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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) // counted in arena.qc
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         string teamname;
26         winner = world;
27
28         FOR_EACH_PLAYER(e)
29         {
30                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
31                 {
32                         winner = e;
33                         break; // break, we found the winner
34                 }
35         }
36
37         if(winner != world) // just in case a winner wasn't found
38         {
39                 if(winner.team == COLOR_TEAM1)
40                         teamname = "^1Red Team";
41                 else if(winner.team == COLOR_TEAM2)
42                         teamname = "^4Blue Team";
43                 else if(winner.team == COLOR_TEAM3)
44                         teamname = "^3Yellow Team";
45                 else
46                         teamname = "^6Pink Team";
47                 FOR_EACH_PLAYER(e) {
48                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
49                 }
50                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
52         }
53
54         next_round = time + 5;
55 }
56
57 // this is needed to allow the player to turn his view around (fixangle can't
58 // be used to freeze his view, as that also changes the angles), while not
59 // turning that ice object with the player
60 void freezetag_Ice_Think()
61 {
62         setorigin(self, self.owner.origin - '0 0 16');
63         self.nextthink = time;
64 }
65
66 void freezetag_Freeze(entity attacker)
67 {
68         if(self.freezetag_frozen)
69                 return;
70         self.freezetag_frozen = 1;
71         self.freezetag_revive_progress = 0;
72
73         entity ice;
74         ice = spawn();
75         ice.owner = self;
76         ice.classname = "freezetag_ice";
77         ice.think = freezetag_Ice_Think;
78         ice.nextthink = time;
79         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
80         setmodel(ice, "models/ice/ice.md3");
81
82         entity oldself;
83         oldself = self;
84         self = ice;
85         freezetag_Ice_Think();
86         self = oldself;
87
88         RemoveGrapplingHook(self);
89
90         // add waypoint
91         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
92         if(self.waypointsprite_attached)
93         {
94                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
95         }
96
97         if(attacker == self)
98         {
99                 // you froze your own dumb self
100                 // counted as "suicide" already
101                 PlayerScore_Add(self, SP_SCORE, -1);
102         }
103         else if(attacker.classname == "player")
104         {
105                 // got frozen by an enemy
106                 // counted as "kill" and "death" already
107                 PlayerScore_Add(self, SP_SCORE, -1);
108                 PlayerScore_Add(attacker, SP_SCORE, +1);
109         }
110         else
111         {
112                 // nothing - got frozen by the game type rules themselves
113         }
114 }
115
116 void freezetag_Unfreeze(entity attacker)
117 {
118         self.freezetag_frozen = 0;
119         self.freezetag_revive_progress = 0;
120
121         // remove the ice block
122         entity ice;
123         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
124         {
125                 remove(ice);
126                 break;
127         }
128
129         // remove waypoint
130         if(self.waypointsprite_attached)
131                 WaypointSprite_Kill(self.waypointsprite_attached);
132 }
133
134 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
135 {
136         if(self.freezetag_frozen == 0)
137         {
138                 if(self.team == COLOR_TEAM1)
139                         --redalive;
140                 else if(self.team == COLOR_TEAM2)
141                         --bluealive;
142                 else if(self.team == COLOR_TEAM3)
143                         --yellowalive;
144                 else if(self.team == COLOR_TEAM4)
145                         --pinkalive;
146                 --totalalive;
147         }
148
149         if(totalspawned > 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)
150                 freezetag_CheckWinner();
151
152         freezetag_Unfreeze(world);
153
154         return 1;
155 }
156
157 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
158 {
159         if(self.freezetag_frozen == 0)
160         {
161                 if(self.team == COLOR_TEAM1)
162                         --redalive;
163                 else if(self.team == COLOR_TEAM2)
164                         --bluealive;
165                 else if(self.team == COLOR_TEAM3)
166                         --yellowalive;
167                 else if(self.team == COLOR_TEAM4)
168                         --pinkalive;
169                 --totalalive;
170
171         freezetag_Freeze(frag_attacker);
172         }
173
174     if(frag_attacker.classname == STR_PLAYER)
175         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
176
177         if(frag_attacker == frag_target || frag_attacker == world)
178         {
179         if(frag_target.classname == STR_PLAYER)
180             centerprint(frag_target, "^1You froze yourself.\n");
181                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
182         }
183         else
184         {
185         if(frag_target.classname == STR_PLAYER)
186             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
187                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
188         }
189
190         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
191
192         freezetag_CheckWinner();
193
194         return 1;
195 }
196
197 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
198 {
199     freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
200
201         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
202         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
203         {
204                 next_round = time;
205                 return 1;
206         }
207         if(warmup && time > warmup) // spawn too late, freeze player
208         {
209                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
210                 freezetag_Freeze(world);
211         }
212
213         return 1;
214 }
215
216 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
217 {
218         frag_score = 0; // no frags counted in Freeze Tag
219         return 1;
220 }
221
222 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
223 {
224         float n;
225         vector revive_extra_size;
226
227         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
228
229         entity o;
230         o = world;
231         n = 0;
232         FOR_EACH_PLAYER(other) if(self != other)
233         {
234                 if(other.freezetag_frozen == 0)
235                 {
236                         if(other.team == self.team)
237                         {
238                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
239                                 {
240                                         if(!o)
241                                                 o = other;
242                                         ++n;
243                                 }
244                         }
245                 }
246         }
247
248         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
249         {
250                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
251
252                 if(self.freezetag_revive_progress >= 1)
253                 {
254                         freezetag_Unfreeze(self);
255
256                         // EVERY team mate nearby gets a point (even if multiple!)
257                         FOR_EACH_PLAYER(other) if(self != other)
258                         {
259                                 if(other.freezetag_frozen == 0)
260                                 {
261                                         if(other.team == self.team)
262                                         {
263                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
264                                                 {
265                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
266                                                         PlayerScore_Add(other, SP_SCORE, +1);
267                                                 }
268                                         }
269                                 }
270                         }
271
272                         if(n > 1)
273                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
274                         else
275                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
276                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
277                         if(n > 1)
278                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
279                         else
280                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
281                 }
282
283                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
284                 FOR_EACH_PLAYER(other) if(self != other)
285                 {
286                         if(other.freezetag_frozen == 0)
287                         {
288                                 if(other.team == self.team)
289                                 {
290                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
291                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
292                                 }
293                         }
294                 }
295         }
296         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
297         {
298                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
299         }
300         else if(!n)
301         {
302                 self.freezetag_revive_progress = 0; // thawing nobody
303         }
304
305         return 1;
306 }
307
308 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
309 {
310         if(self.freezetag_frozen)
311         {
312                 self.movement = '0 0 0';
313                 self.disableclientprediction = 1;
314         }
315         return 1;
316 }
317
318 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
319 {
320     if(g_freezetag)
321     {
322         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
323         {
324             frag_damage = 0;
325             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
326         }
327     }
328     return 1;
329 }
330
331 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
332 {
333         if (self.freezetag_frozen)
334                 return 1;
335         return 0;
336 }
337
338 MUTATOR_DEFINITION(gamemode_freezetag)
339 {
340         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
341         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
342         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
343         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
344         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
345         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
346         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
347         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
348         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
349
350         MUTATOR_ONADD
351         {
352                 if(time > 1) // game loads at time 1
353                         error("This is a game type and it cannot be added at runtime.");
354                 g_freezetag = 1;
355                 freezetag_Initialize();
356         }
357
358         MUTATOR_ONREMOVE
359         {
360                 g_freezetag = 0;
361                 error("This is a game type and it cannot be removed at runtime.");
362         }
363
364         return 0;
365 }