]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_freezetag.qc
Merge branch 'master' into terencehill/arena_stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
index 790c9d04254e83cb8c82873568b55c6bca56e008..d2c741f0b46ee0e1757e19c6eab076b4818c5f43 100644 (file)
@@ -1,7 +1,8 @@
 void freezetag_Initialize()
 {
        precache_model("models/ice/ice.md3");
-       warmup = time + cvar("g_start_delay") + cvar("g_freezetag_warmup");
+       warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
+       ScoreRules_freezetag();
 }
 
 void freezetag_CheckWinner()
@@ -9,7 +10,7 @@ void freezetag_CheckWinner()
        if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
                return;
 
-       if(next_round || (time > warmup - cvar("g_freezetag_warmup") && time < warmup))
+       if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
                return; // already waiting for next round to start
 
        if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
@@ -22,6 +23,7 @@ void freezetag_CheckWinner()
 
        entity e, winner;
        string teamname;
+       winner = world;
 
        FOR_EACH_PLAYER(e)
        {
@@ -34,7 +36,6 @@ void freezetag_CheckWinner()
 
        if(winner != world) // just in case a winner wasn't found
        {
-               TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
                if(winner.team == COLOR_TEAM1)
                        teamname = "^1Red Team";
                else if(winner.team == COLOR_TEAM2)
@@ -47,20 +48,28 @@ void freezetag_CheckWinner()
                        centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
                }
                bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
+               TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
        }
 
        next_round = time + 5;
 }
 
+// this is needed to allow the player to turn his view around (fixangle can't
+// be used to freeze his view, as that also changes the angles), while not
+// turning that ice object with the player
 void freezetag_Ice_Think()
 {
        setorigin(self, self.owner.origin - '0 0 16');
        self.nextthink = time;
 }
 
-void freezetag_Freeze()
+void freezetag_Freeze(entity attacker)
 {
+       if(self.freezetag_frozen)
+               return;
        self.freezetag_frozen = 1;
+       self.freezetag_revive_progress = 0;
+       self.health = 1;
 
        entity ice;
        ice = spawn();
@@ -71,19 +80,41 @@ void freezetag_Freeze()
        ice.frame = floor(random() * 21); // ice model has 20 different looking frames
        setmodel(ice, "models/ice/ice.md3");
 
-       self.movement = '0 0 0';
+       entity oldself;
+       oldself = self;
+       self = ice;
+       freezetag_Ice_Think();
+       self = oldself;
+
+       RemoveGrapplingHook(self);
 
        // add waypoint
-       WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE);
-       if(self.waypointsprite_attached)
+       WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
+
+       if(attacker == self)
        {
-               WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_WAYPOINT, '0.25 0.90 1');
+               // you froze your own dumb self
+               // counted as "suicide" already
+               PlayerScore_Add(self, SP_SCORE, -1);
+       }
+       else if(attacker.classname == "player")
+       {
+               // got frozen by an enemy
+               // counted as "kill" and "death" already
+               PlayerScore_Add(self, SP_SCORE, -1);
+               PlayerScore_Add(attacker, SP_SCORE, +1);
+       }
+       else
+       {
+               // nothing - got frozen by the game type rules themselves
        }
 }
 
-void freezetag_Unfreeze()
+void freezetag_Unfreeze(entity attacker)
 {
        self.freezetag_frozen = 0;
+       self.freezetag_revive_progress = 0;
+       self.health = autocvar_g_balance_health_start;
 
        // remove the ice block
        entity ice;
@@ -113,10 +144,10 @@ MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
                --totalalive;
        }
 
-       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)
+       if(total_players > 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)
                freezetag_CheckWinner();
 
-       freezetag_Unfreeze();
+       freezetag_Unfreeze(world);
 
        return 1;
 }
@@ -135,7 +166,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
                        --pinkalive;
                --totalalive;
 
-        freezetag_Freeze();
+        freezetag_Freeze(frag_attacker);
        }
 
     if(frag_attacker.classname == STR_PLAYER)
@@ -154,7 +185,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
                bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
        }
 
-       frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
+       frag_target.health = 1; // "respawn" the player :P
 
        freezetag_CheckWinner();
 
@@ -163,10 +194,10 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
 
 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
 {
-    freezetag_Unfreeze(); // start by making sure that all ice blocks are removed
+    freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
 
-       if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
-       if(!next_round && warmup && (time < warmup - cvar("g_freezetag_warmup") || time > warmup)) // not awaiting next round
+       if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+       if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
        {
                next_round = time;
                return 1;
@@ -174,7 +205,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
        if(warmup && time > warmup) // spawn too late, freeze player
        {
                centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
-               freezetag_Freeze();
+               freezetag_Freeze(world);
        }
 
        return 1;
@@ -188,64 +219,88 @@ MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
 
 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
 {
-    vector revive_extra_size;
-    revive_extra_size = '1 1 1' * cvar("g_freezetag_revive_extra_size");
+       float n;
+       vector revive_extra_size;
 
-    float teammate_nearby;
-    FOR_EACH_PLAYER(other) if(self != other)
-    {
-        if(other.freezetag_frozen == 0)
-        {
-            if(other.team == self.team)
-            {
-                teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
-                if(teammate_nearby)
-                    break;
-            }
-        }
-    }
+       revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
 
-    if(teammate_nearby && self.freezetag_frozen == 1) // OK, there is at least one teammate reviving us
-    {
-        if(self.freezetag_beginrevive_time == -9999) // initialize values if this is the first frame of revival
-        {
-            self.freezetag_beginrevive_time = time;
-            self.freezetag_revive_progress = 0;
-        }
-        else
-        {
-            self.freezetag_revive_progress = (time - self.freezetag_beginrevive_time) / cvar("g_freezetag_revive_time");
-            if(time - self.freezetag_beginrevive_time >= cvar("g_freezetag_revive_time"))
-            {
-                freezetag_Unfreeze();
-
-                centerprint(self, strcat("^5You were revived by ^7", other.netname, ".\n"));
-                centerprint(other, strcat("^5You revived ^7", self.netname, ".\n"));
-                bprint("^7", other.netname, "^5 revived ^7", self.netname, ".\n");
-
-                self.freezetag_beginrevive_time = -9999;
-                self.freezetag_revive_progress = 0;
-            }
-        }
-        // now find EVERY teammate within reviving radius, set their revive_progress values correct
-        FOR_EACH_PLAYER(other) if(self != other)
-        {
-            if(other.freezetag_frozen == 0)
-            {
-                if(other.team == self.team)
-                {
-                    teammate_nearby = boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax);
-                    if(teammate_nearby)
-                        other.freezetag_revive_progress = self.freezetag_revive_progress;
-                }
-            }
-        }
-    }
-    else if(!teammate_nearby) // only if no teammate is nearby will we reset
-    {
-        self.freezetag_beginrevive_time = -9999;
-        self.freezetag_revive_progress = 0;
-    }
+       entity o;
+       o = world;
+       n = 0;
+       FOR_EACH_PLAYER(other) if(self != other)
+       {
+               if(other.freezetag_frozen == 0)
+               {
+                       if(other.team == self.team)
+                       {
+                               if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+                               {
+                                       if(!o)
+                                               o = other;
+                                       ++n;
+                               }
+                       }
+               }
+       }
+
+       if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
+       {
+               self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
+               self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+
+               if(self.freezetag_revive_progress >= 1)
+               {
+                       freezetag_Unfreeze(self);
+
+                       // EVERY team mate nearby gets a point (even if multiple!)
+                       FOR_EACH_PLAYER(other) if(self != other)
+                       {
+                               if(other.freezetag_frozen == 0)
+                               {
+                                       if(other.team == self.team)
+                                       {
+                                               if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+                                               {
+                                                       PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
+                                                       PlayerScore_Add(other, SP_SCORE, +1);
+                                               }
+                                       }
+                               }
+                       }
+
+                       if(n > 1)
+                               centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
+                       else
+                               centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
+                       centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
+                       if(n > 1)
+                               bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
+                       else
+                               bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
+               }
+
+               // now find EVERY teammate within reviving radius, set their revive_progress values correct
+               FOR_EACH_PLAYER(other) if(self != other)
+               {
+                       if(other.freezetag_frozen == 0)
+                       {
+                               if(other.team == self.team)
+                               {
+                                       if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+                                               other.freezetag_revive_progress = self.freezetag_revive_progress;
+                               }
+                       }
+               }
+       }
+       else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
+       {
+               self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+               self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+       }
+       else if(!n)
+       {
+               self.freezetag_revive_progress = 0; // thawing nobody
+       }
 
        return 1;
 }
@@ -253,7 +308,10 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
 {
        if(self.freezetag_frozen)
+       {
                self.movement = '0 0 0';
+               self.disableclientprediction = 1;
+       }
        return 1;
 }
 
@@ -264,12 +322,19 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
         {
             frag_damage = 0;
-            frag_force = frag_force * cvar("g_freezetag_frozen_force");
+            frag_force = frag_force * autocvar_g_freezetag_frozen_force;
         }
     }
     return 1;
 }
 
+MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
+{
+       if (self.freezetag_frozen)
+               return 1;
+       return 0;
+}
+
 MUTATOR_DEFINITION(gamemode_freezetag)
 {
        MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
@@ -280,6 +345,7 @@ MUTATOR_DEFINITION(gamemode_freezetag)
        MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
        MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
        MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
+       MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
 
        MUTATOR_ONADD
        {