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 == NUM_TEAM_1 && e.health >= 1)
17 if (!e.freezetag_frozen) ++redalive;
19 else if(e.team == NUM_TEAM_2 && e.health >= 1)
22 if (!e.freezetag_frozen) ++bluealive;
24 else if(e.team == NUM_TEAM_3 && e.health >= 1)
27 if (!e.freezetag_frozen) ++yellowalive;
29 else if(e.team == NUM_TEAM_4 && 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_missing_teams_mask;
46 float freezetag_CheckTeams()
48 if(FREEZETAG_ALIVE_TEAMS_OK())
50 if(prev_missing_teams_mask > 0)
51 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
52 prev_missing_teams_mask = -1;
55 if(total_players == 0)
57 if(prev_missing_teams_mask > 0)
58 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
59 prev_missing_teams_mask = -1;
62 float missing_teams_mask = (!redalive) + (!bluealive) * 2;
63 if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
64 if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
65 if(prev_missing_teams_mask != missing_teams_mask)
67 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
68 prev_missing_teams_mask = missing_teams_mask;
73 float freezetag_getWinnerTeam()
75 float winner_team = 0;
77 winner_team = NUM_TEAM_1;
80 if(winner_team) return 0;
81 winner_team = NUM_TEAM_2;
85 if(winner_team) return 0;
86 winner_team = NUM_TEAM_3;
90 if(winner_team) return 0;
91 winner_team = NUM_TEAM_4;
95 return -1; // no player left
98 float freezetag_CheckWinner()
101 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
103 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
104 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
107 e.freezetag_frozen_timeout = 0;
108 e.freezetag_revive_progress = 0;
110 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
114 if(FREEZETAG_ALIVE_TEAMS() > 1)
118 winner_team = freezetag_getWinnerTeam();
121 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
122 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
123 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
125 else if(winner_team == -1)
127 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
128 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
133 e.freezetag_frozen_timeout = 0;
134 e.freezetag_revive_progress = 0;
136 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
140 // this is needed to allow the player to turn his view around (fixangle can't
141 // be used to freeze his view, as that also changes the angles), while not
142 // turning that ice object with the player
143 void freezetag_Ice_Think()
145 setorigin(self, self.owner.origin - '0 0 16');
146 self.nextthink = time;
149 void freezetag_Add_Score(entity attacker)
153 // you froze your own dumb self
154 // counted as "suicide" already
155 PlayerScore_Add(self, SP_SCORE, -1);
157 else if(IS_PLAYER(attacker))
159 // got frozen by an enemy
160 // counted as "kill" and "death" already
161 PlayerScore_Add(self, SP_SCORE, -1);
162 PlayerScore_Add(attacker, SP_SCORE, +1);
164 // else nothing - got frozen by the game type rules themselves
167 void freezetag_Freeze(entity attacker)
169 if(self.freezetag_frozen)
171 self.freezetag_frozen = 1;
172 self.freezetag_frozen_time = time;
173 self.freezetag_revive_progress = 0;
175 if(autocvar_g_freezetag_frozen_maxtime > 0)
176 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
178 freezetag_count_alive_players();
183 ice.classname = "freezetag_ice";
184 ice.think = freezetag_Ice_Think;
185 ice.nextthink = time;
186 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
187 ice.alpha = ICE_MAX_ALPHA;
188 ice.colormod = Team_ColorRGB(self.team);
189 ice.glowmod = ice.colormod;
190 setmodel(ice, "models/ice/ice.md3");
192 self.freezetag_ice = ice;
194 RemoveGrapplingHook(self);
197 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
199 freezetag_Add_Score(attacker);
202 void freezetag_Unfreeze(entity attacker)
204 self.freezetag_frozen = 0;
205 self.freezetag_frozen_time = 0;
206 self.freezetag_frozen_timeout = 0;
207 self.freezetag_revive_progress = 0;
209 remove(self.freezetag_ice);
210 self.freezetag_ice = world;
212 if(self.waypointsprite_attached)
213 WaypointSprite_Kill(self.waypointsprite_attached);
221 void() havocbot_role_ft_freeing;
222 void() havocbot_role_ft_offense;
224 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
229 FOR_EACH_PLAYER(head)
231 if ((head != self) && (head.team == self.team))
233 if (head.freezetag_frozen)
235 distance = vlen(head.origin - org);
236 if (distance > sradius)
238 navigation_routerating(head, ratingscale, 2000);
242 // If teamate is not frozen still seek them out as fight better
244 navigation_routerating(head, ratingscale/3, 2000);
250 void havocbot_role_ft_offense()
255 if(self.deadflag != DEAD_NO)
258 if (!self.havocbot_role_timeout)
259 self.havocbot_role_timeout = time + random() * 10 + 20;
261 // Count how many players on team are unfrozen.
263 FOR_EACH_PLAYER(head)
265 if ((head.team == self.team) && (!head.freezetag_frozen))
269 // If only one left on team or if role has timed out then start trying to free players.
270 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
272 dprint("changing role to freeing\n");
273 self.havocbot_role = havocbot_role_ft_freeing;
274 self.havocbot_role_timeout = 0;
278 if (time > self.bot_strategytime)
280 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
282 navigation_goalrating_start();
283 havocbot_goalrating_items(10000, self.origin, 10000);
284 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
285 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
286 //havocbot_goalrating_waypoints(1, self.origin, 1000);
287 navigation_goalrating_end();
291 void havocbot_role_ft_freeing()
293 if(self.deadflag != DEAD_NO)
296 if (!self.havocbot_role_timeout)
297 self.havocbot_role_timeout = time + random() * 10 + 20;
299 if (time > self.havocbot_role_timeout)
301 dprint("changing role to offense\n");
302 self.havocbot_role = havocbot_role_ft_offense;
303 self.havocbot_role_timeout = 0;
307 if (time > self.bot_strategytime)
309 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
311 navigation_goalrating_start();
312 havocbot_goalrating_items(8000, self.origin, 10000);
313 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
314 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
315 //havocbot_goalrating_waypoints(1, self.origin, 1000);
316 navigation_goalrating_end();
325 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
327 self.health = 0; // neccessary to update correctly alive stats
328 freezetag_Unfreeze(world);
329 freezetag_count_alive_players();
333 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
335 if(round_handler_IsActive())
336 if(round_handler_CountdownRunning())
338 if(self.freezetag_frozen)
339 freezetag_Unfreeze(world);
340 freezetag_count_alive_players();
341 return 1; // let the player die so that he can respawn whenever he wants
344 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
345 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
346 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
347 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
349 // let the player die, he will be automatically frozen when he respawns
350 if(!self.freezetag_frozen)
352 freezetag_Add_Score(frag_attacker);
353 freezetag_count_alive_players();
356 freezetag_Unfreeze(world); // remove ice
357 self.freezetag_frozen_timeout = -2; // freeze on respawn
361 if(self.freezetag_frozen)
364 freezetag_Freeze(frag_attacker);
366 if(frag_attacker == frag_target || frag_attacker == world)
368 if(IS_PLAYER(frag_target))
369 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
370 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
374 if(IS_PLAYER(frag_target))
375 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
376 if(IS_PLAYER(frag_attacker))
377 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
378 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
381 frag_target.health = 1; // "respawn" the player :P
386 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
388 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
389 return 1; // do nothing, round is starting right now
391 if(self.freezetag_frozen_timeout == -2) // player was dead
393 freezetag_Freeze(world);
397 freezetag_count_alive_players();
399 if(round_handler_IsActive())
400 if(round_handler_IsRoundStarted())
402 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
403 freezetag_Freeze(world);
409 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
411 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 * max(1/60, autocvar_g_freezetag_revive_speed), 1);
482 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
484 self.health = max(1, self.freezetag_revive_progress * start_health);
486 if(self.freezetag_revive_progress >= 1)
488 freezetag_Unfreeze(self);
489 freezetag_count_alive_players();
493 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
494 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
498 // EVERY team mate nearby gets a point (even if multiple!)
499 FOR_EACH_PLAYER(other)
503 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
504 PlayerScore_Add(other, SP_SCORE, +1);
508 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
509 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
510 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
513 FOR_EACH_PLAYER(other)
517 other.freezetag_revive_progress = self.freezetag_revive_progress;
518 other.reviving = FALSE;
522 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
524 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
526 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
528 self.health = max(1, self.freezetag_revive_progress * start_health);
532 self.freezetag_revive_progress = 0; // thawing nobody
538 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
540 if(self.freezetag_frozen)
542 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
544 self.movement_x = bound(-5, self.movement_x, 5);
545 self.movement_y = bound(-5, self.movement_y, 5);
546 self.movement_z = bound(-5, self.movement_z, 5);
549 self.movement = '0 0 0';
551 self.disableclientprediction = 1;
556 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
558 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
560 if(autocvar_g_freezetag_revive_falldamage > 0)
561 if(frag_deathtype == DEATH_FALL)
562 if(frag_damage >= autocvar_g_freezetag_revive_falldamage)
564 freezetag_Unfreeze(frag_target);
565 frag_target.health = autocvar_g_freezetag_revive_falldamage_health;
566 pointparticles(particleeffectnum("iceorglass"), frag_target.origin, '0 0 0', 3);
567 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, frag_target.netname);
568 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_FALL);
572 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
577 MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
579 if(self.freezetag_frozen)
580 return TRUE; // no jumping in freezetag when frozen
585 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
587 if (self.freezetag_frozen)
592 MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
594 if (other.freezetag_frozen)
595 return MUT_ITEMTOUCH_RETURN;
596 return MUT_ITEMTOUCH_CONTINUE;
599 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
604 self.havocbot_role = havocbot_role_ft_freeing;
606 self.havocbot_role = havocbot_role_ft_offense;
612 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
614 self.freezetag_frozen = other.freezetag_frozen;
615 self.freezetag_revive_progress = other.freezetag_revive_progress;
619 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
621 ret_float = freezetag_teams;
625 MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
627 if(other.freezetag_frozen)
633 void freezetag_Initialize()
635 precache_model("models/ice/ice.md3");
637 freezetag_teams = autocvar_g_freezetag_teams_override;
638 if(freezetag_teams < 2)
639 freezetag_teams = autocvar_g_freezetag_teams;
640 freezetag_teams = bound(2, freezetag_teams, 4);
641 ScoreRules_freezetag(freezetag_teams);
643 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
644 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
646 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
647 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
648 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
649 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
651 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
652 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
655 MUTATOR_DEFINITION(gamemode_freezetag)
657 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
658 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
659 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
660 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
661 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
662 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
663 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
664 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
665 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
666 MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
667 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
668 MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
669 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
670 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
671 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
672 MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
676 if(time > 1) // game loads at time 1
677 error("This is a game type and it cannot be added at runtime.");
678 freezetag_Initialize();
681 MUTATOR_ONROLLBACK_OR_REMOVE
683 // we actually cannot roll back freezetag_Initialize here
684 // BUT: we don't need to! If this gets called, adding always
690 print("This is a game type and it cannot be removed at runtime.");