1 #include "sv_freezetag.qh"
3 #include <server/resources.qh>
5 float autocvar_g_freezetag_frozen_maxtime;
6 float autocvar_g_freezetag_revive_clearspeed;
7 float autocvar_g_freezetag_round_timelimit;
8 //int autocvar_g_freezetag_teams;
9 int autocvar_g_freezetag_teams_override;
10 float autocvar_g_freezetag_warmup;
12 void freezetag_count_alive_players()
15 for (int i = 1; i <= NUM_TEAMS; ++i)
17 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
19 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
22 if (GetResourceAmount(it, RESOURCE_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
26 entity team_ = Entity_GetTeam(it);
27 int num_alive = Team_GetNumberOfAlivePlayers(team_);
29 Team_SetNumberOfAlivePlayers(team_, num_alive);
31 FOREACH_CLIENT(IS_REAL_CLIENT(it),
33 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
35 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
36 Team_GetTeamFromIndex(2));
37 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
38 Team_GetTeamFromIndex(3));
39 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
40 Team_GetTeamFromIndex(4));
43 eliminatedPlayers.SendFlags |= 1;
46 #define FREEZETAG_ALIVE_TEAMS_OK() (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
48 bool freezetag_CheckTeams()
50 static float prev_missing_teams_mask;
51 if(FREEZETAG_ALIVE_TEAMS_OK())
53 if(prev_missing_teams_mask > 0)
54 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
55 prev_missing_teams_mask = -1;
58 if(total_players == 0)
60 if(prev_missing_teams_mask > 0)
61 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
62 prev_missing_teams_mask = -1;
65 int missing_teams_mask = 0;
66 for (int i = 1; i <= NUM_TEAMS; ++i)
68 if ((freezetag_teams & Team_IndexToBit(i)) &&
69 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
71 missing_teams_mask |= Team_IndexToBit(i);
74 if(prev_missing_teams_mask != missing_teams_mask)
76 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
77 prev_missing_teams_mask = missing_teams_mask;
82 int freezetag_getWinnerTeam()
85 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
87 winner_team = NUM_TEAM_1;
89 for (int i = 2; i <= NUM_TEAMS; ++i)
91 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
97 winner_team = Team_IndexToTeam(i);
104 return -1; // no player left
107 void nades_Clear(entity);
108 void nades_GiveBonus(entity player, float score);
110 bool freezetag_CheckWinner()
112 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
114 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
115 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
116 FOREACH_CLIENT(IS_PLAYER(it), {
117 it.freezetag_frozen_timeout = 0;
121 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
125 if (Team_GetNumberOfAliveTeams() > 1)
130 int winner_team = freezetag_getWinnerTeam();
133 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
134 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
135 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
137 else if(winner_team == -1)
139 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
140 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
143 FOREACH_CLIENT(IS_PLAYER(it), {
144 it.freezetag_frozen_timeout = 0;
149 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
153 entity freezetag_LastPlayerForTeam(entity this)
155 entity last_pl = NULL;
156 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
157 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
168 void freezetag_LastPlayerForTeam_Notify(entity this)
170 if(round_handler_IsActive())
171 if(round_handler_IsRoundStarted())
173 entity pl = freezetag_LastPlayerForTeam(this);
175 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
179 void freezetag_Add_Score(entity targ, entity attacker)
183 // you froze your own dumb targ
184 // counted as "suicide" already
185 GameRules_scoring_add(targ, SCORE, -1);
187 else if(IS_PLAYER(attacker))
189 // got frozen by an enemy
190 // counted as "kill" and "death" already
191 GameRules_scoring_add(targ, SCORE, -1);
192 GameRules_scoring_add(attacker, SCORE, +1);
194 // else nothing - got frozen by the game type rules themselves
197 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
198 void freezetag_Freeze(entity targ, entity attacker)
200 if(STAT(FROZEN, targ))
203 if(autocvar_g_freezetag_frozen_maxtime > 0)
204 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
206 Freeze(targ, 0, FROZEN_NORMAL, true);
208 freezetag_count_alive_players();
210 freezetag_Add_Score(targ, attacker);
213 bool freezetag_isEliminated(entity e)
215 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
225 void(entity this) havocbot_role_ft_freeing;
226 void(entity this) havocbot_role_ft_offense;
228 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
230 entity best_pl = NULL;
231 float best_dist2 = FLOAT_MAX;
232 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
233 if (STAT(FROZEN, it) == FROZEN_NORMAL)
235 if(vdist(it.origin - org, >, sradius))
237 navigation_routerating(this, it, ratingscale, 2000);
240 && GetResourceAmount(it, RESOURCE_HEALTH) < GetResourceAmount(this, RESOURCE_HEALTH) + 30
241 && vlen2(it.origin - org) < best_dist2)
243 // If teamate is not frozen still seek them out as fight better
245 best_dist2 = vlen2(it.origin - org);
246 if (best_dist2 < 700 ** 2)
249 best_dist2 = 0; // already close to a teammate
256 navigation_routerating(this, best_pl, ratingscale / 2, 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) != FROZEN_NORMAL, {
273 // If only one left on team or if role has timed out then start trying to free players.
274 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
276 LOG_TRACE("changing role to freeing");
277 this.havocbot_role = havocbot_role_ft_freeing;
278 this.havocbot_role_timeout = 0;
282 if (navigation_goalrating_timeout(this))
284 navigation_goalrating_start(this);
285 havocbot_goalrating_items(this, 12000, this.origin, 10000);
286 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
287 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
288 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
289 navigation_goalrating_end(this);
291 navigation_goalrating_timeout_set(this);
295 void havocbot_role_ft_freeing(entity this)
300 if (!this.havocbot_role_timeout)
301 this.havocbot_role_timeout = time + random() * 10 + 20;
303 if (time > this.havocbot_role_timeout)
305 LOG_TRACE("changing role to offense");
306 this.havocbot_role = havocbot_role_ft_offense;
307 this.havocbot_role_timeout = 0;
311 if (navigation_goalrating_timeout(this))
313 navigation_goalrating_start(this);
314 havocbot_goalrating_items(this, 10000, this.origin, 10000);
315 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
316 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
317 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
318 navigation_goalrating_end(this);
320 navigation_goalrating_timeout_set(this);
329 void ft_RemovePlayer(entity this)
331 if (STAT(FROZEN, this) != FROZEN_NORMAL)
332 freezetag_LastPlayerForTeam_Notify(this);
333 Unfreeze(this, false);
335 SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // neccessary to correctly count alive players
336 freezetag_count_alive_players();
339 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
341 entity player = M_ARGV(0, entity);
343 ft_RemovePlayer(player);
347 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
349 entity player = M_ARGV(0, entity);
351 ft_RemovePlayer(player);
354 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
356 entity frag_attacker = M_ARGV(1, entity);
357 entity frag_target = M_ARGV(2, entity);
358 float frag_deathtype = M_ARGV(3, float);
360 if(round_handler_IsActive())
361 if(round_handler_CountdownRunning())
363 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
364 Unfreeze(frag_target, true);
365 freezetag_count_alive_players();
366 return true; // let the player die so that he can respawn whenever he wants
369 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
370 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
371 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
372 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
374 // let the player die, he will be automatically frozen when he respawns
375 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
377 freezetag_Add_Score(frag_target, frag_attacker);
378 freezetag_count_alive_players();
379 freezetag_LastPlayerForTeam_Notify(frag_target);
382 Unfreeze(frag_target, false); // remove ice
383 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
387 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
390 freezetag_Freeze(frag_target, frag_attacker);
391 freezetag_LastPlayerForTeam_Notify(frag_target);
393 if(frag_attacker == frag_target || frag_attacker == NULL)
395 if(IS_PLAYER(frag_target))
396 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
397 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
401 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
407 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
409 entity player = M_ARGV(0, entity);
411 if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
412 return true; // do nothing, round is starting right now
414 if(player.freezetag_frozen_timeout == -2) // player was dead
416 freezetag_Freeze(player, NULL);
420 freezetag_count_alive_players();
422 if(round_handler_IsActive())
423 if(round_handler_IsRoundStarted())
425 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
426 freezetag_Freeze(player, NULL);
432 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
434 FOREACH_CLIENT(IS_PLAYER(it), {
435 CS(it).killcount = 0;
436 it.freezetag_frozen_timeout = -1;
437 PutClientInServer(it);
438 it.freezetag_frozen_timeout = 0;
440 freezetag_count_alive_players();
444 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
446 M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
450 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
452 entity targ = M_ARGV(0, entity);
453 targ.freezetag_frozen_time = 0;
454 targ.freezetag_frozen_timeout = 0;
461 // returns true if player is reviving it
462 #define IS_REVIVING(player, it, revive_extra_size) \
463 (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
464 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
466 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
471 if(round_handler_IsActive())
472 if(!round_handler_IsRoundStarted())
476 entity player = M_ARGV(0, entity);
477 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
478 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
479 //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);
481 IntrusiveList reviving_players = NULL;
483 if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
488 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
489 FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
490 if (!reviving_players)
491 reviving_players = IL_NEW();
492 IL_PUSH(reviving_players, it);
497 if (!n) // no teammate nearby
499 if (STAT(FROZEN, player) == FROZEN_NORMAL)
501 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
502 SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
504 else if (!STAT(FROZEN, player))
505 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
507 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
509 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
510 SetResourceAmountExplicit(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
512 if(STAT(REVIVE_PROGRESS, player) >= 1)
514 Unfreeze(player, false);
515 freezetag_count_alive_players();
519 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
520 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
524 // EVERY team mate nearby gets a point (even if multiple!)
525 IL_EACH(reviving_players, true, {
526 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
527 GameRules_scoring_add(it, SCORE, +1);
528 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
531 entity first = IL_FIRST(reviving_players);
532 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
533 Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
534 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
537 if (reviving_players)
538 IL_EACH(reviving_players, true, {
539 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
543 if (reviving_players)
544 IL_DELETE(reviving_players);
548 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
550 start_items &= ~IT_UNLIMITED_AMMO;
551 //start_health = warmup_start_health = cvar("g_lms_start_health");
552 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
553 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
554 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
555 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
556 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
557 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
558 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
561 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
563 entity bot = M_ARGV(0, entity);
568 bot.havocbot_role = havocbot_role_ft_freeing;
570 bot.havocbot_role = havocbot_role_ft_offense;
573 // if bots spawn all at once assign them a more appropriated role after a while
574 if (time < CS(bot).jointime + 1)
575 bot.havocbot_role_timeout = time + 10 + random() * 10;
580 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
582 M_ARGV(0, float) = freezetag_teams;
586 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
588 // most weapons arena
589 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
590 M_ARGV(0, string) = "most";
593 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
595 entity frag_attacker = M_ARGV(0, entity);
596 entity frag_target = M_ARGV(1, entity);
597 //float frag_deathtype = M_ARGV(2, float);
598 int kill_count_to_attacker = M_ARGV(3, int);
599 int kill_count_to_target = M_ARGV(4, int);
601 if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
602 return; // target was already frozen, so this is just pushing them off the cliff
604 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));
605 Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
606 GetResourceAmount(frag_attacker, RESOURCE_HEALTH), GetResourceAmount(frag_attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
611 void freezetag_Initialize()
613 freezetag_teams = autocvar_g_freezetag_teams_override;
614 if(freezetag_teams < 2)
615 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
617 freezetag_teams = BITS(bound(2, freezetag_teams, 4));
618 GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
619 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
622 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
623 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
625 EliminatedPlayers_Init(freezetag_isEliminated);