 }
 
+#ifdef IS_REVIVING
+       #undef IS_REVIVING
+#endif
+
+// returns true if player is reviving it
+#define IS_REVIVING(player, it, revive_extra_size) \
+       (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+       && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
+
 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
 {
        if(game_stopped)
@@ -463,35 +473,43 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                return true;
 
        int n;
-       entity o = NULL;
        entity player = M_ARGV(0, entity);
-       //if(STAT(FROZEN, player))
+       //if (STAT(FROZEN, player) == FROZEN_NORMAL)
        //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
                //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
 
+       entity reviving_players_last = NULL;
+       entity reviving_players_first = NULL;
+
        if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
                n = -1;
        else
        {
-               vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
                n = 0;
-               FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
-                       if(STAT(FROZEN, it) == 0)
-                       if(!IS_DEAD(it))
-                       if(SAME_TEAM(it, player))
-                       if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
-                       {
-                               if(!o)
-                                       o = it;
-                               if(STAT(FROZEN, player) == 1)
-                                       it.reviving = true;
-                               ++n;
-                       }
+               vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+               FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
+                       if (reviving_players_last)
+                               reviving_players_last.chain = it;
+                       reviving_players_last = it;
+                       if (!reviving_players_first)
+                               reviving_players_first = it;
+                       ++n;
                });
-
+               if (reviving_players_last)
+                       reviving_players_last.chain = NULL;
        }
 
-       if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
+       if (!n) // no teammate nearby
+       {
+               if (STAT(FROZEN, player) == FROZEN_NORMAL)
+               {
+                       STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+                       SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+               }
+               else if (!STAT(FROZEN, player))
+                       STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+       }
+       else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
        {
                STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
                SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
@@ -509,30 +527,21 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                        }
 
                        // EVERY team mate nearby gets a point (even if multiple!)
-                       FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+                       for(entity it = reviving_players_first; it; it = it.chain)
+                       {
                                GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
                                GameRules_scoring_add(it, SCORE, +1);
-                               nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
-                       });
+                               nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
+                       }
 
-                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
-                       Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
+                       entity first = reviving_players_first;
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
+                       Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
                }
 
-               FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+               for(entity it = reviving_players_first; it; it = it.chain)
                        STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
-                       it.reviving = false;
-               });
-       }
-       else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
-       {
-               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
-               SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
-       }
-       else if(!n && !STAT(FROZEN, player))
-       {
-               STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
        }
 
        return true;
@@ -591,7 +600,7 @@ MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
        int kill_count_to_attacker = M_ARGV(3, int);
        int kill_count_to_target = M_ARGV(4, int);
 
-       if(STAT(FROZEN, frag_target))
+       if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
                return; // target was already frozen, so this is just pushing them off the cliff
 
        Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));