First draft of immunity modes. Compiles, but class commands and class editor is not updated.

This commit is contained in:
Richard Helgeby 2013-01-04 18:24:32 +01:00
parent f2044c8d9b
commit cd604c2f95
8 changed files with 422 additions and 77 deletions

View File

@ -32,8 +32,17 @@
// fov number Field of view value. 90 is default.
// has_napalm yes/no Allows player to throw napalm grenades. Humans only.
// napalm_time decimal Napalm burn duration. Zombies only.
// immunity_mode number Sets the immunity mode.
// immunity_amount decimal Sets the immunity value.
// immunity_mode test How the human is infected (humans only):
// "none" - Instant infection.
// "full" - Immune to infection. Careful with this, it might not be that fun.
// "damage" - Allow zombies to stab humans to death, or below a HP threshold.
// "delay" - Delay infection for a certain number of seconds.
// "shield" - Allow human to deploy a shield that will give a temporary full immunity against infections.
// immunity_amount number Immunity data value (humans only). Depends on the immunity mode above:
// "damage" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
// "delay" - Number of seconds the infection is delayed since first hit by a zombie.
// "shield" - Number of seconds the shield is active.
// immunity_cooldown number Number of seconds of cooldown for temporary immunity effects (currently just shield mode).
// no_fall_damage on/off Disables fall damage.
// health number How many health points to give.
// health_regen_interval decimal Sets the regeneration interval. 0 to disable.
@ -79,9 +88,9 @@
"has_napalm" "no"
"napalm_time" "10.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "2500"
@ -123,9 +132,9 @@
"has_napalm" "no"
"napalm_time" "5.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "2000"
@ -167,9 +176,9 @@
"has_napalm" "no"
"napalm_time" "15.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "3500"
@ -211,9 +220,9 @@
"has_napalm" "no"
"napalm_time" "20.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "4000"
@ -255,9 +264,9 @@
"has_napalm" "0"
"napalm_time" "5.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "2500"
@ -299,9 +308,9 @@
"has_napalm" "no"
"napalm_time" "3.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "3500"
@ -349,9 +358,9 @@
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "no"
"health" "100"
@ -393,9 +402,9 @@
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "200"
@ -437,9 +446,9 @@
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "200"
@ -481,9 +490,9 @@
"has_napalm" "no"
"napalm_time" "0.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "0"
"health" "100"
@ -525,9 +534,9 @@
"has_napalm" "yes"
"napalm_time" "0.0"
// Player behaviour
"immunity_mode" "0"
"immunity_amount" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"no_fall_damage" "yes"
"health" "100"

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@ -55,6 +55,7 @@
// Header includes.
#include "zr/log.h"
#include "zr/models.h"
#include "zr/immunityhandler.h"
#if defined ADD_VERSION_INFO
#include "zr/hgversion.h"
@ -89,6 +90,7 @@
#include "zr/roundstart"
#include "zr/roundend"
#include "zr/infect"
#include "zr/immunityhandler"
#include "zr/damage"
#include "zr/event"
#include "zr/zadmin"

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@ -0,0 +1,41 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: immunityhandler.h.inc
* Type: Header
* Description: Immunity modes.
*
* 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/>.
*
* ============================================================================
*/
/**
* Immunity modes.
*/
enum ImmunityMode
{
Immunity_Invalid = -1, /** Invalid immunity mode. Used by validators. */
Immunity_None, /** No immunity mode. */
Immunity_Full, /** Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Admin commands may override this. */
Immunity_Infect, /** Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death. */
Immunity_Damage, /** Zombies are immune to damage from humans/grenades, but still vulnerable to knock back. */
Immunity_Delay, /** Delay infection for a certain amount of seconds. */
Immunity_Shield /** Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge). */
}

234
src/zr/immunityhandler.inc Normal file
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@ -0,0 +1,234 @@
/*
* ============================================================================
*
* 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;
}

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@ -640,7 +640,7 @@ stock Float:ClassGetNapalmTime(index, cachetype = ZR_CLASS_CACHE_PLAYER)
*/
/**
* Gets the immunity mode to the specified class.
* Gets the immunity mode for the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
@ -649,9 +649,10 @@ stock Float:ClassGetNapalmTime(index, cachetype = ZR_CLASS_CACHE_PLAYER)
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Current immunity mode to the specified class. -1 on error.
* @return Current immunity mode to the specified class. Immunity_Invalid on
* error.
*/
stock ClassGetImmunityMode(index, cachetype = ZR_CLASS_CACHE_PLAYER)
stock ImmunityMode:ClassGetImmunityMode(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
@ -668,11 +669,11 @@ stock ClassGetImmunityMode(index, cachetype = ZR_CLASS_CACHE_PLAYER)
return ClassPlayerCache[index][Class_ImmunityMode];
}
}
return -1;
return Immunity_Invalid;
}
/**
* Gets the immunity amount to the specified class.
* Gets the immunity amount for the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
@ -681,9 +682,9 @@ stock ClassGetImmunityMode(index, cachetype = ZR_CLASS_CACHE_PLAYER)
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Current immunity amount to the specified class. -1.0 on error.
* @return Current immunity amount fot the specified class. -1 on error.
*/
stock Float:ClassGetImmunityAmount(index, cachetype = ZR_CLASS_CACHE_PLAYER)
stock ClassGetImmunityAmount(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
@ -700,7 +701,39 @@ stock Float:ClassGetImmunityAmount(index, cachetype = ZR_CLASS_CACHE_PLAYER)
return ClassPlayerCache[index][Class_ImmunityAmount];
}
}
return -1.0;
return -1;
}
/**
* Gets the immunity cooldown for the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Current immunity cooldown for the specified class. -1 on error.
*/
stock ClassGetImmunityCooldown(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][Class_ImmunityCooldown];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][Class_ImmunityCooldown];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][Class_ImmunityCooldown];
}
}
return -1;
}
/**

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@ -103,8 +103,6 @@ stock bool:ClassValidateTeamDefaults(cachetype = ZR_CLASS_CACHE_ORIGINAL)
*/
stock ClassValidateAttributes(classindex, bool:logErrors = false)
{
// TODO: Validate immunity mode and amount.
new flags;
// Team.
@ -287,8 +285,19 @@ stock ClassValidateAttributes(classindex, bool:logErrors = false)
}
}
// Immunity mode (not implemented).
// Immunity mode.
new ImmunityMode:immunityMode = ClassData[classindex][Class_ImmunityMode];
if (immunityMode == Immunity_Invalid)
{
flags += ZR_CLASS_IMMUNITY_MODE;
if (logErrors)
{
LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_Playerclasses, "Config Validation", "Warning: Invalid immunity_mode at index %d.", classindex);
}
}
// Immunity amount.
// TODO: Validate amount value. This depends on the immunity mode.
// Health.
new health = ClassData[classindex][Class_Health];
@ -484,8 +493,16 @@ stock ClassValidateEditableAttributes(attributes[ClassEditableAttributes])
}
}
// Immunity mode not implemented yet.
// Immunity mode.
new ImmunityMode:immunityMode = attributes[ClassEdit_ImmunityMode];
if (immunityMode == Immunity_Invalid)
{
flags += ZR_CLASS_IMMUNITY_MODE;
}
// Immunity amount.
// TODO: Validate amount value. This depends on the immunity mode.
// Health regen interval.
new Float:healthRegenInterval = attributes[ClassEdit_RegenInterval];
if (healthRegenInterval >= 0.0)

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@ -115,8 +115,9 @@
#define ZR_CLASS_DEFAULT_FOV 90
#define ZR_CLASS_DEFAULT_HAS_NAPALM "no"
#define ZR_CLASS_DEFAULT_NAPALM_TIME 10.0
#define ZR_CLASS_DEFAULT_IMMUNITY_MODE ZR_CLASS_IMMUNITY_DISABLED
#define ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT 0.0
#define ZR_CLASS_DEFAULT_IMMUNITY_MODE "none"
#define ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT 1
#define ZR_CLASS_DEFAULT_IMMUNITY_COOLDOWN 60
#define ZR_CLASS_DEFAULT_NO_FALL_DAMAGE "yes"
#define ZR_CLASS_DEFAULT_HEALTH 6000
#define ZR_CLASS_DEFAULT_HEALTH_REGEN_INTERVAL 0.0
@ -152,6 +153,8 @@
#define ZR_CLASS_FOV_MAX 165
#define ZR_CLASS_NAPALM_TIME_MIN 0.0
#define ZR_CLASS_NAPALM_TIME_MAX 600.0
#define ZR_CLASS_IMMUNITY_COOLDOWN_MIN 0
#define ZR_CLASS_IMMUNITY_COOLDOWN_MAX 600
#define ZR_CLASS_HEALTH_MIN 1
#define ZR_CLASS_HEALTH_MAX 20000
#define ZR_CLASS_REGEN_INTERVAL_MIN 0.0
@ -198,16 +201,17 @@
#define ZR_CLASS_NAPALM_TIME (1<<15)
#define ZR_CLASS_IMMUNITY_MODE (1<<16)
#define ZR_CLASS_IMMUNITY_AMOUNT (1<<17)
#define ZR_CLASS_NO_FALL_DAMAGE (1<<18)
#define ZR_CLASS_HEALTH (1<<19)
#define ZR_CLASS_HEALTH_REGEN_INTERVAL (1<<20)
#define ZR_CLASS_HEALTH_REGEN_AMOUNT (1<<21)
#define ZR_CLASS_HEALTH_INFECT_GAIN (1<<22)
#define ZR_CLASS_KILL_BONUS (1<<23)
#define ZR_CLASS_SPEED (1<<24)
#define ZR_CLASS_KNOCKBACK (1<<25)
#define ZR_CLASS_JUMP_HEIGHT (1<<26)
#define ZR_CLASS_JUMP_DISTANCE (1<<27)
#define ZR_CLASS_IMMUNITY_COOLDOWN (1<<18)
#define ZR_CLASS_NO_FALL_DAMAGE (1<<19)
#define ZR_CLASS_HEALTH (1<<20)
#define ZR_CLASS_HEALTH_REGEN_INTERVAL (1<<21)
#define ZR_CLASS_HEALTH_REGEN_AMOUNT (1<<22)
#define ZR_CLASS_HEALTH_INFECT_GAIN (1<<23)
#define ZR_CLASS_KILL_BONUS (1<<24)
#define ZR_CLASS_SPEED (1<<25)
#define ZR_CLASS_KNOCKBACK (1<<26)
#define ZR_CLASS_JUMP_HEIGHT (1<<27)
#define ZR_CLASS_JUMP_DISTANCE (1<<28)
/**
* @endsection
*/
@ -258,8 +262,9 @@ enum ClassAttributes
Float:Class_NapalmTime,
/* Player behaviour */
Class_ImmunityMode,
Float:Class_ImmunityAmount,
ImmunityMode:Class_ImmunityMode,
Class_ImmunityAmount,
Class_ImmunityCooldown,
bool:Class_NoFallDamage,
Class_Health,
@ -300,9 +305,10 @@ enum ClassEditableAttributes
ClassEdit_HasNapalm,
Float:ClassEdit_NapalmTime,
/* Player behaviour */
ClassEdit_ImmunityMode,
Float:ClassEdit_ImmunityAmount,
/* Player behavior */
ImmunityMode:ClassEdit_ImmunityMode,
ClassEdit_ImmunityAmount,
ClassEdit_ImmunityCooldown,
ClassEdit_NoFallDamage,
Float:ClassEdit_RegenInterval,
@ -398,13 +404,13 @@ new ClassNoFilter[ClassFilter];
new ClassNoSpecialClasses[ClassFilter] = {false, 0, ZR_CLASS_SPECIALFLAGS, -1};
/**
* The original class data. This array only changed when class data is loaded.
* ZR_CLASS_CACHE_ORIGINAL is the cache type to this array.
* The original class data. This array is only changed when class data is
* loaded. ZR_CLASS_CACHE_ORIGINAL is the cache type to this array.
*/
new ClassData[ZR_CLASS_MAX][ClassAttributes];
/**
* The class thata cache that can be modified. ZR_CLASS_CACHE_MODIFIED is the
* The class data cache that can be modified. ZR_CLASS_CACHE_MODIFIED is the
* cache type to this array.
*/
new ClassDataCache[ZR_CLASS_MAX][ClassAttributes];
@ -545,11 +551,12 @@ ClassLoad()
LogEvent(false, LogType_Fatal, LOG_CORE_EVENTS, LogModule_Playerclasses, "Config Validation", "Can't find any classes in \"%s\"", pathclasses);
}
decl String:name[64];
decl String:group[64];
decl String:description[256];
decl String:model_path[PLATFORM_MAX_PATH];
decl String:overlay_path[PLATFORM_MAX_PATH];
new String:name[64];
new String:group[64];
new String:description[256];
new String:model_path[PLATFORM_MAX_PATH];
new String:immunity_mode[32];
new String:overlay_path[PLATFORM_MAX_PATH];
ClassCount = 0;
new failedcount;
@ -605,8 +612,9 @@ ClassLoad()
/* Player behaviour */
ClassData[ClassCount][Class_ImmunityMode] = KvGetNum(kvClassData, "immunity_mode", ZR_CLASS_DEFAULT_IMMUNITY_MODE);
ClassData[ClassCount][Class_ImmunityAmount] = KvGetFloat(kvClassData, "immunity_amount", ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT);
KvGetString(kvClassData, "immunity_mode", immunity_mode, sizeof(immunity_mode), ZR_CLASS_DEFAULT_IMMUNITY_MODE);
ClassData[ClassCount][Class_ImmunityMode] = ImmunityStringToMode(immunity_mode);
ClassData[ClassCount][Class_ImmunityAmount] = KvGetNum(kvClassData, "immunity_amount", ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT);
ClassData[ClassCount][Class_NoFallDamage] = ConfigKvGetStringBool(kvClassData, "no_fall_damage", ZR_CLASS_DEFAULT_NO_FALL_DAMAGE);
ClassData[ClassCount][Class_Health] = KvGetNum(kvClassData, "health", ZR_CLASS_DEFAULT_HEALTH);

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@ -41,8 +41,9 @@ new VolEmptyAttributes[ClassEditableAttributes] = {
-1, /** HasNapalm */
-1.0, /** NapalmTime */
-1, /** ImmunityMode */
-1.0, /** ImmunityAmount */
Immunity_Invalid, /** ImmunityMode */
-1, /** ImmunityAmount */
-1, /** ImmunityCooldown */
-1, /** NoFallDamage */
-1.0, /** RegenInterval */