1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
8 void freezetag_CheckWinner()
10 if(time <= game_starttime || inWarmupStage)
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 == COLOR_TEAM1)
40 teamname = "^1Red Team";
41 else if(winner.team == COLOR_TEAM2)
42 teamname = "^4Blue Team";
43 else if(winner.team == COLOR_TEAM3)
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_update_alive_stats()
69 FOR_EACH_REALCLIENT(e) {
70 e.redalive_stat = redalive;
71 e.bluealive_stat = bluealive;
72 e.yellowalive_stat = yellowalive;
73 e.pinkalive_stat = pinkalive;
77 void freezetag_add_alive()
79 if(self.team == COLOR_TEAM1) ++redalive;
80 else if(self.team == COLOR_TEAM2) ++bluealive;
81 else if(self.team == COLOR_TEAM3) ++yellowalive;
82 else if(self.team == COLOR_TEAM4) ++pinkalive;
83 freezetag_update_alive_stats();
86 void freezetag_remove_alive()
88 if(self.team == COLOR_TEAM1) --redalive;
89 else if(self.team == COLOR_TEAM2) --bluealive;
90 else if(self.team == COLOR_TEAM3) --yellowalive;
91 else if(self.team == COLOR_TEAM4) --pinkalive;
92 freezetag_update_alive_stats();
95 void freezetag_Freeze(entity attacker)
97 if(self.freezetag_frozen)
99 self.freezetag_frozen = 1;
100 self.freezetag_revive_progress = 0;
103 self.freezetag_frozen_timeout = time + 5;
108 ice.classname = "freezetag_ice";
109 ice.think = freezetag_Ice_Think;
110 ice.nextthink = time;
111 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
112 setmodel(ice, "models/ice/ice.md3");
117 freezetag_Ice_Think();
120 RemoveGrapplingHook(self);
123 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
127 // you froze your own dumb self
128 // counted as "suicide" already
129 PlayerScore_Add(self, SP_SCORE, -1);
131 else if(attacker.classname == "player")
133 // got frozen by an enemy
134 // counted as "kill" and "death" already
135 PlayerScore_Add(self, SP_SCORE, -1);
136 PlayerScore_Add(attacker, SP_SCORE, +1);
140 // nothing - got frozen by the game type rules themselves
144 void freezetag_Unfreeze(entity attacker)
146 self.freezetag_frozen = 0;
147 self.freezetag_frozen_timeout = 0;
148 self.freezetag_revive_progress = 0;
149 self.health = autocvar_g_balance_health_start;
151 // remove the ice block
153 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
160 if(self.waypointsprite_attached)
161 WaypointSprite_Kill(self.waypointsprite_attached);
169 void() havocbot_role_ft_freeing;
170 void() havocbot_role_ft_offense;
172 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
177 FOR_EACH_PLAYER(head)
179 if ((head != self) && (head.team == self.team))
181 if (head.freezetag_frozen)
183 distance = vlen(head.origin - org);
184 if (distance > sradius)
186 navigation_routerating(head, ratingscale, 2000);
190 // If teamate is not frozen still seek them out as fight better
192 navigation_routerating(head, ratingscale/3, 2000);
198 void havocbot_role_ft_offense()
203 if(self.deadflag != DEAD_NO)
206 if (!self.havocbot_role_timeout)
207 self.havocbot_role_timeout = time + random() * 10 + 20;
209 // Count how many players on team are unfrozen.
211 FOR_EACH_PLAYER(head)
213 if ((head.team == self.team) && (!head.freezetag_frozen))
217 // If only one left on team or if role has timed out then start trying to free players.
218 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
220 dprint("changing role to freeing\n");
221 self.havocbot_role = havocbot_role_ft_freeing;
222 self.havocbot_role_timeout = 0;
226 if (time > self.bot_strategytime)
228 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
230 navigation_goalrating_start();
231 havocbot_goalrating_items(10000, self.origin, 10000);
232 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
233 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
234 //havocbot_goalrating_waypoints(1, self.origin, 1000);
235 navigation_goalrating_end();
239 void havocbot_role_ft_freeing()
241 if(self.deadflag != DEAD_NO)
244 if (!self.havocbot_role_timeout)
245 self.havocbot_role_timeout = time + random() * 10 + 20;
247 if (time > self.havocbot_role_timeout)
249 dprint("changing role to offense\n");
250 self.havocbot_role = havocbot_role_ft_offense;
251 self.havocbot_role_timeout = 0;
255 if (time > self.bot_strategytime)
257 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
259 navigation_goalrating_start();
260 havocbot_goalrating_items(8000, self.origin, 10000);
261 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
262 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
263 //havocbot_goalrating_waypoints(1, self.origin, 1000);
264 navigation_goalrating_end();
273 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
275 if(self.freezetag_frozen == 0 && self.health >= 1)
276 freezetag_remove_alive();
278 freezetag_Unfreeze(world);
280 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)
281 freezetag_CheckWinner();
286 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
288 if(frag_deathtype == DEATH_HURTTRIGGER)
290 if(!self.freezetag_frozen)
292 freezetag_remove_alive();
293 freezetag_Freeze(world);
294 freezetag_CheckWinner();
296 PutClientInServer(); // respawn the player
301 if(self.freezetag_frozen == 0)
303 freezetag_Freeze(frag_attacker);
304 freezetag_remove_alive();
307 if(frag_attacker == frag_target || frag_attacker == world)
309 if(frag_target.classname == STR_PLAYER)
310 centerprint(frag_target, "^1You froze yourself.\n");
311 bprint("^7", frag_target.netname, "^1 froze himself.\n");
315 if(frag_target.classname == STR_PLAYER)
316 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
317 if(frag_attacker.classname == STR_PLAYER)
318 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
319 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
322 frag_target.health = 1; // "respawn" the player :P
324 freezetag_CheckWinner();
329 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
331 if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
334 freezetag_add_alive();
336 if(time <= game_starttime || inWarmupStage || total_players == 0)
339 if(total_players == 1) // only one player active on server, start a new match immediately
340 if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
346 if(warmup && time > warmup) // spawn too late, freeze player
348 centerprint(self, "^1Round already started, you spawn as frozen.");
349 freezetag_Freeze(world);
350 freezetag_remove_alive();
356 MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
358 redalive = bluealive = yellowalive = pinkalive = 0;
359 warmup = max(time, game_starttime);
360 if(autocvar_g_freezetag_warmup > 0)
361 warmup += autocvar_g_freezetag_warmup;
365 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
367 FOR_EACH_PLAYER(self)
369 if (self.freezetag_frozen)
370 freezetag_Unfreeze(world);
376 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
378 frag_score = 0; // no frags counted in Freeze Tag
382 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
385 vector revive_extra_size;
389 if(self.freezetag_frozen && !self.freezetag_revive_progress)
391 if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
393 freezetag_Unfreeze(world);
394 freezetag_add_alive();
397 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
398 return 1; // already waiting for next round to start
400 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
405 FOR_EACH_PLAYER(other) if(self != other)
407 if(other.freezetag_frozen == 0)
409 if(other.team == self.team)
411 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
421 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
423 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
424 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
426 if(self.freezetag_revive_progress >= 1)
428 freezetag_Unfreeze(self);
429 freezetag_add_alive();
431 // EVERY team mate nearby gets a point (even if multiple!)
432 FOR_EACH_PLAYER(other) if(self != other)
434 if(other.freezetag_frozen == 0)
436 if(other.team == self.team)
438 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
440 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
441 PlayerScore_Add(other, SP_SCORE, +1);
448 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
450 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
451 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
453 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
455 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
458 // now find EVERY teammate within reviving radius, set their revive_progress values correct
459 FOR_EACH_PLAYER(other) if(self != other)
461 if(other.freezetag_frozen == 0)
463 if(other.team == self.team)
465 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
466 other.freezetag_revive_progress = self.freezetag_revive_progress;
471 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
473 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
474 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
478 self.freezetag_revive_progress = 0; // thawing nobody
484 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
486 if(self.freezetag_frozen)
488 self.movement = '0 0 0';
489 self.disableclientprediction = 1;
494 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
498 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
501 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
507 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
509 if (self.freezetag_frozen)
514 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
516 if not(self.deadflag)
519 self.havocbot_role = havocbot_role_ft_freeing;
521 self.havocbot_role = havocbot_role_ft_offense;
527 MUTATOR_DEFINITION(gamemode_freezetag)
529 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
530 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
531 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
532 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
533 MUTATOR_HOOK(reset_map_global, freezetag_reset_map_global, CBC_ORDER_ANY);
534 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
535 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
536 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
537 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
538 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
539 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
540 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
544 if(time > 1) // game loads at time 1
545 error("This is a game type and it cannot be added at runtime.");
546 freezetag_Initialize();
551 error("This is a game type and it cannot be removed at runtime.");