+float freezetag_teams;
+float freezetag_CheckTeams();
+float freezetag_CheckWinner();
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
ScoreRules_freezetag();
-}
-void freezetag_CheckWinner()
-{
- if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
- return;
+ round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
- if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
- return; // already waiting for next round to start
+ addstat(STAT_REDALIVE, AS_INT, redalive_stat);
+ addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
+ addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
+ addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
- if((redalive >= 1 && bluealive >= 1)
- || (redalive >= 1 && yellowalive >= 1)
- || (redalive >= 1 && pinkalive >= 1)
- || (bluealive >= 1 && yellowalive >= 1)
- || (bluealive >= 1 && pinkalive >= 1)
- || (yellowalive >= 1 && pinkalive >= 1))
- return; // we still have active players on two or more teams, nobody won yet
+ addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
+ addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
+}
- entity e, winner;
- string teamname;
- winner = world;
+void freezetag_count_alive_players()
+{
+ entity e;
+ total_players = redalive = bluealive = yellowalive = pinkalive = 0;
+ FOR_EACH_PLAYER(e) {
+ if(e.team == COLOR_TEAM1 && e.health >= 1)
+ {
+ ++total_players;
+ if (!e.freezetag_frozen) ++redalive;
+ }
+ else if(e.team == COLOR_TEAM2 && e.health >= 1)
+ {
+ ++total_players;
+ if (!e.freezetag_frozen) ++bluealive;
+ }
+ else if(e.team == COLOR_TEAM3 && e.health >= 1)
+ {
+ ++total_players;
+ if (!e.freezetag_frozen) ++yellowalive;
+ }
+ else if(e.team == COLOR_TEAM4 && e.health >= 1)
+ {
+ ++total_players;
+ if (!e.freezetag_frozen) ++pinkalive;
+ }
+ }
+ FOR_EACH_REALCLIENT(e) {
+ e.redalive_stat = redalive;
+ e.bluealive_stat = bluealive;
+ e.yellowalive_stat = yellowalive;
+ e.pinkalive_stat = pinkalive;
+ }
+}
+#define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
+#define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
- FOR_EACH_PLAYER(e)
+float prev_total_players;
+float freezetag_CheckTeams()
+{
+ entity e;
+ if(FREEZETAG_ALIVE_TEAMS_OK())
{
- if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
+ if(prev_total_players != -1)
{
- winner = e;
- break; // break, we found the winner
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
}
+ prev_total_players = -1;
+ return 1;
+ }
+ if(prev_total_players != total_players)
+ {
+ string teams_missing = "";
+ if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
+ if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
+ if(freezetag_teams >= 3)
+ if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
+ if(freezetag_teams == 4)
+ if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
+ teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
+
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
+ prev_total_players = total_players;
}
+ return 0;
+}
- if(winner != world) // just in case a winner wasn't found
+float freezetag_getWinnerTeam()
+{
+ float winner_team = 0;
+ if(redalive >= 1)
+ winner_team = COLOR_TEAM1;
+ if(bluealive >= 1)
{
- if(winner.team == COLOR_TEAM1)
- teamname = "^1Red Team";
- else if(winner.team == COLOR_TEAM2)
- teamname = "^4Blue Team";
- else if(winner.team == COLOR_TEAM3)
- teamname = "^3Yellow Team";
- else
- teamname = "^6Pink Team";
- FOR_EACH_PLAYER(e) {
- centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
- }
+ if(winner_team) return 0;
+ winner_team = COLOR_TEAM2;
+ }
+ if(yellowalive >= 1)
+ {
+ if(winner_team) return 0;
+ winner_team = COLOR_TEAM3;
+ }
+ if(pinkalive >= 1)
+ {
+ if(winner_team) return 0;
+ winner_team = COLOR_TEAM4;
+ }
+ if(winner_team)
+ return winner_team;
+ return -1; // no player left
+}
+
+float freezetag_CheckWinner()
+{
+ entity e;
+ if(round_handler_GetTimeLeft() <= 0)
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, "Round over, there's no winner");
+ bprint("Round over, there's no winner.\n");
+ return 1;
+ }
+
+ if(FREEZETAG_ALIVE_TEAMS() > 1)
+ return 0;
+
+ float winner_team;
+ string teamname;
+ winner_team = freezetag_getWinnerTeam();
+ if(winner_team > 0)
+ {
+ teamname = ColoredTeamName(winner_team);
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
- TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
+ TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
+ }
+ else if(winner_team == -1)
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, "^5Round tied! All teams were frozen.");
+ bprint("^5Round tied! All teams were frozen.\n");
}
- next_round = time + 5;
+ return 1;
}
// this is needed to allow the player to turn his view around (fixangle can't
self.nextthink = time;
}
+void freezetag_Add_Score(entity attacker)
+{
+ if(attacker == self)
+ {
+ // you froze your own dumb self
+ // counted as "suicide" already
+ PlayerScore_Add(self, SP_SCORE, -1);
+ }
+ else if(attacker.classname == "player")
+ {
+ // got frozen by an enemy
+ // counted as "kill" and "death" already
+ PlayerScore_Add(self, SP_SCORE, -1);
+ PlayerScore_Add(attacker, SP_SCORE, +1);
+ }
+ // else nothing - got frozen by the game type rules themselves
+}
+
void freezetag_Freeze(entity attacker)
{
if(self.freezetag_frozen)
self.freezetag_frozen = 1;
self.freezetag_revive_progress = 0;
self.health = 1;
+ if(autocvar_g_freezetag_frozen_timeout > 0)
+ self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_timeout;
+
+ freezetag_count_alive_players();
entity ice;
ice = spawn();
// add waypoint
WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
- if(attacker == self)
- {
- // you froze your own dumb self
- // counted as "suicide" already
- PlayerScore_Add(self, SP_SCORE, -1);
- }
- else if(attacker.classname == "player")
- {
- // got frozen by an enemy
- // counted as "kill" and "death" already
- PlayerScore_Add(self, SP_SCORE, -1);
- PlayerScore_Add(attacker, SP_SCORE, +1);
- }
- else
- {
- // nothing - got frozen by the game type rules themselves
- }
+ freezetag_Add_Score(attacker);
}
void freezetag_Unfreeze(entity attacker)
{
self.freezetag_frozen = 0;
+ self.freezetag_frozen_timeout = 0;
self.freezetag_revive_progress = 0;
- self.health = autocvar_g_balance_health_start;
// remove the ice block
entity ice;
MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
{
- if(self.freezetag_frozen == 0 && self.health >= 1)
- {
- if(self.team == COLOR_TEAM1)
- --redalive;
- else if(self.team == COLOR_TEAM2)
- --bluealive;
- else if(self.team == COLOR_TEAM3)
- --yellowalive;
- else if(self.team == COLOR_TEAM4)
- --pinkalive;
- --totalalive;
- }
-
- if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
- freezetag_CheckWinner();
-
+ self.health = 0; // neccessary to update correctly alive stats
freezetag_Unfreeze(world);
-
+ freezetag_count_alive_players();
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
{
- if(self.freezetag_frozen == 0)
+ if(round_handler_IsActive())
+ if(round_handler_CountdownRunning())
{
- if(self.team == COLOR_TEAM1)
- --redalive;
- else if(self.team == COLOR_TEAM2)
- --bluealive;
- else if(self.team == COLOR_TEAM3)
- --yellowalive;
- else if(self.team == COLOR_TEAM4)
- --pinkalive;
- --totalalive;
+ if(self.freezetag_frozen)
+ freezetag_Unfreeze(world);
+ freezetag_count_alive_players();
+ return 1; // let the player die so that he can respawn whenever he wants
+ }
- freezetag_Freeze(frag_attacker);
+ // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
+ // you succeed changing team through the menu: you both really die (gibbing) and get frozen
+ if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
+ || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
+ {
+ // let the player die, he will be automatically frozen when he respawns
+ if(!self.freezetag_frozen)
+ {
+ freezetag_Add_Score(frag_attacker);
+ freezetag_count_alive_players();
+ }
+ else
+ freezetag_Unfreeze(world); // remove ice
+ self.freezetag_frozen_timeout = -2; // freeze on respawn
+ return 1;
}
+ if(self.freezetag_frozen)
+ return 1;
+
+ freezetag_Freeze(frag_attacker);
+
if(frag_attacker == frag_target || frag_attacker == world)
{
if(frag_target.classname == STR_PLAYER)
frag_target.health = 1; // "respawn" the player :P
- freezetag_CheckWinner();
-
return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
+ if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
+ return 1; // do nothing, round is starting right now
- if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
- if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
+ if(self.freezetag_frozen_timeout == -2) // player was dead
{
- next_round = time;
+ freezetag_Freeze(world);
return 1;
}
- if(warmup && time > warmup) // spawn too late, freeze player
+
+ freezetag_count_alive_players();
+
+ if(round_handler_IsActive())
+ if(round_handler_IsRoundStarted())
{
- centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
+ centerprint(self, "^1Round already started, you spawn as frozen.");
freezetag_Freeze(world);
}
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
+{
+ FOR_EACH_PLAYER(self)
+ {
+ if (self.freezetag_frozen)
+ freezetag_Unfreeze(world);
+ self.freezetag_frozen_timeout = -1;
+ PutClientInServer();
+ self.freezetag_frozen_timeout = 0;
+ }
+ freezetag_count_alive_players();
+ return 1;
+}
+
MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
{
frag_score = 0; // no frags counted in Freeze Tag
float n;
vector revive_extra_size;
+ if(gameover)
+ return 1;
+
+ if(self.freezetag_frozen)
+ {
+ // keep health = 1
+ self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
+
+ if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
+ {
+ self.health = autocvar_g_balance_health_start;
+ freezetag_Unfreeze(world);
+ freezetag_count_alive_players();
+ return 1;
+ }
+ }
+
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ return 1;
+
revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
entity o;
if(self.freezetag_revive_progress >= 1)
{
freezetag_Unfreeze(self);
+ freezetag_count_alive_players();
// EVERY team mate nearby gets a point (even if multiple!)
FOR_EACH_PLAYER(other) if(self != other)
MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
{
- if(g_freezetag)
- {
- if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
- {
- frag_damage = 0;
- frag_force = frag_force * autocvar_g_freezetag_frozen_force;
- }
- }
- return 1;
+ if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
+ {
+ frag_damage = 0;
+ frag_force = frag_force * autocvar_g_freezetag_frozen_force;
+ }
+ return 1;
}
MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
else
self.havocbot_role = havocbot_role_ft_offense;
}
-
+
return TRUE;
}
+MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
+{
+ self.freezetag_frozen = other.freezetag_frozen;
+ self.freezetag_revive_progress = other.freezetag_revive_progress;
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
+{
+ freezetag_teams = autocvar_g_freezetag_teams_override;
+ if(freezetag_teams < 2)
+ freezetag_teams = autocvar_g_freezetag_teams;
+ freezetag_teams = bound(2, freezetag_teams, 4);
+ ret_float = freezetag_teams;
+ return 0;
+}
+
MUTATOR_DEFINITION(gamemode_freezetag)
{
MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
- MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
MUTATOR_ONADD
{
freezetag_Initialize();
}
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back freezetag_Initialize here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
MUTATOR_ONREMOVE
{
- error("This is a game type and it cannot be removed at runtime.");
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
}
return 0;