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 float freezetag_CheckTeams();
10 float freezetag_CheckWinner();
11 void freezetag_Initialize()
13 precache_model("models/ice/ice.md3");
14 ScoreRules_freezetag();
16 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
17 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
19 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
20 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
21 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
22 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
24 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
25 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
28 void freezetag_count_alive_players()
31 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
33 if(e.team == COLOR_TEAM1 && e.health >= 1)
36 if (!e.freezetag_frozen) ++redalive;
38 else if(e.team == COLOR_TEAM2 && e.health >= 1)
41 if (!e.freezetag_frozen) ++bluealive;
43 else if(e.team == COLOR_TEAM3 && e.health >= 1)
46 if (!e.freezetag_frozen) ++yellowalive;
48 else if(e.team == COLOR_TEAM4 && e.health >= 1)
51 if (!e.freezetag_frozen) ++pinkalive;
54 FOR_EACH_REALCLIENT(e) {
55 e.redalive_stat = redalive;
56 e.bluealive_stat = bluealive;
57 e.yellowalive_stat = yellowalive;
58 e.pinkalive_stat = pinkalive;
61 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
62 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
64 float prev_total_players;
65 float freezetag_CheckTeams()
68 if(FREEZETAG_ALIVE_TEAMS_OK())
70 if(prev_total_players != -1)
72 FOR_EACH_REALCLIENT(e)
73 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
75 prev_total_players = -1;
78 if(prev_total_players != total_players)
80 string teams_missing = "";
81 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
82 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
83 if(freezetag_teams >= 3)
84 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
85 if(freezetag_teams == 4)
86 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
87 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
89 FOR_EACH_REALCLIENT(e)
90 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
91 prev_total_players = total_players;
96 float freezetag_getWinnerTeam()
98 float winner_team = 0;
100 winner_team = COLOR_TEAM1;
103 if(winner_team) return 0;
104 winner_team = COLOR_TEAM2;
108 if(winner_team) return 0;
109 winner_team = COLOR_TEAM3;
113 if(winner_team) return 0;
114 winner_team = COLOR_TEAM4;
118 return -1; // no player left
121 float freezetag_CheckWinner()
124 if(round_handler_GetTimeLeft() <= 0)
126 FOR_EACH_REALCLIENT(e)
127 centerprint(e, "Round over, there's no winner");
128 bprint("Round over, there's no winner.\n");
130 e.freezetag_frozen_timeout = 0;
131 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
135 if(FREEZETAG_ALIVE_TEAMS() > 1)
140 winner_team = freezetag_getWinnerTeam();
143 teamname = ColoredTeamName(winner_team);
144 FOR_EACH_REALCLIENT(e)
145 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
146 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
147 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
149 else if(winner_team == -1)
151 FOR_EACH_REALCLIENT(e)
152 centerprint(e, "^5Round tied! All teams were frozen.");
153 bprint("^5Round tied! All teams were frozen.\n");
157 e.freezetag_frozen_timeout = 0;
158 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
162 // this is needed to allow the player to turn his view around (fixangle can't
163 // be used to freeze his view, as that also changes the angles), while not
164 // turning that ice object with the player
165 void freezetag_Ice_Think()
167 setorigin(self, self.owner.origin - '0 0 16');
168 self.nextthink = time;
171 void freezetag_Add_Score(entity attacker)
175 // you froze your own dumb self
176 // counted as "suicide" already
177 PlayerScore_Add(self, SP_SCORE, -1);
179 else if(attacker.classname == "player")
181 // got frozen by an enemy
182 // counted as "kill" and "death" already
183 PlayerScore_Add(self, SP_SCORE, -1);
184 PlayerScore_Add(attacker, SP_SCORE, +1);
186 // else nothing - got frozen by the game type rules themselves
189 void freezetag_Freeze(entity attacker)
191 if(self.freezetag_frozen)
193 self.freezetag_frozen = 1;
194 self.freezetag_frozen_time = time;
195 self.freezetag_revive_progress = 0;
197 if(autocvar_g_freezetag_frozen_maxtime > 0)
198 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
200 freezetag_count_alive_players();
205 ice.classname = "freezetag_ice";
206 ice.think = freezetag_Ice_Think;
207 ice.nextthink = time;
208 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
209 ice.alpha = ICE_MAX_ALPHA;
210 ice.colormod = TeamColor(self.team);
211 setmodel(ice, "models/ice/ice.md3");
213 self.freezetag_ice = ice;
215 RemoveGrapplingHook(self);
218 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
220 freezetag_Add_Score(attacker);
223 void freezetag_Unfreeze(entity attacker)
225 self.freezetag_frozen = 0;
226 self.freezetag_frozen_time = 0;
227 self.freezetag_frozen_timeout = 0;
228 self.freezetag_revive_progress = 0;
230 remove(self.freezetag_ice);
231 self.freezetag_ice = world;
233 if(self.waypointsprite_attached)
234 WaypointSprite_Kill(self.waypointsprite_attached);
242 void() havocbot_role_ft_freeing;
243 void() havocbot_role_ft_offense;
245 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
250 FOR_EACH_PLAYER(head)
252 if ((head != self) && (head.team == self.team))
254 if (head.freezetag_frozen)
256 distance = vlen(head.origin - org);
257 if (distance > sradius)
259 navigation_routerating(head, ratingscale, 2000);
263 // If teamate is not frozen still seek them out as fight better
265 navigation_routerating(head, ratingscale/3, 2000);
271 void havocbot_role_ft_offense()
276 if(self.deadflag != DEAD_NO)
279 if (!self.havocbot_role_timeout)
280 self.havocbot_role_timeout = time + random() * 10 + 20;
282 // Count how many players on team are unfrozen.
284 FOR_EACH_PLAYER(head)
286 if ((head.team == self.team) && (!head.freezetag_frozen))
290 // If only one left on team or if role has timed out then start trying to free players.
291 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
293 dprint("changing role to freeing\n");
294 self.havocbot_role = havocbot_role_ft_freeing;
295 self.havocbot_role_timeout = 0;
299 if (time > self.bot_strategytime)
301 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
303 navigation_goalrating_start();
304 havocbot_goalrating_items(10000, self.origin, 10000);
305 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
306 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
307 //havocbot_goalrating_waypoints(1, self.origin, 1000);
308 navigation_goalrating_end();
312 void havocbot_role_ft_freeing()
314 if(self.deadflag != DEAD_NO)
317 if (!self.havocbot_role_timeout)
318 self.havocbot_role_timeout = time + random() * 10 + 20;
320 if (time > self.havocbot_role_timeout)
322 dprint("changing role to offense\n");
323 self.havocbot_role = havocbot_role_ft_offense;
324 self.havocbot_role_timeout = 0;
328 if (time > self.bot_strategytime)
330 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
332 navigation_goalrating_start();
333 havocbot_goalrating_items(8000, self.origin, 10000);
334 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
335 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
336 //havocbot_goalrating_waypoints(1, self.origin, 1000);
337 navigation_goalrating_end();
346 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
348 self.health = 0; // neccessary to update correctly alive stats
349 freezetag_Unfreeze(world);
350 freezetag_count_alive_players();
354 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
356 if(round_handler_IsActive())
357 if(round_handler_CountdownRunning())
359 if(self.freezetag_frozen)
360 freezetag_Unfreeze(world);
361 freezetag_count_alive_players();
362 return 1; // let the player die so that he can respawn whenever he wants
365 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
366 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
367 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
368 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
370 // let the player die, he will be automatically frozen when he respawns
371 if(!self.freezetag_frozen)
373 freezetag_Add_Score(frag_attacker);
374 freezetag_count_alive_players();
377 freezetag_Unfreeze(world); // remove ice
378 self.freezetag_frozen_timeout = -2; // freeze on respawn
382 if(self.freezetag_frozen)
385 freezetag_Freeze(frag_attacker);
387 if(frag_attacker == frag_target || frag_attacker == world)
389 if(frag_target.classname == STR_PLAYER)
390 centerprint(frag_target, "^1You froze yourself.\n");
391 bprint("^7", frag_target.netname, "^1 froze himself.\n");
395 if(frag_target.classname == STR_PLAYER)
396 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
397 if(frag_attacker.classname == STR_PLAYER)
398 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
399 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
402 frag_target.health = 1; // "respawn" the player :P
407 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
409 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
410 return 1; // do nothing, round is starting right now
412 if(self.freezetag_frozen_timeout == -2) // player was dead
414 freezetag_Freeze(world);
418 freezetag_count_alive_players();
420 if(round_handler_IsActive())
421 if(round_handler_IsRoundStarted())
423 centerprint(self, "^1Round already started, you spawn as frozen.");
424 freezetag_Freeze(world);
430 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
432 FOR_EACH_PLAYER(self)
434 if (self.freezetag_frozen)
435 freezetag_Unfreeze(world);
436 self.freezetag_frozen_timeout = -1;
438 self.freezetag_frozen_timeout = 0;
440 freezetag_count_alive_players();
444 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
446 frag_score = 0; // no frags counted in Freeze Tag
450 .float reviving; // temp var
451 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
458 if(self.freezetag_frozen)
461 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
464 if(round_handler_IsActive())
465 if(!round_handler_IsRoundStarted())
470 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
471 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);
473 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
477 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
479 FOR_EACH_PLAYER(other) if(self != other)
481 if(other.freezetag_frozen == 0)
483 if(other.team == self.team)
485 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
489 if(self.freezetag_frozen)
490 other.reviving = TRUE;
498 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
500 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
501 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
503 if(self.freezetag_revive_progress >= 1)
505 freezetag_Unfreeze(self);
506 freezetag_count_alive_players();
510 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
511 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
512 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
516 // EVERY team mate nearby gets a point (even if multiple!)
517 FOR_EACH_PLAYER(other)
521 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
522 PlayerScore_Add(other, SP_SCORE, +1);
527 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
529 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
530 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
532 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
534 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
537 FOR_EACH_PLAYER(other)
541 other.freezetag_revive_progress = self.freezetag_revive_progress;
542 other.reviving = FALSE;
546 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
548 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
549 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
553 self.freezetag_revive_progress = 0; // thawing nobody
559 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
561 if(self.freezetag_frozen)
563 self.movement = '0 0 0';
564 self.disableclientprediction = 1;
569 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
571 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
574 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
579 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
581 if (self.freezetag_frozen)
586 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
588 if not(self.deadflag)
591 self.havocbot_role = havocbot_role_ft_freeing;
593 self.havocbot_role = havocbot_role_ft_offense;
599 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
601 self.freezetag_frozen = other.freezetag_frozen;
602 self.freezetag_revive_progress = other.freezetag_revive_progress;
606 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
608 freezetag_teams = autocvar_g_freezetag_teams_override;
609 if(freezetag_teams < 2)
610 freezetag_teams = autocvar_g_freezetag_teams;
611 freezetag_teams = bound(2, freezetag_teams, 4);
612 ret_float = freezetag_teams;
616 MUTATOR_DEFINITION(gamemode_freezetag)
618 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
619 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
620 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
621 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
622 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
623 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
624 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
625 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
626 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
627 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
628 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
629 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
630 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
634 if(time > 1) // game loads at time 1
635 error("This is a game type and it cannot be added at runtime.");
636 freezetag_Initialize();
639 MUTATOR_ONROLLBACK_OR_REMOVE
641 // we actually cannot roll back freezetag_Initialize here
642 // BUT: we don't need to! If this gets called, adding always
648 print("This is a game type and it cannot be removed at runtime.");