1 .float freezetag_frozen_timeout;
2 .float freezetag_revive_progress;
4 float freezetag_CheckTeams();
5 float freezetag_CheckWinner();
6 void freezetag_Initialize()
8 precache_model("models/ice/ice.md3");
9 ScoreRules_freezetag();
11 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
13 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
14 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
15 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
16 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
18 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
19 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
22 void freezetag_count_alive_players()
25 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
27 if(e.team == COLOR_TEAM1 && e.health >= 1)
30 if (!e.freezetag_frozen) ++redalive;
32 else if(e.team == COLOR_TEAM2 && e.health >= 1)
35 if (!e.freezetag_frozen) ++bluealive;
37 else if(e.team == COLOR_TEAM3 && e.health >= 1)
40 if (!e.freezetag_frozen) ++yellowalive;
42 else if(e.team == COLOR_TEAM4 && e.health >= 1)
45 if (!e.freezetag_frozen) ++pinkalive;
48 FOR_EACH_REALCLIENT(e) {
49 e.redalive_stat = redalive;
50 e.bluealive_stat = bluealive;
51 e.yellowalive_stat = yellowalive;
52 e.pinkalive_stat = pinkalive;
55 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
56 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
58 float prev_total_players;
59 float freezetag_CheckTeams()
62 if(FREEZETAG_ALIVE_TEAMS_OK())
64 if(prev_total_players != -1)
66 FOR_EACH_REALCLIENT(e)
67 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
69 prev_total_players = -1;
72 if(prev_total_players != total_players)
74 string teams_missing = "";
75 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
76 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
77 if(freezetag_teams >= 3)
78 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
79 if(freezetag_teams == 4)
80 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
81 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
83 FOR_EACH_REALCLIENT(e)
84 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
85 prev_total_players = total_players;
90 float freezetag_getWinnerTeam()
92 float winner_team = 0;
94 winner_team = COLOR_TEAM1;
97 if(winner_team) return 0;
98 winner_team = COLOR_TEAM2;
102 if(winner_team) return 0;
103 winner_team = COLOR_TEAM3;
107 if(winner_team) return 0;
108 winner_team = COLOR_TEAM4;
112 return -1; // no player left
115 float freezetag_CheckWinner()
118 if(round_handler_GetTimeLeft() <= 0)
120 FOR_EACH_REALCLIENT(e)
121 centerprint(e, "Round over, there's no winner");
122 bprint("Round over, there's no winner.\n");
124 e.freezetag_frozen_timeout = 0;
128 if(FREEZETAG_ALIVE_TEAMS() > 1)
133 winner_team = freezetag_getWinnerTeam();
136 teamname = ColoredTeamName(winner_team);
137 FOR_EACH_REALCLIENT(e)
138 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
139 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
140 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
142 else if(winner_team == -1)
144 FOR_EACH_REALCLIENT(e)
145 centerprint(e, "^5Round tied! All teams were frozen.");
146 bprint("^5Round tied! All teams were frozen.\n");
150 e.freezetag_frozen_timeout = 0;
154 // this is needed to allow the player to turn his view around (fixangle can't
155 // be used to freeze his view, as that also changes the angles), while not
156 // turning that ice object with the player
157 void freezetag_Ice_Think()
159 setorigin(self, self.owner.origin - '0 0 16');
160 self.nextthink = time;
163 void freezetag_Add_Score(entity attacker)
167 // you froze your own dumb self
168 // counted as "suicide" already
169 PlayerScore_Add(self, SP_SCORE, -1);
171 else if(attacker.classname == "player")
173 // got frozen by an enemy
174 // counted as "kill" and "death" already
175 PlayerScore_Add(self, SP_SCORE, -1);
176 PlayerScore_Add(attacker, SP_SCORE, +1);
178 // else nothing - got frozen by the game type rules themselves
181 void freezetag_Freeze(entity attacker)
183 if(self.freezetag_frozen)
185 self.freezetag_frozen = 1;
186 self.freezetag_revive_progress = 0;
188 if(autocvar_g_freezetag_frozen_timeout > 0)
189 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_timeout;
191 freezetag_count_alive_players();
196 ice.classname = "freezetag_ice";
197 ice.think = freezetag_Ice_Think;
198 ice.nextthink = time;
199 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
200 setmodel(ice, "models/ice/ice.md3");
205 freezetag_Ice_Think();
208 RemoveGrapplingHook(self);
211 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
213 freezetag_Add_Score(attacker);
216 void freezetag_Unfreeze(entity attacker)
218 self.freezetag_frozen = 0;
219 self.freezetag_frozen_timeout = 0;
220 self.freezetag_revive_progress = 0;
222 // remove the ice block
224 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
231 if(self.waypointsprite_attached)
232 WaypointSprite_Kill(self.waypointsprite_attached);
240 void() havocbot_role_ft_freeing;
241 void() havocbot_role_ft_offense;
243 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
248 FOR_EACH_PLAYER(head)
250 if ((head != self) && (head.team == self.team))
252 if (head.freezetag_frozen)
254 distance = vlen(head.origin - org);
255 if (distance > sradius)
257 navigation_routerating(head, ratingscale, 2000);
261 // If teamate is not frozen still seek them out as fight better
263 navigation_routerating(head, ratingscale/3, 2000);
269 void havocbot_role_ft_offense()
274 if(self.deadflag != DEAD_NO)
277 if (!self.havocbot_role_timeout)
278 self.havocbot_role_timeout = time + random() * 10 + 20;
280 // Count how many players on team are unfrozen.
282 FOR_EACH_PLAYER(head)
284 if ((head.team == self.team) && (!head.freezetag_frozen))
288 // If only one left on team or if role has timed out then start trying to free players.
289 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
291 dprint("changing role to freeing\n");
292 self.havocbot_role = havocbot_role_ft_freeing;
293 self.havocbot_role_timeout = 0;
297 if (time > self.bot_strategytime)
299 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
301 navigation_goalrating_start();
302 havocbot_goalrating_items(10000, self.origin, 10000);
303 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
304 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
305 //havocbot_goalrating_waypoints(1, self.origin, 1000);
306 navigation_goalrating_end();
310 void havocbot_role_ft_freeing()
312 if(self.deadflag != DEAD_NO)
315 if (!self.havocbot_role_timeout)
316 self.havocbot_role_timeout = time + random() * 10 + 20;
318 if (time > self.havocbot_role_timeout)
320 dprint("changing role to offense\n");
321 self.havocbot_role = havocbot_role_ft_offense;
322 self.havocbot_role_timeout = 0;
326 if (time > self.bot_strategytime)
328 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
330 navigation_goalrating_start();
331 havocbot_goalrating_items(8000, self.origin, 10000);
332 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
333 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
334 //havocbot_goalrating_waypoints(1, self.origin, 1000);
335 navigation_goalrating_end();
344 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
346 self.health = 0; // neccessary to update correctly alive stats
347 freezetag_Unfreeze(world);
348 freezetag_count_alive_players();
352 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
354 if(round_handler_IsActive())
355 if(round_handler_CountdownRunning())
357 if(self.freezetag_frozen)
358 freezetag_Unfreeze(world);
359 freezetag_count_alive_players();
360 return 1; // let the player die so that he can respawn whenever he wants
363 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
364 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
365 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
366 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
368 // let the player die, he will be automatically frozen when he respawns
369 if(!self.freezetag_frozen)
371 freezetag_Add_Score(frag_attacker);
372 freezetag_count_alive_players();
375 freezetag_Unfreeze(world); // remove ice
376 self.freezetag_frozen_timeout = -2; // freeze on respawn
380 if(self.freezetag_frozen)
383 freezetag_Freeze(frag_attacker);
385 if(frag_attacker == frag_target || frag_attacker == world)
387 if(frag_target.classname == STR_PLAYER)
388 centerprint(frag_target, "^1You froze yourself.\n");
389 bprint("^7", frag_target.netname, "^1 froze himself.\n");
393 if(frag_target.classname == STR_PLAYER)
394 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
395 if(frag_attacker.classname == STR_PLAYER)
396 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
397 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
400 frag_target.health = 1; // "respawn" the player :P
405 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
407 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
408 return 1; // do nothing, round is starting right now
410 if(self.freezetag_frozen_timeout == -2) // player was dead
412 freezetag_Freeze(world);
416 freezetag_count_alive_players();
418 if(round_handler_IsActive())
419 if(round_handler_IsRoundStarted())
421 centerprint(self, "^1Round already started, you spawn as frozen.");
422 freezetag_Freeze(world);
428 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
430 FOR_EACH_PLAYER(self)
432 if (self.freezetag_frozen)
433 freezetag_Unfreeze(world);
434 self.freezetag_frozen_timeout = -1;
436 self.freezetag_frozen_timeout = 0;
438 freezetag_count_alive_players();
442 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
444 frag_score = 0; // no frags counted in Freeze Tag
448 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
451 vector revive_extra_size;
456 if(self.freezetag_frozen)
459 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
461 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
463 self.health = autocvar_g_balance_health_start;
464 freezetag_Unfreeze(world);
465 freezetag_count_alive_players();
470 if(round_handler_IsActive())
471 if(!round_handler_IsRoundStarted())
474 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
479 FOR_EACH_PLAYER(other) if(self != other)
481 if(other.freezetag_frozen == 0)
483 if(other.team == self.team)
485 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
495 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
497 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
498 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
500 if(self.freezetag_revive_progress >= 1)
502 freezetag_Unfreeze(self);
503 freezetag_count_alive_players();
505 // EVERY team mate nearby gets a point (even if multiple!)
506 FOR_EACH_PLAYER(other) if(self != other)
508 if(other.freezetag_frozen == 0)
510 if(other.team == self.team)
512 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
514 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
515 PlayerScore_Add(other, SP_SCORE, +1);
522 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
524 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
525 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
527 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
529 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
532 // now find EVERY teammate within reviving radius, set their revive_progress values correct
533 FOR_EACH_PLAYER(other) if(self != other)
535 if(other.freezetag_frozen == 0)
537 if(other.team == self.team)
539 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
540 other.freezetag_revive_progress = self.freezetag_revive_progress;
545 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
547 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
548 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
552 self.freezetag_revive_progress = 0; // thawing nobody
558 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
560 if(self.freezetag_frozen)
562 self.movement = '0 0 0';
563 self.disableclientprediction = 1;
568 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
570 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
573 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
578 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
580 if (self.freezetag_frozen)
585 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
587 if not(self.deadflag)
590 self.havocbot_role = havocbot_role_ft_freeing;
592 self.havocbot_role = havocbot_role_ft_offense;
598 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
600 self.freezetag_frozen = other.freezetag_frozen;
601 self.freezetag_revive_progress = other.freezetag_revive_progress;
605 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
607 freezetag_teams = autocvar_g_freezetag_teams_override;
608 if(freezetag_teams < 2)
609 freezetag_teams = autocvar_g_freezetag_teams;
610 freezetag_teams = bound(2, freezetag_teams, 4);
611 ret_float = freezetag_teams;
615 MUTATOR_DEFINITION(gamemode_freezetag)
617 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
618 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
619 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
620 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
621 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
622 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
623 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
624 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
625 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
626 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
627 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
628 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
629 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
633 if(time > 1) // game loads at time 1
634 error("This is a game type and it cannot be added at runtime.");
635 freezetag_Initialize();
638 MUTATOR_ONROLLBACK_OR_REMOVE
640 // we actually cannot roll back freezetag_Initialize here
641 // BUT: we don't need to! If this gets called, adding always
647 print("This is a game type and it cannot be removed at runtime.");