sm-zombiereloaded-3/src/zr/immunityhandler.inc

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: immunityhandler.inc
* Type: Core module
* Description: Manages infection immunity modes for every player.
*
* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Current immunity modes.
*/
new ImmunityMode:PlayerImmunityMode[MAXPLAYERS + 1] = {Immunity_None, ...};
/**
* Timers for handling timed immunity actions.
*/
new Handle:PlayerImmunityTimer[MAXPLAYERS + 1] = {INVALID_HANDLE, ...};
/**
* Last time a temporary immunity action was used (currently just shield mode).
* Used with cooldown of actions.
*/
new PlayerImmunityLastUse[MAXPLAYERS + 1] = {-1, ...};
/**
* Handles immunity when a client is about to be infected. This function may
* delay or block infection according to the immunity mode class settings.
*
* @param client Client that's being infected.
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityOnClientInfect(client)
{
// Get immunity data from client class.
new ImmunityMode:mode = ClassGetImmunityMode(client);
// Check mode.
switch(mode)
{
case Immunity_None:
{
// Instant infection.
return false;
}
case Immunity_Full:
{
// Full immunity, do nothing.
return true;
}
case Immunity_Damage:
{
return ImmunityDamageModeHandler(client);
}
case Immunity_Delay:
{
return ImmunityDelayModeHandler(client);
}
case Immunity_Shield:
{
return ImmunityShieldModeHandler(client);
}
default:
{
ThrowError("Invalid immunity mode. This is a bug in ZR.");
return true;
}
}
}
/**
* Client is about to receive damage (zombie).
*
* @param Client that's receiving damage.
*
* @return True if damage should be blocked, false otherwise.
*/
bool:ImmunityOnClientHurt(client)
{
}
/**
* Client is about to receive knock back (zombie).
*
* @param Client that's receiving knock back.
*
* @return True if knock back should be blocked, false otherwise.
*/
bool:ImmunityOnClientKnockBack(client)
{
}
/**
* Handles damage mode immunity.
*
* @param client Client that's being infected.
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityDamageModeHandler(client)
{
}
/**
* Handles delayed infections.
*
* @param client Client that's being infected.
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityDelayModeHandler(client)
{
}
/**
* Handles shield mode immunity.
*
* @param client Client that's being infected.
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityShieldModeHandler(client)
{
}
/**
* Aborts any immunity mode in action (shields, delays, etc.).
*
* @param client Client that's aborting immunity mode actions.
*/
ImmunityAbortHandler(client)
{
// TODO: Stop timers, disable shield.
}
ImmunityAbortAll()
{
}
ImmunityOnClientHuman(client)
{
}
ImmunityOnClientDeath(client, attacker)
{
}
ImmunityClientInit(client)
{
// Abord old actions, initialize variables.
}
ImmunityOnClientDisconnect(client, attacker)
{
}
ImmunityOnClientTeam(client, team)
{
}
ImmunityOnRoundEnd()
{
ImmunityAbortAll();
}
ImmunityOnMapEnd()
{
ImmunityAbortAll();
}
/**
* Converts a string to an immunity mode.
*
* @param mode String to convert.
*
* @return Immunity mode or Immunity_Invalid on error.
*/
ImmunityMode:ImmunityStringToMode(const String:mode[])
{
if (strlen(mode) == 0)
{
return Immunity_Invalid;
}
if (StrEqual(mode, "none", false))
{
return Immunity_None;
}
else if (StrEqual(mode, "full", false))
{
return Immunity_Full;
}
else if (StrEqual(mode, "infect", false))
{
return Immunity_Infect;
}
else if (StrEqual(mode, "damage", false))
{
return Immunity_Damage;
}
else if (StrEqual(mode, "delay", false))
{
return Immunity_Delay;
}
else if (StrEqual(mode, "shield", false))
{
return Immunity_Shield;
}
return Immunity_Invalid;
}