/* * ============================================================================ * * Zombie:Reloaded * * File: zspawn.inc * Type: Module * Description: Handles zspawn command, spawns late-joining clients into the game. * * 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 . * * ============================================================================ */ /** * Conditions for zspawning players. */ enum ZSpawnCondition { ZSpawn_Block = -1, /** Block ZSpawn. */ ZSpawn_Human = 0, /** ZSpawn as a human. */ ZSpawn_Zombie /** ZSpawn as a zombie. */ } /** * Global variable to store infect timer handle. */ new Handle:tZSpawn = INVALID_HANDLE; /** * Global variable to store SteamID cache handle. */ new Handle:g_hZSpawnSteamIDCache = INVALID_HANDLE; new bool:g_bZSpawnClientInfected[MAXPLAYERS + 1] = {false, ...}; /** * Create commands specific to ZSpawn. */ ZSpawnOnCommandsCreate() { // Register ZSpawn command. RegConsoleCmd(SAYHOOKS_KEYWORD_ZSPAWN, ZSpawnCommand, "Spawn into the game after joining late."); // Register admin command to force ZSpawn. RegConsoleCmd("zr_zspawn_force", ZSpawnForceCommand, "Force ZSpawn on a client. Usage: zr_zspawn_force ['0' = Spawn as human | '1' = Spawn as zombie]"); } /** * Map is starting. */ ZSpawnOnMapStart() { // Reset timer handle. tZSpawn = INVALID_HANDLE; // If SteamID cache hasn't been created yet, then create. if (g_hZSpawnSteamIDCache == INVALID_HANDLE) { g_hZSpawnSteamIDCache = SteamidCacheCreate(); } // Reset the SteamID cache. SteamidCacheReset(g_hZSpawnSteamIDCache); for(new client = 1; client <= MAXPLAYERS; client++) g_bZSpawnClientInfected[client] = false; } /** * Client is leaving the server. * * @param client The client index. */ ZSpawnOnClientDisconnect(client) { // So people who are connecting that click "cancel" aren't added to the list. if (!IsClientInGame(client)) { return; } // Check if client is a bot. if (IsFakeClient(client)) { return; } // Add client to the SteamID cache. SteamidCacheAddClient(g_hZSpawnSteamIDCache, client); g_bZSpawnClientInfected[client] = false; } /** * Client has been killed. * * @param client The client index. */ ZSpawnOnClientDeath(client) { // Add client to the SteamID cache. SteamidCacheAddClient(g_hZSpawnSteamIDCache, client); } /** * Client is joining a team/class. * * @param client The client index. */ ZSpawnOnClientTeam(client) { // Is auto zspawn enabled and is the client death? new bool:autozspawn = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_AUTO]); if (autozspawn && !IsPlayerAlive(client)) { // Get our zspawn condition. new ZSpawnCondition:condition = GetZSpawnCondition(); switch(condition) { case ZSpawn_Human, ZSpawn_Zombie: { // Respawn client. CS_RespawnPlayer(client); } } } } /** * Client is spawning into the game. * * @param client The client index. */ ZSpawnOnClientSpawn(client) { // Check if client is spawning on a team. if (ZRIsClientOnTeam(client) && InfectHasZombieSpawned()) { // Get our zspawn condition. new ZSpawnCondition:condition = GetZSpawnCondition(); switch(condition) { case ZSpawn_Zombie: { // Infect client. InfectHumanToZombie(client); } } } } /** * Client has been infected. * * @param client The client index. */ ZSpawnOnClientInfected(client) { g_bZSpawnClientInfected[client] = true; } /** * Client was turned back into a human. * * @param client The client index. */ ZSpawnOnClientHuman(client) { g_bZSpawnClientInfected[client] = false; } /** * The round is starting. */ ZSpawnOnRoundStart() { // Reset the SteamID cache. SteamidCacheReset(g_hZSpawnSteamIDCache); for(new client = 1; client <= MAXPLAYERS; client++) g_bZSpawnClientInfected[client] = false; // If zspawn timer is running, then kill it. if (tZSpawn != INVALID_HANDLE) { // Kill timer. KillTimer(tZSpawn); // Reset timer handle. tZSpawn = INVALID_HANDLE; } } /** * The freeze time is ending. */ ZSpawnOnRoundFreezeEnd() { // If infect timer is running, then kill it. if (tZSpawn != INVALID_HANDLE) { // Kill timer. KillTimer(tZSpawn); } // If zspawn is disabled, then stop. new bool:zspawn = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN]); if (!zspawn) { return; } // If timelimit is disabled, then stop. new bool:zspawntimelimit = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT]); if (!zspawntimelimit) { return; } // Get timelimit new Float:zspawntime = GetConVarFloat(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_TIME]); // Start timer. tZSpawn = CreateTimer(zspawntime, ZSpawnTimer, _, TIMER_FLAG_NO_MAPCHANGE); } /** * The round is ending. */ ZSpawnOnRoundEnd() { // If zspawn timer is running, then kill it. if (tZSpawn != INVALID_HANDLE) { // Kill timer. KillTimer(tZSpawn); // Reset timer handle. tZSpawn = INVALID_HANDLE; } } /** * Spawns a late-joining client into the game. * * @param client The client index. * @param force (Optional) True to force spawning of the client, false to follow rules. * @param zombie (Optional) If you are forcing spawn, you must override the team here. * @return True if successful, false otherwise. */ bool:ZSpawnClient(client, bool:force = false, bool:zombie = false) { // If zspawn is disabled, then stop. new bool:zspawn = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN]); if (!force && !zspawn) { TranslationPrintToChat(client, "Feature is disabled"); return false; } // If client isn't on a team, then stop. if (!ZRIsClientOnTeam(client)) { if (!force) { // Tell client the command may only be used when on a team. TranslationPrintToChat(client, "Must be on team"); } return false; } // If client is alive, then stop. if (IsPlayerAlive(client)) { if (!force) { // Tell client the command may only be used when dead. TranslationPrintToChat(client, "Must be dead"); } return false; } // Block if client has already played during this round. new blockrejoin = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_BLOCK_REJOIN]); if (!force && SteamidCacheClientExists(g_hZSpawnSteamIDCache, client) && blockrejoin) { // Tell client the command may only be used when joining late. TranslationPrintToChat(client, "ZSpawn double spawn"); return false; } // Client has been infected this round, respawning as a zombie new bool:teamzombie; if (!force) { // Get our zspawn condition. new ZSpawnCondition:condition = GetZSpawnCondition(); switch(condition) { case ZSpawn_Block: { // Get timelimit. new Float:zspawntime = GetConVarFloat(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_TIME]); // Tell client the timelimit for this command has expired. TranslationPrintToChat(client, "ZSpawn timelimit", RoundToNearest(zspawntime)); return false; } case ZSpawn_Human: { teamzombie = false; } case ZSpawn_Zombie: { teamzombie = true; } } // Client has been infected this round, respawning as a zombie. if(g_bZSpawnClientInfected[client]) teamzombie = true; } else { // Use the override team in the function if were forcing the spawn. teamzombie = zombie; } // Tell respawn module to respawn client. return RespawnSpawnClient(client, teamzombie, false); } /** * Menu callback (zspawn_force) * Forces ZSpawn on a client. * * @param menu The menu handle. * @param action Action client is doing in menu. * @param client The client index. * @param slot The menu slot selected. (starting from 0) */ public ZSpawnForceHandle(Handle:menu_zspawn_force, MenuAction:action, client, slot) { // Client selected an option. if (action == MenuAction_Select) { // Get the client index of the selected client. new target = MenuGetClientIndex(menu_zspawn_force, slot); // If the target is 0, then the client left before being selected from the menu. if (target == 0) { // Re-send the menu. MenuClientList(client, ZSpawnForceHandle, true, true, false, "ZSpawn clients title"); return; } // Get the target's name for future use. decl String:targetname[MAX_NAME_LENGTH], String:adminname[MAX_NAME_LENGTH]; GetClientName(target, targetname, sizeof(targetname)); // Get admin's name for future use. if(client > 0) GetClientName(client, adminname, sizeof(adminname)); else strcopy(adminname, sizeof(adminname), "Console"); // Force ZSpawn on the target. new bool:success = ZSpawnClient(target, true); // Tell admin the outcome of the action. if (success) { // Log action to game events. LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_ZSpawn, "Force ZSpawn", "\"%L\" force zspawned \"%L\" as human", client, target); TranslationReplyToCommand(client, "ZSpawn command force successful", targetname); TranslationPrintToChatAllExcept(false, false, client, "ZSpawn command force successful public", adminname, targetname, "human"); } else { TranslationReplyToCommand(client, "ZSpawn command force unsuccessful", targetname); } // Re-send the menu. MenuClientList(client, ZSpawnForceHandle, true, false, true, "ZSpawn clients title"); } // Client closed the menu. if (action == MenuAction_Cancel) { // Client hit "Back" button. if (slot == MenuCancel_ExitBack) { // Re-open admin menu. ZAdminMenu(client); } } // Client exited menu. if (action == MenuAction_End) { CloseHandle(menu_zspawn_force); } } /** * Command callback (zspawn) * Spawn into the game after joining late. * * @param client The client index. * @param argc Argument count. */ public Action:ZSpawnCommand(client, argc) { // If client is console, then stop and tell them this feature is for players only. if (ZRIsConsole(client)) { TranslationPrintToServer("Must be player"); return Plugin_Handled; } // Spawn client. ZSpawnClient(client); // This stops the "Unknown command" message in client's console. return Plugin_Handled; } /** * Command callback (zr_zspawn_force) * Force ZSpawn on a client. * * @param client The client index. * @param argc Argument count. */ public Action:ZSpawnForceCommand(client, argc) { // Check if privileged. if (!ZRIsClientPrivileged(client, OperationType_Generic)) { TranslationReplyToCommand(client, "No access to command"); return Plugin_Handled; } // If not enough arguments given, then stop. if (argc < 1) { TranslationReplyToCommand(client, "ZSpawn command force syntax"); return Plugin_Handled; } decl String:target[MAX_NAME_LENGTH], String:targetname[MAX_NAME_LENGTH], String:adminname[MAX_NAME_LENGTH]; new targets[MAXPLAYERS], bool:tn_is_ml, result; // Get targetname. GetCmdArg(1, target, sizeof(target)); // Get admin's name for later use. if(client > 0) GetClientName(client, adminname, sizeof(adminname)); else strcopy(adminname, sizeof(adminname), "Console"); // Find a target. result = ProcessTargetString(target, client, targets, sizeof(targets), COMMAND_FILTER_DEAD, targetname, sizeof(targetname), tn_is_ml); // Check if there was a problem finding a client. if (result <= 0) { ZRReplyToTargetError(client, result); return Plugin_Handled; } // Get item to give to client. decl String:strZombie[4]; GetCmdArg(2, strZombie, sizeof(strZombie)); // Copy value of second (optional) parameter to 'zombie'. // It will be false if the parameter wasn't specified. new bool:zombie = bool:StringToInt(strZombie); new bool:success = false; // x = Client index. for (new x = 0; x < result; x++) { // Spawn client if (ZSpawnClient(targets[x], true, zombie)) { // Log action to game events. LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_ZSpawn, "Force ZSpawn", "\"%L\" force zspawned \"%L\" as %s", client, targets[x], zombie ? "zombie" : "human"); success = true; } } // Tell admin the outcome of the command. if (success) { TranslationReplyToCommand(client, "ZSpawn command force successful", targetname); TranslationPrintToChatAllExcept(false, false, client, "ZSpawn command force successful public", adminname, targetname, zombie ? "zombie" : "human"); } else { TranslationReplyToCommand(client, "ZSpawn command force unsuccessful", targetname); } return Plugin_Handled; } /** * Timer callback, resets handle. * * @param timer The timer handle. */ public Action:ZSpawnTimer(Handle:timer) { // Reset timer handle. tZSpawn = INVALID_HANDLE; } /** * Get ZSpawn condition. */ ZSpawnCondition:GetZSpawnCondition() { new ZSpawnCondition:condition; // Check if zspawn override is enabled, and if so use overriden value. if (GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_OVERRIDE])) { // Convert boolean to zspawn condition. condition = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_ZOMBIE]) ? ZSpawn_Zombie : ZSpawn_Human; } else { // Convert boolean to zspawn condition. condition = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]) ? ZSpawn_Zombie : ZSpawn_Human; } // Check if zspawn timelimit is enabled. if (GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT])) { // Check if zspawn timelimit is expired. if (!ZRIsTimerRunning(tZSpawn)) { new zspawntimelimitzombie = GetConVarInt(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_ZOMBIE]); switch(zspawntimelimitzombie) { case ZSpawn_Block: { condition = ZSpawn_Block; } case ZSpawn_Human: { condition = ZSpawn_Human; } case ZSpawn_Zombie: { condition = ZSpawn_Zombie; } } } } return condition; }