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 bool freezetag_CheckTeams()
48 static float prev_missing_teams_mask;
49 if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
51 if(prev_missing_teams_mask > 0)
52 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
53 prev_missing_teams_mask = -1;
56 if(total_players == 0)
58 if(prev_missing_teams_mask > 0)
59 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
60 prev_missing_teams_mask = -1;
63 int missing_teams_mask = 0;
64 for (int i = 1; i <= NUM_TEAMS; ++i)
66 if ((freezetag_teams & Team_IndexToBit(i)) &&
67 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
69 missing_teams_mask |= Team_IndexToBit(i);
72 if(prev_missing_teams_mask != missing_teams_mask)
74 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
75 prev_missing_teams_mask = missing_teams_mask;
80 int freezetag_getWinnerTeam()
83 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
85 winner_team = NUM_TEAM_1;
87 for (int i = 2; i <= NUM_TEAMS; ++i)
89 if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
95 winner_team = Team_IndexToTeam(i);
102 return -1; // no player left
105 void nades_Clear(entity);
106 void nades_GiveBonus(entity player, float score);
108 bool freezetag_CheckWinner()
110 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
112 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
113 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
114 FOREACH_CLIENT(IS_PLAYER(it), {
115 it.freezetag_frozen_timeout = 0;
119 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
123 if (Team_GetNumberOfAliveTeams() > 1)
128 int winner_team = freezetag_getWinnerTeam();
131 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
132 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
133 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
135 else if(winner_team == -1)
137 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
138 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
141 FOREACH_CLIENT(IS_PLAYER(it), {
142 it.freezetag_frozen_timeout = 0;
147 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
151 entity freezetag_LastPlayerForTeam(entity this)
153 entity last_pl = NULL;
154 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
155 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResourceAmount(it, RESOURCE_HEALTH) >= 1)
166 void freezetag_LastPlayerForTeam_Notify(entity this)
168 if(round_handler_IsActive())
169 if(round_handler_IsRoundStarted())
171 entity pl = freezetag_LastPlayerForTeam(this);
173 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
177 void freezetag_Add_Score(entity targ, entity attacker)
181 // you froze your own dumb targ
182 // counted as "suicide" already
183 GameRules_scoring_add(targ, SCORE, -1);
185 else if(IS_PLAYER(attacker))
187 // got frozen by an enemy
188 // counted as "kill" and "death" already
189 GameRules_scoring_add(targ, SCORE, -1);
190 GameRules_scoring_add(attacker, SCORE, +1);
192 // else nothing - got frozen by the game type rules themselves
195 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
196 void freezetag_Freeze(entity targ, entity attacker)
198 if(STAT(FROZEN, targ))
201 if(autocvar_g_freezetag_frozen_maxtime > 0)
202 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
204 Freeze(targ, 0, FROZEN_NORMAL, true);
206 freezetag_count_alive_players();
208 freezetag_Add_Score(targ, attacker);
211 bool freezetag_isEliminated(entity e)
213 if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
223 void(entity this) havocbot_role_ft_freeing;
224 void(entity this) havocbot_role_ft_offense;
226 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
228 entity best_pl = NULL;
229 float best_dist2 = FLOAT_MAX;
230 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
231 if (STAT(FROZEN, it) == FROZEN_NORMAL)
233 if(vdist(it.origin - org, >, sradius))
235 navigation_routerating(this, it, ratingscale, 2000);
238 && GetResourceAmount(it, RESOURCE_HEALTH) < GetResourceAmount(this, RESOURCE_HEALTH) + 30
239 && vlen2(it.origin - org) < best_dist2)
241 // If teamate is not frozen still seek them out as fight better
243 best_dist2 = vlen2(it.origin - org);
244 if (best_dist2 < 700 ** 2)
247 best_dist2 = 0; // already close to a teammate
254 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
257 void havocbot_role_ft_offense(entity this)
262 if (!this.havocbot_role_timeout)
263 this.havocbot_role_timeout = time + random() * 10 + 20;
265 // Count how many players on team are unfrozen.
267 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
271 // If only one left on team or if role has timed out then start trying to free players.
272 if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || 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, 12000, this.origin, 10000);
284 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
285 havocbot_goalrating_ft_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, 10000, this.origin, 10000);
313 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
314 havocbot_goalrating_ft_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 if (STAT(FROZEN, this) != FROZEN_NORMAL)
330 freezetag_LastPlayerForTeam_Notify(this);
331 Unfreeze(this, false);
333 SetResourceAmount(this, RESOURCE_HEALTH, 0); // neccessary to correctly count alive players
334 freezetag_count_alive_players();
337 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
339 entity player = M_ARGV(0, entity);
341 ft_RemovePlayer(player);
345 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
347 entity player = M_ARGV(0, entity);
349 ft_RemovePlayer(player);
352 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
354 entity frag_attacker = M_ARGV(1, entity);
355 entity frag_target = M_ARGV(2, entity);
356 float frag_deathtype = M_ARGV(3, float);
358 if(round_handler_IsActive())
359 if(round_handler_CountdownRunning())
361 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
362 Unfreeze(frag_target, true);
363 freezetag_count_alive_players();
364 return true; // let the player die so that he can respawn whenever he wants
367 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
368 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
369 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
370 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
372 // let the player die, he will be automatically frozen when he respawns
373 if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
375 freezetag_Add_Score(frag_target, frag_attacker);
376 freezetag_count_alive_players();
377 freezetag_LastPlayerForTeam_Notify(frag_target);
380 Unfreeze(frag_target, false); // remove ice
381 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
385 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
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, Unfreeze)
450 entity targ = M_ARGV(0, entity);
451 targ.freezetag_frozen_time = 0;
452 targ.freezetag_frozen_timeout = 0;
459 // returns true if player is reviving it
460 #define IS_REVIVING(player, it, revive_extra_size) \
461 (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
462 && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
464 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
469 if(round_handler_IsActive())
470 if(!round_handler_IsRoundStarted())
474 entity player = M_ARGV(0, entity);
475 //if (STAT(FROZEN, player) == FROZEN_NORMAL)
476 //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
477 //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);
479 entity reviving_players_last = NULL;
480 entity reviving_players_first = NULL;
482 if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
487 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
488 FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
489 if (reviving_players_last)
490 reviving_players_last.chain = it;
491 reviving_players_last = it;
492 if (!reviving_players_first)
493 reviving_players_first = it;
496 if (reviving_players_last)
497 reviving_players_last.chain = NULL;
500 if (!n) // no teammate nearby
502 if (STAT(FROZEN, player) == FROZEN_NORMAL)
504 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
505 SetResourceAmount(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
507 else if (!STAT(FROZEN, player))
508 STAT(REVIVE_PROGRESS, player) = 0; // thawing nobody
510 else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
512 STAT(REVIVE_PROGRESS, player) = bound(0, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
513 SetResourceAmount(player, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, player) * ((warmup_stage) ? warmup_start_health : start_health)));
515 if(STAT(REVIVE_PROGRESS, player) >= 1)
517 Unfreeze(player, false);
518 freezetag_count_alive_players();
522 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
523 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, autocvar_g_freezetag_frozen_maxtime);
527 // EVERY team mate nearby gets a point (even if multiple!)
528 for(entity it = reviving_players_first; it; it = it.chain)
530 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
531 GameRules_scoring_add(it, SCORE, +1);
532 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
535 entity first = reviving_players_first;
536 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
537 Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
538 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
541 for(entity it = reviving_players_first; it; it = it.chain)
542 STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
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);