1 float freezetag_CheckTeams();
2 float freezetag_CheckWinner();
3 void freezetag_Initialize()
5 precache_model("models/ice/ice.md3");
6 ScoreRules_freezetag();
8 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup);
10 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
11 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
12 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
13 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
15 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
16 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
19 void freezetag_count_alive_players()
22 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
24 if(e.team == COLOR_TEAM1 && e.health >= 1)
27 if (!e.freezetag_frozen) ++redalive;
29 else if(e.team == COLOR_TEAM2 && e.health >= 1)
32 if (!e.freezetag_frozen) ++bluealive;
34 else if(e.team == COLOR_TEAM3 && e.health >= 1)
37 if (!e.freezetag_frozen) ++yellowalive;
39 else if(e.team == COLOR_TEAM4 && e.health >= 1)
42 if (!e.freezetag_frozen) ++pinkalive;
45 FOR_EACH_REALCLIENT(e) {
46 e.redalive_stat = redalive;
47 e.bluealive_stat = bluealive;
48 e.yellowalive_stat = yellowalive;
49 e.pinkalive_stat = pinkalive;
53 float freezetag_TeamsCanPlay()
55 if((redalive >= 1 && bluealive >= 1)
56 || (redalive >= 1 && yellowalive >= 1)
57 || (redalive >= 1 && pinkalive >= 1)
58 || (bluealive >= 1 && yellowalive >= 1)
59 || (bluealive >= 1 && pinkalive >= 1)
60 || (yellowalive >= 1 && pinkalive >= 1))
61 return 1; // we still have active players on two or more teams, nobody won yet
65 float prev_total_players;
66 float freezetag_CheckTeams()
69 if(freezetag_TeamsCanPlay())
71 if(prev_total_players != -1)
73 FOR_EACH_REALCLIENT(e)
74 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
76 prev_total_players = -1;
79 if(prev_total_players != total_players)
82 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
83 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
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;
92 float freezetag_CheckWinner()
94 if(freezetag_TeamsCanPlay())
103 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
106 break; // break, we found the winner
110 if(winner != world) // just in case a winner wasn't found
112 teamname = ColoredTeamName(winner.team);
113 FOR_EACH_REALCLIENT(e)
114 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
115 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
116 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
122 // this is needed to allow the player to turn his view around (fixangle can't
123 // be used to freeze his view, as that also changes the angles), while not
124 // turning that ice object with the player
125 void freezetag_Ice_Think()
127 setorigin(self, self.owner.origin - '0 0 16');
128 self.nextthink = time;
131 void freezetag_Add_Score(entity attacker)
135 // you froze your own dumb self
136 // counted as "suicide" already
137 PlayerScore_Add(self, SP_SCORE, -1);
139 else if(attacker.classname == "player")
141 // got frozen by an enemy
142 // counted as "kill" and "death" already
143 PlayerScore_Add(self, SP_SCORE, -1);
144 PlayerScore_Add(attacker, SP_SCORE, +1);
146 // else nothing - got frozen by the game type rules themselves
149 void freezetag_Freeze(entity attacker)
151 if(self.freezetag_frozen)
153 self.freezetag_frozen = 1;
154 self.freezetag_revive_progress = 0;
157 // self.freezetag_frozen_timeout = time + 5;
159 freezetag_count_alive_players();
164 ice.classname = "freezetag_ice";
165 ice.think = freezetag_Ice_Think;
166 ice.nextthink = time;
167 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
168 setmodel(ice, "models/ice/ice.md3");
173 freezetag_Ice_Think();
176 RemoveGrapplingHook(self);
179 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
181 freezetag_Add_Score(attacker);
184 void freezetag_Unfreeze(entity attacker)
186 self.freezetag_frozen = 0;
187 self.freezetag_frozen_timeout = 0;
188 self.freezetag_revive_progress = 0;
190 // remove the ice block
192 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
199 if(self.waypointsprite_attached)
200 WaypointSprite_Kill(self.waypointsprite_attached);
208 void() havocbot_role_ft_freeing;
209 void() havocbot_role_ft_offense;
211 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
216 FOR_EACH_PLAYER(head)
218 if ((head != self) && (head.team == self.team))
220 if (head.freezetag_frozen)
222 distance = vlen(head.origin - org);
223 if (distance > sradius)
225 navigation_routerating(head, ratingscale, 2000);
229 // If teamate is not frozen still seek them out as fight better
231 navigation_routerating(head, ratingscale/3, 2000);
237 void havocbot_role_ft_offense()
242 if(self.deadflag != DEAD_NO)
245 if (!self.havocbot_role_timeout)
246 self.havocbot_role_timeout = time + random() * 10 + 20;
248 // Count how many players on team are unfrozen.
250 FOR_EACH_PLAYER(head)
252 if ((head.team == self.team) && (!head.freezetag_frozen))
256 // If only one left on team or if role has timed out then start trying to free players.
257 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
259 dprint("changing role to freeing\n");
260 self.havocbot_role = havocbot_role_ft_freeing;
261 self.havocbot_role_timeout = 0;
265 if (time > self.bot_strategytime)
267 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
269 navigation_goalrating_start();
270 havocbot_goalrating_items(10000, self.origin, 10000);
271 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
272 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
273 //havocbot_goalrating_waypoints(1, self.origin, 1000);
274 navigation_goalrating_end();
278 void havocbot_role_ft_freeing()
280 if(self.deadflag != DEAD_NO)
283 if (!self.havocbot_role_timeout)
284 self.havocbot_role_timeout = time + random() * 10 + 20;
286 if (time > self.havocbot_role_timeout)
288 dprint("changing role to offense\n");
289 self.havocbot_role = havocbot_role_ft_offense;
290 self.havocbot_role_timeout = 0;
294 if (time > self.bot_strategytime)
296 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
298 navigation_goalrating_start();
299 havocbot_goalrating_items(8000, self.origin, 10000);
300 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
301 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
302 //havocbot_goalrating_waypoints(1, self.origin, 1000);
303 navigation_goalrating_end();
312 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
314 self.health = 0; // neccessary to update correctly alive stats
315 freezetag_Unfreeze(world);
316 freezetag_count_alive_players();
320 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
322 if(round_handler_IsActive())
323 if(round_handler_CountdownRunning())
325 if(self.freezetag_frozen)
326 freezetag_Unfreeze(world);
327 freezetag_count_alive_players();
328 return 1; // let the player die so that he can respawn whenever he wants
331 switch(frag_deathtype)
333 case DEATH_HURTTRIGGER:
339 case DEATH_TEAMCHANGE:
340 case DEATH_AUTOTEAMCHANGE:
342 // let the player die, he will be automatically frozen when he respawns
343 if(!self.freezetag_frozen)
345 freezetag_Add_Score(frag_attacker);
346 freezetag_count_alive_players();
349 freezetag_Unfreeze(world); // remove ice
350 self.freezetag_frozen_timeout = -2; // freeze on respawn
355 if(self.freezetag_frozen)
358 freezetag_Freeze(frag_attacker);
360 if(frag_attacker == frag_target || frag_attacker == world)
362 if(frag_target.classname == STR_PLAYER)
363 centerprint(frag_target, "^1You froze yourself.\n");
364 bprint("^7", frag_target.netname, "^1 froze himself.\n");
368 if(frag_target.classname == STR_PLAYER)
369 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
370 if(frag_attacker.classname == STR_PLAYER)
371 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
372 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
375 frag_target.health = 1; // "respawn" the player :P
380 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
382 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
383 return 1; // do nothing, round is starting right now
385 if(self.freezetag_frozen_timeout == -2) // player was dead
387 freezetag_Freeze(world);
391 freezetag_count_alive_players();
393 if(self.freezetag_frozen)
396 if(round_handler_IsActive())
397 if(round_handler_IsRoundStarted())
399 centerprint(self, "^1Round already started, you spawn as frozen.");
400 freezetag_Freeze(world);
406 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
408 FOR_EACH_PLAYER(self)
410 if (self.freezetag_frozen)
411 freezetag_Unfreeze(world);
412 self.freezetag_frozen_timeout = -1;
414 self.freezetag_frozen_timeout = 0;
416 freezetag_count_alive_players();
420 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
422 frag_score = 0; // no frags counted in Freeze Tag
426 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
429 vector revive_extra_size;
434 if(self.freezetag_frozen)
437 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
439 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
441 self.health = autocvar_g_balance_health_start;
442 freezetag_Unfreeze(world);
443 freezetag_count_alive_players();
448 if(round_handler_IsActive())
449 if(!round_handler_IsRoundStarted())
452 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
457 FOR_EACH_PLAYER(other) if(self != other)
459 if(other.freezetag_frozen == 0)
461 if(other.team == self.team)
463 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
473 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
475 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
476 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
478 if(self.freezetag_revive_progress >= 1)
480 freezetag_Unfreeze(self);
481 freezetag_count_alive_players();
483 // EVERY team mate nearby gets a point (even if multiple!)
484 FOR_EACH_PLAYER(other) if(self != other)
486 if(other.freezetag_frozen == 0)
488 if(other.team == self.team)
490 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
492 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
493 PlayerScore_Add(other, SP_SCORE, +1);
500 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
502 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
503 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
505 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
507 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
510 // now find EVERY teammate within reviving radius, set their revive_progress values correct
511 FOR_EACH_PLAYER(other) if(self != other)
513 if(other.freezetag_frozen == 0)
515 if(other.team == self.team)
517 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
518 other.freezetag_revive_progress = self.freezetag_revive_progress;
523 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
525 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
526 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
530 self.freezetag_revive_progress = 0; // thawing nobody
536 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
538 if(self.freezetag_frozen)
540 self.movement = '0 0 0';
541 self.disableclientprediction = 1;
546 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
548 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
551 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
556 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
558 if (self.freezetag_frozen)
563 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
565 if not(self.deadflag)
568 self.havocbot_role = havocbot_role_ft_freeing;
570 self.havocbot_role = havocbot_role_ft_offense;
576 MUTATOR_DEFINITION(gamemode_freezetag)
578 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
579 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
580 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
581 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
582 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
583 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
584 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
585 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
586 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
587 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
588 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
592 if(time > 1) // game loads at time 1
593 error("This is a game type and it cannot be added at runtime.");
594 freezetag_Initialize();
599 error("This is a game type and it cannot be removed at runtime.");