1 #include "gamemode_freezetag.qh"
2 #ifndef GAMEMODE_FREEZETAG_H
3 #define GAMEMODE_FREEZETAG_H
5 int autocvar_g_freezetag_point_limit;
6 int autocvar_g_freezetag_point_leadlimit;
7 bool autocvar_g_freezetag_team_spawns;
8 void freezetag_Initialize();
10 REGISTER_MUTATOR(ft, false)
14 if (time > 1) // game loads at time 1
15 error("This is a game type and it cannot be added at runtime.");
16 freezetag_Initialize();
19 SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, autocvar_timelimit_override, -1);
21 if (autocvar_g_freezetag_team_spawns)
22 have_team_spawns = -1; // request team spawns
25 MUTATOR_ONROLLBACK_OR_REMOVE
27 // we actually cannot roll back freezetag_Initialize here
28 // BUT: we don't need to! If this gets called, adding always
34 LOG_INFO("This is a game type and it cannot be removed at runtime.");
41 .float freezetag_frozen_time;
42 .float freezetag_frozen_timeout;
43 const float ICE_MAX_ALPHA = 1;
44 const float ICE_MIN_ALPHA = 0.1;
45 float freezetag_teams;
47 .float reviving; // temp var
49 float autocvar_g_freezetag_revive_extra_size;
50 float autocvar_g_freezetag_revive_speed;
51 bool autocvar_g_freezetag_revive_nade;
52 float autocvar_g_freezetag_revive_nade_health;
57 float autocvar_g_freezetag_frozen_maxtime;
58 float autocvar_g_freezetag_revive_clearspeed;
59 float autocvar_g_freezetag_round_timelimit;
60 int autocvar_g_freezetag_teams;
61 int autocvar_g_freezetag_teams_override;
62 float autocvar_g_freezetag_warmup;
64 const float SP_FREEZETAG_REVIVALS = 4;
65 void freezetag_ScoreRules(float teams)
67 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); // SFL_SORT_PRIO_PRIMARY
68 ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
69 ScoreRules_basics_end();
72 void freezetag_count_alive_players()
74 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
75 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
78 case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
79 case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
80 case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
81 case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
84 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
85 it.redalive_stat = redalive;
86 it.bluealive_stat = bluealive;
87 it.yellowalive_stat = yellowalive;
88 it.pinkalive_stat = pinkalive;
91 eliminatedPlayers.SendFlags |= 1;
93 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
94 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
96 float freezetag_CheckTeams()
98 static float prev_missing_teams_mask;
99 if(FREEZETAG_ALIVE_TEAMS_OK())
101 if(prev_missing_teams_mask > 0)
102 Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
103 prev_missing_teams_mask = -1;
106 if(total_players == 0)
108 if(prev_missing_teams_mask > 0)
109 Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
110 prev_missing_teams_mask = -1;
113 float missing_teams_mask = (!redalive) + (!bluealive) * 2;
114 if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
115 if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
116 if(prev_missing_teams_mask != missing_teams_mask)
118 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
119 prev_missing_teams_mask = missing_teams_mask;
124 float freezetag_getWinnerTeam()
126 float winner_team = 0;
128 winner_team = NUM_TEAM_1;
131 if(winner_team) return 0;
132 winner_team = NUM_TEAM_2;
136 if(winner_team) return 0;
137 winner_team = NUM_TEAM_3;
141 if(winner_team) return 0;
142 winner_team = NUM_TEAM_4;
146 return -1; // no player left
149 float freezetag_CheckWinner()
151 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
153 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
154 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
155 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
156 it.freezetag_frozen_timeout = 0;
159 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
163 if(FREEZETAG_ALIVE_TEAMS() > 1)
166 int winner_team = freezetag_getWinnerTeam();
169 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
170 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
171 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
173 else if(winner_team == -1)
175 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
176 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
179 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
180 it.freezetag_frozen_timeout = 0;
183 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
187 entity freezetag_LastPlayerForTeam()
189 entity last_pl = world;
190 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
192 if(!STAT(FROZEN, it))
193 if(SAME_TEAM(it, self))
202 void freezetag_LastPlayerForTeam_Notify()
204 if(round_handler_IsActive())
205 if(round_handler_IsRoundStarted())
207 entity pl = freezetag_LastPlayerForTeam();
209 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
213 void freezetag_Add_Score(entity attacker)
217 // you froze your own dumb self
218 // counted as "suicide" already
219 PlayerScore_Add(self, SP_SCORE, -1);
221 else if(IS_PLAYER(attacker))
223 // got frozen by an enemy
224 // counted as "kill" and "death" already
225 PlayerScore_Add(self, SP_SCORE, -1);
226 PlayerScore_Add(attacker, SP_SCORE, +1);
228 // else nothing - got frozen by the game type rules themselves
231 void freezetag_Freeze(entity attacker)
233 if(STAT(FROZEN, self))
236 if(autocvar_g_freezetag_frozen_maxtime > 0)
237 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
239 Freeze(self, 0, 1, true);
241 freezetag_count_alive_players();
243 freezetag_Add_Score(attacker);
246 void freezetag_Unfreeze(entity attacker)
248 self.freezetag_frozen_time = 0;
249 self.freezetag_frozen_timeout = 0;
254 float freezetag_isEliminated(entity e)
256 if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
266 void(entity this) havocbot_role_ft_freeing;
267 void(entity this) havocbot_role_ft_offense;
269 void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
271 FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), LAMBDA(
272 if (STAT(FROZEN, it) == 1)
274 if(vdist(it.origin - org, >, sradius))
276 navigation_routerating(this, it, ratingscale, 2000);
280 // If teamate is not frozen still seek them out as fight better
282 navigation_routerating(this, it, ratingscale/3, 2000);
287 void havocbot_role_ft_offense(entity this)
292 if (!this.havocbot_role_timeout)
293 this.havocbot_role_timeout = time + random() * 10 + 20;
295 // Count how many players on team are unfrozen.
297 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), LAMBDA(unfrozen++));
299 // If only one left on team or if role has timed out then start trying to free players.
300 if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
302 LOG_TRACE("changing role to freeing\n");
303 this.havocbot_role = havocbot_role_ft_freeing;
304 this.havocbot_role_timeout = 0;
308 if (time > this.bot_strategytime)
310 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
312 navigation_goalrating_start(this);
313 havocbot_goalrating_items(this, 10000, this.origin, 10000);
314 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
315 havocbot_goalrating_freeplayers(this, 9000, this.origin, 10000);
316 //havocbot_goalrating_waypoints(1, this.origin, 1000);
317 navigation_goalrating_end(this);
321 void havocbot_role_ft_freeing(entity this)
326 if (!this.havocbot_role_timeout)
327 this.havocbot_role_timeout = time + random() * 10 + 20;
329 if (time > this.havocbot_role_timeout)
331 LOG_TRACE("changing role to offense\n");
332 this.havocbot_role = havocbot_role_ft_offense;
333 this.havocbot_role_timeout = 0;
337 if (time > this.bot_strategytime)
339 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
341 navigation_goalrating_start(this);
342 havocbot_goalrating_items(this, 8000, this.origin, 10000);
343 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
344 havocbot_goalrating_freeplayers(this, 20000, this.origin, 10000);
345 //havocbot_goalrating_waypoints(1, this.origin, 1000);
346 navigation_goalrating_end(this);
355 void ft_RemovePlayer()
357 self.health = 0; // neccessary to update correctly alive stats
358 if(!STAT(FROZEN, self))
359 freezetag_LastPlayerForTeam_Notify();
360 freezetag_Unfreeze(world);
361 freezetag_count_alive_players();
364 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
370 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
376 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
379 if(round_handler_IsActive())
380 if(round_handler_CountdownRunning())
382 if(STAT(FROZEN, frag_target))
383 WITHSELF(frag_target, freezetag_Unfreeze(world));
384 freezetag_count_alive_players();
385 return 1; // let the player die so that he can respawn whenever he wants
388 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
389 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
390 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
391 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
393 // let the player die, he will be automatically frozen when he respawns
394 if(STAT(FROZEN, frag_target) != 1)
396 freezetag_Add_Score(frag_attacker);
397 freezetag_count_alive_players();
398 freezetag_LastPlayerForTeam_Notify();
401 WITHSELF(frag_target, freezetag_Unfreeze(world)); // remove ice
402 frag_target.health = 0; // Unfreeze resets health
403 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
407 if(STAT(FROZEN, frag_target))
410 WITHSELF(frag_target, freezetag_Freeze(frag_attacker));
411 freezetag_LastPlayerForTeam_Notify();
413 if(frag_attacker == frag_target || frag_attacker == world)
415 if(IS_PLAYER(frag_target))
416 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
417 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
421 if(IS_PLAYER(frag_target))
422 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
423 if(IS_PLAYER(frag_attacker))
424 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
425 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
431 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
433 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
434 return 1; // do nothing, round is starting right now
436 if(self.freezetag_frozen_timeout == -2) // player was dead
438 freezetag_Freeze(world);
442 freezetag_count_alive_players();
444 if(round_handler_IsActive())
445 if(round_handler_IsRoundStarted())
447 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
448 freezetag_Freeze(world);
454 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
456 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
458 it.freezetag_frozen_timeout = -1;
461 it.freezetag_frozen_timeout = 0;
463 freezetag_count_alive_players();
467 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
469 frag_score = 0; // no frags counted in Freeze Tag
473 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
478 if(STAT(FROZEN, self) == 1)
481 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
484 if(round_handler_IsActive())
485 if(!round_handler_IsRoundStarted())
492 //if(STAT(FROZEN, self))
493 //if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
494 //self.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
496 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
500 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
502 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
503 if(STAT(FROZEN, it) == 0)
505 if(SAME_TEAM(it, self))
506 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, it.absmin, it.absmax))
510 if(STAT(FROZEN, self) == 1)
518 if(n && STAT(FROZEN, self) == 1) // OK, there is at least one teammate reviving us
520 self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
521 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
523 if(self.revive_progress >= 1)
525 freezetag_Unfreeze(self);
526 freezetag_count_alive_players();
530 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
531 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
535 // EVERY team mate nearby gets a point (even if multiple!)
536 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
537 PlayerScore_Add(it, SP_FREEZETAG_REVIVALS, +1);
538 PlayerScore_Add(it, SP_SCORE, +1);
539 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
542 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
543 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
544 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
547 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
548 it.revive_progress = self.revive_progress;
552 else if(!n && STAT(FROZEN, self) == 1) // only if no teammate is nearby will we reset
554 self.revive_progress = bound(0, self.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
555 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
557 else if(!n && !STAT(FROZEN, self))
559 self.revive_progress = 0; // thawing nobody
565 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
567 start_items &= ~IT_UNLIMITED_AMMO;
568 //start_health = warmup_start_health = cvar("g_lms_start_health");
569 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
570 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
571 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
572 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
573 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
574 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
575 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
580 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
585 self.havocbot_role = havocbot_role_ft_freeing;
587 self.havocbot_role = havocbot_role_ft_offense;
593 MUTATOR_HOOKFUNCTION(ft, GetTeamCount, CBC_ORDER_EXCLUSIVE)
595 ret_float = freezetag_teams;
599 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
601 // most weapons arena
602 if(ret_string == "0" || ret_string == "")
607 void freezetag_Initialize()
609 freezetag_teams = autocvar_g_freezetag_teams_override;
610 if(freezetag_teams < 2)
611 freezetag_teams = autocvar_g_freezetag_teams;
612 freezetag_teams = bound(2, freezetag_teams, 4);
613 freezetag_ScoreRules(freezetag_teams);
615 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
616 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
618 EliminatedPlayers_Init(freezetag_isEliminated);