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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 }
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 - autocvar_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 // this is needed to allow the player to turn his view around (fixangle can't
56 // be used to freeze his view, as that also changes the angles), while not
57 // turning that ice object with the player
58 void freezetag_Ice_Think()
59 {
60         setorigin(self, self.owner.origin - '0 0 16');
61         self.nextthink = time;
62 }
63
64 void freezetag_Freeze()
65 {
66         self.freezetag_frozen = 1;
67
68         entity ice;
69         ice = spawn();
70         ice.owner = self;
71         ice.classname = "freezetag_ice";
72         ice.think = freezetag_Ice_Think;
73         ice.nextthink = time;
74         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
75         setmodel(ice, "models/ice/ice.md3");
76
77         entity oldself;
78         oldself = self;
79         self = ice;
80         freezetag_Ice_Think();
81         self = oldself;
82
83         // add waypoint
84         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
85         if(self.waypointsprite_attached)
86         {
87                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
88         }
89 }
90
91 void freezetag_Unfreeze()
92 {
93         self.freezetag_frozen = 0;
94
95         // remove the ice block
96         entity ice;
97         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
98         {
99                 remove(ice);
100                 break;
101         }
102
103         // remove waypoint
104         if(self.waypointsprite_attached)
105                 WaypointSprite_Kill(self.waypointsprite_attached);
106 }
107
108 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
109 {
110         if(self.freezetag_frozen == 0)
111         {
112                 if(self.team == COLOR_TEAM1)
113                         --redalive;
114                 else if(self.team == COLOR_TEAM2)
115                         --bluealive;
116                 else if(self.team == COLOR_TEAM3)
117                         --yellowalive;
118                 else if(self.team == COLOR_TEAM4)
119                         --pinkalive;
120                 --totalalive;
121         }
122
123         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)
124                 freezetag_CheckWinner();
125
126         freezetag_Unfreeze();
127
128         return 1;
129 }
130
131 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
132 {
133         if(self.freezetag_frozen == 0)
134         {
135                 if(self.team == COLOR_TEAM1)
136                         --redalive;
137                 else if(self.team == COLOR_TEAM2)
138                         --bluealive;
139                 else if(self.team == COLOR_TEAM3)
140                         --yellowalive;
141                 else if(self.team == COLOR_TEAM4)
142                         --pinkalive;
143                 --totalalive;
144
145         freezetag_Freeze();
146         }
147
148     if(frag_attacker.classname == STR_PLAYER)
149         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
150
151         if(frag_attacker == frag_target || frag_attacker == world)
152         {
153         if(frag_target.classname == STR_PLAYER)
154             centerprint(frag_target, "^1You froze yourself.\n");
155                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
156         }
157         else
158         {
159         if(frag_target.classname == STR_PLAYER)
160             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
161                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
162         }
163
164         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
165
166         freezetag_CheckWinner();
167
168         return 1;
169 }
170
171 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
172 {
173     freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
174
175         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
176         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
177         {
178                 next_round = time;
179                 return 1;
180         }
181         if(warmup && time > warmup) // spawn too late, freeze player
182         {
183                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
184                 freezetag_Freeze();
185         }
186
187         return 1;
188 }
189
190 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
191 {
192         frag_score = 0; // no frags counted in Freeze Tag
193         return 1;
194 }
195
196 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
197 {
198     vector revive_extra_size;
199     revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
200
201     float teammate_nearby;
202     FOR_EACH_PLAYER(other) if(self != other)
203     {
204         if(other.freezetag_frozen == 0)
205         {
206             if(other.team == self.team)
207             {
208                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
209                 if(teammate_nearby)
210                     break;
211             }
212         }
213     }
214
215     if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
216     {
217         if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
218         {
219             self.freezetag_beginrevive_time = time;
220             self.freezetag_revive_progress = 0;
221         }
222         else
223         {
224             self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
225             if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
226             {
227                 freezetag_Unfreeze();
228
229                 centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
230                 centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
231                 bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
232
233                 self.freezetag_beginrevive_time = -9999;
234                 self.freezetag_revive_progress = 0;
235             }
236         }
237         // now find EVERY teammate within reviving radius, set their revive_progress values correct
238         FOR_EACH_PLAYER(other) if(self != other)
239         {
240             if(other.freezetag_frozen == 0)
241             {
242                 if(other.team == self.team)
243                 {
244                     teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
245                     if(teammate_nearby)
246                         other.freezetag_revive_progress = self.freezetag_revive_progress;
247                 }
248             }
249         }
250     }
251     else if(!teammate_nearby) // only if no teammate is nearby will we reset
252     {
253         self.freezetag_beginrevive_time = -9999;
254         self.freezetag_revive_progress = 0;
255     }
256
257         return 1;
258 }
259
260 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
261 {
262         if(self.freezetag_frozen)
263         {
264                 self.movement = '0 0 0';
265                 self.disableclientprediction = 1;
266         }
267         return 1;
268 }
269
270 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
271 {
272     if(g_freezetag)
273     {
274         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
275         {
276             frag_damage = 0;
277             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
278         }
279     }
280     return 1;
281 }
282
283 MUTATOR_DEFINITION(gamemode_freezetag)
284 {
285         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
286         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
287         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
288         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
289         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
290         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
291         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
292         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
293
294         MUTATOR_ONADD
295         {
296                 if(time > 1) // game loads at time 1
297                         error("This is a game type and it cannot be added at runtime.");
298                 g_freezetag = 1;
299                 freezetag_Initialize();
300         }
301
302         MUTATOR_ONREMOVE
303         {
304                 g_freezetag = 0;
305                 error("This is a game type and it cannot be removed at runtime.");
306         }
307
308         return 0;
309 }