2 float freezetag_CheckTeams();
3 float freezetag_CheckWinner();
4 void freezetag_Initialize()
6 precache_model("models/ice/ice.md3");
7 ScoreRules_freezetag();
9 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
11 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
12 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
13 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
14 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
16 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
17 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
20 void freezetag_count_alive_players()
23 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
25 if(e.team == COLOR_TEAM1 && e.health >= 1)
28 if (!e.freezetag_frozen) ++redalive;
30 else if(e.team == COLOR_TEAM2 && e.health >= 1)
33 if (!e.freezetag_frozen) ++bluealive;
35 else if(e.team == COLOR_TEAM3 && e.health >= 1)
38 if (!e.freezetag_frozen) ++yellowalive;
40 else if(e.team == COLOR_TEAM4 && e.health >= 1)
43 if (!e.freezetag_frozen) ++pinkalive;
46 FOR_EACH_REALCLIENT(e) {
47 e.redalive_stat = redalive;
48 e.bluealive_stat = bluealive;
49 e.yellowalive_stat = yellowalive;
50 e.pinkalive_stat = pinkalive;
53 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
54 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
56 float prev_total_players;
57 float freezetag_CheckTeams()
60 if(FREEZETAG_ALIVE_TEAMS_OK())
62 if(prev_total_players != -1)
64 FOR_EACH_REALCLIENT(e)
65 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
67 prev_total_players = -1;
70 if(prev_total_players != total_players)
73 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
74 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
75 if(freezetag_teams >= 3)
76 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
77 if(freezetag_teams == 4)
78 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
79 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
81 FOR_EACH_REALCLIENT(e)
82 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
83 prev_total_players = total_players;
88 float freezetag_getWinnerTeam()
92 winner_team = COLOR_TEAM1;
95 if(winner_team) return 0;
96 winner_team = COLOR_TEAM2;
100 if(winner_team) return 0;
101 winner_team = COLOR_TEAM3;
105 if(winner_team) return 0;
106 winner_team = COLOR_TEAM4;
110 return -1; // no player left
113 float freezetag_CheckWinner()
116 if(round_handler_GetTimeLeft() <= 0)
118 FOR_EACH_REALCLIENT(e)
119 centerprint(e, "Round over, there's no winner");
120 bprint("Round over, there's no winner.\n");
124 if(FREEZETAG_ALIVE_TEAMS() > 1)
129 winner_team = freezetag_getWinnerTeam();
132 teamname = ColoredTeamName(winner_team);
133 FOR_EACH_REALCLIENT(e)
134 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
135 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
136 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
138 else if(winner_team == -1)
140 FOR_EACH_REALCLIENT(e)
141 centerprint(e, "^5Round tied! All teams were frozen.");
142 bprint("^5Round tied! All teams were frozen.\n");
148 // this is needed to allow the player to turn his view around (fixangle can't
149 // be used to freeze his view, as that also changes the angles), while not
150 // turning that ice object with the player
151 void freezetag_Ice_Think()
153 setorigin(self, self.owner.origin - '0 0 16');
154 self.nextthink = time;
157 void freezetag_Add_Score(entity attacker)
161 // you froze your own dumb self
162 // counted as "suicide" already
163 PlayerScore_Add(self, SP_SCORE, -1);
165 else if(attacker.classname == "player")
167 // got frozen by an enemy
168 // counted as "kill" and "death" already
169 PlayerScore_Add(self, SP_SCORE, -1);
170 PlayerScore_Add(attacker, SP_SCORE, +1);
172 // else nothing - got frozen by the game type rules themselves
175 void freezetag_Freeze(entity attacker)
177 if(self.freezetag_frozen)
179 self.freezetag_frozen = 1;
180 self.freezetag_revive_progress = 0;
183 // self.freezetag_frozen_timeout = time + 5;
185 freezetag_count_alive_players();
190 ice.classname = "freezetag_ice";
191 ice.think = freezetag_Ice_Think;
192 ice.nextthink = time;
193 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
194 setmodel(ice, "models/ice/ice.md3");
199 freezetag_Ice_Think();
202 RemoveGrapplingHook(self);
205 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
207 freezetag_Add_Score(attacker);
210 void freezetag_Unfreeze(entity attacker)
212 self.freezetag_frozen = 0;
213 self.freezetag_frozen_timeout = 0;
214 self.freezetag_revive_progress = 0;
216 // remove the ice block
218 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
225 if(self.waypointsprite_attached)
226 WaypointSprite_Kill(self.waypointsprite_attached);
234 void() havocbot_role_ft_freeing;
235 void() havocbot_role_ft_offense;
237 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
242 FOR_EACH_PLAYER(head)
244 if ((head != self) && (head.team == self.team))
246 if (head.freezetag_frozen)
248 distance = vlen(head.origin - org);
249 if (distance > sradius)
251 navigation_routerating(head, ratingscale, 2000);
255 // If teamate is not frozen still seek them out as fight better
257 navigation_routerating(head, ratingscale/3, 2000);
263 void havocbot_role_ft_offense()
268 if(self.deadflag != DEAD_NO)
271 if (!self.havocbot_role_timeout)
272 self.havocbot_role_timeout = time + random() * 10 + 20;
274 // Count how many players on team are unfrozen.
276 FOR_EACH_PLAYER(head)
278 if ((head.team == self.team) && (!head.freezetag_frozen))
282 // If only one left on team or if role has timed out then start trying to free players.
283 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
285 dprint("changing role to freeing\n");
286 self.havocbot_role = havocbot_role_ft_freeing;
287 self.havocbot_role_timeout = 0;
291 if (time > self.bot_strategytime)
293 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
295 navigation_goalrating_start();
296 havocbot_goalrating_items(10000, self.origin, 10000);
297 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
298 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
299 //havocbot_goalrating_waypoints(1, self.origin, 1000);
300 navigation_goalrating_end();
304 void havocbot_role_ft_freeing()
306 if(self.deadflag != DEAD_NO)
309 if (!self.havocbot_role_timeout)
310 self.havocbot_role_timeout = time + random() * 10 + 20;
312 if (time > self.havocbot_role_timeout)
314 dprint("changing role to offense\n");
315 self.havocbot_role = havocbot_role_ft_offense;
316 self.havocbot_role_timeout = 0;
320 if (time > self.bot_strategytime)
322 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
324 navigation_goalrating_start();
325 havocbot_goalrating_items(8000, self.origin, 10000);
326 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
327 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
328 //havocbot_goalrating_waypoints(1, self.origin, 1000);
329 navigation_goalrating_end();
338 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
340 self.health = 0; // neccessary to update correctly alive stats
341 freezetag_Unfreeze(world);
342 freezetag_count_alive_players();
346 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
348 if(round_handler_IsActive())
349 if(round_handler_CountdownRunning())
351 if(self.freezetag_frozen)
352 freezetag_Unfreeze(world);
353 freezetag_count_alive_players();
354 return 1; // let the player die so that he can respawn whenever he wants
357 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
358 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
359 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
360 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
362 // let the player die, he will be automatically frozen when he respawns
363 if(!self.freezetag_frozen)
365 freezetag_Add_Score(frag_attacker);
366 freezetag_count_alive_players();
369 freezetag_Unfreeze(world); // remove ice
370 self.freezetag_frozen_timeout = -2; // freeze on respawn
374 if(self.freezetag_frozen)
377 freezetag_Freeze(frag_attacker);
379 if(frag_attacker == frag_target || frag_attacker == world)
381 if(frag_target.classname == STR_PLAYER)
382 centerprint(frag_target, "^1You froze yourself.\n");
383 bprint("^7", frag_target.netname, "^1 froze himself.\n");
387 if(frag_target.classname == STR_PLAYER)
388 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
389 if(frag_attacker.classname == STR_PLAYER)
390 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
391 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
394 frag_target.health = 1; // "respawn" the player :P
399 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
401 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
402 return 1; // do nothing, round is starting right now
404 if(self.freezetag_frozen_timeout == -2) // player was dead
406 freezetag_Freeze(world);
410 freezetag_count_alive_players();
412 if(round_handler_IsActive())
413 if(round_handler_IsRoundStarted())
415 centerprint(self, "^1Round already started, you spawn as frozen.");
416 freezetag_Freeze(world);
422 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
424 FOR_EACH_PLAYER(self)
426 if (self.freezetag_frozen)
427 freezetag_Unfreeze(world);
428 self.freezetag_frozen_timeout = -1;
430 self.freezetag_frozen_timeout = 0;
432 freezetag_count_alive_players();
436 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
438 frag_score = 0; // no frags counted in Freeze Tag
442 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
445 vector revive_extra_size;
450 if(self.freezetag_frozen)
453 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
455 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
457 self.health = autocvar_g_balance_health_start;
458 freezetag_Unfreeze(world);
459 freezetag_count_alive_players();
464 if(round_handler_IsActive())
465 if(!round_handler_IsRoundStarted())
468 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
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))
489 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
491 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
492 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
494 if(self.freezetag_revive_progress >= 1)
496 freezetag_Unfreeze(self);
497 freezetag_count_alive_players();
499 // EVERY team mate nearby gets a point (even if multiple!)
500 FOR_EACH_PLAYER(other) if(self != other)
502 if(other.freezetag_frozen == 0)
504 if(other.team == self.team)
506 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
508 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
509 PlayerScore_Add(other, SP_SCORE, +1);
516 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
518 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
519 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
521 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
523 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
526 // now find EVERY teammate within reviving radius, set their revive_progress values correct
527 FOR_EACH_PLAYER(other) if(self != other)
529 if(other.freezetag_frozen == 0)
531 if(other.team == self.team)
533 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
534 other.freezetag_revive_progress = self.freezetag_revive_progress;
539 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
541 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
542 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
546 self.freezetag_revive_progress = 0; // thawing nobody
552 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
554 if(self.freezetag_frozen)
556 self.movement = '0 0 0';
557 self.disableclientprediction = 1;
562 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
564 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
567 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
572 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
574 if (self.freezetag_frozen)
579 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
581 if not(self.deadflag)
584 self.havocbot_role = havocbot_role_ft_freeing;
586 self.havocbot_role = havocbot_role_ft_offense;
592 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
594 self.freezetag_frozen = other.freezetag_frozen;
595 self.freezetag_revive_progress = other.freezetag_revive_progress;
599 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
601 freezetag_teams = autocvar_g_freezetag_teams_override;
602 if(freezetag_teams < 2)
603 freezetag_teams = autocvar_g_freezetag_teams;
604 freezetag_teams = bound(2, freezetag_teams, 4);
605 ret_float = freezetag_teams;
609 MUTATOR_DEFINITION(gamemode_freezetag)
611 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
612 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
613 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
614 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
615 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
616 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
617 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
618 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
619 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
620 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
621 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
622 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
623 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
627 if(time > 1) // game loads at time 1
628 error("This is a game type and it cannot be added at runtime.");
629 freezetag_Initialize();
634 error("This is a game type and it cannot be removed at runtime.");