]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/gamemode_freezetag.qc
freezetag: DEATH_HURTTRIGGER is still supposed to be lethal in any case
[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         freezetag_Freeze();
139         }
140
141     if(frag_attacker.classname == STR_PLAYER)
142         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
143
144         if(frag_attacker == frag_target || frag_attacker == world)
145         {
146         if(frag_target.classname == STR_PLAYER)
147             centerprint(frag_target, "^1You froze yourself.\n");
148                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
149         }
150         else
151         {
152         if(frag_target.classname == STR_PLAYER)
153             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
154                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
155         }
156
157         frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
158
159         freezetag_CheckWinner();
160
161         return 1;
162 }
163
164 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
165 {
166     freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
167
168         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
169         if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
170         {
171                 next_round = time;
172                 return 1;
173         }
174         if(warmup && time > warmup) // spawn too late, freeze player
175         {
176                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
177                 freezetag_Freeze();
178         }
179
180         return 1;
181 }
182
183 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
184 {
185         frag_score = 0; // no frags counted in Freeze Tag
186         return 1;
187 }
188
189 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
190 {
191     vector revive_extra_size;
192     revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
193
194     float teammate_nearby;
195     FOR_EACH_PLAYER(other) if(self != other)
196     {
197         if(other.freezetag_frozen == 0)
198         {
199             if(other.team == self.team)
200             {
201                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
202                 if(teammate_nearby)
203                     break;
204             }
205         }
206     }
207
208     if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
209     {
210         if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
211         {
212             self.freezetag_beginrevive_time = time;
213             self.freezetag_revive_progress = 0;
214         }
215         else
216         {
217             self.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             }
229         }
230         // now find EVERY teammate within reviving radius, set their revive_progress values correct
231         FOR_EACH_PLAYER(other) if(self != other)
232         {
233             if(other.freezetag_frozen == 0)
234             {
235                 if(other.team == self.team)
236                 {
237                     teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
238                     if(teammate_nearby)
239                         other.freezetag_revive_progress = self.freezetag_revive_progress;
240                 }
241             }
242         }
243     }
244     else if(!teammate_nearby) // only if no teammate is nearby will we reset
245     {
246         self.freezetag_beginrevive_time = -9999;
247         self.freezetag_revive_progress = 0;
248     }
249
250         return 1;
251 }
252
253 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
254 {
255         if(self.freezetag_frozen)
256                 self.movement = '0 0 0';
257         return 1;
258 }
259
260 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
261 {
262     if(g_freezetag)
263     {
264         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
265         {
266             frag_damage = 0;
267             frag_force = frag_force * cvar("g_freezetag_frozen_force");
268         }
269     }
270     return 1;
271 }
272
273 MUTATOR_DEFINITION(gamemode_freezetag)
274 {
275         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
276         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
277         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
278         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
279         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
280         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
281         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
282         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
283
284         MUTATOR_ONADD
285         {
286                 if(time > 1) // game loads at time 1
287                         error("This is a game type and it cannot be added at runtime.");
288                 g_freezetag = 1;
289                 freezetag_Initialize();
290         }
291
292         MUTATOR_ONREMOVE
293         {
294                 g_freezetag = 0;
295                 error("This is a game type and it cannot be removed at runtime.");
296         }
297
298         return 0;
299 }