2 float freezetag_CheckTeams();
3 float freezetag_CheckWinner();
4 void freezetag_Initialize()
6 precache_model("models/ice/ice.md3");
7 ScoreRules_freezetag();
9 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup);
11 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
12 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
13 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
14 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
16 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
17 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
20 void freezetag_count_alive_players()
23 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
25 if(e.team == COLOR_TEAM1 && e.health >= 1)
28 if (!e.freezetag_frozen) ++redalive;
30 else if(e.team == COLOR_TEAM2 && e.health >= 1)
33 if (!e.freezetag_frozen) ++bluealive;
35 else if(e.team == COLOR_TEAM3 && e.health >= 1)
38 if (!e.freezetag_frozen) ++yellowalive;
40 else if(e.team == COLOR_TEAM4 && e.health >= 1)
43 if (!e.freezetag_frozen) ++pinkalive;
46 FOR_EACH_REALCLIENT(e) {
47 e.redalive_stat = redalive;
48 e.bluealive_stat = bluealive;
49 e.yellowalive_stat = yellowalive;
50 e.pinkalive_stat = pinkalive;
53 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
54 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
56 float prev_total_players;
57 float freezetag_CheckTeams()
60 if(FREEZETAG_ALIVE_TEAMS_OK())
62 if(prev_total_players != -1)
64 FOR_EACH_REALCLIENT(e)
65 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
67 prev_total_players = -1;
70 if(prev_total_players != total_players)
73 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
74 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
75 if(freezetag_teams >= 3)
76 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
77 if(freezetag_teams == 4)
78 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
79 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
81 FOR_EACH_REALCLIENT(e)
82 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
83 prev_total_players = total_players;
88 float freezetag_getWinnerTeam()
92 winner_team = COLOR_TEAM1;
95 if(winner_team) return 0;
96 winner_team = COLOR_TEAM2;
100 if(winner_team) return 0;
101 winner_team = COLOR_TEAM3;
105 if(winner_team) return 0;
106 winner_team = COLOR_TEAM4;
110 return -1; // no player left
113 float freezetag_CheckWinner()
115 if(FREEZETAG_ALIVE_TEAMS() > 1)
121 winner_team = freezetag_getWinnerTeam();
124 teamname = ColoredTeamName(winner_team);
125 FOR_EACH_REALCLIENT(e)
126 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
127 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
128 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
130 else if(winner_team == -1)
132 FOR_EACH_REALCLIENT(e)
133 centerprint(e, "^5Round tied! All teams were frozen.");
134 bprint("^5Round tied! All teams were frozen.\n");
140 // this is needed to allow the player to turn his view around (fixangle can't
141 // be used to freeze his view, as that also changes the angles), while not
142 // turning that ice object with the player
143 void freezetag_Ice_Think()
145 setorigin(self, self.owner.origin - '0 0 16');
146 self.nextthink = time;
149 void freezetag_Add_Score(entity attacker)
153 // you froze your own dumb self
154 // counted as "suicide" already
155 PlayerScore_Add(self, SP_SCORE, -1);
157 else if(attacker.classname == "player")
159 // got frozen by an enemy
160 // counted as "kill" and "death" already
161 PlayerScore_Add(self, SP_SCORE, -1);
162 PlayerScore_Add(attacker, SP_SCORE, +1);
164 // else nothing - got frozen by the game type rules themselves
167 void freezetag_Freeze(entity attacker)
169 if(self.freezetag_frozen)
171 self.freezetag_frozen = 1;
172 self.freezetag_revive_progress = 0;
175 // self.freezetag_frozen_timeout = time + 5;
177 freezetag_count_alive_players();
182 ice.classname = "freezetag_ice";
183 ice.think = freezetag_Ice_Think;
184 ice.nextthink = time;
185 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
186 setmodel(ice, "models/ice/ice.md3");
191 freezetag_Ice_Think();
194 RemoveGrapplingHook(self);
197 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
199 freezetag_Add_Score(attacker);
202 void freezetag_Unfreeze(entity attacker)
204 self.freezetag_frozen = 0;
205 self.freezetag_frozen_timeout = 0;
206 self.freezetag_revive_progress = 0;
208 // remove the ice block
210 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
217 if(self.waypointsprite_attached)
218 WaypointSprite_Kill(self.waypointsprite_attached);
226 void() havocbot_role_ft_freeing;
227 void() havocbot_role_ft_offense;
229 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
234 FOR_EACH_PLAYER(head)
236 if ((head != self) && (head.team == self.team))
238 if (head.freezetag_frozen)
240 distance = vlen(head.origin - org);
241 if (distance > sradius)
243 navigation_routerating(head, ratingscale, 2000);
247 // If teamate is not frozen still seek them out as fight better
249 navigation_routerating(head, ratingscale/3, 2000);
255 void havocbot_role_ft_offense()
260 if(self.deadflag != DEAD_NO)
263 if (!self.havocbot_role_timeout)
264 self.havocbot_role_timeout = time + random() * 10 + 20;
266 // Count how many players on team are unfrozen.
268 FOR_EACH_PLAYER(head)
270 if ((head.team == self.team) && (!head.freezetag_frozen))
274 // If only one left on team or if role has timed out then start trying to free players.
275 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
277 dprint("changing role to freeing\n");
278 self.havocbot_role = havocbot_role_ft_freeing;
279 self.havocbot_role_timeout = 0;
283 if (time > self.bot_strategytime)
285 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
287 navigation_goalrating_start();
288 havocbot_goalrating_items(10000, self.origin, 10000);
289 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
290 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
291 //havocbot_goalrating_waypoints(1, self.origin, 1000);
292 navigation_goalrating_end();
296 void havocbot_role_ft_freeing()
298 if(self.deadflag != DEAD_NO)
301 if (!self.havocbot_role_timeout)
302 self.havocbot_role_timeout = time + random() * 10 + 20;
304 if (time > self.havocbot_role_timeout)
306 dprint("changing role to offense\n");
307 self.havocbot_role = havocbot_role_ft_offense;
308 self.havocbot_role_timeout = 0;
312 if (time > self.bot_strategytime)
314 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
316 navigation_goalrating_start();
317 havocbot_goalrating_items(8000, self.origin, 10000);
318 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
319 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
320 //havocbot_goalrating_waypoints(1, self.origin, 1000);
321 navigation_goalrating_end();
330 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
332 self.health = 0; // neccessary to update correctly alive stats
333 freezetag_Unfreeze(world);
334 freezetag_count_alive_players();
338 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
340 if(round_handler_IsActive())
341 if(round_handler_CountdownRunning())
343 if(self.freezetag_frozen)
344 freezetag_Unfreeze(world);
345 freezetag_count_alive_players();
346 return 1; // let the player die so that he can respawn whenever he wants
349 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
350 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
351 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
352 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
354 // let the player die, he will be automatically frozen when he respawns
355 if(!self.freezetag_frozen)
357 freezetag_Add_Score(frag_attacker);
358 freezetag_count_alive_players();
361 freezetag_Unfreeze(world); // remove ice
362 self.freezetag_frozen_timeout = -2; // freeze on respawn
366 if(self.freezetag_frozen)
369 freezetag_Freeze(frag_attacker);
371 if(frag_attacker == frag_target || frag_attacker == world)
373 if(frag_target.classname == STR_PLAYER)
374 centerprint(frag_target, "^1You froze yourself.\n");
375 bprint("^7", frag_target.netname, "^1 froze himself.\n");
379 if(frag_target.classname == STR_PLAYER)
380 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
381 if(frag_attacker.classname == STR_PLAYER)
382 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
383 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
386 frag_target.health = 1; // "respawn" the player :P
391 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
393 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
394 return 1; // do nothing, round is starting right now
396 if(self.freezetag_frozen_timeout == -2) // player was dead
398 freezetag_Freeze(world);
402 freezetag_count_alive_players();
404 if(round_handler_IsActive())
405 if(round_handler_IsRoundStarted())
407 centerprint(self, "^1Round already started, you spawn as frozen.");
408 freezetag_Freeze(world);
414 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
416 FOR_EACH_PLAYER(self)
418 if (self.freezetag_frozen)
419 freezetag_Unfreeze(world);
420 self.freezetag_frozen_timeout = -1;
422 self.freezetag_frozen_timeout = 0;
424 freezetag_count_alive_players();
428 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
430 frag_score = 0; // no frags counted in Freeze Tag
434 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
437 vector revive_extra_size;
442 if(self.freezetag_frozen)
445 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
447 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
449 self.health = autocvar_g_balance_health_start;
450 freezetag_Unfreeze(world);
451 freezetag_count_alive_players();
456 if(round_handler_IsActive())
457 if(!round_handler_IsRoundStarted())
460 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
465 FOR_EACH_PLAYER(other) if(self != other)
467 if(other.freezetag_frozen == 0)
469 if(other.team == self.team)
471 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
481 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
483 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
484 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
486 if(self.freezetag_revive_progress >= 1)
488 freezetag_Unfreeze(self);
489 freezetag_count_alive_players();
491 // EVERY team mate nearby gets a point (even if multiple!)
492 FOR_EACH_PLAYER(other) if(self != other)
494 if(other.freezetag_frozen == 0)
496 if(other.team == self.team)
498 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
500 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
501 PlayerScore_Add(other, SP_SCORE, +1);
508 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
510 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
511 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
513 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
515 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
518 // now find EVERY teammate within reviving radius, set their revive_progress values correct
519 FOR_EACH_PLAYER(other) if(self != other)
521 if(other.freezetag_frozen == 0)
523 if(other.team == self.team)
525 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
526 other.freezetag_revive_progress = self.freezetag_revive_progress;
531 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
533 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
534 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
538 self.freezetag_revive_progress = 0; // thawing nobody
544 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
546 if(self.freezetag_frozen)
548 self.movement = '0 0 0';
549 self.disableclientprediction = 1;
554 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
556 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
559 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
564 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
566 if (self.freezetag_frozen)
571 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
573 if not(self.deadflag)
576 self.havocbot_role = havocbot_role_ft_freeing;
578 self.havocbot_role = havocbot_role_ft_offense;
584 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
586 self.freezetag_frozen = other.freezetag_frozen;
587 self.freezetag_revive_progress = other.freezetag_revive_progress;
591 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
593 freezetag_teams = autocvar_g_freezetag_teams_override;
594 if(freezetag_teams < 2)
595 freezetag_teams = autocvar_g_freezetag_teams;
596 freezetag_teams = bound(2, freezetag_teams, 4);
597 ret_float = freezetag_teams;
601 MUTATOR_DEFINITION(gamemode_freezetag)
603 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
604 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
605 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
606 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
607 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
608 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
609 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
610 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
611 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
612 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
613 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
614 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
615 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
619 if(time > 1) // game loads at time 1
620 error("This is a game type and it cannot be added at runtime.");
621 freezetag_Initialize();
626 error("This is a game type and it cannot be removed at runtime.");