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Make the Freeze function usable with freezetag
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5         ScoreRules_freezetag();
6 }
7
8 void freezetag_CheckWinner()
9 {
10         if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
11                 return;
12
13         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14                 return; // already waiting for next round to start
15
16         if((redalive >= 1 && bluealive >= 1)
17                 || (redalive >= 1 && yellowalive >= 1)
18                 || (redalive >= 1 && pinkalive >= 1)
19                 || (bluealive >= 1 && yellowalive >= 1)
20                 || (bluealive >= 1 && pinkalive >= 1)
21                 || (yellowalive >= 1 && pinkalive >= 1))
22                 return; // we still have active players on two or more teams, nobody won yet
23
24         entity e, winner;
25         winner = world;
26
27         FOR_EACH_PLAYER(e)
28         {
29                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
30                 {
31                         winner = e;
32                         break; // break, we found the winner
33                 }
34         }
35
36         if(winner != world) // just in case a winner wasn't found
37         {
38                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner.team, CENTER_FREEZETAG_ROUND_WIN_));
39                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner.team, INFO_FREEZETAG_ROUND_WIN_));
40                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
41         }
42
43         next_round = time + 5;
44 }
45
46 // this is needed to allow the player to turn his view around (fixangle can't
47 // be used to freeze his view, as that also changes the angles), while not
48 // turning that ice object with the player
49 void freezetag_Ice_Think()
50 {
51         setorigin(self, self.owner.origin - '0 0 16');
52         self.nextthink = time;
53 }
54
55 void freezetag_Freeze(entity attacker)
56 {
57         if(self.freezetag_frozen)
58                 return;
59                 
60         self.health = 1;
61         
62         Freeze(self, 0, freezetag_frozen, freezetag_revive_progress);
63
64         if(attacker == self)
65         {
66                 // you froze your own dumb self
67                 // counted as "suicide" already
68                 PlayerScore_Add(self, SP_SCORE, -1);
69         }
70         else if(attacker.classname == "player")
71         {
72                 // got frozen by an enemy
73                 // counted as "kill" and "death" already
74                 PlayerScore_Add(self, SP_SCORE, -1);
75                 PlayerScore_Add(attacker, SP_SCORE, +1);
76         }
77         else
78         {
79                 // nothing - got frozen by the game type rules themselves
80         }
81 }
82
83 void freezetag_Unfreeze(entity attacker)
84 {
85         Unfreeze(self, freezetag_frozen, freezetag_revive_progress);
86
87         // remove waypoint
88         if(self.waypointsprite_attached)
89                 WaypointSprite_Kill(self.waypointsprite_attached);
90 }
91
92
93 // ================
94 // Bot player logic
95 // ================
96
97 void() havocbot_role_ft_freeing;
98 void() havocbot_role_ft_offense;
99
100 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
101 {
102         entity head;
103         float distance;
104
105         FOR_EACH_PLAYER(head)
106         {
107                 if ((head != self) && (head.team == self.team))
108                 {
109                         if (head.freezetag_frozen)
110                         {
111                                 distance = vlen(head.origin - org);
112                                 if (distance > sradius)
113                                         continue;
114                                 navigation_routerating(head, ratingscale, 2000);
115                         }
116                         else
117                         {
118                                 // If teamate is not frozen still seek them out as fight better
119                                 // in a group.
120                                 navigation_routerating(head, ratingscale/3, 2000);
121                         }
122                 }
123         }
124 }
125
126 void havocbot_role_ft_offense()
127 {
128         entity head;
129         float unfrozen;
130
131         if(self.deadflag != DEAD_NO)
132                 return;
133
134         if (!self.havocbot_role_timeout)
135                 self.havocbot_role_timeout = time + random() * 10 + 20;
136
137         // Count how many players on team are unfrozen.
138         unfrozen = 0;
139         FOR_EACH_PLAYER(head)
140         {
141                 if ((head.team == self.team) && (!head.freezetag_frozen))
142                         unfrozen++;
143         }
144
145         // If only one left on team or if role has timed out then start trying to free players.
146         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
147         {
148                 dprint("changing role to freeing\n");
149                 self.havocbot_role = havocbot_role_ft_freeing;
150                 self.havocbot_role_timeout = 0;
151                 return;
152         }
153
154         if (time > self.bot_strategytime)
155         {
156                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
157
158                 navigation_goalrating_start();
159                 havocbot_goalrating_items(10000, self.origin, 10000);
160                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
161                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
162                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
163                 navigation_goalrating_end();
164         }
165 }
166
167 void havocbot_role_ft_freeing()
168 {
169         if(self.deadflag != DEAD_NO)
170                 return;
171
172         if (!self.havocbot_role_timeout)
173                 self.havocbot_role_timeout = time + random() * 10 + 20;
174
175         if (time > self.havocbot_role_timeout)
176         {
177                 dprint("changing role to offense\n");
178                 self.havocbot_role = havocbot_role_ft_offense;
179                 self.havocbot_role_timeout = 0;
180                 return;
181         }
182
183         if (time > self.bot_strategytime)
184         {
185                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
186
187                 navigation_goalrating_start();
188                 havocbot_goalrating_items(8000, self.origin, 10000);
189                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
190                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
191                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
192                 navigation_goalrating_end();
193         }
194 }
195
196
197 // ==============
198 // Hook Functions
199 // ==============
200
201 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
202 {
203         if(self.freezetag_frozen == 0 && self.health >= 1)
204         {
205                 if(self.team == NUM_TEAM_1)
206                         --redalive;
207                 else if(self.team == NUM_TEAM_2)
208                         --bluealive;
209                 else if(self.team == NUM_TEAM_3)
210                         --yellowalive;
211                 else if(self.team == NUM_TEAM_4)
212                         --pinkalive;
213                 --totalalive;
214         }
215
216         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)
217                 freezetag_CheckWinner();
218
219         freezetag_Unfreeze(world);
220
221         return 1;
222 }
223
224 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
225 {
226         if(self.freezetag_frozen == 0)
227         {
228                 if(self.team == NUM_TEAM_1)
229                         --redalive;
230                 else if(self.team == NUM_TEAM_2)
231                         --bluealive;
232                 else if(self.team == NUM_TEAM_3)
233                         --yellowalive;
234                 else if(self.team == NUM_TEAM_4)
235                         --pinkalive;
236                 --totalalive;
237
238                 freezetag_Freeze(frag_attacker);
239         }
240
241         if(frag_attacker == frag_target || frag_attacker == world)
242         {
243                 if(frag_target.classname == STR_PLAYER)
244                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
245                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
246         }
247         else
248         {
249                 if(frag_target.classname == STR_PLAYER)
250                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
251                 if(frag_attacker.classname == STR_PLAYER)
252                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
253                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
254         }
255
256         frag_target.health = 1; // "respawn" the player :P
257
258         freezetag_CheckWinner();
259
260         return 1;
261 }
262
263 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
264 {
265         freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
266
267         if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
268         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
269         {
270                 next_round = time;
271                 return 1;
272         }
273         if(warmup && time > warmup) // spawn too late, freeze player
274         {
275                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
276                 freezetag_Freeze(world);
277         }
278
279         return 1;
280 }
281
282 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
283 {
284         frag_score = 0; // no frags counted in Freeze Tag
285         return 1;
286 }
287
288 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
289 {
290         float n;
291         vector revive_extra_size;
292
293         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
294         
295         // add waypoint
296         if(self.freezetag_frozen && self.waypointsprite_attached == world)
297                 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
298         
299         entity o;
300         o = world;
301         n = 0;
302         FOR_EACH_PLAYER(other) if(self != other)
303         {
304                 if(other.freezetag_frozen == 0)
305                 {
306                         if(other.team == self.team)
307                         {
308                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
309                                 {
310                                         if(!o)
311                                                 o = other;
312                                         ++n;
313                                 }
314                         }
315                 }
316         }
317
318         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
319         {
320                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
321                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
322
323                 if(self.freezetag_revive_progress >= 1)
324                 {
325                         freezetag_Unfreeze(self);
326
327                         // EVERY team mate nearby gets a point (even if multiple!)
328                         FOR_EACH_PLAYER(other) if(self != other)
329                         {
330                                 if(other.freezetag_frozen == 0)
331                                 {
332                                         if(other.team == self.team)
333                                         {
334                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
335                                                 {
336                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
337                                                         PlayerScore_Add(other, SP_SCORE, +1);
338                                                 }
339                                         }
340                                 }
341                         }
342
343                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
344                         Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
345                         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVE, self.netname, o.netname);
346                 }
347
348                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
349                 FOR_EACH_PLAYER(other) if(self != other)
350                 {
351                         if(other.freezetag_frozen == 0)
352                         {
353                                 if(other.team == self.team)
354                                 {
355                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
356                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
357                                 }
358                         }
359                 }
360         }
361         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
362         {
363                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
364                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
365         }
366         else if(!n)
367         {
368                 self.freezetag_revive_progress = 0; // thawing nobody
369         }
370
371         return 1;
372 }
373
374 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
375 {
376         if(self.freezetag_frozen)
377         {
378                 self.movement = '0 0 0';
379                 self.disableclientprediction = 1;
380         }
381         return 1;
382 }
383
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
385 {
386     if(g_freezetag)
387     {
388         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
389         {
390             frag_damage = 0;
391             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
392         }
393     }
394     return 1;
395 }
396
397 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
398 {
399         if (self.freezetag_frozen)
400                 return 1;
401         return 0;
402 }
403
404 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
405 {
406         if not(self.deadflag)
407         {
408                 if (random() < 0.5)
409                         self.havocbot_role = havocbot_role_ft_freeing;
410                 else
411                         self.havocbot_role = havocbot_role_ft_offense;
412         }
413         
414         return TRUE;
415 }
416
417 MUTATOR_DEFINITION(gamemode_freezetag)
418 {
419         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
420         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
421         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
422         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
423         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
424         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
425         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
426         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
427         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
428         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
429
430         MUTATOR_ONADD
431         {
432                 if(time > 1) // game loads at time 1
433                         error("This is a game type and it cannot be added at runtime.");
434                 freezetag_Initialize();
435         }
436
437         MUTATOR_ONROLLBACK_OR_REMOVE
438         {
439                 // we actually cannot roll back freezetag_Initialize here
440                 // BUT: we don't need to! If this gets called, adding always
441                 // succeeds.
442         }
443
444         MUTATOR_ONREMOVE
445         {
446                 print("This is a game type and it cannot be removed at runtime.");
447                 return -1;
448         }
449
450         return 0;
451 }