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 float missing_teams_mask = (!redalive) + (!bluealive) * 2;
56 if(freezetag_teams >= 3) missing_teams_mask += (!yellowalive) * 4;
57 if(freezetag_teams >= 4) missing_teams_mask += (!pinkalive) * 8;
58 if(prev_missing_teams_mask != missing_teams_mask)
60 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
61 prev_missing_teams_mask = missing_teams_mask;
66 float freezetag_getWinnerTeam()
68 float winner_team = 0;
70 winner_team = NUM_TEAM_1;
73 if(winner_team) return 0;
74 winner_team = NUM_TEAM_2;
78 if(winner_team) return 0;
79 winner_team = NUM_TEAM_3;
83 if(winner_team) return 0;
84 winner_team = NUM_TEAM_4;
88 return -1; // no player left
91 float freezetag_CheckWinner()
94 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
96 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
97 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
100 e.freezetag_frozen_timeout = 0;
101 e.freezetag_revive_progress = 0;
103 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
107 if(FREEZETAG_ALIVE_TEAMS() > 1)
111 winner_team = freezetag_getWinnerTeam();
114 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
115 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
116 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
118 else if(winner_team == -1)
120 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
121 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
126 e.freezetag_frozen_timeout = 0;
127 e.freezetag_revive_progress = 0;
129 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
133 // this is needed to allow the player to turn his view around (fixangle can't
134 // be used to freeze his view, as that also changes the angles), while not
135 // turning that ice object with the player
136 void freezetag_Ice_Think()
138 setorigin(self, self.owner.origin - '0 0 16');
139 self.nextthink = time;
142 void freezetag_Add_Score(entity attacker)
146 // you froze your own dumb self
147 // counted as "suicide" already
148 PlayerScore_Add(self, SP_SCORE, -1);
150 else if(IS_PLAYER(attacker))
152 // got frozen by an enemy
153 // counted as "kill" and "death" already
154 PlayerScore_Add(self, SP_SCORE, -1);
155 PlayerScore_Add(attacker, SP_SCORE, +1);
157 // else nothing - got frozen by the game type rules themselves
160 void freezetag_Freeze(entity attacker)
162 if(self.freezetag_frozen)
164 self.freezetag_frozen = 1;
165 self.freezetag_frozen_time = time;
166 self.freezetag_revive_progress = 0;
168 if(autocvar_g_freezetag_frozen_maxtime > 0)
169 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
171 freezetag_count_alive_players();
176 ice.classname = "freezetag_ice";
177 ice.think = freezetag_Ice_Think;
178 ice.nextthink = time;
179 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
180 ice.alpha = ICE_MAX_ALPHA;
181 ice.colormod = Team_ColorRGB(self.team);
182 ice.glowmod = ice.colormod;
183 setmodel(ice, "models/ice/ice.md3");
185 self.freezetag_ice = ice;
187 RemoveGrapplingHook(self);
190 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
192 freezetag_Add_Score(attacker);
195 void freezetag_Unfreeze(entity attacker)
197 self.freezetag_frozen = 0;
198 self.freezetag_frozen_time = 0;
199 self.freezetag_frozen_timeout = 0;
200 self.freezetag_revive_progress = 0;
202 remove(self.freezetag_ice);
203 self.freezetag_ice = world;
205 if(self.waypointsprite_attached)
206 WaypointSprite_Kill(self.waypointsprite_attached);
214 void() havocbot_role_ft_freeing;
215 void() havocbot_role_ft_offense;
217 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
222 FOR_EACH_PLAYER(head)
224 if ((head != self) && (head.team == self.team))
226 if (head.freezetag_frozen)
228 distance = vlen(head.origin - org);
229 if (distance > sradius)
231 navigation_routerating(head, ratingscale, 2000);
235 // If teamate is not frozen still seek them out as fight better
237 navigation_routerating(head, ratingscale/3, 2000);
243 void havocbot_role_ft_offense()
248 if(self.deadflag != DEAD_NO)
251 if (!self.havocbot_role_timeout)
252 self.havocbot_role_timeout = time + random() * 10 + 20;
254 // Count how many players on team are unfrozen.
256 FOR_EACH_PLAYER(head)
258 if ((head.team == self.team) && (!head.freezetag_frozen))
262 // If only one left on team or if role has timed out then start trying to free players.
263 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
265 dprint("changing role to freeing\n");
266 self.havocbot_role = havocbot_role_ft_freeing;
267 self.havocbot_role_timeout = 0;
271 if (time > self.bot_strategytime)
273 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
275 navigation_goalrating_start();
276 havocbot_goalrating_items(10000, self.origin, 10000);
277 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
278 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
279 //havocbot_goalrating_waypoints(1, self.origin, 1000);
280 navigation_goalrating_end();
284 void havocbot_role_ft_freeing()
286 if(self.deadflag != DEAD_NO)
289 if (!self.havocbot_role_timeout)
290 self.havocbot_role_timeout = time + random() * 10 + 20;
292 if (time > self.havocbot_role_timeout)
294 dprint("changing role to offense\n");
295 self.havocbot_role = havocbot_role_ft_offense;
296 self.havocbot_role_timeout = 0;
300 if (time > self.bot_strategytime)
302 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
304 navigation_goalrating_start();
305 havocbot_goalrating_items(8000, self.origin, 10000);
306 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
307 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
308 //havocbot_goalrating_waypoints(1, self.origin, 1000);
309 navigation_goalrating_end();
318 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
320 self.health = 0; // neccessary to update correctly alive stats
321 freezetag_Unfreeze(world);
322 freezetag_count_alive_players();
326 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
328 if(round_handler_IsActive())
329 if(round_handler_CountdownRunning())
331 if(self.freezetag_frozen)
332 freezetag_Unfreeze(world);
333 freezetag_count_alive_players();
334 return 1; // let the player die so that he can respawn whenever he wants
337 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
338 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
339 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
340 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
342 // let the player die, he will be automatically frozen when he respawns
343 if(!self.freezetag_frozen)
345 freezetag_Add_Score(frag_attacker);
346 freezetag_count_alive_players();
349 freezetag_Unfreeze(world); // remove ice
350 self.freezetag_frozen_timeout = -2; // freeze on respawn
354 if(self.freezetag_frozen)
357 freezetag_Freeze(frag_attacker);
359 if(frag_attacker == frag_target || frag_attacker == world)
361 if(IS_PLAYER(frag_target))
362 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
363 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
367 if(IS_PLAYER(frag_target))
368 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
369 if(IS_PLAYER(frag_attacker))
370 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
371 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
374 frag_target.health = 1; // "respawn" the player :P
379 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
381 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
382 return 1; // do nothing, round is starting right now
384 if(self.freezetag_frozen_timeout == -2) // player was dead
386 freezetag_Freeze(world);
390 freezetag_count_alive_players();
392 if(round_handler_IsActive())
393 if(round_handler_IsRoundStarted())
395 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
396 freezetag_Freeze(world);
402 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
404 FOR_EACH_PLAYER(self)
407 if (self.freezetag_frozen)
408 freezetag_Unfreeze(world);
409 self.freezetag_frozen_timeout = -1;
411 self.freezetag_frozen_timeout = 0;
413 freezetag_count_alive_players();
417 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
419 frag_score = 0; // no frags counted in Freeze Tag
423 .float reviving; // temp var
424 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
431 if(self.freezetag_frozen)
434 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
437 if(round_handler_IsActive())
438 if(!round_handler_IsRoundStarted())
443 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
444 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);
446 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
450 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
452 FOR_EACH_PLAYER(other) if(self != other)
454 if(other.freezetag_frozen == 0)
456 if(other.team == self.team)
458 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
462 if(self.freezetag_frozen)
463 other.reviving = TRUE;
471 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
473 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
475 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
477 self.health = max(1, self.freezetag_revive_progress * start_health);
479 if(self.freezetag_revive_progress >= 1)
481 freezetag_Unfreeze(self);
482 freezetag_count_alive_players();
486 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
487 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
491 // EVERY team mate nearby gets a point (even if multiple!)
492 FOR_EACH_PLAYER(other)
496 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
497 PlayerScore_Add(other, SP_SCORE, +1);
501 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
502 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
503 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
506 FOR_EACH_PLAYER(other)
510 other.freezetag_revive_progress = self.freezetag_revive_progress;
511 other.reviving = FALSE;
515 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
517 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
519 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
521 self.health = max(1, self.freezetag_revive_progress * start_health);
525 self.freezetag_revive_progress = 0; // thawing nobody
531 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
533 if(self.freezetag_frozen)
535 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
537 self.movement_x = bound(-5, self.movement_x, 5);
538 self.movement_y = bound(-5, self.movement_y, 5);
539 self.movement_z = bound(-5, self.movement_z, 5);
542 self.movement = '0 0 0';
544 self.disableclientprediction = 1;
549 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
551 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
553 if(autocvar_g_freezetag_revive_falldamage > 0)
554 if(frag_deathtype == DEATH_FALL)
555 if(frag_damage >= autocvar_g_freezetag_revive_falldamage)
557 freezetag_Unfreeze(frag_target);
558 frag_target.health = autocvar_g_freezetag_revive_falldamage_health;
559 pointparticles(particleeffectnum("iceorglass"), frag_target.origin, '0 0 0', 3);
560 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, frag_target.netname);
561 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_FALL);
565 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
570 MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
572 if(self.freezetag_frozen)
573 return TRUE; // no jumping in freezetag when frozen
578 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
580 if (self.freezetag_frozen)
585 MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
587 if (other.freezetag_frozen)
588 return MUT_ITEMTOUCH_RETURN;
589 return MUT_ITEMTOUCH_CONTINUE;
592 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
597 self.havocbot_role = havocbot_role_ft_freeing;
599 self.havocbot_role = havocbot_role_ft_offense;
605 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
607 self.freezetag_frozen = other.freezetag_frozen;
608 self.freezetag_revive_progress = other.freezetag_revive_progress;
612 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
614 ret_float = freezetag_teams;
618 MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
620 if(other.freezetag_frozen)
626 void freezetag_Initialize()
628 precache_model("models/ice/ice.md3");
630 freezetag_teams = autocvar_g_freezetag_teams_override;
631 if(freezetag_teams < 2)
632 freezetag_teams = autocvar_g_freezetag_teams;
633 freezetag_teams = bound(2, freezetag_teams, 4);
634 ScoreRules_freezetag(freezetag_teams);
636 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
637 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
639 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
640 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
641 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
642 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
644 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
645 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
648 MUTATOR_DEFINITION(gamemode_freezetag)
650 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
651 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
652 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
653 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
654 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
655 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
656 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
657 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
658 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
659 MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
660 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
661 MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
662 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
663 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
664 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
665 MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
669 if(time > 1) // game loads at time 1
670 error("This is a game type and it cannot be added at runtime.");
671 freezetag_Initialize();
674 MUTATOR_ONROLLBACK_OR_REMOVE
676 // we actually cannot roll back freezetag_Initialize here
677 // BUT: we don't need to! If this gets called, adding always
683 print("This is a game type and it cannot be removed at runtime.");