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Small cleanup
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1 void freezetag_Initialize()
2 {
3         precache_model("models/ice/ice.md3");
4         warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5         ScoreRules_freezetag();
6
7         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
8         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
9         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
10         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
11
12         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
13         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
14 }
15
16 void freezetag_CheckWinner()
17 {
18         if(time <= game_starttime || inWarmupStage)
19                 return;
20
21         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
22                 return; // already waiting for next round to start
23
24         if((redalive >= 1 && bluealive >= 1)
25                 || (redalive >= 1 && yellowalive >= 1)
26                 || (redalive >= 1 && pinkalive >= 1)
27                 || (bluealive >= 1 && yellowalive >= 1)
28                 || (bluealive >= 1 && pinkalive >= 1)
29                 || (yellowalive >= 1 && pinkalive >= 1))
30                 return; // we still have active players on two or more teams, nobody won yet
31
32         entity e, winner;
33         string teamname;
34         winner = world;
35
36         FOR_EACH_PLAYER(e)
37         {
38                 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
39                 {
40                         winner = e;
41                         break; // break, we found the winner
42                 }
43         }
44
45         if(winner != world) // just in case a winner wasn't found
46         {
47                 if(winner.team == COLOR_TEAM1)
48                         teamname = "^1Red Team";
49                 else if(winner.team == COLOR_TEAM2)
50                         teamname = "^4Blue Team";
51                 else if(winner.team == COLOR_TEAM3)
52                         teamname = "^3Yellow Team";
53                 else
54                         teamname = "^6Pink Team";
55                 FOR_EACH_PLAYER(e) {
56                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
57                 }
58                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
59                 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
60         }
61
62         next_round = time + 5;
63 }
64
65 // this is needed to allow the player to turn his view around (fixangle can't
66 // be used to freeze his view, as that also changes the angles), while not
67 // turning that ice object with the player
68 void freezetag_Ice_Think()
69 {
70         setorigin(self, self.owner.origin - '0 0 16');
71         self.nextthink = time;
72 }
73
74 void freezetag_count_alive_players()
75 {
76         entity e;
77         redalive = bluealive = yellowalive = pinkalive = 0;
78         FOR_EACH_PLAYER(e) {
79                 if(e.team == COLOR_TEAM1 && e.freezetag_frozen == 0 && e.health >= 1) ++redalive;
80                 else if(e.team == COLOR_TEAM2 && e.freezetag_frozen == 0 && e.health >= 1) ++bluealive;
81                 else if(e.team == COLOR_TEAM3 && e.freezetag_frozen == 0 && e.health >= 1) ++yellowalive;
82                 else if(e.team == COLOR_TEAM4 && e.freezetag_frozen == 0 && e.health >= 1) ++pinkalive;
83         }
84         FOR_EACH_REALCLIENT(e) {
85                 e.redalive_stat = redalive;
86                 e.bluealive_stat = bluealive;
87                 e.yellowalive_stat = yellowalive;
88                 e.pinkalive_stat = pinkalive;
89         }
90 }
91
92 void freezetag_Freeze(entity attacker)
93 {
94         if(self.freezetag_frozen)
95                 return;
96         self.freezetag_frozen = 1;
97         self.freezetag_revive_progress = 0;
98         self.health = 1;
99         if(inWarmupStage)
100                 self.freezetag_frozen_timeout = time + 5;
101
102         freezetag_count_alive_players();
103
104         entity ice;
105         ice = spawn();
106         ice.owner = self;
107         ice.classname = "freezetag_ice";
108         ice.think = freezetag_Ice_Think;
109         ice.nextthink = time;
110         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
111         setmodel(ice, "models/ice/ice.md3");
112
113         entity oldself;
114         oldself = self;
115         self = ice;
116         freezetag_Ice_Think();
117         self = oldself;
118
119         RemoveGrapplingHook(self);
120
121         // add waypoint
122         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
123
124         if(attacker == self)
125         {
126                 // you froze your own dumb self
127                 // counted as "suicide" already
128                 PlayerScore_Add(self, SP_SCORE, -1);
129         }
130         else if(attacker.classname == "player")
131         {
132                 // got frozen by an enemy
133                 // counted as "kill" and "death" already
134                 PlayerScore_Add(self, SP_SCORE, -1);
135                 PlayerScore_Add(attacker, SP_SCORE, +1);
136         }
137         else
138         {
139                 // nothing - got frozen by the game type rules themselves
140         }
141 }
142
143 void freezetag_Unfreeze(entity attacker)
144 {
145         self.freezetag_frozen = 0;
146         self.freezetag_frozen_timeout = 0;
147         self.freezetag_revive_progress = 0;
148
149         freezetag_count_alive_players();
150
151         // remove the ice block
152         entity ice;
153         for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
154         {
155                 remove(ice);
156                 break;
157         }
158
159         // remove waypoint
160         if(self.waypointsprite_attached)
161                 WaypointSprite_Kill(self.waypointsprite_attached);
162 }
163
164
165 // ================
166 // Bot player logic
167 // ================
168
169 void() havocbot_role_ft_freeing;
170 void() havocbot_role_ft_offense;
171
172 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
173 {
174         entity head;
175         float distance;
176
177         FOR_EACH_PLAYER(head)
178         {
179                 if ((head != self) && (head.team == self.team))
180                 {
181                         if (head.freezetag_frozen)
182                         {
183                                 distance = vlen(head.origin - org);
184                                 if (distance > sradius)
185                                         continue;
186                                 navigation_routerating(head, ratingscale, 2000);
187                         }
188                         else
189                         {
190                                 // If teamate is not frozen still seek them out as fight better
191                                 // in a group.
192                                 navigation_routerating(head, ratingscale/3, 2000);
193                         }
194                 }
195         }
196 }
197
198 void havocbot_role_ft_offense()
199 {
200         entity head;
201         float unfrozen;
202
203         if(self.deadflag != DEAD_NO)
204                 return;
205
206         if (!self.havocbot_role_timeout)
207                 self.havocbot_role_timeout = time + random() * 10 + 20;
208
209         // Count how many players on team are unfrozen.
210         unfrozen = 0;
211         FOR_EACH_PLAYER(head)
212         {
213                 if ((head.team == self.team) && (!head.freezetag_frozen))
214                         unfrozen++;
215         }
216
217         // If only one left on team or if role has timed out then start trying to free players.
218         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
219         {
220                 dprint("changing role to freeing\n");
221                 self.havocbot_role = havocbot_role_ft_freeing;
222                 self.havocbot_role_timeout = 0;
223                 return;
224         }
225
226         if (time > self.bot_strategytime)
227         {
228                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
229
230                 navigation_goalrating_start();
231                 havocbot_goalrating_items(10000, self.origin, 10000);
232                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
233                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
234                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
235                 navigation_goalrating_end();
236         }
237 }
238
239 void havocbot_role_ft_freeing()
240 {
241         if(self.deadflag != DEAD_NO)
242                 return;
243
244         if (!self.havocbot_role_timeout)
245                 self.havocbot_role_timeout = time + random() * 10 + 20;
246
247         if (time > self.havocbot_role_timeout)
248         {
249                 dprint("changing role to offense\n");
250                 self.havocbot_role = havocbot_role_ft_offense;
251                 self.havocbot_role_timeout = 0;
252                 return;
253         }
254
255         if (time > self.bot_strategytime)
256         {
257                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
258
259                 navigation_goalrating_start();
260                 havocbot_goalrating_items(8000, self.origin, 10000);
261                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
262                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
263                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
264                 navigation_goalrating_end();
265         }
266 }
267
268
269 // ==============
270 // Hook Functions
271 // ==============
272
273 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
274 {
275         self.health = 0; // neccessary to update correctly alive stats
276         freezetag_Unfreeze(world);
277
278         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)
279                 freezetag_CheckWinner();
280
281         return 1;
282 }
283
284 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
285 {
286         // let the player die in these cases
287         if(time <= game_starttime)
288                 return 1;
289         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
290                 return 1;
291
292         if(frag_deathtype == DEATH_HURTTRIGGER)
293         {
294                 if(!self.freezetag_frozen)
295                 {
296                         freezetag_Freeze(world);
297                         freezetag_CheckWinner();
298                 }
299                 PutClientInServer(); // respawn the player
300                 self.health = 1;
301                 self.armorvalue = 0;
302                 return 1;
303         }
304
305         if(self.freezetag_frozen)
306                 return 1;
307
308         freezetag_Freeze(frag_attacker);
309
310         if(frag_attacker == frag_target || frag_attacker == world)
311         {
312                 if(frag_target.classname == STR_PLAYER)
313                         centerprint(frag_target, "^1You froze yourself.\n");
314                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
315         }
316         else
317         {
318                 if(frag_target.classname == STR_PLAYER)
319                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
320                 if(frag_attacker.classname == STR_PLAYER)
321                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
322                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
323         }
324
325         frag_target.health = 1; // "respawn" the player :P
326
327         freezetag_CheckWinner();
328
329         return 1;
330 }
331
332 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
333 {
334         freezetag_count_alive_players();
335
336         if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
337                 return 1;
338
339         if(time <= game_starttime || inWarmupStage || total_players == 0)
340                 return 1;
341
342         if(total_players == 1) // only one player active on server, start a new match immediately
343         if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
344         {
345                 next_round = time;
346                 return 1;
347         }
348
349         if(warmup && time > warmup) // spawn too late, freeze player
350         {
351                 centerprint(self, "^1Round already started, you spawn as frozen.");
352                 freezetag_Freeze(world);
353         }
354
355         return 1;
356 }
357
358 MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
359 {
360         redalive = bluealive = yellowalive = pinkalive = 0;
361         warmup = max(time, game_starttime);
362         if(autocvar_g_freezetag_warmup > 0)
363                 warmup += autocvar_g_freezetag_warmup;
364         return 1;
365 }
366
367 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
368 {
369         FOR_EACH_PLAYER(self)
370         {
371                 if (self.freezetag_frozen)
372                         freezetag_Unfreeze(world);
373                 PutClientInServer();
374         }
375         return 1;
376 }
377
378 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
379 {
380         frag_score = 0; // no frags counted in Freeze Tag
381         return 1;
382 }
383
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
385 {
386         float n;
387         vector revive_extra_size;
388
389         if(gameover)
390                 return 1;
391         if(self.freezetag_frozen && !self.freezetag_revive_progress)
392                 self.health = 1;
393         if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
394         {
395                 self.health = autocvar_g_balance_health_start;
396                 freezetag_Unfreeze(world);
397                 return 1;
398         }
399         if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
400                 return 1; // already waiting for next round to start
401
402         revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
403
404         entity o;
405         o = world;
406         n = 0;
407         FOR_EACH_PLAYER(other) if(self != other)
408         {
409                 if(other.freezetag_frozen == 0)
410                 {
411                         if(other.team == self.team)
412                         {
413                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
414                                 {
415                                         if(!o)
416                                                 o = other;
417                                         ++n;
418                                 }
419                         }
420                 }
421         }
422
423         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
424         {
425                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
426                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
427
428                 if(self.freezetag_revive_progress >= 1)
429                 {
430                         freezetag_Unfreeze(self);
431
432                         // EVERY team mate nearby gets a point (even if multiple!)
433                         FOR_EACH_PLAYER(other) if(self != other)
434                         {
435                                 if(other.freezetag_frozen == 0)
436                                 {
437                                         if(other.team == self.team)
438                                         {
439                                                 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
440                                                 {
441                                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
442                                                         PlayerScore_Add(other, SP_SCORE, +1);
443                                                 }
444                                         }
445                                 }
446                         }
447
448                         if(n > 1)
449                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
450                         else
451                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
452                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
453                         if(n > 1)
454                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
455                         else
456                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
457                 }
458
459                 // now find EVERY teammate within reviving radius, set their revive_progress values correct
460                 FOR_EACH_PLAYER(other) if(self != other)
461                 {
462                         if(other.freezetag_frozen == 0)
463                         {
464                                 if(other.team == self.team)
465                                 {
466                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
467                                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
468                                 }
469                         }
470                 }
471         }
472         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
473         {
474                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
475                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
476         }
477         else if(!n)
478         {
479                 self.freezetag_revive_progress = 0; // thawing nobody
480         }
481
482         return 1;
483 }
484
485 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
486 {
487         if(self.freezetag_frozen)
488         {
489                 self.movement = '0 0 0';
490                 self.disableclientprediction = 1;
491         }
492         return 1;
493 }
494
495 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
496 {
497         if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
498         {
499                 frag_damage = 0;
500                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
501         }
502         return 1;
503 }
504
505 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
506 {
507         if (self.freezetag_frozen)
508                 return 1;
509         return 0;
510 }
511
512 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
513 {
514         if not(self.deadflag)
515         {
516                 if (random() < 0.5)
517                         self.havocbot_role = havocbot_role_ft_freeing;
518                 else
519                         self.havocbot_role = havocbot_role_ft_offense;
520         }
521
522         return TRUE;
523 }
524
525 MUTATOR_DEFINITION(gamemode_freezetag)
526 {
527         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
528         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
529         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
530         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
531         MUTATOR_HOOK(reset_map_global, freezetag_reset_map_global, CBC_ORDER_ANY);
532         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
533         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
534         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
535         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
536         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
537         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
538         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
539
540         MUTATOR_ONADD
541         {
542                 if(time > 1) // game loads at time 1
543                         error("This is a game type and it cannot be added at runtime.");
544                 freezetag_Initialize();
545         }
546
547         MUTATOR_ONREMOVE
548         {
549                 error("This is a game type and it cannot be removed at runtime.");
550         }
551
552         return 0;
553 }