1 #ifndef GAMEMODE_FREEZETAG_H
2 #define GAMEMODE_FREEZETAG_H
4 int autocvar_g_freezetag_point_limit;
5 int autocvar_g_freezetag_point_leadlimit;
6 bool autocvar_g_freezetag_team_spawns;
7 void freezetag_Initialize();
9 REGISTER_MUTATOR(ft, false)
13 if (time > 1) // game loads at time 1
14 error("This is a game type and it cannot be added at runtime.");
15 freezetag_Initialize();
18 SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, -1, -1);
20 if (autocvar_g_freezetag_team_spawns)
21 have_team_spawns = -1; // request team spawns
24 MUTATOR_ONROLLBACK_OR_REMOVE
26 // we actually cannot roll back freezetag_Initialize here
27 // BUT: we don't need to! If this gets called, adding always
33 LOG_INFO("This is a game type and it cannot be removed at runtime.");
40 .float freezetag_frozen_time;
41 .float freezetag_frozen_timeout;
42 const float ICE_MAX_ALPHA = 1;
43 const float ICE_MIN_ALPHA = 0.1;
44 float freezetag_teams;
46 .float reviving; // temp var
48 float autocvar_g_freezetag_revive_extra_size;
49 float autocvar_g_freezetag_revive_speed;
50 bool autocvar_g_freezetag_revive_nade;
51 float autocvar_g_freezetag_revive_nade_health;
56 float autocvar_g_freezetag_frozen_maxtime;
57 float autocvar_g_freezetag_revive_clearspeed;
58 float autocvar_g_freezetag_round_timelimit;
59 int autocvar_g_freezetag_teams;
60 int autocvar_g_freezetag_teams_override;
61 float autocvar_g_freezetag_warmup;
63 const float SP_FREEZETAG_REVIVALS = 4;
64 void freezetag_ScoreRules(float teams)
66 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); // SFL_SORT_PRIO_PRIMARY
67 ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
68 ScoreRules_basics_end();
71 void freezetag_count_alive_players()
73 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
74 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
77 case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
78 case NUM_TEAM_2: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++bluealive; break;
79 case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
80 case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
83 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
84 it.redalive_stat = redalive;
85 it.bluealive_stat = bluealive;
86 it.yellowalive_stat = yellowalive;
87 it.pinkalive_stat = pinkalive;
90 eliminatedPlayers.SendFlags |= 1;
92 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
93 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
95 float freezetag_CheckTeams()
97 static float prev_missing_teams_mask;
98 if(FREEZETAG_ALIVE_TEAMS_OK())
100 if(prev_missing_teams_mask > 0)
101 Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
102 prev_missing_teams_mask = -1;
105 if(total_players == 0)
107 if(prev_missing_teams_mask > 0)
108 Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CPID_MISSING_TEAMS);
109 prev_missing_teams_mask = -1;
112 float missing_teams_mask = (!redalive) + (!bluealive) * 2;
113 if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
114 if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
115 if(prev_missing_teams_mask != missing_teams_mask)
117 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
118 prev_missing_teams_mask = missing_teams_mask;
123 float freezetag_getWinnerTeam()
125 float winner_team = 0;
127 winner_team = NUM_TEAM_1;
130 if(winner_team) return 0;
131 winner_team = NUM_TEAM_2;
135 if(winner_team) return 0;
136 winner_team = NUM_TEAM_3;
140 if(winner_team) return 0;
141 winner_team = NUM_TEAM_4;
145 return -1; // no player left
148 float freezetag_CheckWinner()
150 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
152 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
153 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
154 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
155 it.freezetag_frozen_timeout = 0;
158 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
162 if(FREEZETAG_ALIVE_TEAMS() > 1)
165 int winner_team = freezetag_getWinnerTeam();
168 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
169 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
170 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
172 else if(winner_team == -1)
174 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
175 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
178 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
179 it.freezetag_frozen_timeout = 0;
182 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
186 entity freezetag_LastPlayerForTeam()
188 entity last_pl = world;
189 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
191 if(!STAT(FROZEN, it))
192 if(SAME_TEAM(it, self))
201 void freezetag_LastPlayerForTeam_Notify()
203 if(round_handler_IsActive())
204 if(round_handler_IsRoundStarted())
206 entity pl = freezetag_LastPlayerForTeam();
208 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
212 void freezetag_Add_Score(entity attacker)
216 // you froze your own dumb self
217 // counted as "suicide" already
218 PlayerScore_Add(self, SP_SCORE, -1);
220 else if(IS_PLAYER(attacker))
222 // got frozen by an enemy
223 // counted as "kill" and "death" already
224 PlayerScore_Add(self, SP_SCORE, -1);
225 PlayerScore_Add(attacker, SP_SCORE, +1);
227 // else nothing - got frozen by the game type rules themselves
230 void freezetag_Freeze(entity attacker)
232 if(STAT(FROZEN, self))
235 if(autocvar_g_freezetag_frozen_maxtime > 0)
236 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
238 Freeze(self, 0, 1, true);
240 freezetag_count_alive_players();
242 freezetag_Add_Score(attacker);
245 void freezetag_Unfreeze(entity attacker)
247 self.freezetag_frozen_time = 0;
248 self.freezetag_frozen_timeout = 0;
253 float freezetag_isEliminated(entity e)
255 if(IS_PLAYER(e) && (STAT(FROZEN, e) == 1 || IS_DEAD(e)))
265 void() havocbot_role_ft_freeing;
266 void() havocbot_role_ft_offense;
268 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
272 FOREACH_CLIENT(IS_PLAYER(it) && it != self && SAME_TEAM(it, self), LAMBDA(
273 if (STAT(FROZEN, it) == 1)
275 distance = vlen(it.origin - org);
276 if (distance > sradius)
278 navigation_routerating(it, ratingscale, 2000);
282 // If teamate is not frozen still seek them out as fight better
284 navigation_routerating(it, ratingscale/3, 2000);
289 void havocbot_role_ft_offense()
294 if (!self.havocbot_role_timeout)
295 self.havocbot_role_timeout = time + random() * 10 + 20;
297 // Count how many players on team are unfrozen.
299 FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, self) && !(STAT(FROZEN, it) != 1), LAMBDA(unfrozen++));
301 // If only one left on team or if role has timed out then start trying to free players.
302 if (((unfrozen == 0) && (!STAT(FROZEN, self))) || (time > self.havocbot_role_timeout))
304 LOG_TRACE("changing role to freeing\n");
305 self.havocbot_role = havocbot_role_ft_freeing;
306 self.havocbot_role_timeout = 0;
310 if (time > self.bot_strategytime)
312 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
314 navigation_goalrating_start();
315 havocbot_goalrating_items(10000, self.origin, 10000);
316 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
317 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
318 //havocbot_goalrating_waypoints(1, self.origin, 1000);
319 navigation_goalrating_end();
323 void havocbot_role_ft_freeing()
328 if (!self.havocbot_role_timeout)
329 self.havocbot_role_timeout = time + random() * 10 + 20;
331 if (time > self.havocbot_role_timeout)
333 LOG_TRACE("changing role to offense\n");
334 self.havocbot_role = havocbot_role_ft_offense;
335 self.havocbot_role_timeout = 0;
339 if (time > self.bot_strategytime)
341 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
343 navigation_goalrating_start();
344 havocbot_goalrating_items(8000, self.origin, 10000);
345 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
346 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
347 //havocbot_goalrating_waypoints(1, self.origin, 1000);
348 navigation_goalrating_end();
357 void ft_RemovePlayer()
359 self.health = 0; // neccessary to update correctly alive stats
360 if(!STAT(FROZEN, self))
361 freezetag_LastPlayerForTeam_Notify();
362 freezetag_Unfreeze(world);
363 freezetag_count_alive_players();
366 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
372 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
378 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
380 if(round_handler_IsActive())
381 if(round_handler_CountdownRunning())
383 if(STAT(FROZEN, frag_target))
384 WITH(entity, self, frag_target, freezetag_Unfreeze(world));
385 freezetag_count_alive_players();
386 return 1; // let the player die so that he can respawn whenever he wants
389 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
390 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
391 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
392 || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
394 // let the player die, he will be automatically frozen when he respawns
395 if(STAT(FROZEN, frag_target) != 1)
397 freezetag_Add_Score(frag_attacker);
398 freezetag_count_alive_players();
399 freezetag_LastPlayerForTeam_Notify();
402 WITH(entity, self, frag_target, freezetag_Unfreeze(world)); // remove ice
403 frag_target.health = 0; // Unfreeze resets health
404 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
408 if(STAT(FROZEN, frag_target))
411 WITH(entity, self, frag_target, freezetag_Freeze(frag_attacker));
412 freezetag_LastPlayerForTeam_Notify();
414 if(frag_attacker == frag_target || frag_attacker == world)
416 if(IS_PLAYER(frag_target))
417 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
418 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
422 if(IS_PLAYER(frag_target))
423 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
424 if(IS_PLAYER(frag_attacker))
425 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
426 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
432 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
434 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
435 return 1; // do nothing, round is starting right now
437 if(self.freezetag_frozen_timeout == -2) // player was dead
439 freezetag_Freeze(world);
443 freezetag_count_alive_players();
445 if(round_handler_IsActive())
446 if(round_handler_IsRoundStarted())
448 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
449 freezetag_Freeze(world);
455 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
457 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
459 it.freezetag_frozen_timeout = -1;
462 it.freezetag_frozen_timeout = 0;
464 freezetag_count_alive_players();
468 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
470 frag_score = 0; // no frags counted in Freeze Tag
474 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
479 if(STAT(FROZEN, self) == 1)
482 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
485 if(round_handler_IsActive())
486 if(!round_handler_IsRoundStarted())
493 //if(STAT(FROZEN, self))
494 //if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
495 //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);
497 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
501 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
503 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
504 if(STAT(FROZEN, it) == 0)
506 if(SAME_TEAM(it, self))
507 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, it.absmin, it.absmax))
511 if(STAT(FROZEN, self) == 1)
519 if(n && STAT(FROZEN, self) == 1) // OK, there is at least one teammate reviving us
521 self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
522 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
524 if(self.revive_progress >= 1)
526 freezetag_Unfreeze(self);
527 freezetag_count_alive_players();
531 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
532 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
536 // EVERY team mate nearby gets a point (even if multiple!)
537 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
538 PlayerScore_Add(it, SP_FREEZETAG_REVIVALS, +1);
539 PlayerScore_Add(it, SP_SCORE, +1);
540 nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
543 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
544 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
545 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
548 FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
549 it.revive_progress = self.revive_progress;
553 else if(!n && STAT(FROZEN, self) == 1) // only if no teammate is nearby will we reset
555 self.revive_progress = bound(0, self.revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
556 self.health = max(1, self.revive_progress * ((warmup_stage) ? warmup_start_health : start_health));
558 else if(!n && !STAT(FROZEN, self))
560 self.revive_progress = 0; // thawing nobody
566 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
568 start_items &= ~IT_UNLIMITED_AMMO;
569 //start_health = warmup_start_health = cvar("g_lms_start_health");
570 //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
571 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
572 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
573 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
574 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
575 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
576 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
581 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
586 self.havocbot_role = havocbot_role_ft_freeing;
588 self.havocbot_role = havocbot_role_ft_offense;
594 MUTATOR_HOOKFUNCTION(ft, GetTeamCount, CBC_ORDER_EXCLUSIVE)
596 ret_float = freezetag_teams;
600 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
602 // most weapons arena
603 if(ret_string == "0" || ret_string == "")
608 void freezetag_Initialize()
610 freezetag_teams = autocvar_g_freezetag_teams_override;
611 if(freezetag_teams < 2)
612 freezetag_teams = autocvar_g_freezetag_teams;
613 freezetag_teams = bound(2, freezetag_teams, 4);
614 freezetag_ScoreRules(freezetag_teams);
616 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
617 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
619 EliminatedPlayers_Init(freezetag_isEliminated);