1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
5 #define ICE_MAX_ALPHA 1
6 #define ICE_MIN_ALPHA 0.1
9 void freezetag_count_alive_players()
12 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
14 if(e.team == COLOR_TEAM1 && e.health >= 1)
17 if (!e.freezetag_frozen) ++redalive;
19 else if(e.team == COLOR_TEAM2 && e.health >= 1)
22 if (!e.freezetag_frozen) ++bluealive;
24 else if(e.team == COLOR_TEAM3 && e.health >= 1)
27 if (!e.freezetag_frozen) ++yellowalive;
29 else if(e.team == COLOR_TEAM4 && e.health >= 1)
32 if (!e.freezetag_frozen) ++pinkalive;
35 FOR_EACH_REALCLIENT(e) {
36 e.redalive_stat = redalive;
37 e.bluealive_stat = bluealive;
38 e.yellowalive_stat = yellowalive;
39 e.pinkalive_stat = pinkalive;
42 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
43 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
45 float prev_total_players;
46 float freezetag_CheckTeams()
49 if(FREEZETAG_ALIVE_TEAMS_OK())
51 if(prev_total_players != -1)
53 FOR_EACH_REALCLIENT(e)
54 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
56 prev_total_players = -1;
59 if(prev_total_players != total_players)
61 string teams_missing = "";
62 if(!redalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
63 if(!bluealive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
64 if(freezetag_teams >= 3)
65 if(!yellowalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
66 if(freezetag_teams == 4)
67 if(!pinkalive) teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
68 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
70 FOR_EACH_REALCLIENT(e)
71 Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
72 prev_total_players = total_players;
77 float freezetag_getWinnerTeam()
79 float winner_team = 0;
81 winner_team = COLOR_TEAM1;
84 if(winner_team) return 0;
85 winner_team = COLOR_TEAM2;
89 if(winner_team) return 0;
90 winner_team = COLOR_TEAM3;
94 if(winner_team) return 0;
95 winner_team = COLOR_TEAM4;
99 return -1; // no player left
102 float freezetag_CheckWinner()
105 if(round_handler_GetTimeLeft() <= 0)
107 FOR_EACH_REALCLIENT(e)
108 centerprint(e, "Round over, there's no winner");
109 bprint("Round over, there's no winner.\n");
111 e.freezetag_frozen_timeout = 0;
112 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
116 if(FREEZETAG_ALIVE_TEAMS() > 1)
121 winner_team = freezetag_getWinnerTeam();
124 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner.team, CENTER_FREEZETAG_ROUND_WIN_));
125 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner.team, INFO_FREEZETAG_ROUND_WIN_));
126 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
128 else if(winner_team == -1)
130 FOR_EACH_REALCLIENT(e)
131 centerprint(e, "^5Round tied! All teams were frozen.");
132 bprint("^5Round tied! All teams were frozen.\n");
136 e.freezetag_frozen_timeout = 0;
137 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
141 // this is needed to allow the player to turn his view around (fixangle can't
142 // be used to freeze his view, as that also changes the angles), while not
143 // turning that ice object with the player
144 void freezetag_Ice_Think()
146 setorigin(self, self.owner.origin - '0 0 16');
147 self.nextthink = time;
150 void freezetag_Add_Score(entity attacker)
154 // you froze your own dumb self
155 // counted as "suicide" already
156 PlayerScore_Add(self, SP_SCORE, -1);
158 else if(attacker.classname == "player")
160 // got frozen by an enemy
161 // counted as "kill" and "death" already
162 PlayerScore_Add(self, SP_SCORE, -1);
163 PlayerScore_Add(attacker, SP_SCORE, +1);
165 // else nothing - got frozen by the game type rules themselves
168 void freezetag_Freeze(entity attacker)
170 if(self.freezetag_frozen)
172 self.freezetag_frozen = 1;
173 self.freezetag_frozen_time = time;
174 self.freezetag_revive_progress = 0;
176 if(autocvar_g_freezetag_frozen_maxtime > 0)
177 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
179 freezetag_count_alive_players();
184 ice.classname = "freezetag_ice";
185 ice.think = freezetag_Ice_Think;
186 ice.nextthink = time;
187 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
188 ice.alpha = ICE_MAX_ALPHA;
189 ice.colormod = TeamColor(self.team);
190 ice.glowmod = ice.colormod;
191 setmodel(ice, "models/ice/ice.md3");
193 self.freezetag_ice = ice;
195 RemoveGrapplingHook(self);
198 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
200 freezetag_Add_Score(attacker);
203 void freezetag_Unfreeze(entity attacker)
205 self.freezetag_frozen = 0;
206 self.freezetag_frozen_time = 0;
207 self.freezetag_frozen_timeout = 0;
208 self.freezetag_revive_progress = 0;
210 remove(self.freezetag_ice);
211 self.freezetag_ice = world;
213 if(self.waypointsprite_attached)
214 WaypointSprite_Kill(self.waypointsprite_attached);
222 void() havocbot_role_ft_freeing;
223 void() havocbot_role_ft_offense;
225 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
230 FOR_EACH_PLAYER(head)
232 if ((head != self) && (head.team == self.team))
234 if (head.freezetag_frozen)
236 distance = vlen(head.origin - org);
237 if (distance > sradius)
239 navigation_routerating(head, ratingscale, 2000);
243 // If teamate is not frozen still seek them out as fight better
245 navigation_routerating(head, ratingscale/3, 2000);
251 void havocbot_role_ft_offense()
256 if(self.deadflag != DEAD_NO)
259 if (!self.havocbot_role_timeout)
260 self.havocbot_role_timeout = time + random() * 10 + 20;
262 // Count how many players on team are unfrozen.
264 FOR_EACH_PLAYER(head)
266 if ((head.team == self.team) && (!head.freezetag_frozen))
270 // If only one left on team or if role has timed out then start trying to free players.
271 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
273 dprint("changing role to freeing\n");
274 self.havocbot_role = havocbot_role_ft_freeing;
275 self.havocbot_role_timeout = 0;
279 if (time > self.bot_strategytime)
281 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
283 navigation_goalrating_start();
284 havocbot_goalrating_items(10000, self.origin, 10000);
285 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
286 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
287 //havocbot_goalrating_waypoints(1, self.origin, 1000);
288 navigation_goalrating_end();
292 void havocbot_role_ft_freeing()
294 if(self.deadflag != DEAD_NO)
297 if (!self.havocbot_role_timeout)
298 self.havocbot_role_timeout = time + random() * 10 + 20;
300 if (time > self.havocbot_role_timeout)
302 dprint("changing role to offense\n");
303 self.havocbot_role = havocbot_role_ft_offense;
304 self.havocbot_role_timeout = 0;
308 if (time > self.bot_strategytime)
310 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
312 navigation_goalrating_start();
313 havocbot_goalrating_items(8000, self.origin, 10000);
314 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
315 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
316 //havocbot_goalrating_waypoints(1, self.origin, 1000);
317 navigation_goalrating_end();
326 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
328 self.health = 0; // neccessary to update correctly alive stats
329 freezetag_Unfreeze(world);
330 freezetag_count_alive_players();
334 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
336 if(round_handler_IsActive())
337 if(round_handler_CountdownRunning())
339 if(self.freezetag_frozen)
340 freezetag_Unfreeze(world);
341 freezetag_count_alive_players();
342 return 1; // let the player die so that he can respawn whenever he wants
345 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
346 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
347 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
348 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
350 // let the player die, he will be automatically frozen when he respawns
351 if(!self.freezetag_frozen)
353 freezetag_Add_Score(frag_attacker);
354 freezetag_count_alive_players();
357 freezetag_Unfreeze(world); // remove ice
358 self.freezetag_frozen_timeout = -2; // freeze on respawn
362 if(self.freezetag_frozen)
365 freezetag_Freeze(frag_attacker);
367 if(frag_attacker == frag_target || frag_attacker == world)
369 if(frag_target.classname == STR_PLAYER)
370 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
371 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
375 if(frag_target.classname == STR_PLAYER)
376 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
377 if(frag_attacker.classname == STR_PLAYER)
378 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
379 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
382 frag_target.health = 1; // "respawn" the player :P
387 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
389 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
390 return 1; // do nothing, round is starting right now
392 if(self.freezetag_frozen_timeout == -2) // player was dead
394 freezetag_Freeze(world);
398 freezetag_count_alive_players();
400 if(round_handler_IsActive())
401 if(round_handler_IsRoundStarted())
403 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
404 freezetag_Freeze(world);
410 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
412 FOR_EACH_PLAYER(self)
414 if (self.freezetag_frozen)
415 freezetag_Unfreeze(world);
416 self.freezetag_frozen_timeout = -1;
418 self.freezetag_frozen_timeout = 0;
420 freezetag_count_alive_players();
424 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
426 frag_score = 0; // no frags counted in Freeze Tag
430 .float reviving; // temp var
431 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
438 if(self.freezetag_frozen)
441 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
444 if(round_handler_IsActive())
445 if(!round_handler_IsRoundStarted())
450 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
451 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
453 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
457 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
459 FOR_EACH_PLAYER(other) if(self != other)
461 if(other.freezetag_frozen == 0)
463 if(other.team == self.team)
465 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
469 if(self.freezetag_frozen)
470 other.reviving = TRUE;
478 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
480 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
481 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
483 if(self.freezetag_revive_progress >= 1)
485 freezetag_Unfreeze(self);
486 freezetag_count_alive_players();
490 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
491 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
492 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
496 // EVERY team mate nearby gets a point (even if multiple!)
497 FOR_EACH_PLAYER(other)
501 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
502 PlayerScore_Add(other, SP_SCORE, +1);
506 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
507 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
508 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVE, self.netname, o.netname);
511 FOR_EACH_PLAYER(other)
515 other.freezetag_revive_progress = self.freezetag_revive_progress;
516 other.reviving = FALSE;
520 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
522 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
523 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
527 self.freezetag_revive_progress = 0; // thawing nobody
533 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
535 if(self.freezetag_frozen)
537 self.movement = '0 0 0';
538 self.disableclientprediction = 1;
543 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
545 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
548 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
553 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
555 if (self.freezetag_frozen)
560 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
562 if not(self.deadflag)
565 self.havocbot_role = havocbot_role_ft_freeing;
567 self.havocbot_role = havocbot_role_ft_offense;
573 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
575 self.freezetag_frozen = other.freezetag_frozen;
576 self.freezetag_revive_progress = other.freezetag_revive_progress;
580 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
582 freezetag_teams = autocvar_g_freezetag_teams_override;
583 if(freezetag_teams < 2)
584 freezetag_teams = autocvar_g_freezetag_teams;
585 freezetag_teams = bound(2, freezetag_teams, 4);
586 ret_float = freezetag_teams;
590 void freezetag_Initialize()
592 precache_model("models/ice/ice.md3");
593 ScoreRules_freezetag();
595 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
596 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
598 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
599 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
600 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
601 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
603 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
604 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
607 MUTATOR_DEFINITION(gamemode_freezetag)
609 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
610 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
611 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
612 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
613 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
614 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
615 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
616 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
617 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
618 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
619 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
620 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
621 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
625 if(time > 1) // game loads at time 1
626 error("This is a game type and it cannot be added at runtime.");
627 freezetag_Initialize();
630 MUTATOR_ONROLLBACK_OR_REMOVE
632 // we actually cannot roll back freezetag_Initialize here
633 // BUT: we don't need to! If this gets called, adding always
639 print("This is a game type and it cannot be removed at runtime.");