1 float freezetag_TeamsCanPlay();
2 float freezetag_CheckWinner();
3 void freezetag_Initialize()
5 precache_model("models/ice/ice.md3");
6 ScoreRules_freezetag();
8 round_handler_Spawn(freezetag_TeamsCanPlay, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup);
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);
15 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
16 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
19 void freezetag_count_alive_players()
22 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
24 if(e.team == COLOR_TEAM1 && e.health >= 1)
27 if (!e.freezetag_frozen) ++redalive;
29 else if(e.team == COLOR_TEAM2 && e.health >= 1)
32 if (!e.freezetag_frozen) ++bluealive;
34 else if(e.team == COLOR_TEAM3 && e.health >= 1)
37 if (!e.freezetag_frozen) ++yellowalive;
39 else if(e.team == COLOR_TEAM4 && e.health >= 1)
42 if (!e.freezetag_frozen) ++pinkalive;
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;
53 float freezetag_TeamsCanPlay()
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
65 float freezetag_CheckWinner()
67 if(freezetag_TeamsCanPlay())
76 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
79 break; // break, we found the winner
83 if(winner != world) // just in case a winner wasn't found
85 if(winner.team == COLOR_TEAM1)
86 teamname = "^1Red Team";
87 else if(winner.team == COLOR_TEAM2)
88 teamname = "^4Blue Team";
89 else if(winner.team == COLOR_TEAM3)
90 teamname = "^3Yellow Team";
92 teamname = "^6Pink Team";
93 FOR_EACH_REALCLIENT(e)
94 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
95 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
96 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
102 // this is needed to allow the player to turn his view around (fixangle can't
103 // be used to freeze his view, as that also changes the angles), while not
104 // turning that ice object with the player
105 void freezetag_Ice_Think()
107 setorigin(self, self.owner.origin - '0 0 16');
108 self.nextthink = time;
111 void freezetag_Freeze(entity attacker)
113 if(self.freezetag_frozen)
115 self.freezetag_frozen = 1;
116 self.freezetag_revive_progress = 0;
119 self.freezetag_frozen_timeout = time + 5;
121 freezetag_count_alive_players();
126 ice.classname = "freezetag_ice";
127 ice.think = freezetag_Ice_Think;
128 ice.nextthink = time;
129 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
130 setmodel(ice, "models/ice/ice.md3");
135 freezetag_Ice_Think();
138 RemoveGrapplingHook(self);
141 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
145 // you froze your own dumb self
146 // counted as "suicide" already
147 PlayerScore_Add(self, SP_SCORE, -1);
149 else if(attacker.classname == "player")
151 // got frozen by an enemy
152 // counted as "kill" and "death" already
153 PlayerScore_Add(self, SP_SCORE, -1);
154 PlayerScore_Add(attacker, SP_SCORE, +1);
158 // nothing - got frozen by the game type rules themselves
162 void freezetag_Unfreeze(entity attacker)
164 self.freezetag_frozen = 0;
165 self.freezetag_frozen_timeout = 0;
166 self.freezetag_revive_progress = 0;
168 // remove the ice block
170 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
177 if(self.waypointsprite_attached)
178 WaypointSprite_Kill(self.waypointsprite_attached);
186 void() havocbot_role_ft_freeing;
187 void() havocbot_role_ft_offense;
189 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
194 FOR_EACH_PLAYER(head)
196 if ((head != self) && (head.team == self.team))
198 if (head.freezetag_frozen)
200 distance = vlen(head.origin - org);
201 if (distance > sradius)
203 navigation_routerating(head, ratingscale, 2000);
207 // If teamate is not frozen still seek them out as fight better
209 navigation_routerating(head, ratingscale/3, 2000);
215 void havocbot_role_ft_offense()
220 if(self.deadflag != DEAD_NO)
223 if (!self.havocbot_role_timeout)
224 self.havocbot_role_timeout = time + random() * 10 + 20;
226 // Count how many players on team are unfrozen.
228 FOR_EACH_PLAYER(head)
230 if ((head.team == self.team) && (!head.freezetag_frozen))
234 // If only one left on team or if role has timed out then start trying to free players.
235 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
237 dprint("changing role to freeing\n");
238 self.havocbot_role = havocbot_role_ft_freeing;
239 self.havocbot_role_timeout = 0;
243 if (time > self.bot_strategytime)
245 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
247 navigation_goalrating_start();
248 havocbot_goalrating_items(10000, self.origin, 10000);
249 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
250 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
251 //havocbot_goalrating_waypoints(1, self.origin, 1000);
252 navigation_goalrating_end();
256 void havocbot_role_ft_freeing()
258 if(self.deadflag != DEAD_NO)
261 if (!self.havocbot_role_timeout)
262 self.havocbot_role_timeout = time + random() * 10 + 20;
264 if (time > self.havocbot_role_timeout)
266 dprint("changing role to offense\n");
267 self.havocbot_role = havocbot_role_ft_offense;
268 self.havocbot_role_timeout = 0;
272 if (time > self.bot_strategytime)
274 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
276 navigation_goalrating_start();
277 havocbot_goalrating_items(8000, self.origin, 10000);
278 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
279 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
280 //havocbot_goalrating_waypoints(1, self.origin, 1000);
281 navigation_goalrating_end();
290 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
292 self.health = 0; // neccessary to update correctly alive stats
293 freezetag_Unfreeze(world);
294 freezetag_count_alive_players();
298 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
300 if(round_handler_IsActive())
301 if(round_handler_CountdownRunning())
303 if(self.freezetag_frozen)
304 freezetag_Unfreeze(world);
305 freezetag_count_alive_players();
306 return 1; // let the player die so that he can respawn whenever he wants
309 if(frag_deathtype == DEATH_HURTTRIGGER)
311 if(!self.freezetag_frozen)
312 freezetag_Freeze(world);
313 PutClientInServer(); // respawn the player
319 if(self.freezetag_frozen)
322 freezetag_Freeze(frag_attacker);
324 if(frag_attacker == frag_target || frag_attacker == world)
326 if(frag_target.classname == STR_PLAYER)
327 centerprint(frag_target, "^1You froze yourself.\n");
328 bprint("^7", frag_target.netname, "^1 froze himself.\n");
332 if(frag_target.classname == STR_PLAYER)
333 centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
334 if(frag_attacker.classname == STR_PLAYER)
335 centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
336 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
339 frag_target.health = 1; // "respawn" the player :P
344 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
346 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
347 return 1; // do nothing, round is starting right now
349 freezetag_count_alive_players();
351 if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
354 if(round_handler_IsActive())
355 if(round_handler_IsRoundStarted())
357 centerprint(self, "^1Round already started, you spawn as frozen.");
358 freezetag_Freeze(world);
364 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
366 FOR_EACH_PLAYER(self)
368 if (self.freezetag_frozen)
369 freezetag_Unfreeze(world);
370 self.freezetag_frozen_timeout = -1;
372 self.freezetag_frozen_timeout = 0;
374 freezetag_count_alive_players();
378 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
380 frag_score = 0; // no frags counted in Freeze Tag
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
387 vector revive_extra_size;
389 if(self.freezetag_frozen)
392 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
394 if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
396 self.health = autocvar_g_balance_health_start;
397 freezetag_Unfreeze(world);
398 freezetag_count_alive_players();
403 if(round_handler_IsActive())
404 if(!round_handler_IsRoundStarted())
407 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
412 FOR_EACH_PLAYER(other) if(self != other)
414 if(other.freezetag_frozen == 0)
416 if(other.team == self.team)
418 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
428 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
430 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
431 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
433 if(self.freezetag_revive_progress >= 1)
435 freezetag_Unfreeze(self);
436 freezetag_count_alive_players();
438 // EVERY team mate nearby gets a point (even if multiple!)
439 FOR_EACH_PLAYER(other) if(self != other)
441 if(other.freezetag_frozen == 0)
443 if(other.team == self.team)
445 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
447 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
448 PlayerScore_Add(other, SP_SCORE, +1);
455 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
457 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
458 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
460 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
462 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
465 // now find EVERY teammate within reviving radius, set their revive_progress values correct
466 FOR_EACH_PLAYER(other) if(self != other)
468 if(other.freezetag_frozen == 0)
470 if(other.team == self.team)
472 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
473 other.freezetag_revive_progress = self.freezetag_revive_progress;
478 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
480 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
481 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
485 self.freezetag_revive_progress = 0; // thawing nobody
491 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
493 if(self.freezetag_frozen)
495 self.movement = '0 0 0';
496 self.disableclientprediction = 1;
501 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
503 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
506 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
511 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
513 if (self.freezetag_frozen)
518 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
520 if not(self.deadflag)
523 self.havocbot_role = havocbot_role_ft_freeing;
525 self.havocbot_role = havocbot_role_ft_offense;
531 MUTATOR_DEFINITION(gamemode_freezetag)
533 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
534 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
535 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
536 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
537 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
538 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
539 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
540 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
541 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
542 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
543 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
547 if(time > 1) // game loads at time 1
548 error("This is a game type and it cannot be added at runtime.");
549 freezetag_Initialize();
554 error("This is a game type and it cannot be removed at runtime.");