#include "sv_freezetag.qh"
+#include <common/resources/sv_resources.qh>
#include <server/elimination.qh>
-#include <server/resources.qh>
float autocvar_g_freezetag_frozen_maxtime;
float autocvar_g_freezetag_revive_clearspeed;
int autocvar_g_freezetag_teams_override;
float autocvar_g_freezetag_warmup;
+float autocvar_g_ft_start_health = 100;
+float autocvar_g_ft_start_armor = 100;
+float autocvar_g_ft_start_ammo_shells = 60;
+float autocvar_g_ft_start_ammo_nails = 320;
+float autocvar_g_ft_start_ammo_rockets = 160;
+float autocvar_g_ft_start_ammo_cells = 180;
+float autocvar_g_ft_start_ammo_plasma = 180;
+float autocvar_g_ft_start_ammo_fuel = 0;
+
void freezetag_count_alive_players()
{
total_players = 0;
});
FOREACH_CLIENT(IS_REAL_CLIENT(it),
{
- STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(
- 1));
- STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(
- Team_GetTeamFromIndex(2));
- STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(
- Team_GetTeamFromIndex(3));
- STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(
- Team_GetTeamFromIndex(4));
+ STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
+ STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
+ STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
+ STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
});
eliminatedPlayers.SendFlags |= 1;
return false;
}
-int freezetag_getWinnerTeam()
-{
- int winner_team = 0;
- if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)) >= 1)
- {
- winner_team = NUM_TEAM_1;
- }
- for (int i = 2; i <= NUM_TEAMS; ++i)
- {
- if (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) >= 1)
- {
- if (winner_team != 0)
- {
- return 0;
- }
- winner_team = Team_IndexToTeam(i);
- }
- }
- if (winner_team)
- {
- return winner_team;
- }
- return -1; // no player left
-}
-
void nades_Clear(entity);
void nades_GiveBonus(entity player, float score);
return true;
}
- if (Team_GetNumberOfAliveTeams() > 1)
- {
+ int winner_team = Team_GetWinnerAliveTeam();
+ if (!winner_team)
return false;
- }
- int winner_team = freezetag_getWinnerTeam();
if(winner_team > 0)
{
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
if(STAT(FROZEN, targ))
return;
+ targ.freezetag_frozen_armor = GetResource(targ, RES_ARMOR);
+
targ.freezetag_frozen_time = time;
if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
|| frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
{
- // let the player die, he will be automatically frozen when he respawns
+ // let the player die, they will be automatically frozen when they respawn
if (STAT(FROZEN, frag_target) != FROZEN_NORMAL)
{
freezetag_Add_Score(frag_target, frag_attacker);
freezetag_count_alive_players();
freezetag_LastPlayerForTeam_Notify(frag_target);
+ frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
}
else
- Unfreeze(frag_target, false); // remove ice
- frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+ {
+ // soft-kill: setting health to something >= 1 after death, ammo won't be reset
+ SetResourceExplicit(frag_target, RES_HEALTH, 1);
+ // restore armor as it was removed in PlayerDamage
+ SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
+
+ // relocate
+ entity spot = SelectSpawnPoint(frag_target, true);
+ setorigin(frag_target, spot.origin);
+ frag_target.oldorigin = frag_target.origin;
+ frag_target.fixangle = true; // turn this way immediately
+ frag_target.angles = vec2(spot.angles);
+ frag_target.velocity = '0 0 0';
+ frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
+ frag_target.avelocity = '0 0 0';
+ frag_target.punchangle = '0 0 0';
+ frag_target.punchvector = '0 0 0';
+ }
return true;
}
if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
return true; // do nothing, round is starting right now
- if(player.freezetag_frozen_timeout == -2) // player was dead
+ if(player.freezetag_frozen_timeout <= -2) // player was dead
{
freezetag_Freeze(player, NULL);
return true;
&& frag_target.freezetag_frozen_timeout > time)
{
if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
- t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ {
+ float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+ t = vlen(frag_force);
+ // limit hit force considered at once, e.g when you have the Strength
+ // powerup but also with weapons that fire multiple projectiles at once (crylink)
+ if (frag_target.freezetag_frozen_force + t > maxforce)
+ {
+ t = max(0, maxforce - frag_target.freezetag_frozen_force);
+ frag_target.freezetag_frozen_force = maxforce;
+ }
+ else
+ frag_target.freezetag_frozen_force += t;
+ t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+ }
frag_target.freezetag_frozen_timeout -= t;
if (frag_target.freezetag_frozen_timeout < time)
frag_target.freezetag_frozen_timeout = time;
}
}
-#ifdef IS_REVIVING
- #undef IS_REVIVING
+#ifdef IN_REVIVING_RANGE
+ #undef IN_REVIVING_RANGE
#endif
-// returns true if player is reviving it
-#define IS_REVIVING(player, it, revive_extra_size) \
- (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+ (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
&& boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
//if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
//player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
+ player.freezetag_frozen_force = 0;
+
if (!(frametime && IS_PLAYER(player)))
return true;
- entity reviving_players_last = NULL;
- entity reviving_players_first = NULL;
+ entity revivers_last = NULL;
+ entity revivers_first = NULL;
+ bool player_is_reviving = false;
int n = 0;
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ // check if player is reviving anyone
+ if (STAT(FROZEN, it) == FROZEN_NORMAL)
+ {
+ if ((STAT(FROZEN, player) == FROZEN_NORMAL))
+ continue;
+ if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+ continue;
+ player_is_reviving = true;
+ break;
+ }
+
+ if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
+ continue; // both player and it are NOT frozen
+ if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+ continue;
+
+ // found a teammate that is reviving player
if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
{
it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
it.freezetag_revive_time -= 1;
}
}
- if (reviving_players_last)
- reviving_players_last.chain = it;
- reviving_players_last = it;
- if (!reviving_players_first)
- reviving_players_first = it;
+ if (revivers_last)
+ revivers_last.chain = it;
+ revivers_last = it;
+ if (!revivers_first)
+ revivers_first = it;
++n;
});
- if (reviving_players_last)
- reviving_players_last.chain = NULL;
+ if (revivers_last)
+ revivers_last.chain = NULL;
// allow normal revival during automatic revival
- // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too)
+ // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
+ //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
n = -1;
if (!n) // no teammate nearby
{
float clearspeed = autocvar_g_freezetag_revive_clearspeed;
- if (autocvar_g_freezetag_revive_time_to_score > 0)
- clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
if (STAT(FROZEN, player) == FROZEN_NORMAL)
- STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
- else if (!STAT(FROZEN, player))
+ {
+ if (autocvar_g_freezetag_revive_time_to_score > 0)
+ {
+ if (STAT(REVIVE_PROGRESS, player) > base_progress)
+ {
+ // reduce auto-revival time based on manual revival progress
+ base_progress = STAT(REVIVE_PROGRESS, player);
+ player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+ }
+ // don't clear revive progress, it would allow stacking points
+ // by entering and exiting the revival zone many times
+ STAT(REVIVE_PROGRESS, player) = base_progress;
+ }
+ else
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+ }
+ else if (!STAT(FROZEN, player) && !player_is_reviving)
STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
}
else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
{
- STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
+ float spd = autocvar_g_freezetag_revive_speed_t2s;
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+ STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
if(STAT(REVIVE_PROGRESS, player) >= 1)
{
float frozen_time = time - player.freezetag_frozen_time;
Unfreeze(player, false);
SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+ player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
freezetag_count_alive_players();
if(n == -1)
{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
return true;
}
// EVERY team mate nearby gets a point (even if multiple!)
- for(entity it = reviving_players_first; it; it = it.chain)
+ for(entity it = revivers_first; it; it = it.chain)
{
GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
- GameRules_scoring_add(it, SCORE, +1);
+ if (autocvar_g_freezetag_revive_time_to_score <= 0)
+ GameRules_scoring_add(it, SCORE, +1);
nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
}
- entity first = reviving_players_first;
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
- Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
+ Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
+ if(autocvar_sv_eventlog)
+ {
+ string revivers = "";
+ for(entity it = revivers_first; it; it = it.chain)
+ revivers = strcat(revivers, ftos(it.playerid), ",");
+ revivers = substring(revivers, 0, strlen(revivers) - 1);
+ GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
+ }
}
- for(entity it = reviving_players_first; it; it = it.chain)
+ for(entity it = revivers_first; it; it = it.chain)
STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
}
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
- //start_health = warmup_start_health = cvar("g_lms_start_health");
- //start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
- start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
- start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
- start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
- start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
- start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
- start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
+ if(!cvar("g_use_ammunition"))
+ start_items |= IT_UNLIMITED_AMMO;
+
+ start_health = warmup_start_health = autocvar_g_ft_start_health;
+ start_armorvalue = warmup_start_armorvalue = autocvar_g_ft_start_armor;
+ start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ft_start_ammo_shells;
+ start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ft_start_ammo_nails;
+ start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
+ start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ft_start_ammo_cells;
+ start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ft_start_ammo_plasma;
+ start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ft_start_ammo_fuel;
}
MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
freezetag_teams = BITS(bound(2, freezetag_teams, 4));
- GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+ GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
field(SP_FREEZETAG_REVIVALS, "revivals", 0);
});