]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
Menu: Improve wording of some fraglimit sliders
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / sv_freezetag.qc
index 5378fb346abf9793aa38e76cbc16dc100cf09d8e..4c50abb464e3737b0284849e98c69671580e5aa2 100644 (file)
@@ -1,7 +1,7 @@
 #include "sv_freezetag.qh"
 
+#include <common/resources/sv_resources.qh>
 #include <server/elimination.qh>
-#include <server/resources.qh>
 
 float autocvar_g_freezetag_frozen_maxtime;
 float autocvar_g_freezetag_revive_clearspeed;
@@ -10,6 +10,15 @@ float autocvar_g_freezetag_round_timelimit;
 int autocvar_g_freezetag_teams_override;
 float autocvar_g_freezetag_warmup;
 
+float autocvar_g_ft_start_health = 100;
+float autocvar_g_ft_start_armor = 100;
+float autocvar_g_ft_start_ammo_shells = 60;
+float autocvar_g_ft_start_ammo_nails = 320;
+float autocvar_g_ft_start_ammo_rockets = 160;
+float autocvar_g_ft_start_ammo_cells = 180;
+float autocvar_g_ft_start_ammo_plasma = 180;
+float autocvar_g_ft_start_ammo_fuel = 0;
+
 void freezetag_count_alive_players()
 {
        total_players = 0;
@@ -31,14 +40,10 @@ void freezetag_count_alive_players()
        });
        FOREACH_CLIENT(IS_REAL_CLIENT(it),
        {
-               STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
-                       1));
-               STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
-                       Team_GetTeamFromIndex(2));
-               STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
-                       Team_GetTeamFromIndex(3));
-               STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
-                       Team_GetTeamFromIndex(4));
+               STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
+               STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
+               STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
+               STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
        });
 
        eliminatedPlayers.SendFlags |= 1;
@@ -78,31 +83,6 @@ bool freezetag_CheckTeams()
        return false;
 }
 
-int freezetag_getWinnerTeam()
-{
-       int winner_team = 0;
-       if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
-       {
-               winner_team = NUM_TEAM_1;
-       }
-       for (int i = 2; i <= NUM_TEAMS; ++i)
-       {
-               if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
-               {
-                       if (winner_team != 0)
-                       {
-                               return 0;
-                       }
-                       winner_team = Team_IndexToTeam(i);
-               }
-       }
-       if (winner_team)
-       {
-               return winner_team;
-       }
-       return -1; // no player left
-}
-
 void nades_Clear(entity);
 void nades_GiveBonus(entity player, float score);
 
@@ -114,6 +94,7 @@ bool freezetag_CheckWinner()
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
                FOREACH_CLIENT(IS_PLAYER(it), {
                        it.freezetag_frozen_timeout = 0;
+                       it.freezetag_revive_time = 0;
                        nades_Clear(it);
                });
                game_stopped = true;
@@ -121,12 +102,10 @@ bool freezetag_CheckWinner()
                return true;
        }
 
-       if (Team_GetNumberOfAliveTeams() > 1)
-       {
+       int winner_team = Team_GetWinnerAliveTeam();
+       if (!winner_team)
                return false;
-       }
 
-       int winner_team = freezetag_getWinnerTeam();
        if(winner_team > 0)
        {
                Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
@@ -141,6 +120,7 @@ bool freezetag_CheckWinner()
 
        FOREACH_CLIENT(IS_PLAYER(it), {
                it.freezetag_frozen_timeout = 0;
+               it.freezetag_revive_time = 0;
                nades_Clear(it);
        });
 
@@ -179,7 +159,7 @@ void freezetag_Add_Score(entity targ, entity attacker)
 {
        if(attacker == targ)
        {
-               // you froze your own dumb targ
+               // you froze your own dumb self
                // counted as "suicide" already
                GameRules_scoring_add(targ, SCORE, -1);
        }
@@ -199,7 +179,8 @@ void freezetag_Freeze(entity targ, entity attacker)
        if(STAT(FROZEN, targ))
                return;
 
-       if(autocvar_g_freezetag_frozen_maxtime > 0)
+       targ.freezetag_frozen_time = time;
+       if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
                targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
 
        Freeze(targ, 0, FROZEN_NORMAL, true);
@@ -381,10 +362,18 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                        freezetag_Add_Score(frag_target, frag_attacker);
                        freezetag_count_alive_players();
                        freezetag_LastPlayerForTeam_Notify(frag_target);
+                       frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
                }
                else
+               {
+                       float t = frag_target.freezetag_frozen_timeout;
+                       float t2 = frag_target.freezetag_frozen_time;
                        Unfreeze(frag_target, false); // remove ice
-               frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+                       // keep timeout value so it can be restored when player will be refrozen on respawn
+                       // NOTE this can't be exactly -2 since game starts from time 2
+                       frag_target.freezetag_frozen_timeout = -t;
+                       frag_target.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -415,9 +404,16 @@ MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
        if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
                return true; // do nothing, round is starting right now
 
-       if(player.freezetag_frozen_timeout == -2) // player was dead
+       if(player.freezetag_frozen_timeout <= -2) // player was dead
        {
+               float t = player.freezetag_frozen_timeout;
+               float t2 = player.freezetag_frozen_time;
                freezetag_Freeze(player, NULL);
+               if (t < -2)
+               {
+                       player.freezetag_frozen_timeout = -t;
+                       player.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -437,6 +433,7 @@ MUTATOR_HOOKFUNCTION(ft, reset_map_players)
 {
        FOREACH_CLIENT(IS_PLAYER(it), {
                CS(it).killcount = 0;
+               it.freezetag_revive_time = 0;
                it.freezetag_frozen_timeout = -1;
                PutClientInServer(it);
                it.freezetag_frozen_timeout = 0;
@@ -458,13 +455,49 @@ MUTATOR_HOOKFUNCTION(ft, Unfreeze)
        targ.freezetag_frozen_timeout = 0;
 }
 
-#ifdef IS_REVIVING
-       #undef IS_REVIVING
+MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
+{
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       //float frag_deathtype = M_ARGV(3, float);
+       //float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+
+       if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
+               && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
+       {
+               float t = 0;
+               if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
+                       && frag_target.freezetag_frozen_timeout > time)
+               {
+                       if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
+                       {
+                               float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+                               t = vlen(frag_force);
+                               // limit hit force considered at once, e.g when you have the Strength
+                               // powerup but also with weapons that fire multiple projectiles at once (crylink)
+                               if (frag_target.freezetag_frozen_force + t > maxforce)
+                               {
+                                       t = max(0, maxforce - frag_target.freezetag_frozen_force);
+                                       frag_target.freezetag_frozen_force = maxforce;
+                               }
+                               else
+                                       frag_target.freezetag_frozen_force += t;
+                               t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+                       }
+                       frag_target.freezetag_frozen_timeout -= t;
+                       if (frag_target.freezetag_frozen_timeout < time)
+                               frag_target.freezetag_frozen_timeout = time;
+               }
+       }
+}
+
+#ifdef IN_REVIVING_RANGE
+       #undef IN_REVIVING_RANGE
 #endif
 
-// returns true if player is reviving it
-#define IS_REVIVING(player, it, revive_extra_size) \
-       (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+       (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
        && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
 
 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
@@ -481,89 +514,176 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
                //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
 
+       player.freezetag_frozen_force = 0;
+
        if (!(frametime && IS_PLAYER(player)))
                return true;
 
-       entity reviving_players_last = NULL;
-       entity reviving_players_first = NULL;
+       entity revivers_last = NULL;
+       entity revivers_first = NULL;
 
+       bool player_is_reviving = false;
        int n = 0;
        vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
-       FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
-               if (reviving_players_last)
-                       reviving_players_last.chain = it;
-               reviving_players_last = it;
-               if (!reviving_players_first)
-                       reviving_players_first = it;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               // check if player is reviving anyone
+               if (STAT(FROZEN, it) == FROZEN_NORMAL)
+               {
+                       if ((STAT(FROZEN, player) == FROZEN_NORMAL))
+                               continue;
+                       if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                               continue;
+                       player_is_reviving = true;
+                       break;
+               }
+
+               if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
+                       continue; // both player and it are NOT frozen
+               if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                       continue;
+
+               // found a teammate that is reviving player
+               if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
+               {
+                       it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
+                       while (it.freezetag_revive_time > 1)
+                       {
+                               GameRules_scoring_add(it, SCORE, +1);
+                               it.freezetag_revive_time -= 1;
+                       }
+               }
+               if (revivers_last)
+                       revivers_last.chain = it;
+               revivers_last = it;
+               if (!revivers_first)
+                       revivers_first = it;
                ++n;
        });
-       if (reviving_players_last)
-               reviving_players_last.chain = NULL;
+       if (revivers_last)
+               revivers_last.chain = NULL;
 
        // allow normal revival during automatic revival
-       // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too)
+       // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
+       //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
        if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
                n = -1;
 
+       float base_progress = 0;
+       if  (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
+               && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
+       {
+               // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
+               base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
+       }
+
        if (!n) // no teammate nearby
        {
+               float clearspeed = autocvar_g_freezetag_revive_clearspeed;
                if (STAT(FROZEN, player) == FROZEN_NORMAL)
                {
-                       STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
-                       SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+                       if (autocvar_g_freezetag_revive_time_to_score > 0)
+                       {
+                               if (STAT(REVIVE_PROGRESS, player) > base_progress)
+                               {
+                                       // reduce auto-revival time based on manual revival progress
+                                       base_progress = STAT(REVIVE_PROGRESS, player);
+                                       player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+                               }
+                               // don't clear revive progress, it would allow stacking points
+                               // by entering and exiting the revival zone many times
+                               STAT(REVIVE_PROGRESS, player) = base_progress;
+                       }
+                       else
+                               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
                }
-               else if (!STAT(FROZEN, player))
-                       STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
+               else if (!STAT(FROZEN, player) && !player_is_reviving)
+                       STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
        }
        else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
        {
-               STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
-               SetResourceExplicit(player, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
+               float spd = autocvar_g_freezetag_revive_speed_t2s;
+               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                       spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
 
                if(STAT(REVIVE_PROGRESS, player) >= 1)
                {
+                       float frozen_time = time - player.freezetag_frozen_time;
                        Unfreeze(player, false);
+                       SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+                       player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
                        freezetag_count_alive_players();
 
                        if(n == -1)
                        {
-                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
-                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
+                               if(autocvar_sv_eventlog)
+                                       GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
+                               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
                                return true;
                        }
 
                        // EVERY team mate nearby gets a point (even if multiple!)
-                       for(entity it = reviving_players_first; it; it = it.chain)
+                       for(entity it = revivers_first; it; it = it.chain)
                        {
                                GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
-                               GameRules_scoring_add(it, SCORE, +1);
+                               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                                       GameRules_scoring_add(it, SCORE, +1);
                                nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
                        }
 
-                       entity first = reviving_players_first;
-                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
-                       Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
+                       Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+                       Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
+                       if(autocvar_sv_eventlog)
+                       {
+                               string revivers = "";
+                               for(entity it = revivers_first; it; it = it.chain)
+                                       revivers = strcat(revivers, ftos(it.playerid), ",");
+                               revivers = substring(revivers, 0, strlen(revivers) - 1);
+                               GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
+                       }
                }
 
-               for(entity it = reviving_players_first; it; it = it.chain)
+               for(entity it = revivers_first; it; it = it.chain)
                        STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
        }
 
+       if (STAT(FROZEN, player) == FROZEN_NORMAL)
+       {
+               entity player_wp = player.waypointsprite_attached;
+               if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
+               {
+                       WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
+                       WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
+               }
+               else
+               {
+                       WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
+                       WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
+               }
+
+               WaypointSprite_UpdateMaxHealth(player_wp, 1);
+               WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
+       }
+
        return true;
 }
 
 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
 {
        start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
-       //start_health       = warmup_start_health       = cvar("g_lms_start_health");
-       //start_armorvalue   = warmup_start_armorvalue   = cvar("g_lms_start_armor");
-       start_ammo_shells  = warmup_start_ammo_shells  = cvar("g_lms_start_ammo_shells");
-       start_ammo_nails   = warmup_start_ammo_nails   = cvar("g_lms_start_ammo_nails");
-       start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
-       start_ammo_cells   = warmup_start_ammo_cells   = cvar("g_lms_start_ammo_cells");
-       start_ammo_plasma  = warmup_start_ammo_plasma  = cvar("g_lms_start_ammo_plasma");
-       start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
+       if(!cvar("g_use_ammunition"))
+               start_items |= IT_UNLIMITED_AMMO;
+
+       start_health       = warmup_start_health       = autocvar_g_ft_start_health;
+       start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ft_start_armor;
+       start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ft_start_ammo_shells;
+       start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ft_start_ammo_nails;
+       start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
+       start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ft_start_ammo_cells;
+       start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ft_start_ammo_plasma;
+       start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ft_start_ammo_fuel;
 }
 
 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
@@ -636,7 +756,7 @@ void freezetag_Initialize()
                freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
 
        freezetag_teams = BITS(bound(2, freezetag_teams, 4));
-       GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+       GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
                field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
                field(SP_FREEZETAG_REVIVALS, "revivals", 0);
        });