]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
Also don't increase armor and ammo of non-frozen players falling into space too;...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / freezetag / sv_freezetag.qc
1 #include "sv_freezetag.qh"
2
3 #include <common/resources/sv_resources.qh>
4 #include <server/elimination.qh>
5
6 float autocvar_g_freezetag_frozen_maxtime;
7 float autocvar_g_freezetag_revive_clearspeed;
8 float autocvar_g_freezetag_round_timelimit;
9 //int autocvar_g_freezetag_teams;
10 int autocvar_g_freezetag_teams_override;
11 float autocvar_g_freezetag_warmup;
12
13 float autocvar_g_ft_start_health = 100;
14 float autocvar_g_ft_start_armor = 100;
15 float autocvar_g_ft_start_ammo_shells = 60;
16 float autocvar_g_ft_start_ammo_nails = 320;
17 float autocvar_g_ft_start_ammo_rockets = 160;
18 float autocvar_g_ft_start_ammo_cells = 180;
19 float autocvar_g_ft_start_ammo_plasma = 180;
20 float autocvar_g_ft_start_ammo_fuel = 0;
21
22 void freezetag_count_alive_players()
23 {
24         total_players = 0;
25         for (int i = 1; i <= NUM_TEAMS; ++i)
26         {
27                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
28         }
29         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
30         {
31                 ++total_players;
32                 if (GetResource(it, RES_HEALTH) < 1 || STAT(FROZEN, it) == FROZEN_NORMAL)
33                 {
34                         continue;
35                 }
36                 entity team_ = Entity_GetTeam(it);
37                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
38                 ++num_alive;
39                 Team_SetNumberOfAlivePlayers(team_, num_alive);
40         });
41         FOREACH_CLIENT(IS_REAL_CLIENT(it),
42         {
43                 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
44                 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
45                 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
46                 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
47         });
48
49         eliminatedPlayers.SendFlags |= 1;
50 }
51
52 bool freezetag_CheckTeams()
53 {
54         static float prev_missing_teams_mask;
55         if (Team_GetNumberOfAliveTeams() == NumTeams(freezetag_teams))
56         {
57                 if(prev_missing_teams_mask > 0)
58                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
59                 prev_missing_teams_mask = -1;
60                 return true;
61         }
62         if(total_players == 0)
63         {
64                 if(prev_missing_teams_mask > 0)
65                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
66                 prev_missing_teams_mask = -1;
67                 return false;
68         }
69         int missing_teams_mask = 0;
70         for (int i = 1; i <= NUM_TEAMS; ++i)
71         {
72                 if ((freezetag_teams & Team_IndexToBit(i)) &&
73                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
74                 {
75                         missing_teams_mask |= Team_IndexToBit(i);
76                 }
77         }
78         if(prev_missing_teams_mask != missing_teams_mask)
79         {
80                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
81                 prev_missing_teams_mask = missing_teams_mask;
82         }
83         return false;
84 }
85
86 void nades_Clear(entity);
87 void nades_GiveBonus(entity player, float score);
88
89 bool freezetag_CheckWinner()
90 {
91         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
92         {
93                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
94                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
95                 FOREACH_CLIENT(IS_PLAYER(it), {
96                         it.freezetag_frozen_timeout = 0;
97                         it.freezetag_revive_time = 0;
98                         nades_Clear(it);
99                 });
100                 game_stopped = true;
101                 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
102                 return true;
103         }
104
105         int winner_team = Team_GetWinnerAliveTeam();
106         if (!winner_team)
107                 return false;
108
109         if(winner_team > 0)
110         {
111                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
112                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
113                 TeamScore_AddToTeam(winner_team, ST_FT_ROUNDS, +1);
114         }
115         else if(winner_team == -1)
116         {
117                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
118                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
119         }
120
121         FOREACH_CLIENT(IS_PLAYER(it), {
122                 it.freezetag_frozen_timeout = 0;
123                 it.freezetag_revive_time = 0;
124                 nades_Clear(it);
125         });
126
127         game_stopped = true;
128         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
129         return true;
130 }
131
132 entity freezetag_LastPlayerForTeam(entity this)
133 {
134         entity last_pl = NULL;
135         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
136                 if (STAT(FROZEN, it) != FROZEN_NORMAL && GetResource(it, RES_HEALTH) >= 1)
137                 {
138                         if (!last_pl)
139                                 last_pl = it;
140                         else
141                                 return NULL;
142                 }
143         });
144         return last_pl;
145 }
146
147 void freezetag_LastPlayerForTeam_Notify(entity this)
148 {
149         if(round_handler_IsActive())
150         if(round_handler_IsRoundStarted())
151         {
152                 entity pl = freezetag_LastPlayerForTeam(this);
153                 if(pl)
154                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
155         }
156 }
157
158 void freezetag_Add_Score(entity targ, entity attacker)
159 {
160         if(attacker == targ)
161         {
162                 // you froze your own dumb self
163                 // counted as "suicide" already
164                 GameRules_scoring_add(targ, SCORE, -1);
165         }
166         else if(IS_PLAYER(attacker))
167         {
168                 // got frozen by an enemy
169                 // counted as "kill" and "death" already
170                 GameRules_scoring_add(targ, SCORE, -1);
171                 GameRules_scoring_add(attacker, SCORE, +1);
172         }
173         // else nothing - got frozen by the game type rules themselves
174 }
175
176 // to be called when the player is frozen by freezetag (on death, spectator join etc), gives the score
177 void freezetag_Freeze(entity targ, entity attacker)
178 {
179         if(STAT(FROZEN, targ))
180                 return;
181
182         targ.freezetag_frozen_time = time;
183         if (autocvar_g_freezetag_revive_auto && autocvar_g_freezetag_frozen_maxtime > 0)
184                 targ.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
185
186         Freeze(targ, 0, FROZEN_NORMAL, true);
187
188         freezetag_count_alive_players();
189
190         freezetag_Add_Score(targ, attacker);
191 }
192
193 bool freezetag_isEliminated(entity e)
194 {
195         if(IS_PLAYER(e) && (STAT(FROZEN, e) == FROZEN_NORMAL || IS_DEAD(e)))
196                 return true;
197         return false;
198 }
199
200
201 // ================
202 // Bot player logic
203 // ================
204
205 void(entity this) havocbot_role_ft_freeing;
206 void(entity this) havocbot_role_ft_offense;
207
208 void havocbot_goalrating_ft_freeplayers(entity this, float ratingscale, vector org, float sradius)
209 {
210         entity best_pl = NULL;
211         float best_dist2 = FLOAT_MAX;
212         FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
213                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
214                 {
215                         if(vdist(it.origin - org, >, sradius))
216                                 continue;
217                         navigation_routerating(this, it, ratingscale, 2000);
218                 }
219                 else if (best_dist2
220                         && GetResource(it, RES_HEALTH) < GetResource(this, RES_HEALTH) + 30
221                         && vlen2(it.origin - org) < best_dist2)
222                 {
223                         // If teamate is not frozen still seek them out as fight better
224                         // in a group.
225                         best_dist2 = vlen2(it.origin - org);
226                         if (best_dist2 < 700 ** 2)
227                         {
228                                 best_pl = NULL;
229                                 best_dist2 = 0; // already close to a teammate
230                         }
231                         else
232                                 best_pl = it;
233                 }
234         });
235         if (best_pl)
236                 navigation_routerating(this, best_pl, ratingscale / 2, 2000);
237 }
238
239 void havocbot_role_ft_offense(entity this)
240 {
241         if(IS_DEAD(this))
242                 return;
243
244         if (!this.havocbot_role_timeout)
245                 this.havocbot_role_timeout = time + random() * 10 + 20;
246
247         // Count how many players on team are unfrozen.
248         int unfrozen = 0;
249         FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && STAT(FROZEN, it) != FROZEN_NORMAL, {
250                 unfrozen++;
251         });
252
253         // If only one left on team or if role has timed out then start trying to free players.
254         if ((!unfrozen && STAT(FROZEN, this) != FROZEN_NORMAL) || time > this.havocbot_role_timeout)
255         {
256                 LOG_TRACE("changing role to freeing");
257                 this.havocbot_role = havocbot_role_ft_freeing;
258                 this.havocbot_role_timeout = 0;
259                 return;
260         }
261
262         if (navigation_goalrating_timeout(this))
263         {
264                 navigation_goalrating_start(this);
265                 havocbot_goalrating_items(this, 12000, this.origin, 10000);
266                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
267                 havocbot_goalrating_ft_freeplayers(this, 9000, this.origin, 10000);
268                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
269                 navigation_goalrating_end(this);
270
271                 navigation_goalrating_timeout_set(this);
272         }
273 }
274
275 void havocbot_role_ft_freeing(entity this)
276 {
277         if(IS_DEAD(this))
278                 return;
279
280         if (!this.havocbot_role_timeout)
281                 this.havocbot_role_timeout = time + random() * 10 + 20;
282
283         if (time > this.havocbot_role_timeout)
284         {
285                 LOG_TRACE("changing role to offense");
286                 this.havocbot_role = havocbot_role_ft_offense;
287                 this.havocbot_role_timeout = 0;
288                 return;
289         }
290
291         if (navigation_goalrating_timeout(this))
292         {
293                 navigation_goalrating_start(this);
294                 havocbot_goalrating_items(this, 10000, this.origin, 10000);
295                 havocbot_goalrating_enemyplayers(this, 5000, this.origin, 10000);
296                 havocbot_goalrating_ft_freeplayers(this, 20000, this.origin, 10000);
297                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
298                 navigation_goalrating_end(this);
299
300                 navigation_goalrating_timeout_set(this);
301         }
302 }
303
304
305 // ==============
306 // Hook Functions
307 // ==============
308
309 void ft_RemovePlayer(entity this)
310 {
311         if (STAT(FROZEN, this) != FROZEN_NORMAL)
312                 freezetag_LastPlayerForTeam_Notify(this);
313         Unfreeze(this, false);
314
315         SetResourceExplicit(this, RES_HEALTH, 0); // neccessary to correctly count alive players
316         freezetag_count_alive_players();
317 }
318
319 MUTATOR_HOOKFUNCTION(ft, ClientDisconnect)
320 {
321         entity player = M_ARGV(0, entity);
322
323         ft_RemovePlayer(player);
324         return true;
325 }
326
327 MUTATOR_HOOKFUNCTION(ft, MakePlayerObserver)
328 {
329         entity player = M_ARGV(0, entity);
330
331         ft_RemovePlayer(player);
332 }
333
334 MUTATOR_HOOKFUNCTION(ft, PlayerDies)
335 {
336         entity frag_attacker = M_ARGV(1, entity);
337         entity frag_target = M_ARGV(2, entity);
338         float frag_deathtype = M_ARGV(3, float);
339
340         if(round_handler_IsActive())
341         if(round_handler_CountdownRunning())
342         {
343                 if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
344                         Unfreeze(frag_target, true);
345                 freezetag_count_alive_players();
346                 frag_target.respawn_time = time;
347                 frag_target.respawn_flags |= RESPAWN_FORCE;
348                 return true;
349         }
350
351         frag_target.respawn_time = time + 1;
352         frag_target.respawn_flags |= RESPAWN_FORCE;
353
354         // let the player die, they will be automatically frozen when they respawn
355         // it fixes a bug where you both really die (gibbing) and get frozen
356         // if you succeed changing team through the menu
357         if (frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id)
358         {
359                 freezetag_Add_Score(frag_target, frag_attacker);
360                 freezetag_count_alive_players();
361                 freezetag_LastPlayerForTeam_Notify(frag_target);
362                 frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
363                 return true;
364         }
365
366         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype))
367         {
368                 // soft-kill: setting health to something >= 1 after death, ammo won't be reset
369                 SetResourceExplicit(frag_target, RES_HEALTH, 1);
370                 // restore armor as it was removed in PlayerDamage
371                 SetResourceExplicit(frag_target, RES_ARMOR, frag_target.freezetag_frozen_armor);
372
373                 // relocate
374                 entity spot = SelectSpawnPoint(frag_target, true);
375                 setorigin(frag_target, spot.origin);
376                 frag_target.oldorigin = frag_target.origin;
377                 frag_target.fixangle = true; // turn this way immediately
378                 frag_target.angles = vec2(spot.angles);
379                 frag_target.velocity = '0 0 0';
380                 frag_target.oldvelocity = frag_target.velocity; // prevents fall damage, see CreatureFrame_FallDamage
381                 frag_target.avelocity = '0 0 0';
382                 frag_target.punchangle = '0 0 0';
383                 frag_target.punchvector = '0 0 0';
384         }
385
386         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
387                 return true;
388
389         freezetag_Freeze(frag_target, frag_attacker);
390         freezetag_LastPlayerForTeam_Notify(frag_target);
391
392         if(frag_attacker == frag_target || frag_attacker == NULL)
393         {
394                 if(IS_PLAYER(frag_target))
395                         Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
396                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
397         }
398         else
399         {
400                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
401         }
402
403         return true;
404 }
405
406 MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
407 {
408         entity player = M_ARGV(0, entity);
409
410         if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
411                 return true; // do nothing, round is starting right now
412
413         if(player.freezetag_frozen_timeout <= -2) // player was dead
414         {
415                 freezetag_Freeze(player, NULL);
416                 return true;
417         }
418
419         freezetag_count_alive_players();
420
421         if(round_handler_IsActive())
422         if(round_handler_IsRoundStarted())
423         {
424                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
425                 freezetag_Freeze(player, NULL);
426         }
427
428         return true;
429 }
430
431 MUTATOR_HOOKFUNCTION(ft, reset_map_players)
432 {
433         FOREACH_CLIENT(IS_PLAYER(it), {
434                 CS(it).killcount = 0;
435                 it.freezetag_revive_time = 0;
436                 it.freezetag_frozen_timeout = -1;
437                 PutClientInServer(it);
438                 it.freezetag_frozen_timeout = 0;
439         });
440         freezetag_count_alive_players();
441         return true;
442 }
443
444 MUTATOR_HOOKFUNCTION(ft, GiveFragsForKill, CBC_ORDER_FIRST)
445 {
446         M_ARGV(2, float) = 0; // no frags counted in Freeze Tag
447         return true;
448 }
449
450 MUTATOR_HOOKFUNCTION(ft, Unfreeze)
451 {
452         entity targ = M_ARGV(0, entity);
453         targ.freezetag_frozen_time = 0;
454         targ.freezetag_frozen_timeout = 0;
455 }
456
457 MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
458 {
459         entity frag_attacker = M_ARGV(1, entity);
460         entity frag_target = M_ARGV(2, entity);
461         //float frag_deathtype = M_ARGV(3, float);
462         //float frag_damage = M_ARGV(4, float);
463         vector frag_force = M_ARGV(6, vector);
464
465         frag_target.freezetag_frozen_armor = GetResource(frag_target, RES_ARMOR);
466
467         if (STAT(FROZEN, frag_target) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto_reducible
468                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto)
469         {
470                 float t = 0;
471                 if ((autocvar_g_freezetag_revive_auto_reducible < 0 || DIFF_TEAM(frag_attacker, frag_target))
472                         && frag_target.freezetag_frozen_timeout > time)
473                 {
474                         if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
475                         {
476                                 float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
477                                 t = vlen(frag_force);
478                                 // limit hit force considered at once, e.g when you have the Strength
479                                 // powerup but also with weapons that fire multiple projectiles at once (crylink)
480                                 if (frag_target.freezetag_frozen_force + t > maxforce)
481                                 {
482                                         t = max(0, maxforce - frag_target.freezetag_frozen_force);
483                                         frag_target.freezetag_frozen_force = maxforce;
484                                 }
485                                 else
486                                         frag_target.freezetag_frozen_force += t;
487                                 t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
488                         }
489                         frag_target.freezetag_frozen_timeout -= t;
490                         if (frag_target.freezetag_frozen_timeout < time)
491                                 frag_target.freezetag_frozen_timeout = time;
492                 }
493         }
494 }
495
496 #ifdef IN_REVIVING_RANGE
497         #undef IN_REVIVING_RANGE
498 #endif
499
500 #define IN_REVIVING_RANGE(player, it, revive_extra_size) \
501         (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
502         && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
503
504 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
505 {
506         if(game_stopped)
507                 return true;
508
509         if(round_handler_IsActive())
510         if(!round_handler_IsRoundStarted())
511                 return true;
512
513         entity player = M_ARGV(0, entity);
514         //if (STAT(FROZEN, player) == FROZEN_NORMAL)
515         //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
516                 //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);
517
518         player.freezetag_frozen_force = 0;
519
520         if (!(frametime && IS_PLAYER(player)))
521                 return true;
522
523         entity revivers_last = NULL;
524         entity revivers_first = NULL;
525
526         bool player_is_reviving = false;
527         int n = 0;
528         vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
529         FOREACH_CLIENT(IS_PLAYER(it), {
530                 // check if player is reviving anyone
531                 if (STAT(FROZEN, it) == FROZEN_NORMAL)
532                 {
533                         if ((STAT(FROZEN, player) == FROZEN_NORMAL))
534                                 continue;
535                         if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
536                                 continue;
537                         player_is_reviving = true;
538                         break;
539                 }
540
541                 if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
542                         continue; // both player and it are NOT frozen
543                 if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
544                         continue;
545
546                 // found a teammate that is reviving player
547                 if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
548                 {
549                         it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
550                         while (it.freezetag_revive_time > 1)
551                         {
552                                 GameRules_scoring_add(it, SCORE, +1);
553                                 it.freezetag_revive_time -= 1;
554                         }
555                 }
556                 if (revivers_last)
557                         revivers_last.chain = it;
558                 revivers_last = it;
559                 if (!revivers_first)
560                         revivers_first = it;
561                 ++n;
562         });
563         if (revivers_last)
564                 revivers_last.chain = NULL;
565
566         // allow normal revival during automatic revival
567         // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
568         //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
569         if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
570                 n = -1;
571
572         float base_progress = 0;
573         if  (STAT(FROZEN, player) == FROZEN_NORMAL && autocvar_g_freezetag_revive_auto
574                 && autocvar_g_freezetag_frozen_maxtime > 0 && autocvar_g_freezetag_revive_auto_progress)
575         {
576                 // NOTE if auto-revival is in progress, manual revive speed is reduced so that it always takes the same amount of time
577                 base_progress = bound(0, (1 - (player.freezetag_frozen_timeout - time) / autocvar_g_freezetag_frozen_maxtime), 1);
578         }
579
580         if (!n) // no teammate nearby
581         {
582                 float clearspeed = autocvar_g_freezetag_revive_clearspeed;
583                 if (STAT(FROZEN, player) == FROZEN_NORMAL)
584                 {
585                         if (autocvar_g_freezetag_revive_time_to_score > 0)
586                         {
587                                 if (STAT(REVIVE_PROGRESS, player) > base_progress)
588                                 {
589                                         // reduce auto-revival time based on manual revival progress
590                                         base_progress = STAT(REVIVE_PROGRESS, player);
591                                         player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
592                                 }
593                                 // don't clear revive progress, it would allow stacking points
594                                 // by entering and exiting the revival zone many times
595                                 STAT(REVIVE_PROGRESS, player) = base_progress;
596                         }
597                         else
598                                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
599                 }
600                 else if (!STAT(FROZEN, player) && !player_is_reviving)
601                         STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
602         }
603         else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
604         {
605                 float spd = autocvar_g_freezetag_revive_speed_t2s;
606                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
607                         spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
608                 STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
609
610                 if(STAT(REVIVE_PROGRESS, player) >= 1)
611                 {
612                         float frozen_time = time - player.freezetag_frozen_time;
613                         Unfreeze(player, false);
614                         SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
615                         player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
616                         freezetag_count_alive_players();
617
618                         if(n == -1)
619                         {
620                                 if(autocvar_sv_eventlog)
621                                         GameLogEcho(strcat(":ft:autorevival:", ftos(player.playerid)));
622                                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, frozen_time);
623                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, player.netname, frozen_time);
624                                 return true;
625                         }
626
627                         // EVERY team mate nearby gets a point (even if multiple!)
628                         for(entity it = revivers_first; it; it = it.chain)
629                         {
630                                 GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
631                                 if (autocvar_g_freezetag_revive_time_to_score <= 0)
632                                         GameRules_scoring_add(it, SCORE, +1);
633                                 nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
634                         }
635
636                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, revivers_first.netname);
637                         Send_Notification(NOTIF_ONE, revivers_first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
638                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, revivers_first.netname);
639                         if(autocvar_sv_eventlog)
640                         {
641                                 string revivers = "";
642                                 for(entity it = revivers_first; it; it = it.chain)
643                                         revivers = strcat(revivers, ftos(it.playerid), ",");
644                                 revivers = substring(revivers, 0, strlen(revivers) - 1);
645                                 GameLogEcho(strcat(":ft:revival:", ftos(player.playerid), ":", revivers));
646                         }
647                 }
648
649                 for(entity it = revivers_first; it; it = it.chain)
650                         STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
651         }
652
653         if (STAT(FROZEN, player) == FROZEN_NORMAL)
654         {
655                 entity player_wp = player.waypointsprite_attached;
656                 if (n > 0 || (n == 0 && STAT(REVIVE_PROGRESS, player) > 0.95))
657                 {
658                         WaypointSprite_UpdateSprites(player_wp, WP_Reviving, WP_Null, WP_Null);
659                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_REVIVING_COLOR);
660                 }
661                 else
662                 {
663                         WaypointSprite_UpdateSprites(player_wp, WP_Frozen, WP_Null, WP_Null);
664                         WaypointSprite_UpdateTeamRadar(player_wp, RADARICON_WAYPOINT, WP_FROZEN_COLOR);
665                 }
666
667                 WaypointSprite_UpdateMaxHealth(player_wp, 1);
668                 WaypointSprite_UpdateHealth(player_wp, STAT(REVIVE_PROGRESS, player));
669         }
670
671         return true;
672 }
673
674 MUTATOR_HOOKFUNCTION(ft, SetStartItems)
675 {
676         start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
677         if(!cvar("g_use_ammunition"))
678                 start_items |= IT_UNLIMITED_AMMO;
679
680         start_health       = warmup_start_health       = autocvar_g_ft_start_health;
681         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ft_start_armor;
682         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ft_start_ammo_shells;
683         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ft_start_ammo_nails;
684         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ft_start_ammo_rockets;
685         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ft_start_ammo_cells;
686         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ft_start_ammo_plasma;
687         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ft_start_ammo_fuel;
688 }
689
690 MUTATOR_HOOKFUNCTION(ft, HavocBot_ChooseRole)
691 {
692         entity bot = M_ARGV(0, entity);
693
694         if (!IS_DEAD(bot))
695         {
696                 if (random() < 0.5)
697                         bot.havocbot_role = havocbot_role_ft_freeing;
698                 else
699                         bot.havocbot_role = havocbot_role_ft_offense;
700         }
701
702         // if bots spawn all at once assign them a more appropriated role after a while
703         if (time < CS(bot).jointime + 1)
704                 bot.havocbot_role_timeout = time + 10 + random() * 10;
705
706         return true;
707 }
708
709 MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
710 {
711         M_ARGV(0, float) = freezetag_teams;
712         return true;
713 }
714
715 MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
716 {
717         if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
718                 M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
719 }
720
721 MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
722 {
723         entity frag_attacker = M_ARGV(0, entity);
724         entity frag_target = M_ARGV(1, entity);
725         //float frag_deathtype = M_ARGV(2, float);
726         int kill_count_to_attacker = M_ARGV(3, int);
727         int kill_count_to_target = M_ARGV(4, int);
728
729         if(STAT(FROZEN, frag_target) == FROZEN_NORMAL)
730                 return; // target was already frozen, so this is just pushing them off the cliff
731
732         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
733         Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target,
734                 GetResource(frag_attacker, RES_HEALTH), GetResource(frag_attacker, RES_ARMOR), (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
735
736         return true;
737 }
738
739 MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
740 {
741         string cmd_name = M_ARGV(0, string);
742         if (cmd_name == "shuffleteams")
743                 shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
744         return false;
745 }
746
747 MUTATOR_HOOKFUNCTION(ft, Scores_CountFragsRemaining)
748 {
749         // announce remaining frags
750         return true;
751 }
752
753 void freezetag_Initialize()
754 {
755         freezetag_teams = autocvar_g_freezetag_teams_override;
756         if(freezetag_teams < 2)
757                 freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
758
759         freezetag_teams = BITS(bound(2, freezetag_teams, 4));
760         GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, 0, {
761                 field_team(ST_FT_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
762                 field(SP_FREEZETAG_REVIVALS, "revivals", 0);
763         });
764
765         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
766         round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
767
768         EliminatedPlayers_Init(freezetag_isEliminated);
769 }