1 #include "gamemode_freezetag.qh"
3 #include <server/resources.qh>
5 float autocvar_g_freezetag_frozen_maxtime;
6 float autocvar_g_freezetag_revive_clearspeed;
7 float autocvar_g_freezetag_round_timelimit;
8 //int autocvar_g_freezetag_teams;
9 int autocvar_g_freezetag_teams_override;
10 float autocvar_g_freezetag_warmup;
12 void freezetag_count_alive_players()
15 for (int i = 1; i <= NUM_TEAMS; ++i)
17 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
19 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
22 if ((GetResourceAmount(it, RESOURCE_HEALTH) < 1) ||
23 (STAT(FROZEN, it) == 1))
27 entity team_ = Entity_GetTeam(it);
28 int num_alive = Team_GetNumberOfAlivePlayers(team_);
30 Team_SetNumberOfAlivePlayers(team_, num_alive);
32 FOREACH_CLIENT(IS_REAL_CLIENT(it),
34 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
36 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
37 Team_GetTeamFromIndex(2));
38 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
39 Team_GetTeamFromIndex(3));
40 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
41 Team_GetTeamFromIndex(4));
44 eliminatedPlayers.SendFlags |= 1;
47 #define FREEZETAG_ALIVE_TEAMS_OK() (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
49 float freezetag_CheckTeams()
51 static float prev_missing_teams_mask;
52 if(FREEZETAG_ALIVE_TEAMS_OK())
54 if(prev_missing_teams_mask > 0)
55 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
56 prev_missing_teams_mask = -1;
59 if(total_players == 0)
61 if(prev_missing_teams_mask > 0)
62 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
63 prev_missing_teams_mask = -1;
66 int missing_teams_mask = 0;
67 for (int i = 1; i <= NUM_TEAMS; ++i)
69 if ((freezetag_teams & Team_IndexToBit(i)) &&
70 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
72 missing_teams_mask |= Team_IndexToBit(i);
75 if(prev_missing_teams_mask != missing_teams_mask)
77 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
78 prev_missing_teams_mask = missing_teams_mask;
83 int freezetag_getWinnerTeam()
86 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
88 winner_team = NUM_TEAM_1;
90 for (int i = 2; i <= NUM_TEAMS; ++i)
92 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
98 winner_team = Team_IndexToTeam(i);
105 return -1; // no player left
108 void nades_Clear(entity);
109 void nades_GiveBonus(entity player, float score);
111 float freezetag_CheckWinner()
113 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
115 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
116 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
117 FOREACH_CLIENT(IS_PLAYER(it), {
118 it.freezetag_frozen_timeout = 0;
122 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
126 if (Team_GetNumberOfAliveTeams() > 1)
131 int winner_team = freezetag_getWinnerTeam();
134 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
135 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
136 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
138 else if(winner_team == -1)
140 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
141 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
144 FOREACH_CLIENT(IS_PLAYER(it), {
145 it.freezetag_frozen_timeout = 0;
150 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
154 entity freezetag_LastPlayerForTeam(entity this)
156 entity last_pl = NULL;
157 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
159 if(!STAT(FROZEN, it))
160 if(SAME_TEAM(it, this))
169 void freezetag_LastPlayerForTeam_Notify(entity this)
171 if(round_handler_IsActive())
172 if(round_handler_IsRoundStarted())
174 entity pl = freezetag_LastPlayerForTeam(this);
176 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
180 void freezetag_Add_Score(entity targ, entity attacker)
184 // you froze your own dumb targ
185 // counted as "suicide" already
186 GameRules_scoring_add(targ, SCORE, -1);
188 else if(IS_PLAYER(attacker))
190 // got frozen by an enemy
191 // counted as "kill" and "death" already
192 GameRules_scoring_add(targ, SCORE, -1);
193 GameRules_scoring_add(attacker, SCORE, +1);
195 // else nothing - got frozen by the game type rules themselves
198 void freezetag_Freeze(entity targ, entity attacker)
200 if(STAT(FROZEN, targ))
203 if(autocvar_g_freezetag_frozen_maxtime > 0)
204 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
206 Freeze(targ, 0, 1, true);
208 freezetag_count_alive_players();
210 freezetag_Add_Score(targ, attacker);
213 void freezetag_Unfreeze(entity this)
215 this.freezetag_frozen_time = 0;
216 this.freezetag_frozen_timeout = 0;
221 float freezetag_isEliminated(entity e)
223 if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
233 void(entity this) havocbot_role_ft_freeing;
234 void(entity this) havocbot_role_ft_offense;
236 void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
239 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
240 if (STAT(FROZEN, it) == 1)
242 if(vdist(it.origin - org, >, sradius))
244 navigation_routerating(this, it, ratingscale, 2000);
246 else if(vdist(it.origin - org, >, 400)) // avoid gathering all teammates in one place
248 // If teamate is not frozen still seek them out as fight better
250 t = 0.2 * 150 / (this.health + this.armorvalue);
251 navigation_routerating(this, it, t * ratingscale, 2000);
256 void havocbot_role_ft_offense(entity this)
261 if (!this.havocbot_role_timeout)
262 this.havocbot_role_timeout = time + random() * 10 + 20;
264 // Count how many players on team are unfrozen.
266 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), { unfrozen++; });
268 // If only one left on team or if role has timed out then start trying to free players.
269 if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
271 LOG_TRACE("changing role to freeing");
272 this.havocbot_role = havocbot_role_ft_freeing;
273 this.havocbot_role_timeout = 0;
277 if (navigation_goalrating_timeout(this))
279 navigation_goalrating_start(this);
280 havocbot_goalrating_items(this, 10000, this.origin, 10000);
281 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
282 havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
283 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
284 navigation_goalrating_end(this);
286 navigation_goalrating_timeout_set(this);
290 void havocbot_role_ft_freeing(entity this)
295 if (!this.havocbot_role_timeout)
296 this.havocbot_role_timeout = time + random() * 10 + 20;
298 if (time > this.havocbot_role_timeout)
300 LOG_TRACE("changing role to offense");
301 this.havocbot_role = havocbot_role_ft_offense;
302 this.havocbot_role_timeout = 0;
306 if (navigation_goalrating_timeout(this))
308 navigation_goalrating_start(this);
309 havocbot_goalrating_items(this, 8000, this.origin, 10000);
310 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
311 havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
312 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
313 navigation_goalrating_end(this);
315 navigation_goalrating_timeout_set(this);
324 void ft_RemovePlayer(entity this)
326 this.health = 0; // neccessary to update correctly alive stats
327 if(!STAT(FROZEN, this))
328 freezetag_LastPlayerForTeam_Notify(this);
329 freezetag_Unfreeze(this);
330 freezetag_count_alive_players();
333 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
335 entity player = M_ARGV(0, entity);
337 ft_RemovePlayer(player);
341 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
343 entity player = M_ARGV(0, entity);
345 ft_RemovePlayer(player);
348 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
350 entity frag_attacker = M_ARGV(1, entity);
351 entity frag_target = M_ARGV(2, entity);
352 float frag_deathtype = M_ARGV(3, float);
354 if(round_handler_IsActive())
355 if(round_handler_CountdownRunning())
357 if(STAT(FROZEN, frag_target))
358 freezetag_Unfreeze(frag_target);
359 freezetag_count_alive_players();
360 return true; // let the player die so that he can respawn whenever he wants
363 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
364 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
365 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
366 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
368 // let the player die, he will be automatically frozen when he respawns
369 if(STAT(FROZEN, frag_target) != 1)
371 freezetag_Add_Score(frag_target, frag_attacker);
372 freezetag_count_alive_players();
373 freezetag_LastPlayerForTeam_Notify(frag_target);
376 freezetag_Unfreeze(frag_target); // remove ice
377 frag_target.health = 0; // Unfreeze resets health
378 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
382 if(STAT(FROZEN, frag_target))
385 freezetag_Freeze(frag_target, frag_attacker);
386 freezetag_LastPlayerForTeam_Notify(frag_target);
388 if(frag_attacker == frag_target || frag_attacker == NULL)
390 if(IS_PLAYER(frag_target))
391 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
392 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
396 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
402 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
404 entity player = M_ARGV(0, entity);
406 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
407 return true; // do nothing, round is starting right now
409 if(player.freezetag_frozen_timeout == -2) // player was dead
411 freezetag_Freeze(player, NULL);
415 freezetag_count_alive_players();
417 if(round_handler_IsActive())
418 if(round_handler_IsRoundStarted())
420 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
421 freezetag_Freeze(player, NULL);
427 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
429 FOREACH_CLIENT(IS_PLAYER(it), {
430 CS(it).killcount = 0;
431 it.freezetag_frozen_timeout = -1;
432 PutClientInServer(it);
433 it.freezetag_frozen_timeout = 0;
435 freezetag_count_alive_players();
439 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
441 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
445 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
450 if(round_handler_IsActive())
451 if(!round_handler_IsRoundStarted())
456 entity player = M_ARGV(0, entity);
457 //if(STAT(FROZEN, player))
458 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
459 //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);
461 if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
465 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
467 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
468 if(STAT(FROZEN, it) == 0)
470 if(SAME_TEAM(it, player))
471 if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
475 if(STAT(FROZEN, player) == 1)
483 if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
485 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
486 player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
488 if(STAT(REVIVE_PROGRESS, player) >= 1)
490 freezetag_Unfreeze(player);
491 freezetag_count_alive_players();
495 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
496 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
500 // EVERY team mate nearby gets a point (even if multiple!)
501 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
502 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
503 GameRules_scoring_add(it, SCORE, +1);
504 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
507 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
508 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
509 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
512 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
513 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
517 else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
519 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
520 player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
522 else if(!n && !STAT(FROZEN, player))
524 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
530 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
532 start_items &= ~IT_UNLIMITED_AMMO;
533 //start_health = warmup_start_health = cvar("g_lms_start_health");
534 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
535 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
536 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
537 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
538 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
539 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
540 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
543 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
545 entity bot = M_ARGV(0, entity);
550 bot.havocbot_role = havocbot_role_ft_freeing;
552 bot.havocbot_role = havocbot_role_ft_offense;
558 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
560 M_ARGV(0, float) = freezetag_teams;
564 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
566 // most weapons arena
567 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
568 M_ARGV(0, string) = "most";
571 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
573 entity frag_attacker = M_ARGV(0, entity);
574 entity frag_target = M_ARGV(1, entity);
575 //float frag_deathtype = M_ARGV(2, float);
576 int kill_count_to_attacker = M_ARGV(3, int);
577 int kill_count_to_target = M_ARGV(4, int);
579 if(STAT(FROZEN, frag_target))
580 return; // target was already frozen, so this is just pushing them off the cliff
582 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));
583 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
588 void freezetag_Initialize()
590 freezetag_teams = autocvar_g_freezetag_teams_override;
591 if(freezetag_teams < 2)
592 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
594 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
595 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
596 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
599 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
600 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
602 EliminatedPlayers_Init(freezetag_isEliminated);