1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
13 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14 return; // already waiting for next round to start
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
29 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
32 break; // break, we found the winner
36 if(winner != world) // just in case a winner wasn't found
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);
43 next_round = time + 5;
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()
51 setorigin(self, self.owner.origin - '0 0 16');
52 self.nextthink = time;
55 void freezetag_Freeze(entity attacker)
57 if(self.freezetag_frozen)
62 Freeze(self, 0, freezetag_frozen, freezetag_revive_progress);
66 // you froze your own dumb self
67 // counted as "suicide" already
68 PlayerScore_Add(self, SP_SCORE, -1);
70 else if(attacker.classname == "player")
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);
79 // nothing - got frozen by the game type rules themselves
83 void freezetag_Unfreeze(entity attacker)
85 Unfreeze(self, freezetag_frozen, freezetag_revive_progress);
88 if(self.waypointsprite_attached)
89 WaypointSprite_Kill(self.waypointsprite_attached);
97 void() havocbot_role_ft_freeing;
98 void() havocbot_role_ft_offense;
100 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
105 FOR_EACH_PLAYER(head)
107 if ((head != self) && (head.team == self.team))
109 if (head.freezetag_frozen)
111 distance = vlen(head.origin - org);
112 if (distance > sradius)
114 navigation_routerating(head, ratingscale, 2000);
118 // If teamate is not frozen still seek them out as fight better
120 navigation_routerating(head, ratingscale/3, 2000);
126 void havocbot_role_ft_offense()
131 if(self.deadflag != DEAD_NO)
134 if (!self.havocbot_role_timeout)
135 self.havocbot_role_timeout = time + random() * 10 + 20;
137 // Count how many players on team are unfrozen.
139 FOR_EACH_PLAYER(head)
141 if ((head.team == self.team) && (!head.freezetag_frozen))
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))
148 dprint("changing role to freeing\n");
149 self.havocbot_role = havocbot_role_ft_freeing;
150 self.havocbot_role_timeout = 0;
154 if (time > self.bot_strategytime)
156 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
167 void havocbot_role_ft_freeing()
169 if(self.deadflag != DEAD_NO)
172 if (!self.havocbot_role_timeout)
173 self.havocbot_role_timeout = time + random() * 10 + 20;
175 if (time > self.havocbot_role_timeout)
177 dprint("changing role to offense\n");
178 self.havocbot_role = havocbot_role_ft_offense;
179 self.havocbot_role_timeout = 0;
183 if (time > self.bot_strategytime)
185 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
201 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
203 if(self.freezetag_frozen == 0 && self.health >= 1)
205 if(self.team == NUM_TEAM_1)
207 else if(self.team == NUM_TEAM_2)
209 else if(self.team == NUM_TEAM_3)
211 else if(self.team == NUM_TEAM_4)
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();
219 freezetag_Unfreeze(world);
224 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
226 if(self.freezetag_frozen == 0)
228 if(self.team == NUM_TEAM_1)
230 else if(self.team == NUM_TEAM_2)
232 else if(self.team == NUM_TEAM_3)
234 else if(self.team == NUM_TEAM_4)
238 freezetag_Freeze(frag_attacker);
241 if(frag_attacker == frag_target || frag_attacker == world)
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);
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);
256 frag_target.health = 1; // "respawn" the player :P
258 freezetag_CheckWinner();
263 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
265 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
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
273 if(warmup && time > warmup) // spawn too late, freeze player
275 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
276 freezetag_Freeze(world);
282 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
284 frag_score = 0; // no frags counted in Freeze Tag
288 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
291 vector revive_extra_size;
293 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
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');
302 FOR_EACH_PLAYER(other) if(self != other)
304 if(other.freezetag_frozen == 0)
306 if(other.team == self.team)
308 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
318 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
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);
323 if(self.freezetag_revive_progress >= 1)
325 freezetag_Unfreeze(self);
327 // EVERY team mate nearby gets a point (even if multiple!)
328 FOR_EACH_PLAYER(other) if(self != other)
330 if(other.freezetag_frozen == 0)
332 if(other.team == self.team)
334 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
336 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
337 PlayerScore_Add(other, SP_SCORE, +1);
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);
348 // now find EVERY teammate within reviving radius, set their revive_progress values correct
349 FOR_EACH_PLAYER(other) if(self != other)
351 if(other.freezetag_frozen == 0)
353 if(other.team == self.team)
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;
361 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
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);
368 self.freezetag_revive_progress = 0; // thawing nobody
374 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
376 if(self.freezetag_frozen)
378 self.movement = '0 0 0';
379 self.disableclientprediction = 1;
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
388 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
391 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
397 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
399 if (self.freezetag_frozen)
404 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
406 if not(self.deadflag)
409 self.havocbot_role = havocbot_role_ft_freeing;
411 self.havocbot_role = havocbot_role_ft_offense;
417 MUTATOR_DEFINITION(gamemode_freezetag)
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);
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();
437 MUTATOR_ONROLLBACK_OR_REMOVE
439 // we actually cannot roll back freezetag_Initialize here
440 // BUT: we don't need to! If this gets called, adding always
446 print("This is a game type and it cannot be removed at runtime.");