float freezetag_CheckTeams(); float freezetag_CheckWinner(); void freezetag_Initialize() { precache_model("models/ice/ice.md3"); ScoreRules_freezetag(); round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, 5, autocvar_g_freezetag_warmup); 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); addstat(STAT_FROZEN, AS_INT, freezetag_frozen); addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress); } 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; } } float freezetag_TeamsCanPlay() { 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 1; // we still have active players on two or more teams, nobody won yet return 0; } float prev_total_players; float freezetag_CheckTeams() { entity e; if(freezetag_TeamsCanPlay()) { if(prev_total_players != -1) { 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), ", "); 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; } float freezetag_CheckWinner() { if(freezetag_TeamsCanPlay()) return 0; entity e, winner; string teamname; winner = world; FOR_EACH_PLAYER(e) { if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good { winner = e; break; // break, we found the winner } } if(winner != world) // just in case a winner wasn't found { 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); } return 1; } // this is needed to allow the player to turn his view around (fixangle can't // be used to freeze his view, as that also changes the angles), while not // turning that ice object with the player void freezetag_Ice_Think() { setorigin(self, self.owner.origin - '0 0 16'); 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) return; self.freezetag_frozen = 1; self.freezetag_revive_progress = 0; self.health = 1; if(inWarmupStage) self.freezetag_frozen_timeout = time + 5; freezetag_count_alive_players(); entity ice; ice = spawn(); ice.owner = self; ice.classname = "freezetag_ice"; ice.think = freezetag_Ice_Think; ice.nextthink = time; ice.frame = floor(random() * 21); // ice model has 20 different looking frames setmodel(ice, "models/ice/ice.md3"); entity oldself; oldself = self; self = ice; freezetag_Ice_Think(); self = oldself; RemoveGrapplingHook(self); // 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'); freezetag_Add_Score(attacker); } void freezetag_Unfreeze(entity attacker) { self.freezetag_frozen = 0; self.freezetag_frozen_timeout = 0; self.freezetag_revive_progress = 0; // remove the ice block entity ice; for(ice = world; (ice = find(ice, classname, "freezetag_ice")); ) if(ice.owner == self) { remove(ice); break; } // remove waypoint if(self.waypointsprite_attached) WaypointSprite_Kill(self.waypointsprite_attached); } // ================ // Bot player logic // ================ void() havocbot_role_ft_freeing; void() havocbot_role_ft_offense; void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius) { entity head; float distance; FOR_EACH_PLAYER(head) { if ((head != self) && (head.team == self.team)) { if (head.freezetag_frozen) { distance = vlen(head.origin - org); if (distance > sradius) continue; navigation_routerating(head, ratingscale, 2000); } else { // If teamate is not frozen still seek them out as fight better // in a group. navigation_routerating(head, ratingscale/3, 2000); } } } } void havocbot_role_ft_offense() { entity head; float unfrozen; if(self.deadflag != DEAD_NO) return; if (!self.havocbot_role_timeout) self.havocbot_role_timeout = time + random() * 10 + 20; // Count how many players on team are unfrozen. unfrozen = 0; FOR_EACH_PLAYER(head) { if ((head.team == self.team) && (!head.freezetag_frozen)) unfrozen++; } // If only one left on team or if role has timed out then start trying to free players. if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout)) { dprint("changing role to freeing\n"); self.havocbot_role = havocbot_role_ft_freeing; self.havocbot_role_timeout = 0; return; } if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(10000, self.origin, 10000); havocbot_goalrating_enemyplayers(20000, self.origin, 10000); havocbot_goalrating_freeplayers(9000, self.origin, 10000); //havocbot_goalrating_waypoints(1, self.origin, 1000); navigation_goalrating_end(); } } void havocbot_role_ft_freeing() { if(self.deadflag != DEAD_NO) return; if (!self.havocbot_role_timeout) self.havocbot_role_timeout = time + random() * 10 + 20; if (time > self.havocbot_role_timeout) { dprint("changing role to offense\n"); self.havocbot_role = havocbot_role_ft_offense; self.havocbot_role_timeout = 0; return; } if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(8000, self.origin, 10000); havocbot_goalrating_enemyplayers(10000, self.origin, 10000); havocbot_goalrating_freeplayers(20000, self.origin, 10000); //havocbot_goalrating_waypoints(1, self.origin, 1000); navigation_goalrating_end(); } } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer) { self.health = 0; // neccessary to update correctly alive stats freezetag_Unfreeze(world); freezetag_count_alive_players(); return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDies) { if(round_handler_IsActive()) if(round_handler_CountdownRunning()) { 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 } switch(frag_deathtype) { case DEATH_HURTTRIGGER: case DEATH_FALL: case DEATH_DROWN: case DEATH_LAVA: case DEATH_SLIME: case DEATH_SWAMP: case DEATH_TEAMCHANGE: case 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) centerprint(frag_target, "^1You froze yourself.\n"); bprint("^7", frag_target.netname, "^1 froze himself.\n"); } else { if(frag_target.classname == STR_PLAYER) centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n")); if(frag_attacker.classname == STR_PLAYER) centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n")); bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n"); } frag_target.health = 1; // "respawn" the player :P return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn) { if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players return 1; // do nothing, round is starting right now if(self.freezetag_frozen_timeout == -2) // player was dead { freezetag_Freeze(world); return 1; } freezetag_count_alive_players(); if(self.freezetag_frozen) return 1; if(round_handler_IsActive()) if(round_handler_IsRoundStarted()) { 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 return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink) { 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; o = world; n = 0; FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { if(!o) o = other; ++n; } } } } if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1); self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start); 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) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) { PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1); PlayerScore_Add(other, SP_SCORE, +1); } } } } if(n > 1) centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n")); else centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n")); centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n")); if(n > 1) bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n"); else bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n"); } // now find EVERY teammate within reviving radius, set their revive_progress values correct FOR_EACH_PLAYER(other) if(self != other) { if(other.freezetag_frozen == 0) { if(other.team == self.team) { if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax)) other.freezetag_revive_progress = self.freezetag_revive_progress; } } } } else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset { self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1); self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start); } else if(!n) { self.freezetag_revive_progress = 0; // thawing nobody } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics) { if(self.freezetag_frozen) { self.movement = '0 0 0'; self.disableclientprediction = 1; } return 1; } MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate) { 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) { if (self.freezetag_frozen) return 1; return 0; } MUTATOR_HOOKFUNCTION(freezetag_BotRoles) { if not(self.deadflag) { if (random() < 0.5) self.havocbot_role = havocbot_role_ft_freeing; else self.havocbot_role = havocbot_role_ft_offense; } return TRUE; } 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_ANY); MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); freezetag_Initialize(); } MUTATOR_ONREMOVE { error("This is a game type and it cannot be removed at runtime."); } return 0; }