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fix, again, several important things
[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 + cvar("g_start_delay") + cvar("g_freezetag_warmup");
5 }
6
7 void freezetag_CheckWinner()
8 {
9         if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
10                 return;
11
12         if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
13                 return; // already waiting for next round to start
14
15         if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
16                 || (redalive >= 1 && yellowalive >= 1)
17                 || (redalive >= 1 && pinkalive >= 1)
18                 || (bluealive >= 1 && yellowalive >= 1)
19                 || (bluealive >= 1 && pinkalive >= 1)
20                 || (yellowalive >= 1 && pinkalive >= 1))
21                 return; // we still have active players on two or more teams, nobody won yet
22
23         entity e, winner;
24         string teamname;
25
26         FOR_EACH_PLAYER(e)
27         {
28                 if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
29                 {
30                         winner = e;
31                         break; // break, we found the winner
32                 }
33         }
34
35         if(winner != world) // just in case a winner wasn't found
36         {
37                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
38                 if(winner.team == COLOR_TEAM1)
39                         teamname = "^1Red Team";
40                 else if(winner.team == COLOR_TEAM2)
41                         teamname = "^4Blue Team";
42                 else if(winner.team == COLOR_TEAM3)
43                         teamname = "^3Yellow Team";
44                 else
45                         teamname = "^6Pink Team";
46                 FOR_EACH_PLAYER(e) {
47                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
48                 }
49                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
50         }
51
52         next_round = time + 5;
53 }
54
55 void freezetag_Ice_Think()
56 {
57         setorigin(self, self.owner.origin - '0 0 16');
58         self.nextthink = time;
59 }
60
61 void freezetag_Freeze()
62 {
63         self.freezetag_frozen = 1;
64
65         entity ice;
66         ice = spawn();
67         ice.owner = self;
68         ice.classname = "freezetag_ice";
69         ice.think = freezetag_Ice_Think;
70         ice.nextthink = time;
71         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
72         setmodel(ice, "models/ice/ice.md3");
73
74         self.movement = '0 0 0';
75
76         // add waypoint
77         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
78         if(self.waypointsprite_attached)
79         {
80                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
81         }
82 }
83
84 void freezetag_Unfreeze()
85 {
86         self.freezetag_frozen = 0;
87
88         // remove the ice block
89         entity ice;
90         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
91         {
92                 remove(ice);
93                 break;
94         }
95
96         // remove waypoint
97         if(self.waypointsprite_attached)
98                 WaypointSprite_Kill(self.waypointsprite_attached);
99 }
100
101 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
102 {
103         if(self.freezetag_frozen == 0)
104         {
105                 if(self.team == COLOR_TEAM1)
106                         --redalive;
107                 else if(self.team == COLOR_TEAM2)
108                         --bluealive;
109                 else if(self.team == COLOR_TEAM3)
110                         --yellowalive;
111                 else if(self.team == COLOR_TEAM4)
112                         --pinkalive;
113                 --totalalive;
114         }
115
116         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)
117                 freezetag_CheckWinner();
118
119         freezetag_Unfreeze();
120
121         return 1;
122 }
123
124 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
125 {
126         if(self.freezetag_frozen == 0)
127         {
128                 if(self.team == COLOR_TEAM1)
129                         --redalive;
130                 else if(self.team == COLOR_TEAM2)
131                         --bluealive;
132                 else if(self.team == COLOR_TEAM3)
133                         --yellowalive;
134                 else if(self.team == COLOR_TEAM4)
135                         --pinkalive;
136                 --totalalive;
137         }
138
139         freezetag_Freeze();
140
141         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
142         if(frag_attacker == frag_target || frag_attacker == world)
143         {
144                 centerprint(frag_target, "^1You froze yourself.\n");
145                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
146         }
147         else
148         {
149                 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
150                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
151         }
152
153         frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
154
155         freezetag_CheckWinner();
156
157         return 1;
158 }
159
160 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
161 {
162         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
163         if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
164         {
165                 next_round = time;
166                 return 1;
167         }
168         if(warmup && time > warmup) // spawn too late, freeze player
169         {
170                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
171                 freezetag_Freeze();
172         }
173         else // we are still in the delay period before the round starts
174         {
175                 freezetag_Unfreeze();
176         }
177
178         return 1;
179 }
180
181 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
182 {
183         frag_score = 0; // no frags counted in Freeze Tag
184         return 1;
185 }
186
187 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
188 {
189         vector revive_extra_size;
190         revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
191
192         float teammate_nearby;
193         FOR_EACH_PLAYER(other) if(self != other)
194         {
195                 if(other.freezetag_frozen == 0)
196                 {
197                         if(other.team == self.team)
198                         {
199                                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
200                                 if(teammate_nearby)
201                                         break;
202                         }
203                 }
204         }
205
206         if(teammate_nearby && self.freezetag_frozen == 1)
207         {
208                 if(self.freezetag_beginrevive_time == -9999)
209                 {
210                         self.freezetag_beginrevive_time = time;
211                         self.freezetag_revive_progress = 0;
212                         other.freezetag_revive_progress = 0;
213                 }
214                 else
215                 {
216                         self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
217                         other.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
218                         if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
219                         {
220                                 freezetag_Unfreeze();
221
222                                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
223                                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
224                                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
225
226                                 self.freezetag_beginrevive_time = -9999;
227                                 self.freezetag_revive_progress = 0;
228                                 other.freezetag_revive_progress = 0;
229                         }
230                 }
231         }
232         else if(!teammate_nearby) // only if no teammate is nearby will we reset
233         {
234                 self.freezetag_beginrevive_time = -9999;
235                 self.freezetag_revive_progress = 0;
236         }
237
238         return 1;
239 }
240
241 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
242 {
243         if(self.freezetag_frozen)
244                 self.movement = '0 0 0';
245         return 1;
246 }
247
248 MUTATOR_DEFINITION(gamemode_freezetag)
249 {
250         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
251         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
252         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
253         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
254         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
255         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
256         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
257
258         MUTATOR_ONADD
259         {
260                 if(time > 1) // game loads at time 1
261                         error("This is a game type and it cannot be added at runtime.");
262                 g_freezetag = 1;
263                 freezetag_Initialize();
264         }
265
266         MUTATOR_ONREMOVE
267         {
268                 g_freezetag = 0;
269                 error("This is a game type and it cannot be removed at runtime.");
270         }
271
272         return 0;
273 }