/* * ============================================================================ * * Zombie:Reloaded * * File: roundend.inc * Type: Core * Description: Handles round end actions. * * 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 . * * ============================================================================ */ /** * @section All round end reasons. */ #define ROUNDEND_TARGET_BOMBED 0 // Target Successfully Bombed! #define ROUNDEND_VIP_ESCAPED 1 // The VIP has escaped! #define ROUNDEND_VIP_ASSASSINATED 2 // VIP has been assassinated! #define ROUNDEND_TERRORISTS_ESCAPED 3 // The terrorists have escaped! #define ROUNDEND_CTS_PREVENTESCAPE 4 // The CT's have prevented most of the terrorists from escaping! #define ROUNDEND_ESCAPING_TERRORISTS_NEUTRALIZED 5 // Escaping terrorists have all been neutralized! #define ROUNDEND_BOMB_DEFUSED 6 // The bomb has been defused! #define ROUNDEND_CTS_WIN 7 // Counter-Terrorists Win! #define ROUNDEND_TERRORISTS_WIN 8 // Terrorists Win! #define ROUNDEND_ROUND_DRAW 9 // Round Draw! #define ROUNDEND_ALL_HOSTAGES_RESCUED 10 // All Hostages have been rescued! #define ROUNDEND_TARGET_SAVED 11 // Target has been saved! #define ROUNDEND_HOSTAGES_NOT_RESCUED 12 // Hostages have not been rescued! #define ROUNDEND_TERRORISTS_NOT_ESCAPED 13 // Terrorists have not escaped! #define ROUNDEND_VIP_NOT_ESCAPED 14 // VIP has not escaped! #define ROUNDEND_GAME_COMMENCING 15 // Game Commencing! /** * @endsection */ /** * Delay between round ending and new round starting. (Normal) */ #define ROUNDEND_DELAY 5.0 /** * Possible round end outcomes. */ enum RoundEndOutcome { Restart, /** Round is restarting. */ Draw, /** Round has ended in unexpected way. */ HumansWin, /** Humans have killed all zombies. */ ZombiesWin, /** Zombies have infected all humans. */ } /** * Global variable to store round win timer handle. */ new Handle:g_tRoundEnd = INVALID_HANDLE; /** * Map is starting. */ RoundEndOnMapStart() { // Reset timer handle. g_tRoundEnd = INVALID_HANDLE; } /** * Client has been killed. */ RoundEndOnClientDeath() { // Terminate the round if the last player was killed. new RoundEndOutcome:outcome; if (RoundEndGetRoundStatus(outcome)) { RoundEndTerminateRound(ROUNDEND_DELAY, outcome); } } /** * Client has been infected. */ RoundEndOnClientInfected() { // Terminate the round if the last player was infected. new RoundEndOutcome:outcome; if (RoundEndGetRoundStatus(outcome)) { RoundEndTerminateRound(ROUNDEND_DELAY, outcome); } } /** * The round is starting. */ RoundEndOnRoundStart() { // Stop all overlays. RoundEndOverlayStop(); // If round end timer is running, then kill it. if (g_tRoundEnd != INVALID_HANDLE) { // Kill timer. KillTimer(g_tRoundEnd); // Reset timer handle. g_tRoundEnd = INVALID_HANDLE; } } /** * The freeze time is ending. */ RoundEndOnRoundFreezeEnd() { // Calculate round length, in seconds. // Get mp_roundtime. (in minutes) new Float:roundtime = GetConVarFloat(FindConVar("mp_roundtime")); // Convert to seconds. roundtime *= 60.0; // Subtract one second if running CS: GO to prevent round draw when round // ends. For some reason the timing doesn't match the actual round end. // Thanks to Jargon. if (g_Game == Game_CSGO) { roundtime--; } // Start timer. g_tRoundEnd = CreateTimer(roundtime, RoundEndTimer, _, TIMER_FLAG_NO_MAPCHANGE); } /** * The round is ending. * * @param reason Reason the round has ended. */ RoundEndOnRoundEnd(reason) { // If round end timer is running, then kill it. if (g_tRoundEnd != INVALID_HANDLE) { // Kill timer. KillTimer(g_tRoundEnd); // Reset timer handle. g_tRoundEnd = INVALID_HANDLE; } // Tell plugin no zombies have been spawned. g_bZombieSpawned = false; // Get outcome of the round. new RoundEndOutcome:outcome = RoundEndReasonToOutcome(reason); // Update team scores. new teamscore; switch(outcome) { // Zombies won the round. case ZombiesWin: { // Increment T score. teamscore = GetTeamScore(CS_TEAM_T); SetTeamScore(CS_TEAM_T, ++teamscore); } // Humans won the round. case HumansWin: { // Increment CT score. teamscore = GetTeamScore(CS_TEAM_CT); SetTeamScore(CS_TEAM_CT, ++teamscore); } } // Display the overlay to all clients. RoundEndOverlayStart(outcome); RoundEndDisplayStats(); // Balance teams if enabled. if (GetConVarBool(g_hCvarsList[CVAR_ROUNDEND_BALANCE_TEAMS])) { RoundEndBalanceTeams(); } } RoundEndDisplayStats() { for(int player = 1; player <= MaxClients; player++) { if(!IsClientInGame(player)) continue; static char sPlayerID[8]; static char sPlayerName[MAX_NAME_LENGTH + 2]; static char sPlayerAuth[24]; static char sPlayerTeam[8]; static char sPlayerState[8]; FormatEx(sPlayerID, sizeof(sPlayerID), "%d", GetClientUserId(player)); FormatEx(sPlayerName, sizeof(sPlayerName), "\"%N\"", player); if(!GetClientAuthId(player, AuthId_Steam2, sPlayerAuth, sizeof(sPlayerAuth))) FormatEx(sPlayerAuth, sizeof(sPlayerAuth), "STEAM_ID_PENDING"); if(IsPlayerAlive(player)) FormatEx(sPlayerState, sizeof(sPlayerState), "alive"); else FormatEx(sPlayerState, sizeof(sPlayerState), "dead"); if(InfectIsClientInfected(player)) FormatEx(sPlayerTeam, sizeof(sPlayerTeam), "zombie"); else FormatEx(sPlayerTeam, sizeof(sPlayerTeam), "human"); for(int client = 1; client <= MaxClients; client++) { if(!IsClientInGame(client)) continue; PrintToConsole(client, "# %8s %40s %24s %5s %6s", sPlayerID, sPlayerName, sPlayerAuth, sPlayerState, sPlayerTeam); } } } /** * Convert a round_end reason, to a round winner, or draw. * * @param reason The round_end reason. * @return The winner of the round. (see enum RoundEndOutcome) */ RoundEndOutcome:RoundEndReasonToOutcome(reason) { switch(reason) { // CTs won the round. case ROUNDEND_CTS_WIN: { return HumansWin; } // Ts won the round. case ROUNDEND_TERRORISTS_WIN: { return ZombiesWin; } // Unexpected case. default: { return Draw; } } // Return draw to satisfy compiler. (code will never reach this point.) return Draw; } /** * Timer callback, called when round time reaches 0. * * @param timer The timer handle. */ public Action:RoundEndTimer(Handle:timer) { // Set the global timer handle variable to INVALID_HANDLE. g_tRoundEnd = INVALID_HANDLE; // If there aren't clients on both teams, then stop. if (!ZRTeamHasClients()) { return; } // Terminate the round with humans as the winner. RoundEndTerminateRound(ROUNDEND_DELAY, HumansWin); } /** * Checks if the round is over. * * @param outcome Set to the outcome of the round, if round is over. * @return True if the round is over, false otherwise. */ bool:RoundEndGetRoundStatus(&RoundEndOutcome:outcome) { // If zombie hasn't spawned, then stop. if (!InfectHasZombieSpawned()) { // Round isn't over. return false; } // Initialize count variables new zombiecount; new humancount; // Count valid clients. (true to only allow living clients) ZRCountValidClients(zombiecount, humancount, true); // If there are no clients on either teams, then stop. if (!zombiecount && !humancount) { // Round isn't active. return false; } // If there are clients on both teams, then stop. if (zombiecount && humancount) { // Round isn't over. return false; } // We know here, that either zombiecount or humancount is 0. (not both) // If there are zombies, then zombies won the round. if (zombiecount) { outcome = ZombiesWin; } // If there are no zombies, that means there must be humans, they win the round. else { outcome = HumansWin; } // Round is over. return true; } /** * Ends the round with the given outcome and delay. * * @param delay Delay before new round starts. * @param outcome The outcome of the round. */ RoundEndTerminateRound(Float:delay, RoundEndOutcome:outcome = Restart) { switch(outcome) { // Round is restarting. case Restart: { CS_TerminateRound(delay, CSRoundEnd_GameStart, false); } // Round was a draw. case Draw: { CS_TerminateRound(delay, CSRoundEnd_Draw, false); } // Zombies won. case ZombiesWin: { CS_TerminateRound(delay, CSRoundEnd_TerroristWin, false); } // Humans won. case HumansWin: { CS_TerminateRound(delay, CSRoundEnd_CTWin, false); } } } /** * Balances teams. */ RoundEndBalanceTeams() { // Create eligible player list. new Handle:arrayEligibleClients = INVALID_HANDLE; new eligibleclients = ZRCreateEligibleClientList(arrayEligibleClients, true); // If there are no eligible client's then stop. if (!eligibleclients) { // Destroy handle. CloseHandle(arrayEligibleClients); return; } new client; // Move all clients to T // x = Array index. // client = client index. for (new x = 0; x < eligibleclients; x++) { // Get client stored in array index. client = GetArrayCell(arrayEligibleClients, x); // Switch client to T CS_SwitchTeam(client, CS_TEAM_T); } // Move every other client back to CT // x = array index // client = client index. for (new x = 0; x < eligibleclients; x += 2) { // Get client stored in array index. client = GetArrayCell(arrayEligibleClients, x); // Switch client to CT CS_SwitchTeam(client, CS_TEAM_CT); } // Destroy handle. CloseHandle(arrayEligibleClients); } /** * Displays overlays to clients, depending on the outcome. * * @param time Time to display overlays. * @param outcome The outcome of the round. */ RoundEndOverlayStart(RoundEndOutcome:outcome) { // If round end overlays are disabled, then stop. new bool:overlay = GetConVarBool(g_hCvarsList[CVAR_ROUNDEND_OVERLAY]); if (!overlay) { return; } decl String:overlaypath[PLATFORM_MAX_PATH]; switch(outcome) { // Show "zombies win" overlay. case ZombiesWin: { GetConVarString(g_hCvarsList[CVAR_ROUNDEND_OVERLAY_ZOMBIE], overlaypath, sizeof(overlaypath)); } // Show "humans win" overlay. case HumansWin: { GetConVarString(g_hCvarsList[CVAR_ROUNDEND_OVERLAY_HUMAN], overlaypath, sizeof(overlaypath)); } // Show no overlay. default: { strcopy(overlaypath, sizeof(overlaypath), ""); } } // x = client index. for (new x = 1; x <= MaxClients; x++) { // If client isn't in-game, then stop. if (!IsClientInGame(x)) { continue; } // If client is fake (or bot), then stop. if (IsFakeClient(x)) { continue; } OverlaysClientSetChannelPath(x, OVERLAYS_CHANNEL_ROUNDEND, overlaypath); OverlaysClientSetChannelState(x, OVERLAYS_CHANNEL_ROUNDEND, true, false, true); } } RoundEndOverlayStop() { // x = client index. for (new x = 1; x <= MaxClients; x++) { // If client isn't in-game, then stop. if (!IsClientInGame(x)) { continue; } // If client is fake (or bot), then stop. if (IsFakeClient(x)) { continue; } // Disable roundend overlay channel. OverlaysClientSetChannelState(x, OVERLAYS_CHANNEL_ROUNDEND, true, false, false, true); } }