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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         self.freezetag_frozen = 1;
69
70         entity ice;
71         ice = spawn();
72         ice.owner = self;
73         ice.classname = "freezetag_ice";
74         ice.think = freezetag_Ice_Think;
75         ice.nextthink = time;
76         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
77         setmodel(ice, "models/ice/ice.md3");
78
79         entity oldself;
80         oldself = self;
81         self = ice;
82         freezetag_Ice_Think();
83         self = oldself;
84
85         // add waypoint
86         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
87         if(self.waypointsprite_attached)
88         {
89                 WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
90         }
91
92         if(attacker == self)
93         {
94                 // you froze your own dumb self
95                 // counted as "suicide" already
96                 PlayerScore_Add(self, SP_SCORE, -1);
97         }
98         else if(attacker.classname == "player")
99         {
100                 // got frozen by an enemy
101                 // counted as "kill" and "death" already
102                 PlayerScore_Add(self, SP_SCORE, -1);
103                 PlayerScore_Add(attacker, SP_SCORE, +1);
104         }
105         else
106         {
107                 // nothing - got frozen by the game type rules themselves
108         }
109 }
110
111 void freezetag_Unfreeze(entity attacker)
112 {
113         self.freezetag_frozen = 0;
114
115         // remove the ice block
116         entity ice;
117         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
118         {
119                 remove(ice);
120                 break;
121         }
122
123         // remove waypoint
124         if(self.waypointsprite_attached)
125                 WaypointSprite_Kill(self.waypointsprite_attached);
126 }
127
128 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
129 {
130         if(self.freezetag_frozen == 0)
131         {
132                 if(self.team == COLOR_TEAM1)
133                         --redalive;
134                 else if(self.team == COLOR_TEAM2)
135                         --bluealive;
136                 else if(self.team == COLOR_TEAM3)
137                         --yellowalive;
138                 else if(self.team == COLOR_TEAM4)
139                         --pinkalive;
140                 --totalalive;
141         }
142
143         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)
144                 freezetag_CheckWinner();
145
146         freezetag_Unfreeze(world);
147
148         return 1;
149 }
150
151 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
152 {
153         if(self.freezetag_frozen == 0)
154         {
155                 if(self.team == COLOR_TEAM1)
156                         --redalive;
157                 else if(self.team == COLOR_TEAM2)
158                         --bluealive;
159                 else if(self.team == COLOR_TEAM3)
160                         --yellowalive;
161                 else if(self.team == COLOR_TEAM4)
162                         --pinkalive;
163                 --totalalive;
164
165         freezetag_Freeze(frag_attacker);
166         }
167
168     if(frag_attacker.classname == STR_PLAYER)
169         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
170
171         if(frag_attacker == frag_target || frag_attacker == world)
172         {
173         if(frag_target.classname == STR_PLAYER)
174             centerprint(frag_target, "^1You froze yourself.\n");
175                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
176         }
177         else
178         {
179         if(frag_target.classname == STR_PLAYER)
180             centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
181                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
182         }
183
184         frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
185
186         freezetag_CheckWinner();
187
188         return 1;
189 }
190
191 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
192 {
193     freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
194
195         if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
196         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
197         {
198                 next_round = time;
199                 return 1;
200         }
201         if(warmup && time > warmup) // spawn too late, freeze player
202         {
203                 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
204                 freezetag_Freeze(world);
205         }
206
207         return 1;
208 }
209
210 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
211 {
212         frag_score = 0; // no frags counted in Freeze Tag
213         return 1;
214 }
215
216 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
217 {
218     vector revive_extra_size;
219     revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
220
221     float teammate_nearby;
222     FOR_EACH_PLAYER(other) if(self != other)
223     {
224         if(other.freezetag_frozen == 0)
225         {
226             if(other.team == self.team)
227             {
228                 teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
229                 if(teammate_nearby)
230                     break;
231             }
232         }
233     }
234
235     if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
236     {
237         if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
238         {
239             self.freezetag_beginrevive_time = time;
240             self.freezetag_revive_progress = 0;
241         }
242         else
243         {
244             self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / autocvar_g_freezetag_revive_time;
245             if(time - self.freezetag_beginrevive_time >= autocvar_g_freezetag_revive_time)
246             {
247                 freezetag_Unfreeze(self);
248                 
249                 // EVERY team mate nearby gets a point (even if multiple!)
250                 float n;
251                 FOR_EACH_PLAYER(other) if(self != other)
252                 {
253                         if(other.freezetag_frozen == 0)
254                         {
255                                 if(other.team == self.team)
256                                 {
257                                         teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
258                                         if(teammate_nearby)
259                                         {
260                                                 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
261                                                 PlayerScore_Add(other, SP_SCORE, +1);
262                                                 ++n;
263                                         }
264                                 }
265                         }
266                 }
267
268                 if(n > 1)
269                         centerprint(self, strcat("^5You were revived by ^7", other.netname, "^5 et al.\n"));
270                 else
271                         centerprint(self, strcat("^5You were revived by ^7", other.netname, "^5.\n"));
272                 centerprint(other, strcat("^5You revived ^7", self.netname, "^5.\n"));
273                 bprint("^7", other.netname, "^5 revived ^7", self.netname, "^5.\n");
274
275                 self.freezetag_beginrevive_time = -9999;
276                 self.freezetag_revive_progress = 0;
277             }
278         }
279         // now find EVERY teammate within reviving radius, set their revive_progress values correct
280         FOR_EACH_PLAYER(other) if(self != other)
281         {
282             if(other.freezetag_frozen == 0)
283             {
284                 if(other.team == self.team)
285                 {
286                     teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
287                     if(teammate_nearby)
288                         other.freezetag_revive_progress = self.freezetag_revive_progress;
289                 }
290             }
291         }
292     }
293     else if(!teammate_nearby) // only if no teammate is nearby will we reset
294     {
295         self.freezetag_beginrevive_time = -9999;
296         self.freezetag_revive_progress = 0;
297     }
298
299         return 1;
300 }
301
302 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
303 {
304         if(self.freezetag_frozen)
305         {
306                 self.movement = '0 0 0';
307                 self.disableclientprediction = 1;
308         }
309         return 1;
310 }
311
312 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
313 {
314     if(g_freezetag)
315     {
316         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
317         {
318             frag_damage = 0;
319             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
320         }
321     }
322     return 1;
323 }
324
325 MUTATOR_DEFINITION(gamemode_freezetag)
326 {
327         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
328         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
329         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
330         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
331         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
332         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
333         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
334         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
335
336         MUTATOR_ONADD
337         {
338                 if(time > 1) // game loads at time 1
339                         error("This is a game type and it cannot be added at runtime.");
340                 g_freezetag = 1;
341                 freezetag_Initialize();
342         }
343
344         MUTATOR_ONREMOVE
345         {
346                 g_freezetag = 0;
347                 error("This is a game type and it cannot be removed at runtime.");
348         }
349
350         return 0;
351 }