1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
9 void freezetag_count_alive_players()
12 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
14 if(e.team == NUM_TEAM_1 && e.health >= 1)
17 if (!e.freezetag_frozen) ++redalive;
19 else if(e.team == NUM_TEAM_2 && e.health >= 1)
22 if (!e.freezetag_frozen) ++bluealive;
24 else if(e.team == NUM_TEAM_3 && e.health >= 1)
27 if (!e.freezetag_frozen) ++yellowalive;
29 else if(e.team == NUM_TEAM_4 && e.health >= 1)
32 if (!e.freezetag_frozen) ++pinkalive;
35 FOR_EACH_REALCLIENT(e) {
36 e.redalive_stat = redalive;
37 e.bluealive_stat = bluealive;
38 e.yellowalive_stat = yellowalive;
39 e.pinkalive_stat = pinkalive;
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
45 float prev_total_players;
46 float freezetag_CheckTeams()
48 if(FREEZETAG_ALIVE_TEAMS_OK())
50 Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS);
51 prev_total_players = -1;
54 if(prev_total_players != total_players)
56 float p1 = 0, p2 = 0, p3 = 0, p4 = 0;
57 if(!redalive) p1 = NUM_TEAM_1;
58 if(!bluealive) p2 = NUM_TEAM_2;
59 if(freezetag_teams >= 3)
60 if(!yellowalive) p3 = NUM_TEAM_3;
61 if(freezetag_teams >= 4)
62 if(!pinkalive) p4 = NUM_TEAM_4;
63 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, p1, p2, p3, p4);
64 prev_total_players = total_players;
69 float freezetag_getWinnerTeam()
71 float winner_team = 0;
73 winner_team = NUM_TEAM_1;
76 if(winner_team) return 0;
77 winner_team = NUM_TEAM_2;
81 if(winner_team) return 0;
82 winner_team = NUM_TEAM_3;
86 if(winner_team) return 0;
87 winner_team = NUM_TEAM_4;
91 return -1; // no player left
94 float freezetag_CheckWinner()
97 if(round_handler_GetTimeLeft() <= 0)
99 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
100 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
102 e.freezetag_frozen_timeout = 0;
103 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
107 if(FREEZETAG_ALIVE_TEAMS() > 1)
111 winner_team = freezetag_getWinnerTeam();
114 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
115 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
116 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
118 else if(winner_team == -1)
120 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
121 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
125 e.freezetag_frozen_timeout = 0;
126 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
130 // this is needed to allow the player to turn his view around (fixangle can't
131 // be used to freeze his view, as that also changes the angles), while not
132 // turning that ice object with the player
133 void freezetag_Ice_Think()
135 setorigin(self, self.owner.origin - '0 0 16');
136 self.nextthink = time;
139 void freezetag_Add_Score(entity attacker)
143 // you froze your own dumb self
144 // counted as "suicide" already
145 PlayerScore_Add(self, SP_SCORE, -1);
147 else if(attacker.classname == "player")
149 // got frozen by an enemy
150 // counted as "kill" and "death" already
151 PlayerScore_Add(self, SP_SCORE, -1);
152 PlayerScore_Add(attacker, SP_SCORE, +1);
154 // else nothing - got frozen by the game type rules themselves
157 void freezetag_Freeze(entity attacker)
159 if(self.freezetag_frozen)
161 self.freezetag_frozen = 1;
162 self.freezetag_frozen_time = time;
163 self.freezetag_revive_progress = 0;
165 if(autocvar_g_freezetag_frozen_maxtime > 0)
166 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
168 freezetag_count_alive_players();
173 ice.classname = "freezetag_ice";
174 ice.think = freezetag_Ice_Think;
175 ice.nextthink = time;
176 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
177 ice.alpha = ICE_MAX_ALPHA;
178 ice.colormod = Team_ColorRGB(self.team);
179 ice.glowmod = ice.colormod;
180 setmodel(ice, "models/ice/ice.md3");
182 self.freezetag_ice = ice;
184 RemoveGrapplingHook(self);
187 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
189 freezetag_Add_Score(attacker);
192 void freezetag_Unfreeze(entity attacker)
194 self.freezetag_frozen = 0;
195 self.freezetag_frozen_time = 0;
196 self.freezetag_frozen_timeout = 0;
197 self.freezetag_revive_progress = 0;
199 remove(self.freezetag_ice);
200 self.freezetag_ice = world;
202 if(self.waypointsprite_attached)
203 WaypointSprite_Kill(self.waypointsprite_attached);
211 void() havocbot_role_ft_freeing;
212 void() havocbot_role_ft_offense;
214 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
219 FOR_EACH_PLAYER(head)
221 if ((head != self) && (head.team == self.team))
223 if (head.freezetag_frozen)
225 distance = vlen(head.origin - org);
226 if (distance > sradius)
228 navigation_routerating(head, ratingscale, 2000);
232 // If teamate is not frozen still seek them out as fight better
234 navigation_routerating(head, ratingscale/3, 2000);
240 void havocbot_role_ft_offense()
245 if(self.deadflag != DEAD_NO)
248 if (!self.havocbot_role_timeout)
249 self.havocbot_role_timeout = time + random() * 10 + 20;
251 // Count how many players on team are unfrozen.
253 FOR_EACH_PLAYER(head)
255 if ((head.team == self.team) && (!head.freezetag_frozen))
259 // If only one left on team or if role has timed out then start trying to free players.
260 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
262 dprint("changing role to freeing\n");
263 self.havocbot_role = havocbot_role_ft_freeing;
264 self.havocbot_role_timeout = 0;
268 if (time > self.bot_strategytime)
270 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
272 navigation_goalrating_start();
273 havocbot_goalrating_items(10000, self.origin, 10000);
274 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
275 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
276 //havocbot_goalrating_waypoints(1, self.origin, 1000);
277 navigation_goalrating_end();
281 void havocbot_role_ft_freeing()
283 if(self.deadflag != DEAD_NO)
286 if (!self.havocbot_role_timeout)
287 self.havocbot_role_timeout = time + random() * 10 + 20;
289 if (time > self.havocbot_role_timeout)
291 dprint("changing role to offense\n");
292 self.havocbot_role = havocbot_role_ft_offense;
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(8000, self.origin, 10000);
303 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
304 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
305 //havocbot_goalrating_waypoints(1, self.origin, 1000);
306 navigation_goalrating_end();
315 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
317 self.health = 0; // neccessary to update correctly alive stats
318 freezetag_Unfreeze(world);
319 freezetag_count_alive_players();
323 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
325 if(round_handler_IsActive())
326 if(round_handler_CountdownRunning())
328 if(self.freezetag_frozen)
329 freezetag_Unfreeze(world);
330 freezetag_count_alive_players();
331 return 1; // let the player die so that he can respawn whenever he wants
334 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
335 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
336 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
337 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
339 // let the player die, he will be automatically frozen when he respawns
340 if(!self.freezetag_frozen)
342 freezetag_Add_Score(frag_attacker);
343 freezetag_count_alive_players();
346 freezetag_Unfreeze(world); // remove ice
347 self.freezetag_frozen_timeout = -2; // freeze on respawn
351 if(self.freezetag_frozen)
354 freezetag_Freeze(frag_attacker);
356 if(frag_attacker == frag_target || frag_attacker == world)
358 if(frag_target.classname == STR_PLAYER)
359 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
360 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
364 if(frag_target.classname == STR_PLAYER)
365 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
366 if(frag_attacker.classname == STR_PLAYER)
367 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
368 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
371 frag_target.health = 1; // "respawn" the player :P
376 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
378 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
379 return 1; // do nothing, round is starting right now
381 if(self.freezetag_frozen_timeout == -2) // player was dead
383 freezetag_Freeze(world);
387 freezetag_count_alive_players();
389 if(round_handler_IsActive())
390 if(round_handler_IsRoundStarted())
392 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
393 freezetag_Freeze(world);
399 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
401 FOR_EACH_PLAYER(self)
403 if (self.freezetag_frozen)
404 freezetag_Unfreeze(world);
405 self.freezetag_frozen_timeout = -1;
407 self.freezetag_frozen_timeout = 0;
409 freezetag_count_alive_players();
413 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
415 frag_score = 0; // no frags counted in Freeze Tag
419 .float reviving; // temp var
420 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
427 if(self.freezetag_frozen)
430 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
433 if(round_handler_IsActive())
434 if(!round_handler_IsRoundStarted())
439 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
440 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
442 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
446 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
448 FOR_EACH_PLAYER(other) if(self != other)
450 if(other.freezetag_frozen == 0)
452 if(other.team == self.team)
454 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
458 if(self.freezetag_frozen)
459 other.reviving = TRUE;
467 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
469 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
470 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
472 if(self.freezetag_revive_progress >= 1)
474 freezetag_Unfreeze(self);
475 freezetag_count_alive_players();
479 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
480 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
484 // EVERY team mate nearby gets a point (even if multiple!)
485 FOR_EACH_PLAYER(other)
489 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
490 PlayerScore_Add(other, SP_SCORE, +1);
494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
495 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
496 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
499 FOR_EACH_PLAYER(other)
503 other.freezetag_revive_progress = self.freezetag_revive_progress;
504 other.reviving = FALSE;
508 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
510 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
511 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
515 self.freezetag_revive_progress = 0; // thawing nobody
521 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
523 if(self.freezetag_frozen)
525 self.movement = '0 0 0';
526 self.disableclientprediction = 1;
531 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
533 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
536 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
541 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
543 if (self.freezetag_frozen)
548 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
550 if not(self.deadflag)
553 self.havocbot_role = havocbot_role_ft_freeing;
555 self.havocbot_role = havocbot_role_ft_offense;
561 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
563 self.freezetag_frozen = other.freezetag_frozen;
564 self.freezetag_revive_progress = other.freezetag_revive_progress;
568 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
570 freezetag_teams = autocvar_g_freezetag_teams_override;
571 if(freezetag_teams < 2)
572 freezetag_teams = autocvar_g_freezetag_teams;
573 freezetag_teams = bound(2, freezetag_teams, 4);
574 ret_float = freezetag_teams;
578 void freezetag_Initialize()
580 precache_model("models/ice/ice.md3");
581 ScoreRules_freezetag();
583 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
584 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
586 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
587 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
588 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
589 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
591 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
592 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
595 MUTATOR_DEFINITION(gamemode_freezetag)
597 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
598 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
599 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
600 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
601 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
602 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
603 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
604 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
605 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
606 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
607 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
608 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
609 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
613 if(time > 1) // game loads at time 1
614 error("This is a game type and it cannot be added at runtime.");
615 freezetag_Initialize();
618 MUTATOR_ONROLLBACK_OR_REMOVE
620 // we actually cannot roll back freezetag_Initialize here
621 // BUT: we don't need to! If this gets called, adding always
627 print("This is a game type and it cannot be removed at runtime.");