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1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5         ScoreRules_freezetag();
6 }
7
8 void freezetag_CheckWinner()
9 {
10         if(time <= game_starttime || inWarmupStage)
11                 return;
12
13         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
14                 return; // already waiting for next round to start
15
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
23
24         entity e, winner;
25         string teamname;
26         winner = world;
27
28         FOR_EACH_PLAYER(e)
29         {
30                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
31                 {
32                         winner = e;
33                         break; // break, we found the winner
34                 }
35         }
36
37         if(winner != world) // just in case a winner wasn't found
38         {
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";
45                 else
46                         teamname = "^6Pink Team";
47                 FOR_EACH_PLAYER(e) {
48                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
49                 }
50                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
51                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
52         }
53
54         next_round = time + 5;
55 }
56
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()
61 {
62         setorigin(self, self.owner.origin - '0 0 16');
63         self.nextthink = time;
64 }
65
66 void freezetag_update_alive_stats()
67 {
68         entity e;
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;
74         }
75 }
76
77 void freezetag_add_alive()
78 {
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();
84 }
85
86 void freezetag_remove_alive()
87 {
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();
93 }
94
95 void freezetag_Freeze(entity attacker)
96 {
97         if(self.freezetag_frozen)
98                 return;
99         self.freezetag_frozen = 1;
100         self.freezetag_revive_progress = 0;
101         self.health = 1;
102         if(inWarmupStage)
103                 self.freezetag_frozen_timeout = time + 5;
104
105         entity ice;
106         ice = spawn();
107         ice.owner = self;
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");
113
114         entity oldself;
115         oldself = self;
116         self = ice;
117         freezetag_Ice_Think();
118         self = oldself;
119
120         RemoveGrapplingHook(self);
121
122         // add waypoint
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');
124
125         if(attacker == self)
126         {
127                 // you froze your own dumb self
128                 // counted as "suicide" already
129                 PlayerScore_Add(self, SP_SCORE, -1);
130         }
131         else if(attacker.classname == "player")
132         {
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);
137         }
138         else
139         {
140                 // nothing - got frozen by the game type rules themselves
141         }
142 }
143
144 void freezetag_Unfreeze(entity attacker)
145 {
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;
150
151         // remove the ice block
152         entity ice;
153         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
154         {
155                 remove(ice);
156                 break;
157         }
158
159         // remove waypoint
160         if(self.waypointsprite_attached)
161                 WaypointSprite_Kill(self.waypointsprite_attached);
162 }
163
164
165 // ================
166 // Bot player logic
167 // ================
168
169 void() havocbot_role_ft_freeing;
170 void() havocbot_role_ft_offense;
171
172 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
173 {
174         entity head;
175         float distance;
176
177         FOR_EACH_PLAYER(head)
178         {
179                 if ((head != self) && (head.team == self.team))
180                 {
181                         if (head.freezetag_frozen)
182                         {
183                                 distance = vlen(head.origin - org);
184                                 if (distance > sradius)
185                                         continue;
186                                 navigation_routerating(head, ratingscale, 2000);
187                         }
188                         else
189                         {
190                                 // If teamate is not frozen still seek them out as fight better
191                                 // in a group.
192                                 navigation_routerating(head, ratingscale/3, 2000);
193                         }
194                 }
195         }
196 }
197
198 void havocbot_role_ft_offense()
199 {
200         entity head;
201         float unfrozen;
202
203         if(self.deadflag != DEAD_NO)
204                 return;
205
206         if (!self.havocbot_role_timeout)
207                 self.havocbot_role_timeout = time + random() * 10 + 20;
208
209         // Count how many players on team are unfrozen.
210         unfrozen = 0;
211         FOR_EACH_PLAYER(head)
212         {
213                 if ((head.team == self.team) && (!head.freezetag_frozen))
214                         unfrozen++;
215         }
216
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))
219         {
220                 dprint("changing role to freeing\n");
221                 self.havocbot_role = havocbot_role_ft_freeing;
222                 self.havocbot_role_timeout = 0;
223                 return;
224         }
225
226         if (time > self.bot_strategytime)
227         {
228                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
229
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();
236         }
237 }
238
239 void havocbot_role_ft_freeing()
240 {
241         if(self.deadflag != DEAD_NO)
242                 return;
243
244         if (!self.havocbot_role_timeout)
245                 self.havocbot_role_timeout = time + random() * 10 + 20;
246
247         if (time > self.havocbot_role_timeout)
248         {
249                 dprint("changing role to offense\n");
250                 self.havocbot_role = havocbot_role_ft_offense;
251                 self.havocbot_role_timeout = 0;
252                 return;
253         }
254
255         if (time > self.bot_strategytime)
256         {
257                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
258
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();
265         }
266 }
267
268
269 // ==============
270 // Hook Functions
271 // ==============
272
273 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
274 {
275         if(self.freezetag_frozen == 0 && self.health >= 1)
276                 freezetag_remove_alive();
277
278         freezetag_Unfreeze(world);
279
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();
282
283         return 1;
284 }
285
286 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
287 {
288         if(frag_deathtype == DEATH_HURTTRIGGER)
289         {
290                 if(!self.freezetag_frozen)
291                 {
292                         freezetag_remove_alive();
293                         freezetag_Freeze(world);
294                         freezetag_CheckWinner();
295                 }
296                 PutClientInServer(); // respawn the player
297                 self.health = 1;
298                 return 0;
299         }
300
301         if(self.freezetag_frozen == 0)
302         {
303                 freezetag_Freeze(frag_attacker);
304                 freezetag_remove_alive();
305         }
306
307         if(frag_attacker == frag_target || frag_attacker == world)
308         {
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");
312         }
313         else
314         {
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");
320         }
321
322         frag_target.health = 1; // "respawn" the player :P
323
324         freezetag_CheckWinner();
325
326         return 0;
327 }
328
329 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
330 {
331         if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
332                 return 1;
333
334         freezetag_add_alive();
335
336         if(time <= game_starttime || inWarmupStage || total_players == 0)
337                 return 1;
338
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
341         {
342                 next_round = time;
343                 return 1;
344         }
345
346         if(warmup && time > warmup) // spawn too late, freeze player
347         {
348                 centerprint(self, "^1Round already started, you spawn as frozen.");
349                 freezetag_Freeze(world);
350                 freezetag_remove_alive();
351         }
352
353         return 1;
354 }
355
356 MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
357 {
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;
362         return 1;
363 }
364
365 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
366 {
367         FOR_EACH_PLAYER(self)
368         {
369                 if (self.freezetag_frozen)
370                         freezetag_Unfreeze(world);
371                 PutClientInServer();
372         }
373         return 1;
374 }
375
376 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
377 {
378         frag_score = 0; // no frags counted in Freeze Tag
379         return 1;
380 }
381
382 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
383 {
384         float n;
385         vector revive_extra_size;
386
387         if(gameover)
388                 return 1;
389         if(self.freezetag_frozen && !self.freezetag_revive_progress)
390                 self.health = 1;
391         if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
392         {
393                 freezetag_Unfreeze(world);
394                 freezetag_add_alive();
395                 return 1;
396         }
397         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
398                 return 1; // already waiting for next round to start
399
400         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
401
402         entity o;
403         o = world;
404         n = 0;
405         FOR_EACH_PLAYER(other) if(self != other)
406         {
407                 if(other.freezetag_frozen == 0)
408                 {
409                         if(other.team == self.team)
410                         {
411                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
412                                 {
413                                         if(!o)
414                                                 o = other;
415                                         ++n;
416                                 }
417                         }
418                 }
419         }
420
421         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
422         {
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);
425
426                 if(self.freezetag_revive_progress >= 1)
427                 {
428                         freezetag_Unfreeze(self);
429                         freezetag_add_alive();
430
431                         // EVERY team mate nearby gets a point (even if multiple!)
432                         FOR_EACH_PLAYER(other) if(self != other)
433                         {
434                                 if(other.freezetag_frozen == 0)
435                                 {
436                                         if(other.team == self.team)
437                                         {
438                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
439                                                 {
440                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
441                                                         PlayerScore_Add(other, SP_SCORE, +1);
442                                                 }
443                                         }
444                                 }
445                         }
446
447                         if(n > 1)
448                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
449                         else
450                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
451                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
452                         if(n > 1)
453                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
454                         else
455                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
456                 }
457
458                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
459                 FOR_EACH_PLAYER(other) if(self != other)
460                 {
461                         if(other.freezetag_frozen == 0)
462                         {
463                                 if(other.team == self.team)
464                                 {
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;
467                                 }
468                         }
469                 }
470         }
471         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
472         {
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);
475         }
476         else if(!n)
477         {
478                 self.freezetag_revive_progress = 0; // thawing nobody
479         }
480
481         return 1;
482 }
483
484 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
485 {
486         if(self.freezetag_frozen)
487         {
488                 self.movement = '0 0 0';
489                 self.disableclientprediction = 1;
490         }
491         return 1;
492 }
493
494 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
495 {
496     if(g_freezetag)
497     {
498         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
499         {
500             frag_damage = 0;
501             frag_force = frag_force * autocvar_g_freezetag_frozen_force;
502         }
503     }
504     return 1;
505 }
506
507 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
508 {
509         if (self.freezetag_frozen)
510                 return 1;
511         return 0;
512 }
513
514 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
515 {
516         if not(self.deadflag)
517         {
518                 if (random() < 0.5)
519                         self.havocbot_role = havocbot_role_ft_freeing;
520                 else
521                         self.havocbot_role = havocbot_role_ft_offense;
522         }
523
524         return TRUE;
525 }
526
527 MUTATOR_DEFINITION(gamemode_freezetag)
528 {
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);
541
542         MUTATOR_ONADD
543         {
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();
547         }
548
549         MUTATOR_ONREMOVE
550         {
551                 error("This is a game type and it cannot be removed at runtime.");
552         }
553
554         return 0;
555 }