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_total_players;
46 float freezetag_CheckTeams()
48 if(FREEZETAG_ALIVE_TEAMS_OK())
50 if(prev_total_players > 0)
51 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
52 prev_total_players = -1;
55 if(prev_total_players != total_players)
57 float p1 = 0, p2 = 0, p3 = 0, p4 = 0;
58 if(!redalive) p1 = NUM_TEAM_1;
59 if(!bluealive) p2 = NUM_TEAM_2;
60 if(freezetag_teams >= 3)
61 if(!yellowalive) p3 = NUM_TEAM_3;
62 if(freezetag_teams >= 4)
63 if(!pinkalive) p4 = NUM_TEAM_4;
64 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, p1, p2, p3, p4);
65 prev_total_players = total_players;
70 float freezetag_getWinnerTeam()
72 float winner_team = 0;
74 winner_team = NUM_TEAM_1;
77 if(winner_team) return 0;
78 winner_team = NUM_TEAM_2;
82 if(winner_team) return 0;
83 winner_team = NUM_TEAM_3;
87 if(winner_team) return 0;
88 winner_team = NUM_TEAM_4;
92 return -1; // no player left
95 float freezetag_CheckWinner()
98 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
100 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
101 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
104 e.freezetag_frozen_timeout = 0;
105 e.freezetag_revive_progress = 0;
107 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
111 if(FREEZETAG_ALIVE_TEAMS() > 1)
115 winner_team = freezetag_getWinnerTeam();
118 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
119 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
120 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
122 else if(winner_team == -1)
124 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
125 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
130 e.freezetag_frozen_timeout = 0;
131 e.freezetag_revive_progress = 0;
133 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
137 // this is needed to allow the player to turn his view around (fixangle can't
138 // be used to freeze his view, as that also changes the angles), while not
139 // turning that ice object with the player
140 void freezetag_Ice_Think()
142 setorigin(self, self.owner.origin - '0 0 16');
143 self.nextthink = time;
146 void freezetag_Add_Score(entity attacker)
150 // you froze your own dumb self
151 // counted as "suicide" already
152 PlayerScore_Add(self, SP_SCORE, -1);
154 else if(IS_PLAYER(attacker))
156 // got frozen by an enemy
157 // counted as "kill" and "death" already
158 PlayerScore_Add(self, SP_SCORE, -1);
159 PlayerScore_Add(attacker, SP_SCORE, +1);
161 // else nothing - got frozen by the game type rules themselves
164 void freezetag_Freeze(entity attacker)
166 if(self.freezetag_frozen)
168 self.freezetag_frozen = 1;
169 self.freezetag_frozen_time = time;
170 self.freezetag_revive_progress = 0;
172 if(autocvar_g_freezetag_frozen_maxtime > 0)
173 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
175 freezetag_count_alive_players();
180 ice.classname = "freezetag_ice";
181 ice.think = freezetag_Ice_Think;
182 ice.nextthink = time;
183 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
184 ice.alpha = ICE_MAX_ALPHA;
185 ice.colormod = Team_ColorRGB(self.team);
186 ice.glowmod = ice.colormod;
187 setmodel(ice, "models/ice/ice.md3");
189 self.freezetag_ice = ice;
191 RemoveGrapplingHook(self);
194 WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
196 freezetag_Add_Score(attacker);
199 void freezetag_Unfreeze(entity attacker)
201 self.freezetag_frozen = 0;
202 self.freezetag_frozen_time = 0;
203 self.freezetag_frozen_timeout = 0;
204 self.freezetag_revive_progress = 0;
206 remove(self.freezetag_ice);
207 self.freezetag_ice = world;
209 if(self.waypointsprite_attached)
210 WaypointSprite_Kill(self.waypointsprite_attached);
218 void() havocbot_role_ft_freeing;
219 void() havocbot_role_ft_offense;
221 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
226 FOR_EACH_PLAYER(head)
228 if ((head != self) && (head.team == self.team))
230 if (head.freezetag_frozen)
232 distance = vlen(head.origin - org);
233 if (distance > sradius)
235 navigation_routerating(head, ratingscale, 2000);
239 // If teamate is not frozen still seek them out as fight better
241 navigation_routerating(head, ratingscale/3, 2000);
247 void havocbot_role_ft_offense()
252 if(self.deadflag != DEAD_NO)
255 if (!self.havocbot_role_timeout)
256 self.havocbot_role_timeout = time + random() * 10 + 20;
258 // Count how many players on team are unfrozen.
260 FOR_EACH_PLAYER(head)
262 if ((head.team == self.team) && (!head.freezetag_frozen))
266 // If only one left on team or if role has timed out then start trying to free players.
267 if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
269 dprint("changing role to freeing\n");
270 self.havocbot_role = havocbot_role_ft_freeing;
271 self.havocbot_role_timeout = 0;
275 if (time > self.bot_strategytime)
277 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
279 navigation_goalrating_start();
280 havocbot_goalrating_items(10000, self.origin, 10000);
281 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
282 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
283 //havocbot_goalrating_waypoints(1, self.origin, 1000);
284 navigation_goalrating_end();
288 void havocbot_role_ft_freeing()
290 if(self.deadflag != DEAD_NO)
293 if (!self.havocbot_role_timeout)
294 self.havocbot_role_timeout = time + random() * 10 + 20;
296 if (time > self.havocbot_role_timeout)
298 dprint("changing role to offense\n");
299 self.havocbot_role = havocbot_role_ft_offense;
300 self.havocbot_role_timeout = 0;
304 if (time > self.bot_strategytime)
306 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
308 navigation_goalrating_start();
309 havocbot_goalrating_items(8000, self.origin, 10000);
310 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
311 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
312 //havocbot_goalrating_waypoints(1, self.origin, 1000);
313 navigation_goalrating_end();
322 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
324 self.health = 0; // neccessary to update correctly alive stats
325 freezetag_Unfreeze(world);
326 freezetag_count_alive_players();
330 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
332 if(round_handler_IsActive())
333 if(round_handler_CountdownRunning())
335 if(self.freezetag_frozen)
336 freezetag_Unfreeze(world);
337 freezetag_count_alive_players();
338 return 1; // let the player die so that he can respawn whenever he wants
341 // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
342 // you succeed changing team through the menu: you both really die (gibbing) and get frozen
343 if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
344 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
346 // let the player die, he will be automatically frozen when he respawns
347 if(!self.freezetag_frozen)
349 freezetag_Add_Score(frag_attacker);
350 freezetag_count_alive_players();
353 freezetag_Unfreeze(world); // remove ice
354 self.freezetag_frozen_timeout = -2; // freeze on respawn
358 if(self.freezetag_frozen)
361 freezetag_Freeze(frag_attacker);
363 if(frag_attacker == frag_target || frag_attacker == world)
365 if(IS_PLAYER(frag_target))
366 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
367 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
371 if(IS_PLAYER(frag_target))
372 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
373 if(IS_PLAYER(frag_attacker))
374 Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
375 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
378 frag_target.health = 1; // "respawn" the player :P
383 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
385 if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
386 return 1; // do nothing, round is starting right now
388 if(self.freezetag_frozen_timeout == -2) // player was dead
390 freezetag_Freeze(world);
394 freezetag_count_alive_players();
396 if(round_handler_IsActive())
397 if(round_handler_IsRoundStarted())
399 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
400 freezetag_Freeze(world);
406 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
408 FOR_EACH_PLAYER(self)
411 if (self.freezetag_frozen)
412 freezetag_Unfreeze(world);
413 self.freezetag_frozen_timeout = -1;
415 self.freezetag_frozen_timeout = 0;
417 freezetag_count_alive_players();
421 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
423 frag_score = 0; // no frags counted in Freeze Tag
427 .float reviving; // temp var
428 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
435 if(self.freezetag_frozen)
438 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
441 if(round_handler_IsActive())
442 if(!round_handler_IsRoundStarted())
447 if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
448 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);
450 if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
454 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
456 FOR_EACH_PLAYER(other) if(self != other)
458 if(other.freezetag_frozen == 0)
460 if(other.team == self.team)
462 if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
466 if(self.freezetag_frozen)
467 other.reviving = TRUE;
475 if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
477 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
479 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
481 self.health = max(1, self.freezetag_revive_progress * start_health);
483 if(self.freezetag_revive_progress >= 1)
485 freezetag_Unfreeze(self);
486 freezetag_count_alive_players();
490 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_AUTO_REVIVED, autocvar_g_freezetag_frozen_maxtime);
491 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_AUTO_REVIVED, self.netname, autocvar_g_freezetag_frozen_maxtime);
495 // EVERY team mate nearby gets a point (even if multiple!)
496 FOR_EACH_PLAYER(other)
500 PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
501 PlayerScore_Add(other, SP_SCORE, +1);
505 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
506 Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
507 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED, self.netname, o.netname);
510 FOR_EACH_PLAYER(other)
514 other.freezetag_revive_progress = self.freezetag_revive_progress;
515 other.reviving = FALSE;
519 else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
521 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
523 self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
525 self.health = max(1, self.freezetag_revive_progress * start_health);
529 self.freezetag_revive_progress = 0; // thawing nobody
535 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
537 if(self.freezetag_frozen)
539 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
541 self.movement_x = bound(-5, self.movement_x, 5);
542 self.movement_y = bound(-5, self.movement_y, 5);
543 self.movement_z = bound(-5, self.movement_z, 5);
546 self.movement = '0 0 0';
548 self.disableclientprediction = 1;
553 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
555 if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
557 if(autocvar_g_freezetag_revive_falldamage > 0)
558 if(frag_deathtype == DEATH_FALL)
559 if(frag_damage >= autocvar_g_freezetag_revive_falldamage)
561 freezetag_Unfreeze(frag_target);
562 frag_target.health = autocvar_g_freezetag_revive_falldamage_health;
563 pointparticles(particleeffectnum("iceorglass"), frag_target.origin, '0 0 0', 3);
564 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, frag_target.netname);
565 Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_FALL);
569 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
574 MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
576 if(self.freezetag_frozen)
577 return TRUE; // no jumping in freezetag when frozen
582 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
584 if (self.freezetag_frozen)
589 MUTATOR_HOOKFUNCTION(freezetag_ItemTouch)
591 if (other.freezetag_frozen)
592 return MUT_ITEMTOUCH_RETURN;
593 return MUT_ITEMTOUCH_CONTINUE;
596 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
601 self.havocbot_role = havocbot_role_ft_freeing;
603 self.havocbot_role = havocbot_role_ft_offense;
609 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
611 self.freezetag_frozen = other.freezetag_frozen;
612 self.freezetag_revive_progress = other.freezetag_revive_progress;
616 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
618 ret_float = freezetag_teams;
622 MUTATOR_HOOKFUNCTION(freezetag_VehicleTouch)
624 if(other.freezetag_frozen)
630 void freezetag_Initialize()
632 precache_model("models/ice/ice.md3");
634 freezetag_teams = autocvar_g_freezetag_teams_override;
635 if(freezetag_teams < 2)
636 freezetag_teams = autocvar_g_freezetag_teams;
637 freezetag_teams = bound(2, freezetag_teams, 4);
638 ScoreRules_freezetag(freezetag_teams);
640 round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
641 round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
643 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
644 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
645 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
646 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
648 addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
649 addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
652 MUTATOR_DEFINITION(gamemode_freezetag)
654 MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
655 MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
656 MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
657 MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
658 MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
659 MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
660 MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
661 MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
662 MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
663 MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
664 MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
665 MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
666 MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
667 MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
668 MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
669 MUTATOR_HOOK(VehicleTouch, freezetag_VehicleTouch, CBC_ORDER_ANY);
673 if(time > 1) // game loads at time 1
674 error("This is a game type and it cannot be added at runtime.");
675 freezetag_Initialize();
678 MUTATOR_ONROLLBACK_OR_REMOVE
680 // we actually cannot roll back freezetag_Initialize here
681 // BUT: we don't need to! If this gets called, adding always
687 print("This is a game type and it cannot be removed at runtime.");