1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
13 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14 return; // already waiting for next round to start
16 if((redalive >= 1 && bluealive >= 1)
17 || (redalive >= 1 && yellowalive >= 1)
18 || (redalive >= 1 && pinkalive >= 1)
19 || (bluealive >= 1 && yellowalive >= 1)
20 || (bluealive >= 1 && pinkalive >= 1)
21 || (yellowalive >= 1 && pinkalive >= 1))
22 return; // we still have active players on two or more teams, nobody won yet
30 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
33 break; // break, we found the winner
37 if(winner != world) // just in case a winner wasn't found
39 if(winner.team == FL_TEAM_1)
40 teamname = "^1Red Team";
41 else if(winner.team == FL_TEAM_2)
42 teamname = "^4Blue Team";
43 else if(winner.team == FL_TEAM_3)
44 teamname = "^3Yellow Team";
46 teamname = "^6Pink Team";
48 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
50 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
54 next_round = time + 5;
57 // this is needed to allow the player to turn his view around (fixangle can't
58 // be used to freeze his view, as that also changes the angles), while not
59 // turning that ice object with the player
60 void freezetag_Ice_Think()
62 setorigin(self, self.owner.origin - '0 0 16');
63 self.nextthink = time;
66 void freezetag_Freeze(entity attacker)
68 if(self.freezetag_frozen)
70 self.freezetag_frozen = 1;
71 self.freezetag_revive_progress = 0;
77 ice.classname = "freezetag_ice";
78 ice.think = freezetag_Ice_Think;
80 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
81 setmodel(ice, "models/ice/ice.md3");
86 freezetag_Ice_Think();
89 RemoveGrapplingHook(self);
92 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
96 // you froze your own dumb self
97 // counted as "suicide" already
98 PlayerScore_Add(self, SP_SCORE, -1);
100 else if(attacker.classname == "player")
102 // got frozen by an enemy
103 // counted as "kill" and "death" already
104 PlayerScore_Add(self, SP_SCORE, -1);
105 PlayerScore_Add(attacker, SP_SCORE, +1);
109 // nothing - got frozen by the game type rules themselves
113 void freezetag_Unfreeze(entity attacker)
115 self.freezetag_frozen = 0;
116 self.freezetag_revive_progress = 0;
117 self.health = autocvar_g_balance_health_start;
119 // remove the ice block
121 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
128 if(self.waypointsprite_attached)
129 WaypointSprite_Kill(self.waypointsprite_attached);
137 void() havocbot_role_ft_freeing;
138 void() havocbot_role_ft_offense;
140 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
145 FOR_EACH_PLAYER(head)
147 if ((head != self) && (head.team == self.team))
149 if (head.freezetag_frozen)
151 distance = vlen(head.origin - org);
152 if (distance > sradius)
154 navigation_routerating(head, ratingscale, 2000);
158 // If teamate is not frozen still seek them out as fight better
160 navigation_routerating(head, ratingscale/3, 2000);
166 void havocbot_role_ft_offense()
171 if(self.deadflag != DEAD_NO)
174 if (!self.havocbot_role_timeout)
175 self.havocbot_role_timeout = time + random() * 10 + 20;
177 // Count how many players on team are unfrozen.
179 FOR_EACH_PLAYER(head)
181 if ((head.team == self.team) && (!head.freezetag_frozen))
185 // If only one left on team or if role has timed out then start trying to free players.
186 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
188 dprint("changing role to freeing\n");
189 self.havocbot_role = havocbot_role_ft_freeing;
190 self.havocbot_role_timeout = 0;
194 if (time > self.bot_strategytime)
196 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
198 navigation_goalrating_start();
199 havocbot_goalrating_items(10000, self.origin, 10000);
200 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
201 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
202 //havocbot_goalrating_waypoints(1, self.origin, 1000);
203 navigation_goalrating_end();
207 void havocbot_role_ft_freeing()
209 if(self.deadflag != DEAD_NO)
212 if (!self.havocbot_role_timeout)
213 self.havocbot_role_timeout = time + random() * 10 + 20;
215 if (time > self.havocbot_role_timeout)
217 dprint("changing role to offense\n");
218 self.havocbot_role = havocbot_role_ft_offense;
219 self.havocbot_role_timeout = 0;
223 if (time > self.bot_strategytime)
225 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
227 navigation_goalrating_start();
228 havocbot_goalrating_items(8000, self.origin, 10000);
229 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
230 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
231 //havocbot_goalrating_waypoints(1, self.origin, 1000);
232 navigation_goalrating_end();
241 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
243 if(self.freezetag_frozen == 0 && self.health >= 1)
245 if(self.team == FL_TEAM_1)
247 else if(self.team == FL_TEAM_2)
249 else if(self.team == FL_TEAM_3)
251 else if(self.team == FL_TEAM_4)
256 if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
257 freezetag_CheckWinner();
259 freezetag_Unfreeze(world);
264 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
266 if(self.freezetag_frozen == 0)
268 if(self.team == FL_TEAM_1)
270 else if(self.team == FL_TEAM_2)
272 else if(self.team == FL_TEAM_3)
274 else if(self.team == FL_TEAM_4)
278 freezetag_Freeze(frag_attacker);
281 if(frag_attacker == frag_target || frag_attacker == world)
283 if(frag_target.classname == STR_PLAYER)
284 centerprint(frag_target, "^1You froze yourself.\n");
285 bprint("^7", frag_target.netname, "^1 froze himself.\n");
289 if(frag_target.classname == STR_PLAYER)
290 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
291 if(frag_attacker.classname == STR_PLAYER)
292 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
293 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
296 frag_target.health = 1; // "respawn" the player :P
298 freezetag_CheckWinner();
303 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
305 freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
307 if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
308 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
313 if(warmup && time > warmup) // spawn too late, freeze player
315 centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
316 freezetag_Freeze(world);
322 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
324 frag_score = 0; // no frags counted in Freeze Tag
328 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
331 vector revive_extra_size;
333 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
338 FOR_EACH_PLAYER(other) if(self != other)
340 if(other.freezetag_frozen == 0)
342 if(other.team == self.team)
344 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
354 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
356 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
357 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
359 if(self.freezetag_revive_progress >= 1)
361 freezetag_Unfreeze(self);
363 // EVERY team mate nearby gets a point (even if multiple!)
364 FOR_EACH_PLAYER(other) if(self != other)
366 if(other.freezetag_frozen == 0)
368 if(other.team == self.team)
370 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
372 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
373 PlayerScore_Add(other, SP_SCORE, +1);
380 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
382 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
383 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
385 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
387 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
390 // now find EVERY teammate within reviving radius, set their revive_progress values correct
391 FOR_EACH_PLAYER(other) if(self != other)
393 if(other.freezetag_frozen == 0)
395 if(other.team == self.team)
397 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
398 other.freezetag_revive_progress = self.freezetag_revive_progress;
403 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
405 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
406 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
410 self.freezetag_revive_progress = 0; // thawing nobody
416 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
418 if(self.freezetag_frozen)
420 self.movement = '0 0 0';
421 self.disableclientprediction = 1;
426 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
430 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
433 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
439 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
441 if (self.freezetag_frozen)
446 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
448 if not(self.deadflag)
451 self.havocbot_role = havocbot_role_ft_freeing;
453 self.havocbot_role = havocbot_role_ft_offense;
459 MUTATOR_DEFINITION(gamemode_freezetag)
461 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
462 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
463 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
464 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
465 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
466 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
467 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
468 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
469 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
470 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
474 if(time > 1) // game loads at time 1
475 error("This is a game type and it cannot be added at runtime.");
476 freezetag_Initialize();
481 error("This is a game type and it cannot be removed at runtime.");