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update to CA/FT SetStartItems hookfunction
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / sv_freezetag.qc
1 #include "sv_freezetag.qh"
2
3 #include <server/elimination.qh>
4 #include <server/resources.qh>
5
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
12
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
21
22 void freezetag_count_alive_players()
23 {
24         total_players = 0;
25         for (int i = 1; i <= NUM_TEAMS; ++i)
26         {
27                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
28         }
29         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
30         {
31                 ++total_players;
32                 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
33                 {
34                         continue;
35                 }
36                 entity team_ = Entity_GetTeam(it);
37                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
38                 ++num_alive;
39                 Team_SetNumberOfAlivePlayers(team_, num_alive);
40         });
41         FOREACH_CLIENT(IS_REAL_CLIENT(it),
42         {
43                 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
44                         1));
45                 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
46                         Team_GetTeamFromIndex(2));
47                 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
48                         Team_GetTeamFromIndex(3));
49                 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
50                         Team_GetTeamFromIndex(4));
51         });
52
53         eliminatedPlayers.SendFlags |= 1;
54 }
55
56 bool freezetag_CheckTeams()
57 {
58         static float prev_missing_teams_mask;
59         if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
60         {
61                 if(prev_missing_teams_mask > 0)
62                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
63                 prev_missing_teams_mask = -1;
64                 return true;
65         }
66         if(total_players == 0)
67         {
68                 if(prev_missing_teams_mask > 0)
69                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
70                 prev_missing_teams_mask = -1;
71                 return false;
72         }
73         int missing_teams_mask = 0;
74         for (int i = 1; i <= NUM_TEAMS; ++i)
75         {
76                 if ((freezetag_teams & Team_IndexToBit(i)) &&
77                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
78                 {
79                         missing_teams_mask |= Team_IndexToBit(i);
80                 }
81         }
82         if(prev_missing_teams_mask != missing_teams_mask)
83         {
84                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
85                 prev_missing_teams_mask = missing_teams_mask;
86         }
87         return false;
88 }
89
90 int freezetag_getWinnerTeam()
91 {
92         int winner_team = 0;
93         if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
94         {
95                 winner_team = NUM_TEAM_1;
96         }
97         for (int i = 2; i <= NUM_TEAMS; ++i)
98         {
99                 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
100                 {
101                         if (winner_team != 0)
102                         {
103                                 return 0;
104                         }
105                         winner_team = Team_IndexToTeam(i);
106                 }
107         }
108         if (winner_team)
109         {
110                 return winner_team;
111         }
112         return -1; // no player left
113 }
114
115 void nades_Clear(entity);
116 void nades_GiveBonus(entity player, float score);
117
118 bool freezetag_CheckWinner()
119 {
120         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
121         {
122                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
123                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
124                 FOREACH_CLIENT(IS_PLAYER(it), {
125                         it.freezetag_frozen_timeout = 0;
126                         it.freezetag_revive_time = 0;
127                         nades_Clear(it);
128                 });
129                 game_stopped = true;
130                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
131                 return true;
132         }
133
134         if (Team_GetNumberOfAliveTeams() > 1)
135         {
136                 return false;
137         }
138
139         int winner_team = freezetag_getWinnerTeam();
140         if(winner_team > 0)
141         {
142                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
143                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
144                 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
145         }
146         else if(winner_team == -1)
147         {
148                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
149                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
150         }
151
152         FOREACH_CLIENT(IS_PLAYER(it), {
153                 it.freezetag_frozen_timeout = 0;
154                 it.freezetag_revive_time = 0;
155                 nades_Clear(it);
156         });
157
158         game_stopped = true;
159         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
160         return true;
161 }
162
163 entity freezetag_LastPlayerForTeam(entity this)
164 {
165         entity last_pl = NULL;
166         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
167                 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
168                 {
169                         if (!last_pl)
170                                 last_pl = it;
171                         else
172                                 return NULL;
173                 }
174         });
175         return last_pl;
176 }
177
178 void freezetag_LastPlayerForTeam_Notify(entity this)
179 {
180         if(round_handler_IsActive())
181         if(round_handler_IsRoundStarted())
182         {
183                 entity pl = freezetag_LastPlayerForTeam(this);
184                 if(pl)
185                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
186         }
187 }
188
189 void freezetag_Add_Score(entity targ, entity attacker)
190 {
191         if(attacker == targ)
192         {
193                 // you froze your own dumb self
194                 // counted as "suicide" already
195                 GameRules_scoring_add(targ, SCORE, -1);
196         }
197         else if(IS_PLAYER(attacker))
198         {
199                 // got frozen by an enemy
200                 // counted as "kill" and "death" already
201                 GameRules_scoring_add(targ, SCORE, -1);
202                 GameRules_scoring_add(attacker, SCORE, +1);
203         }
204         // else nothing - got frozen by the game type rules themselves
205 }
206
207 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
208 void freezetag_Freeze(entity targ, entity attacker)
209 {
210         if(STAT(FROZEN, targ))
211                 return;
212
213         targ.freezetag_frozen_time = time;
214         if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
215                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
216
217         Freeze(targ, 0, FROZEN_NORMAL, true);
218
219         freezetag_count_alive_players();
220
221         freezetag_Add_Score(targ, attacker);
222 }
223
224 bool freezetag_isEliminated(entity e)
225 {
226         if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
227                 return true;
228         return false;
229 }
230
231
232 // ================
233 // Bot player logic
234 // ================
235
236 void(entity this) havocbot_role_ft_freeing;
237 void(entity this) havocbot_role_ft_offense;
238
239 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
240 {
241         entity best_pl = NULL;
242         float best_dist2 = FLOAT_MAX;
243         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
244                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
245                 {
246                         if(vdist(it.origin - org, >, sradius))
247                                 continue;
248                         navigation_routerating(this, it, ratingscale, 2000);
249                 }
250                 else if (best_dist2
251                         && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
252                         && vlen2(it.origin - org) < best_dist2)
253                 {
254                         // If teamate is not frozen still seek them out as fight better
255                         // in a group.
256                         best_dist2 = vlen2(it.origin - org);
257                         if (best_dist2 < 700 ** 2)
258                         {
259                                 best_pl = NULL;
260                                 best_dist2 = 0; // already close to a teammate
261                         }
262                         else
263                                 best_pl = it;
264                 }
265         });
266         if (best_pl)
267                 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
268 }
269
270 void havocbot_role_ft_offense(entity this)
271 {
272         if(IS_DEAD(this))
273                 return;
274
275         if (!this.havocbot_role_timeout)
276                 this.havocbot_role_timeout = time + random() * 10 + 20;
277
278         // Count how many players on team are unfrozen.
279         int unfrozen = 0;
280         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
281                 unfrozen++;
282         });
283
284         // If only one left on team or if role has timed out then start trying to free players.
285         if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
286         {
287                 LOG_TRACE("changing role to freeing");
288                 this.havocbot_role = havocbot_role_ft_freeing;
289                 this.havocbot_role_timeout = 0;
290                 return;
291         }
292
293         if (navigation_goalrating_timeout(this))
294         {
295                 navigation_goalrating_start(this);
296                 havocbot_goalrating_items(this, 12000, this.origin, 10000);
297                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
298                 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
299                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
300                 navigation_goalrating_end(this);
301
302                 navigation_goalrating_timeout_set(this);
303         }
304 }
305
306 void havocbot_role_ft_freeing(entity this)
307 {
308         if(IS_DEAD(this))
309                 return;
310
311         if (!this.havocbot_role_timeout)
312                 this.havocbot_role_timeout = time + random() * 10 + 20;
313
314         if (time > this.havocbot_role_timeout)
315         {
316                 LOG_TRACE("changing role to offense");
317                 this.havocbot_role = havocbot_role_ft_offense;
318                 this.havocbot_role_timeout = 0;
319                 return;
320         }
321
322         if (navigation_goalrating_timeout(this))
323         {
324                 navigation_goalrating_start(this);
325                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
326                 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
327                 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
328                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
329                 navigation_goalrating_end(this);
330
331                 navigation_goalrating_timeout_set(this);
332         }
333 }
334
335
336 // ==============
337 // Hook Functions
338 // ==============
339
340 void ft_RemovePlayer(entity this)
341 {
342         if (STAT(FROZEN, this) != FROZEN_NORMAL)
343                 freezetag_LastPlayerForTeam_Notify(this);
344         Unfreeze(this, false);
345
346         SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
347         freezetag_count_alive_players();
348 }
349
350 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
351 {
352         entity player = M_ARGV(0, entity);
353
354         ft_RemovePlayer(player);
355         return true;
356 }
357
358 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
359 {
360         entity player = M_ARGV(0, entity);
361
362         ft_RemovePlayer(player);
363 }
364
365 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
366 {
367         entity frag_attacker = M_ARGV(1, entity);
368         entity frag_target = M_ARGV(2, entity);
369         float frag_deathtype = M_ARGV(3, float);
370
371         if(round_handler_IsActive())
372         if(round_handler_CountdownRunning())
373         {
374                 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
375                         Unfreeze(frag_target, true);
376                 freezetag_count_alive_players();
377                 frag_target.respawn_time = time;
378                 frag_target.respawn_flags |= RESPAWN_FORCE;
379                 return true;
380         }
381
382         frag_target.respawn_time = time + 1;
383         frag_target.respawn_flags |= RESPAWN_FORCE;
384
385         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
386         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
387         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
388                 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
389         {
390                 // let the player die, he will be automatically frozen when he respawns
391                 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
392                 {
393                         freezetag_Add_Score(frag_target, frag_attacker);
394                         freezetag_count_alive_players();
395                         freezetag_LastPlayerForTeam_Notify(frag_target);
396                         frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
397                 }
398                 else
399                 {
400                         float t = frag_target.freezetag_frozen_timeout;
401                         float t2 = frag_target.freezetag_frozen_time;
402                         Unfreeze(frag_target, false); // remove ice
403                         // keep timeout value so it can be restored when player will be refrozen on respawn
404                         // NOTE this can't be exactly -2 since game starts from time 2
405                         frag_target.freezetag_frozen_timeout = -t;
406                         frag_target.freezetag_frozen_time = t2;
407                 }
408                 return true;
409         }
410
411         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
412                 return true;
413
414         freezetag_Freeze(frag_target, frag_attacker);
415         freezetag_LastPlayerForTeam_Notify(frag_target);
416
417         if(frag_attacker == frag_target || frag_attacker == NULL)
418         {
419                 if(IS_PLAYER(frag_target))
420                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
421                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
422         }
423         else
424         {
425                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
426         }
427
428         return true;
429 }
430
431 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
432 {
433         entity player = M_ARGV(0, entity);
434
435         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
436                 return true; // do nothing, round is starting right now
437
438         if(player.freezetag_frozen_timeout <= -2) // player was dead
439         {
440                 float t = player.freezetag_frozen_timeout;
441                 float t2 = player.freezetag_frozen_time;
442                 freezetag_Freeze(player, NULL);
443                 if (t < -2)
444                 {
445                         player.freezetag_frozen_timeout = -t;
446                         player.freezetag_frozen_time = t2;
447                 }
448                 return true;
449         }
450
451         freezetag_count_alive_players();
452
453         if(round_handler_IsActive())
454         if(round_handler_IsRoundStarted())
455         {
456                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
457                 freezetag_Freeze(player, NULL);
458         }
459
460         return true;
461 }
462
463 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
464 {
465         FOREACH_CLIENT(IS_PLAYER(it), {
466                 CS(it).killcount = 0;
467                 it.freezetag_revive_time = 0;
468                 it.freezetag_frozen_timeout = -1;
469                 PutClientInServer(it);
470                 it.freezetag_frozen_timeout = 0;
471         });
472         freezetag_count_alive_players();
473         return true;
474 }
475
476 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
477 {
478         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
479         return true;
480 }
481
482 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
483 {
484         entity targ = M_ARGV(0, entity);
485         targ.freezetag_frozen_time = 0;
486         targ.freezetag_frozen_timeout = 0;
487 }
488
489 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
490 {
491         entity frag_attacker = M_ARGV(1, entity);
492         entity frag_target = M_ARGV(2, entity);
493         //float frag_deathtype = M_ARGV(3, float);
494         //float frag_damage = M_ARGV(4, float);
495         vector frag_force = M_ARGV(6, vector);
496
497         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
498                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
499         {
500                 float t = 0;
501                 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
502                         && frag_target.freezetag_frozen_timeout > time)
503                 {
504                         if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
505                         {
506                                 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
507                                 t = vlen(frag_force);
508                                 // limit hit force considered at once, e.g when you have the Strength
509                                 // powerup but also with weapons that fire multiple projectiles at once (crylink)
510                                 if (frag_target.freezetag_frozen_force + t > maxforce)
511                                 {
512                                         t = max(0, maxforce - frag_target.freezetag_frozen_force);
513                                         frag_target.freezetag_frozen_force = maxforce;
514                                 }
515                                 else
516                                         frag_target.freezetag_frozen_force += t;
517                                 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
518                         }
519                         frag_target.freezetag_frozen_timeout -= t;
520                         if (frag_target.freezetag_frozen_timeout < time)
521                                 frag_target.freezetag_frozen_timeout = time;
522                 }
523         }
524 }
525
526 #ifdef IN_REVIVING_RANGE
527         #undef IN_REVIVING_RANGE
528 #endif
529
530 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
531         (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
532         && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
533
534 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
535 {
536         if(game_stopped)
537                 return true;
538
539         if(round_handler_IsActive())
540         if(!round_handler_IsRoundStarted())
541                 return true;
542
543         entity player = M_ARGV(0, entity);
544         //if (STAT(FROZEN, player) == FROZEN_NORMAL)
545         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
546                 //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);
547
548         player.freezetag_frozen_force = 0;
549
550         if (!(frametime && IS_PLAYER(player)))
551                 return true;
552
553         entity revivers_last = NULL;
554         entity revivers_first = NULL;
555
556         bool player_is_reviving = false;
557         int n = 0;
558         vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
559         FOREACH_CLIENT(IS_PLAYER(it), {
560                 // check if player is reviving anyone
561                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
562                 {
563                         if ((STAT(FROZEN, player) == FROZEN_NORMAL))
564                                 continue;
565                         if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
566                                 continue;
567                         player_is_reviving = true;
568                         break;
569                 }
570
571                 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
572                         continue; // both player and it are NOT frozen
573                 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
574                         continue;
575
576                 // found a teammate that is reviving player
577                 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
578                 {
579                         it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
580                         while (it.freezetag_revive_time > 1)
581                         {
582                                 GameRules_scoring_add(it, SCORE, +1);
583                                 it.freezetag_revive_time -= 1;
584                         }
585                 }
586                 if (revivers_last)
587                         revivers_last.chain = it;
588                 revivers_last = it;
589                 if (!revivers_first)
590                         revivers_first = it;
591                 ++n;
592         });
593         if (revivers_last)
594                 revivers_last.chain = NULL;
595
596         // allow normal revival during automatic revival
597         // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
598         //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
599         if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
600                 n = -1;
601
602         float base_progress = 0;
603         if  (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
604                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
605         {
606                 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
607                 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
608         }
609
610         if (!n) // no teammate nearby
611         {
612                 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
613                 if (STAT(FROZEN, player) == FROZEN_NORMAL)
614                 {
615                         if (autocvar_g_freezetag_revive_time_to_score > 0)
616                         {
617                                 if (STAT(REVIVE_PROGRESS, player) > base_progress)
618                                 {
619                                         // reduce auto-revival time based on manual revival progress
620                                         base_progress = STAT(REVIVE_PROGRESS, player);
621                                         player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
622                                 }
623                                 // don't clear revive progress, it would allow stacking points
624                                 // by entering and exiting the revival zone many times
625                                 STAT(REVIVE_PROGRESS, player) = base_progress;
626                         }
627                         else
628                                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
629                 }
630                 else if (!STAT(FROZEN, player) && !player_is_reviving)
631                         STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
632         }
633         else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
634         {
635                 float spd = autocvar_g_freezetag_revive_speed_t2s;
636                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
637                         spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
638                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
639
640                 if(STAT(REVIVE_PROGRESS, player) >= 1)
641                 {
642                         float frozen_time = time - player.freezetag_frozen_time;
643                         Unfreeze(player, false);
644                         SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
645                         player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
646                         freezetag_count_alive_players();
647
648                         if(n == -1)
649                         {
650                                 if(autocvar_sv_eventlog)
651                                         GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
652                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
653                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
654                                 return true;
655                         }
656
657                         // EVERY team mate nearby gets a point (even if multiple!)
658                         for(entity it = revivers_first; it; it = it.chain)
659                         {
660                                 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
661                                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
662                                         GameRules_scoring_add(it, SCORE, +1);
663                                 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
664                         }
665
666                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
667                         Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
668                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
669                         if(autocvar_sv_eventlog)
670                         {
671                                 string revivers = "";
672                                 for(entity it = revivers_first; it; it = it.chain)
673                                         revivers = strcat(revivers, ftos(it.playerid), ",");
674                                 revivers = substring(revivers, 0, strlen(revivers) - 1);
675                                 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
676                         }
677                 }
678
679                 for(entity it = revivers_first; it; it = it.chain)
680                         STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
681         }
682
683         if (STAT(FROZEN, player) == FROZEN_NORMAL)
684         {
685                 entity player_wp = player.waypointsprite_attached;
686                 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
687                 {
688                         WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
689                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
690                 }
691                 else
692                 {
693                         WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
694                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
695                 }
696
697                 WaypointSprite_UpdateMaxHealth(player_wp, 1);
698                 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
699         }
700
701         return true;
702 }
703
704 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
705 {
706         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
707         if(!cvar("g_use_ammunition"))
708                 start_items |= IT_UNLIMITED_AMMO;
709
710         start_health       = warmup_start_health       = autocvar_g_ft_start_health;
711         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ft_start_armor;
712         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ft_start_ammo_shells;
713         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ft_start_ammo_nails;
714         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
715         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ft_start_ammo_cells;
716         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ft_start_ammo_plasma;
717         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ft_start_ammo_fuel;
718 }
719
720 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
721 {
722         entity bot = M_ARGV(0, entity);
723
724         if (!IS_DEAD(bot))
725         {
726                 if (random() < 0.5)
727                         bot.havocbot_role = havocbot_role_ft_freeing;
728                 else
729                         bot.havocbot_role = havocbot_role_ft_offense;
730         }
731
732         // if bots spawn all at once assign them a more appropriated role after a while
733         if (time < CS(bot).jointime + 1)
734                 bot.havocbot_role_timeout = time + 10 + random() * 10;
735
736         return true;
737 }
738
739 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
740 {
741         M_ARGV(0, float) = freezetag_teams;
742         return true;
743 }
744
745 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
746 {
747         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
748                 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
749 }
750
751 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
752 {
753         entity frag_attacker = M_ARGV(0, entity);
754         entity frag_target = M_ARGV(1, entity);
755         //float frag_deathtype = M_ARGV(2, float);
756         int kill_count_to_attacker = M_ARGV(3, int);
757         int kill_count_to_target = M_ARGV(4, int);
758
759         if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
760                 return; // target was already frozen, so this is just pushing them off the cliff
761
762         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));
763         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
764                 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
765
766         return true;
767 }
768
769 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
770 {
771         string cmd_name = M_ARGV(0, string);
772         if (cmd_name == "shuffleteams")
773                 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
774         return false;
775 }
776
777 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
778 {
779         // announce remaining frags
780         return true;
781 }
782
783 void freezetag_Initialize()
784 {
785         freezetag_teams = autocvar_g_freezetag_teams_override;
786         if(freezetag_teams < 2)
787                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
788
789         freezetag_teams = BITS(bound(2, freezetag_teams, 4));
790         GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
791                 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
792                 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
793         });
794
795         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
796         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
797
798         EliminatedPlayers_Init(freezetag_isEliminated);
799 }