1 void freezetag_Initialize()
3 precache_model("models/ice/ice.md3");
4 warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
5 ScoreRules_freezetag();
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);
12 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
13 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
16 void freezetag_CheckWinner()
18 if(time <= game_starttime || inWarmupStage)
21 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
22 return; // already waiting for next round to start
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
38 if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
41 break; // break, we found the winner
45 if(winner != world) // just in case a winner wasn't found
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";
54 teamname = "^6Pink Team";
56 centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
58 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
59 TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
62 next_round = time + 5;
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()
70 setorigin(self, self.owner.origin - '0 0 16');
71 self.nextthink = time;
74 void freezetag_count_alive_players()
77 redalive = bluealive = yellowalive = pinkalive = 0;
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;
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;
92 void freezetag_Freeze(entity attacker)
94 if(self.freezetag_frozen)
96 self.freezetag_frozen = 1;
97 self.freezetag_revive_progress = 0;
100 self.freezetag_frozen_timeout = time + 5;
102 freezetag_count_alive_players();
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");
116 freezetag_Ice_Think();
119 RemoveGrapplingHook(self);
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');
126 // you froze your own dumb self
127 // counted as "suicide" already
128 PlayerScore_Add(self, SP_SCORE, -1);
130 else if(attacker.classname == "player")
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);
139 // nothing - got frozen by the game type rules themselves
143 void freezetag_Unfreeze(entity attacker)
145 self.freezetag_frozen = 0;
146 self.freezetag_frozen_timeout = 0;
147 self.freezetag_revive_progress = 0;
149 freezetag_count_alive_players();
151 // remove the ice block
153 for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self)
160 if(self.waypointsprite_attached)
161 WaypointSprite_Kill(self.waypointsprite_attached);
169 void() havocbot_role_ft_freeing;
170 void() havocbot_role_ft_offense;
172 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
177 FOR_EACH_PLAYER(head)
179 if ((head != self) && (head.team == self.team))
181 if (head.freezetag_frozen)
183 distance = vlen(head.origin - org);
184 if (distance > sradius)
186 navigation_routerating(head, ratingscale, 2000);
190 // If teamate is not frozen still seek them out as fight better
192 navigation_routerating(head, ratingscale/3, 2000);
198 void havocbot_role_ft_offense()
203 if(self.deadflag != DEAD_NO)
206 if (!self.havocbot_role_timeout)
207 self.havocbot_role_timeout = time + random() * 10 + 20;
209 // Count how many players on team are unfrozen.
211 FOR_EACH_PLAYER(head)
213 if ((head.team == self.team) && (!head.freezetag_frozen))
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))
220 dprint("changing role to freeing\n");
221 self.havocbot_role = havocbot_role_ft_freeing;
222 self.havocbot_role_timeout = 0;
226 if (time > self.bot_strategytime)
228 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
239 void havocbot_role_ft_freeing()
241 if(self.deadflag != DEAD_NO)
244 if (!self.havocbot_role_timeout)
245 self.havocbot_role_timeout = time + random() * 10 + 20;
247 if (time > self.havocbot_role_timeout)
249 dprint("changing role to offense\n");
250 self.havocbot_role = havocbot_role_ft_offense;
251 self.havocbot_role_timeout = 0;
255 if (time > self.bot_strategytime)
257 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
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();
273 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
275 self.health = 0; // neccessary to update correctly alive stats
276 freezetag_Unfreeze(world);
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();
284 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
286 // let the player die in these cases
287 if(time <= game_starttime)
289 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
292 if(frag_deathtype == DEATH_HURTTRIGGER)
294 if(!self.freezetag_frozen)
296 freezetag_Freeze(world);
297 freezetag_CheckWinner();
299 PutClientInServer(); // respawn the player
305 if(self.freezetag_frozen)
308 freezetag_Freeze(frag_attacker);
310 if(frag_attacker == frag_target || frag_attacker == world)
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");
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");
325 frag_target.health = 1; // "respawn" the player :P
327 freezetag_CheckWinner();
332 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
334 freezetag_count_alive_players();
336 if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
339 if(time <= game_starttime || inWarmupStage || total_players == 0)
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
349 if(warmup && time > warmup) // spawn too late, freeze player
351 centerprint(self, "^1Round already started, you spawn as frozen.");
352 freezetag_Freeze(world);
358 MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
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;
367 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
369 FOR_EACH_PLAYER(self)
371 if (self.freezetag_frozen)
372 freezetag_Unfreeze(world);
378 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
380 frag_score = 0; // no frags counted in Freeze Tag
384 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
387 vector revive_extra_size;
391 if(self.freezetag_frozen && !self.freezetag_revive_progress)
393 if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
395 self.health = autocvar_g_balance_health_start;
396 freezetag_Unfreeze(world);
399 if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
400 return 1; // already waiting for next round to start
402 revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
407 FOR_EACH_PLAYER(other) if(self != other)
409 if(other.freezetag_frozen == 0)
411 if(other.team == self.team)
413 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
423 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
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);
428 if(self.freezetag_revive_progress >= 1)
430 freezetag_Unfreeze(self);
432 // EVERY team mate nearby gets a point (even if multiple!)
433 FOR_EACH_PLAYER(other) if(self != other)
435 if(other.freezetag_frozen == 0)
437 if(other.team == self.team)
439 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
441 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
442 PlayerScore_Add(other, SP_SCORE, +1);
449 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
451 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
452 centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
454 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
456 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
459 // now find EVERY teammate within reviving radius, set their revive_progress values correct
460 FOR_EACH_PLAYER(other) if(self != other)
462 if(other.freezetag_frozen == 0)
464 if(other.team == self.team)
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;
472 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
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);
479 self.freezetag_revive_progress = 0; // thawing nobody
485 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
487 if(self.freezetag_frozen)
489 self.movement = '0 0 0';
490 self.disableclientprediction = 1;
495 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
497 if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
500 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
505 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
507 if (self.freezetag_frozen)
512 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
514 if not(self.deadflag)
517 self.havocbot_role = havocbot_role_ft_freeing;
519 self.havocbot_role = havocbot_role_ft_offense;
525 MUTATOR_DEFINITION(gamemode_freezetag)
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);
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();
549 error("This is a game type and it cannot be removed at runtime.");