/* * ============================================================================ * * Zombie:Reloaded * * File: respawn.inc * Type: Module * Description: Players come back to life * * Copyright (C) 2009 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 respawning players. */ enum RespawnCondition { Repsawn_Default = -1, /** Let ZR decide according to its settings. */ Respawn_Human = 0, /** Respawn as a human. */ Respawn_Zombie, /** Respawn as a zombie. */ Respawn_ZombieIfSuicide /** Respawn as a zombie if killed by world damage. */ } /** * Array for storing respawn timer handles per client. */ new Handle:tRespawn[MAXPLAYERS + 1]; /** * Array for flagging zombies who were killed by world. */ new bool:bKilledByWorld[MAXPLAYERS + 1]; /** * Client is joining the server. */ RespawnClientInit(client) { // Reset timer handle. tRespawn[client] = INVALID_HANDLE; // Init bKilledByWorld for client. bKilledByWorld[client] = false; } /** * Client is spawning into the game. * * @param client The client index. */ RespawnOnClientSpawn(client) { // If timer is running, kill it. if (tRespawn[client] != INVALID_HANDLE) { KillTimer(tRespawn[client]); } // Reset timer handle. tRespawn[client] = INVALID_HANDLE; } /** * Client has been killed. * * @param client The client index. */ RespawnOnClientDeath(client, attacker, const String:weapon[]) { // If client is a zombie, check if they were killed by world. if (InfectIsClientInfected(client)) { // Set bKilledByWorld to true if attacker is not a valid client. bKilledByWorld[client] = !ZRIsClientValid(attacker); } // If timer is running, kill it. if (tRespawn[client] != INVALID_HANDLE) { KillTimer(tRespawn[client]); } // If player was infected, then stop. if (StrEqual(weapon, "zombie_claws_of_death", false)) { return; } // If respawn is disabled, stop here. new bool:respawn = GetConVarBool(g_hCvarsList[CVAR_RESPAWN]); if (!respawn) { return; } // Start respawn timer. new Float:delay = GetConVarFloat(g_hCvarsList[CVAR_RESPAWN_DELAY]); tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE); } /** * The round is ending. */ RespawnOnRoundEnd() { // x = client index. for (new x = 1; x <= MaxClients; x++) { // If client isn't in-game, then stop. if (!IsClientInGame(x)) { continue; } // If timer isn't currently running, then stop. if (tRespawn[x] == INVALID_HANDLE) { continue; } // Stop timer. KillTimer(tRespawn[x]); // Reset timer handle. tRespawn[x] = INVALID_HANDLE; } } /** * Spawns a player into the round. * * @param client The client index. * @param zombie Respawn as zombie. * @param zombieIfSuicide Respawn as zombie if killed by world damage. * * @return True if the player was spawned, false otherwise. */ bool:RespawnSpawnClient(client, bool:zombie = false, bool:zombieIfSuicide = false) { // If client isn't in-game, then stop. if (!IsClientInGame(client)) { return false; } // Get respawn condition. //new bool:zombieIfSuicide = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE_WORLD]); new RespawnCondition:condition = RespawnToContition(zombie, zombieIfSuicide); // Trigger API forward. new Action:result = APIOnClientRespawn(client, condition); // Check if respawn should be stopped. if (result == Plugin_Handled) { return false; } // Restore respawn condition. RespawnRestoreCondition(condition, zombie, zombieIfSuicide); // Spawn player. CS_RespawnPlayer(client); // Check if first zombie has spawned. if (g_bZombieSpawned) { // Infect if player should spawn as zombie. if (zombie) { InfectHumanToZombie(client); } // Infect if player committed suicide by world damage. else if (zombieIfSuicide && bKilledByWorld[client]) { InfectHumanToZombie(client); bKilledByWorld[client] = false; } } // Forward event to modules. APIOnClientRespawned(client, condition); return true; } /** * Timer callback, respawns a player. * * @param timer The timer handle. * @param client The client index. */ public Action:RespawnTimer(Handle:timer, any:client) { // Reset timer handle. tRespawn[client] = INVALID_HANDLE; // If client isn't in-game, then stop. if (!IsClientInGame(client)) { return; } // If player already is alive, then stop. if (IsPlayerAlive(client)) { return; } // Get client team. new team = GetClientTeam(client); // If player isn't on a team, then stop. if (team != CS_TEAM_T && team != CS_TEAM_CT) { return; } // Get respawn team. new bool:respawn_zombie = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]); // Spawn player. RespawnSpawnClient(client, respawn_zombie, true); } /** * Converts separate conditions into a single condition value. */ RespawnCondition:RespawnToContition(bool:zombie, bool:zombieIfSuicide) { if (zombieIfSuicide) { return Respawn_ZombieIfSuicide; } else if (zombie) { return Respawn_Zombie; } return Respawn_Human; } /** * Restores respawn condition to individual variables. If the condition invalid, * nothing will be changed. * * @param condition Condition to restore. * @param zombie Output. * @param zombieIfSucidie Output. */ RespawnRestoreCondition(RespawnCondition:condition, &bool:zombie, &bool:zombieIfSuicide) { switch (condition) { case Respawn_Human: { zombie = false; zombieIfSuicide = false; } case Respawn_Zombie: { zombie = true; zombieIfSuicide = false; } case Respawn_ZombieIfSuicide: { zombie = false; zombieIfSuicide = true; } } }