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Freezetag: update HUD of spectators too (frozen gfx and revival progress info)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 float freezetag_CheckTeams();
2 float freezetag_CheckWinner();
3 void freezetag_Initialize()
4 {
5         precache_model("models/ice/ice.md3");
6         ScoreRules_freezetag();
7
8         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup);
9
10         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
11         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
12         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
13         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
14
15         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
16         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
17 }
18
19 void freezetag_count_alive_players()
20 {
21         entity e;
22         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
23         FOR_EACH_PLAYER(e) {
24                 if(e.team == COLOR_TEAM1 && e.health >= 1)
25                 {
26                         ++total_players;
27                         if (!e.freezetag_frozen) ++redalive;
28                 }
29                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
30                 {
31                         ++total_players;
32                         if (!e.freezetag_frozen) ++bluealive;
33                 }
34                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
35                 {
36                         ++total_players;
37                         if (!e.freezetag_frozen) ++yellowalive;
38                 }
39                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
40                 {
41                         ++total_players;
42                         if (!e.freezetag_frozen) ++pinkalive;
43                 }
44         }
45         FOR_EACH_REALCLIENT(e) {
46                 e.redalive_stat = redalive;
47                 e.bluealive_stat = bluealive;
48                 e.yellowalive_stat = yellowalive;
49                 e.pinkalive_stat = pinkalive;
50         }
51 }
52
53 float freezetag_TeamsCanPlay()
54 {
55         if((redalive >= 1 && bluealive >= 1)
56                 || (redalive >= 1 && yellowalive >= 1)
57                 || (redalive >= 1 && pinkalive >= 1)
58                 || (bluealive >= 1 && yellowalive >= 1)
59                 || (bluealive >= 1 && pinkalive >= 1)
60                 || (yellowalive >= 1 && pinkalive >= 1))
61                 return 1; // we still have active players on two or more teams, nobody won yet
62         return 0;
63 }
64
65 float prev_total_players;
66 float freezetag_CheckTeams()
67 {
68         entity e;
69         if(freezetag_TeamsCanPlay())
70         {
71                 if(prev_total_players != -1)
72                 {
73                         FOR_EACH_REALCLIENT(e)
74                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
75                 }
76                 prev_total_players = -1;
77                 return 1;
78         }
79         if(prev_total_players != total_players)
80         {
81                 string teams_missing;
82                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
83                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
84                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
85
86                 FOR_EACH_REALCLIENT(e)
87                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
88                 prev_total_players = total_players;
89         }
90         return 0;
91 }
92 float freezetag_CheckWinner()
93 {
94         if(freezetag_TeamsCanPlay())
95                 return 0;
96
97         entity e, winner;
98         string teamname;
99         winner = world;
100
101         FOR_EACH_PLAYER(e)
102         {
103                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
104                 {
105                         winner = e;
106                         break; // break, we found the winner
107                 }
108         }
109
110         if(winner != world) // just in case a winner wasn't found
111         {
112                 teamname = ColoredTeamName(winner.team);
113                 FOR_EACH_REALCLIENT(e)
114                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
115                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
116                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
117         }
118
119         return 1;
120 }
121
122 // this is needed to allow the player to turn his view around (fixangle can't
123 // be used to freeze his view, as that also changes the angles), while not
124 // turning that ice object with the player
125 void freezetag_Ice_Think()
126 {
127         setorigin(self, self.owner.origin - '0 0 16');
128         self.nextthink = time;
129 }
130
131 void freezetag_Add_Score(entity attacker)
132 {
133         if(attacker == self)
134         {
135                 // you froze your own dumb self
136                 // counted as "suicide" already
137                 PlayerScore_Add(self, SP_SCORE, -1);
138         }
139         else if(attacker.classname == "player")
140         {
141                 // got frozen by an enemy
142                 // counted as "kill" and "death" already
143                 PlayerScore_Add(self, SP_SCORE, -1);
144                 PlayerScore_Add(attacker, SP_SCORE, +1);
145         }
146         // else nothing - got frozen by the game type rules themselves
147 }
148
149 void freezetag_Freeze(entity attacker)
150 {
151         if(self.freezetag_frozen)
152                 return;
153         self.freezetag_frozen = 1;
154         self.freezetag_revive_progress = 0;
155         self.health = 1;
156         // if(inWarmupStage)
157                 // self.freezetag_frozen_timeout = time + 5;
158
159         freezetag_count_alive_players();
160
161         entity ice;
162         ice = spawn();
163         ice.owner = self;
164         ice.classname = "freezetag_ice";
165         ice.think = freezetag_Ice_Think;
166         ice.nextthink = time;
167         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
168         setmodel(ice, "models/ice/ice.md3");
169
170         entity oldself;
171         oldself = self;
172         self = ice;
173         freezetag_Ice_Think();
174         self = oldself;
175
176         RemoveGrapplingHook(self);
177
178         // add waypoint
179         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
180
181         freezetag_Add_Score(attacker);
182 }
183
184 void freezetag_Unfreeze(entity attacker)
185 {
186         self.freezetag_frozen = 0;
187         self.freezetag_frozen_timeout = 0;
188         self.freezetag_revive_progress = 0;
189
190         // remove the ice block
191         entity ice;
192         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
193         {
194                 remove(ice);
195                 break;
196         }
197
198         // remove waypoint
199         if(self.waypointsprite_attached)
200                 WaypointSprite_Kill(self.waypointsprite_attached);
201 }
202
203
204 // ================
205 // Bot player logic
206 // ================
207
208 void() havocbot_role_ft_freeing;
209 void() havocbot_role_ft_offense;
210
211 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
212 {
213         entity head;
214         float distance;
215
216         FOR_EACH_PLAYER(head)
217         {
218                 if ((head != self) && (head.team == self.team))
219                 {
220                         if (head.freezetag_frozen)
221                         {
222                                 distance = vlen(head.origin - org);
223                                 if (distance > sradius)
224                                         continue;
225                                 navigation_routerating(head, ratingscale, 2000);
226                         }
227                         else
228                         {
229                                 // If teamate is not frozen still seek them out as fight better
230                                 // in a group.
231                                 navigation_routerating(head, ratingscale/3, 2000);
232                         }
233                 }
234         }
235 }
236
237 void havocbot_role_ft_offense()
238 {
239         entity head;
240         float unfrozen;
241
242         if(self.deadflag != DEAD_NO)
243                 return;
244
245         if (!self.havocbot_role_timeout)
246                 self.havocbot_role_timeout = time + random() * 10 + 20;
247
248         // Count how many players on team are unfrozen.
249         unfrozen = 0;
250         FOR_EACH_PLAYER(head)
251         {
252                 if ((head.team == self.team) && (!head.freezetag_frozen))
253                         unfrozen++;
254         }
255
256         // If only one left on team or if role has timed out then start trying to free players.
257         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
258         {
259                 dprint("changing role to freeing\n");
260                 self.havocbot_role = havocbot_role_ft_freeing;
261                 self.havocbot_role_timeout = 0;
262                 return;
263         }
264
265         if (time > self.bot_strategytime)
266         {
267                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
268
269                 navigation_goalrating_start();
270                 havocbot_goalrating_items(10000, self.origin, 10000);
271                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
272                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
273                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
274                 navigation_goalrating_end();
275         }
276 }
277
278 void havocbot_role_ft_freeing()
279 {
280         if(self.deadflag != DEAD_NO)
281                 return;
282
283         if (!self.havocbot_role_timeout)
284                 self.havocbot_role_timeout = time + random() * 10 + 20;
285
286         if (time > self.havocbot_role_timeout)
287         {
288                 dprint("changing role to offense\n");
289                 self.havocbot_role = havocbot_role_ft_offense;
290                 self.havocbot_role_timeout = 0;
291                 return;
292         }
293
294         if (time > self.bot_strategytime)
295         {
296                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
297
298                 navigation_goalrating_start();
299                 havocbot_goalrating_items(8000, self.origin, 10000);
300                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
301                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
302                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
303                 navigation_goalrating_end();
304         }
305 }
306
307
308 // ==============
309 // Hook Functions
310 // ==============
311
312 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
313 {
314         self.health = 0; // neccessary to update correctly alive stats
315         freezetag_Unfreeze(world);
316         freezetag_count_alive_players();
317         return 1;
318 }
319
320 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
321 {
322         if(round_handler_IsActive())
323         if(round_handler_CountdownRunning())
324         {
325                 if(self.freezetag_frozen)
326                         freezetag_Unfreeze(world);
327                 freezetag_count_alive_players();
328                 return 1; // let the player die so that he can respawn whenever he wants
329         }
330
331         switch(frag_deathtype)
332         {
333                 case DEATH_HURTTRIGGER:
334                 case DEATH_FALL:
335                 case DEATH_DROWN:
336                 case DEATH_LAVA:
337                 case DEATH_SLIME:
338                 case DEATH_SWAMP:
339                 case DEATH_TEAMCHANGE:
340                 case DEATH_AUTOTEAMCHANGE:
341                 {
342                         // let the player die, he will be automatically frozen when he respawns
343                         if(!self.freezetag_frozen)
344                         {
345                                 freezetag_Add_Score(frag_attacker);
346                                 freezetag_count_alive_players();
347                         }
348                         else
349                                 freezetag_Unfreeze(world); // remove ice
350                         self.freezetag_frozen_timeout = -2; // freeze on respawn
351                         return 1;
352                 }
353         }
354
355         if(self.freezetag_frozen)
356                 return 1;
357
358         freezetag_Freeze(frag_attacker);
359
360         if(frag_attacker == frag_target || frag_attacker == world)
361         {
362                 if(frag_target.classname == STR_PLAYER)
363                         centerprint(frag_target, "^1You froze yourself.\n");
364                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
365         }
366         else
367         {
368                 if(frag_target.classname == STR_PLAYER)
369                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
370                 if(frag_attacker.classname == STR_PLAYER)
371                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
372                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
373         }
374
375         frag_target.health = 1; // "respawn" the player :P
376
377         return 1;
378 }
379
380 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
381 {
382         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
383                 return 1; // do nothing, round is starting right now
384
385         if(self.freezetag_frozen_timeout == -2) // player was dead
386         {
387                 freezetag_Freeze(world);
388                 return 1;
389         }
390
391         freezetag_count_alive_players();
392
393         if(round_handler_IsActive())
394         if(round_handler_IsRoundStarted())
395         {
396                 centerprint(self, "^1Round already started, you spawn as frozen.");
397                 freezetag_Freeze(world);
398         }
399
400         return 1;
401 }
402
403 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
404 {
405         FOR_EACH_PLAYER(self)
406         {
407                 if (self.freezetag_frozen)
408                         freezetag_Unfreeze(world);
409                 self.freezetag_frozen_timeout = -1;
410                 PutClientInServer();
411                 self.freezetag_frozen_timeout = 0;
412         }
413         freezetag_count_alive_players();
414         return 1;
415 }
416
417 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
418 {
419         frag_score = 0; // no frags counted in Freeze Tag
420         return 1;
421 }
422
423 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
424 {
425         float n;
426         vector revive_extra_size;
427
428         if(gameover)
429                 return 1;
430
431         if(self.freezetag_frozen)
432         {
433                 // keep health = 1
434                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
435
436                 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
437                 {
438                         self.health = autocvar_g_balance_health_start;
439                         freezetag_Unfreeze(world);
440                         freezetag_count_alive_players();
441                         return 1;
442                 }
443         }
444
445         if(round_handler_IsActive())
446         if(!round_handler_IsRoundStarted())
447                 return 1;
448
449         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
450
451         entity o;
452         o = world;
453         n = 0;
454         FOR_EACH_PLAYER(other) if(self != other)
455         {
456                 if(other.freezetag_frozen == 0)
457                 {
458                         if(other.team == self.team)
459                         {
460                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
461                                 {
462                                         if(!o)
463                                                 o = other;
464                                         ++n;
465                                 }
466                         }
467                 }
468         }
469
470         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
471         {
472                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
473                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
474
475                 if(self.freezetag_revive_progress >= 1)
476                 {
477                         freezetag_Unfreeze(self);
478                         freezetag_count_alive_players();
479
480                         // EVERY team mate nearby gets a point (even if multiple!)
481                         FOR_EACH_PLAYER(other) if(self != other)
482                         {
483                                 if(other.freezetag_frozen == 0)
484                                 {
485                                         if(other.team == self.team)
486                                         {
487                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
488                                                 {
489                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
490                                                         PlayerScore_Add(other, SP_SCORE, +1);
491                                                 }
492                                         }
493                                 }
494                         }
495
496                         if(n > 1)
497                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
498                         else
499                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
500                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
501                         if(n > 1)
502                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
503                         else
504                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
505                 }
506
507                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
508                 FOR_EACH_PLAYER(other) if(self != other)
509                 {
510                         if(other.freezetag_frozen == 0)
511                         {
512                                 if(other.team == self.team)
513                                 {
514                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
515                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
516                                 }
517                         }
518                 }
519         }
520         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
521         {
522                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
523                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
524         }
525         else if(!n)
526         {
527                 self.freezetag_revive_progress = 0; // thawing nobody
528         }
529
530         return 1;
531 }
532
533 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
534 {
535         if(self.freezetag_frozen)
536         {
537                 self.movement = '0 0 0';
538                 self.disableclientprediction = 1;
539         }
540         return 1;
541 }
542
543 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
544 {
545         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
546         {
547                 frag_damage = 0;
548                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
549         }
550         return 1;
551 }
552
553 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
554 {
555         if (self.freezetag_frozen)
556                 return 1;
557         return 0;
558 }
559
560 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
561 {
562         if not(self.deadflag)
563         {
564                 if (random() < 0.5)
565                         self.havocbot_role = havocbot_role_ft_freeing;
566                 else
567                         self.havocbot_role = havocbot_role_ft_offense;
568         }
569
570         return TRUE;
571 }
572
573 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
574 {
575         self.freezetag_frozen = other.freezetag_frozen;
576         self.freezetag_revive_progress = other.freezetag_revive_progress;
577         return 0;
578 }
579
580 MUTATOR_DEFINITION(gamemode_freezetag)
581 {
582         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
583         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
584         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
585         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
586         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
587         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
588         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
589         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
590         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
591         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
592         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
593         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
594
595         MUTATOR_ONADD
596         {
597                 if(time > 1) // game loads at time 1
598                         error("This is a game type and it cannot be added at runtime.");
599                 freezetag_Initialize();
600         }
601
602         MUTATOR_ONREMOVE
603         {
604                 error("This is a game type and it cannot be removed at runtime.");
605         }
606
607         return 0;
608 }