1 #include "freezetag.qh"
6 #include <server/resources.qh>
8 float autocvar_g_freezetag_frozen_maxtime;
9 float autocvar_g_freezetag_revive_clearspeed;
10 float autocvar_g_freezetag_round_timelimit;
11 //int autocvar_g_freezetag_teams;
12 int autocvar_g_freezetag_teams_override;
13 float autocvar_g_freezetag_warmup;
15 void freezetag_count_alive_players()
18 for (int i = 1; i <= NUM_TEAMS; ++i)
20 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
22 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
25 if ((GetResourceAmount(it, RESOURCE_HEALTH) < 1) ||
26 (STAT(FROZEN, it) == 1))
30 entity team_ = Entity_GetTeam(it);
31 int num_alive = Team_GetNumberOfAlivePlayers(team_);
33 Team_SetNumberOfAlivePlayers(team_, num_alive);
35 FOREACH_CLIENT(IS_REAL_CLIENT(it),
37 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
39 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
40 Team_GetTeamFromIndex(2));
41 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
42 Team_GetTeamFromIndex(3));
43 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
44 Team_GetTeamFromIndex(4));
47 eliminatedPlayers.SendFlags |= 1;
50 #define FREEZETAG_ALIVE_TEAMS_OK() (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
52 float freezetag_CheckTeams()
54 static float prev_missing_teams_mask;
55 if(FREEZETAG_ALIVE_TEAMS_OK())
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 if(total_players == 0)
64 if(prev_missing_teams_mask > 0)
65 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66 prev_missing_teams_mask = -1;
69 int missing_teams_mask = 0;
70 for (int i = 1; i <= NUM_TEAMS; ++i)
72 if ((freezetag_teams & Team_IndexToBit(i)) &&
73 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
75 missing_teams_mask |= Team_IndexToBit(i);
78 if(prev_missing_teams_mask != missing_teams_mask)
80 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81 prev_missing_teams_mask = missing_teams_mask;
86 int freezetag_getWinnerTeam()
89 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
91 winner_team = NUM_TEAM_1;
93 for (int i = 2; i <= NUM_TEAMS; ++i)
95 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
101 winner_team = Team_IndexToTeam(i);
108 return -1; // no player left
111 void nades_Clear(entity);
112 void nades_GiveBonus(entity player, float score);
114 float freezetag_CheckWinner()
116 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
118 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
119 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
120 FOREACH_CLIENT(IS_PLAYER(it), {
121 it.freezetag_frozen_timeout = 0;
125 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
129 if (Team_GetNumberOfAliveTeams() > 1)
134 int winner_team = freezetag_getWinnerTeam();
137 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
138 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
139 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
141 else if(winner_team == -1)
143 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
144 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
147 FOREACH_CLIENT(IS_PLAYER(it), {
148 it.freezetag_frozen_timeout = 0;
153 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
157 entity freezetag_LastPlayerForTeam(entity this)
159 entity last_pl = NULL;
160 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
162 if(!STAT(FROZEN, it))
163 if(SAME_TEAM(it, this))
172 void freezetag_LastPlayerForTeam_Notify(entity this)
174 if(round_handler_IsActive())
175 if(round_handler_IsRoundStarted())
177 entity pl = freezetag_LastPlayerForTeam(this);
179 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
183 void freezetag_Add_Score(entity targ, entity attacker)
187 // you froze your own dumb targ
188 // counted as "suicide" already
189 GameRules_scoring_add(targ, SCORE, -1);
191 else if(IS_PLAYER(attacker))
193 // got frozen by an enemy
194 // counted as "kill" and "death" already
195 GameRules_scoring_add(targ, SCORE, -1);
196 GameRules_scoring_add(attacker, SCORE, +1);
198 // else nothing - got frozen by the game type rules themselves
201 void freezetag_Freeze(entity targ, entity attacker)
203 if(STAT(FROZEN, targ))
206 if(autocvar_g_freezetag_frozen_maxtime > 0)
207 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
209 Freeze(targ, 0, 1, true);
211 freezetag_count_alive_players();
213 freezetag_Add_Score(targ, attacker);
216 void freezetag_Unfreeze(entity this)
218 this.freezetag_frozen_time = 0;
219 this.freezetag_frozen_timeout = 0;
224 float freezetag_isEliminated(entity e)
226 if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
236 void(entity this) havocbot_role_ft_freeing;
237 void(entity this) havocbot_role_ft_offense;
239 void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
242 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
243 if (STAT(FROZEN, it) == 1)
245 if(vdist(it.origin - org, >, sradius))
247 navigation_routerating(this, it, ratingscale, 2000);
249 else if(vdist(it.origin - org, >, 400)) // avoid gathering all teammates in one place
251 // If teamate is not frozen still seek them out as fight better
253 t = 0.2 * 150 / (this.health + this.armorvalue);
254 navigation_routerating(this, it, t * ratingscale, 2000);
259 void havocbot_role_ft_offense(entity this)
264 if (!this.havocbot_role_timeout)
265 this.havocbot_role_timeout = time + random() * 10 + 20;
267 // Count how many players on team are unfrozen.
269 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), { unfrozen++; });
271 // If only one left on team or if role has timed out then start trying to free players.
272 if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
274 LOG_TRACE("changing role to freeing");
275 this.havocbot_role = havocbot_role_ft_freeing;
276 this.havocbot_role_timeout = 0;
280 if (navigation_goalrating_timeout(this))
282 navigation_goalrating_start(this);
283 havocbot_goalrating_items(this, 10000, this.origin, 10000);
284 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
285 havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
286 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
287 navigation_goalrating_end(this);
289 navigation_goalrating_timeout_set(this);
293 void havocbot_role_ft_freeing(entity this)
298 if (!this.havocbot_role_timeout)
299 this.havocbot_role_timeout = time + random() * 10 + 20;
301 if (time > this.havocbot_role_timeout)
303 LOG_TRACE("changing role to offense");
304 this.havocbot_role = havocbot_role_ft_offense;
305 this.havocbot_role_timeout = 0;
309 if (navigation_goalrating_timeout(this))
311 navigation_goalrating_start(this);
312 havocbot_goalrating_items(this, 8000, this.origin, 10000);
313 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
314 havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
315 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
316 navigation_goalrating_end(this);
318 navigation_goalrating_timeout_set(this);
327 void ft_RemovePlayer(entity this)
329 this.health = 0; // neccessary to update correctly alive stats
330 if(!STAT(FROZEN, this))
331 freezetag_LastPlayerForTeam_Notify(this);
332 freezetag_Unfreeze(this);
333 freezetag_count_alive_players();
336 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
338 entity player = M_ARGV(0, entity);
340 ft_RemovePlayer(player);
344 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
346 entity player = M_ARGV(0, entity);
348 ft_RemovePlayer(player);
351 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
353 entity frag_attacker = M_ARGV(1, entity);
354 entity frag_target = M_ARGV(2, entity);
355 float frag_deathtype = M_ARGV(3, float);
357 if(round_handler_IsActive())
358 if(round_handler_CountdownRunning())
360 if(STAT(FROZEN, frag_target))
361 freezetag_Unfreeze(frag_target);
362 freezetag_count_alive_players();
363 return true; // let the player die so that he can respawn whenever he wants
366 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
367 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
368 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
369 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
371 // let the player die, he will be automatically frozen when he respawns
372 if(STAT(FROZEN, frag_target) != 1)
374 freezetag_Add_Score(frag_target, frag_attacker);
375 freezetag_count_alive_players();
376 freezetag_LastPlayerForTeam_Notify(frag_target);
379 freezetag_Unfreeze(frag_target); // remove ice
380 frag_target.health = 0; // Unfreeze resets health
381 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
385 if(STAT(FROZEN, frag_target))
388 freezetag_Freeze(frag_target, frag_attacker);
389 freezetag_LastPlayerForTeam_Notify(frag_target);
391 if(frag_attacker == frag_target || frag_attacker == NULL)
393 if(IS_PLAYER(frag_target))
394 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
395 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
399 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
405 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
407 entity player = M_ARGV(0, entity);
409 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
410 return true; // do nothing, round is starting right now
412 if(player.freezetag_frozen_timeout == -2) // player was dead
414 freezetag_Freeze(player, NULL);
418 freezetag_count_alive_players();
420 if(round_handler_IsActive())
421 if(round_handler_IsRoundStarted())
423 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
424 freezetag_Freeze(player, NULL);
430 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
432 FOREACH_CLIENT(IS_PLAYER(it), {
433 CS(it).killcount = 0;
434 it.freezetag_frozen_timeout = -1;
435 PutClientInServer(it);
436 it.freezetag_frozen_timeout = 0;
438 freezetag_count_alive_players();
442 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
444 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
448 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
453 if(round_handler_IsActive())
454 if(!round_handler_IsRoundStarted())
459 entity player = M_ARGV(0, entity);
460 //if(STAT(FROZEN, player))
461 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
462 //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);
464 if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
468 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
470 FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
471 if(STAT(FROZEN, it) == 0)
473 if(SAME_TEAM(it, player))
474 if(boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
478 if(STAT(FROZEN, player) == 1)
486 if(n && STAT(FROZEN, player) == 1) // OK, there is at least one teammate reviving us
488 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
489 player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
491 if(STAT(REVIVE_PROGRESS, player) >= 1)
493 freezetag_Unfreeze(player);
494 freezetag_count_alive_players();
498 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
499 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
503 // EVERY team mate nearby gets a point (even if multiple!)
504 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
505 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
506 GameRules_scoring_add(it, SCORE, +1);
507 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
510 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
511 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
512 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
515 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
516 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
520 else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
522 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
523 player.health = max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health));
525 else if(!n && !STAT(FROZEN, player))
527 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
533 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
535 start_items &= ~IT_UNLIMITED_AMMO;
536 //start_health = warmup_start_health = cvar("g_lms_start_health");
537 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
538 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
539 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
540 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
541 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
542 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
543 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
546 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
548 entity bot = M_ARGV(0, entity);
553 bot.havocbot_role = havocbot_role_ft_freeing;
555 bot.havocbot_role = havocbot_role_ft_offense;
561 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
563 M_ARGV(0, float) = freezetag_teams;
567 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
569 // most weapons arena
570 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
571 M_ARGV(0, string) = "most";
574 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
576 entity frag_attacker = M_ARGV(0, entity);
577 entity frag_target = M_ARGV(1, entity);
578 //float frag_deathtype = M_ARGV(2, float);
579 int kill_count_to_attacker = M_ARGV(3, int);
580 int kill_count_to_target = M_ARGV(4, int);
582 if(STAT(FROZEN, frag_target))
583 return; // target was already frozen, so this is just pushing them off the cliff
585 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
586 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
591 void freezetag_Initialize()
593 freezetag_teams = autocvar_g_freezetag_teams_override;
594 if(freezetag_teams < 2)
595 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
597 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
598 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
599 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
602 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
603 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
605 EliminatedPlayers_Init(freezetag_isEliminated);