560 lines
16 KiB
SourcePawn
560 lines
16 KiB
SourcePawn
/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: immunityhandler.inc
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* Type: Core module
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* Description: Manages infection immunity modes for every player.
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*
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* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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/**
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* Current immunity modes.
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*/
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new ImmunityMode:PlayerImmunityMode[MAXPLAYERS + 1] = {Immunity_None, ...};
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/**
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* Timers for handling timed immunity actions.
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*/
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new Handle:PlayerImmunityTimer[MAXPLAYERS + 1] = {INVALID_HANDLE, ...};
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/**
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* Remaining time of timed immunity actions.
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*/
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new PlayerImmunityDuration[MAXPLAYERS + 1] = {-1, ...};
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/**
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* Cached attacker index for delayed infections, if available.
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*/
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new PlayerImmunityAttacker[MAXPLAYERS + 1] = {0, ...};
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/**
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* Timestamp of last action. Usage depends on mode (cooldown, etc).
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*/
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new PlayerImmunityLastUse[MAXPLAYERS + 1] = {0, ...};
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/**
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* Whether the player has passed a threshold (infect mode).
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*/
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new bool:PlayerImmunityThresholdPassed[MAXPLAYERS + 1] = {false, ...};
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/**
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* Handles immunity when a client is about to be infected. This function may
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* delay or block infection according to the immunity mode class settings.
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*
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* @param client Client that's being infected.
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* @param attacker Attacker client (zombie).
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*
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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*/
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bool:ImmunityOnClientInfect(client, attacker)
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{
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PrintToChatAll("ImmunityOnClientInfect(client=%d, attacker=%d)", client, attacker);
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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// Check mode.
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switch(mode)
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{
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case Immunity_None:
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{
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// Instant infection.
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return false;
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}
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case Immunity_Full:
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{
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// Full immunity, do nothing.
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return true;
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}
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case Immunity_Infect:
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{
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return ImmunityInfectModeHandler(client, attacker);
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}
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case Immunity_Delay:
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{
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return ImmunityDelayModeHandler(client, attacker);
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}
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case Immunity_Shield:
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{
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return ImmunityShieldModeHandler(client);
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}
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}
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// Current mode doesn't apply to infection.
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return false;
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}
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/**
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* TraceAttack hook.
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*
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* Returns whether attacker damage should be blocked. If damage is blocked this
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* module will handle it.
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*
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* @param client Client index.
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* @param attacker Attacker client, if any.
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* @param damage Damage received by client.
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* @param hitgroup Hitgroup receiving damage.
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*
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* @return True if damage should be blocked, false otherwise.
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*/
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bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damageType)
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{
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PrintToChatAll("ImmunityOnClientTraceAttack(client=%d, attacker=%d, damage=%f, hitgroup=%d, damageType=%d)", client, attacker, damage, hitgroup, damageType);
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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{
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// Allow damage.
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return false;
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}
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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// Check mode.
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switch(mode)
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{
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case Immunity_Full:
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{
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// Block damage.
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return true;
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}
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case Immunity_Infect:
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{
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// Client must be human.
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if (InfectIsClientInfected(client))
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{
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// Allow damage.
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return false;
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}
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// Check if damage give HP below the infection threshold.
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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PrintToChatAll("ImmunityOnClientTraceAttack - Threshold passed");
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PlayerImmunityThresholdPassed[client] = true;
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}
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else
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{
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PlayerImmunityThresholdPassed[client] = false;
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}
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/*new threshold = ClassGetImmunityAmount(client);
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new clientHP = GetClientHealth(client);
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new dmg = RoundToNearest(damage);
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PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
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// Prevent humans with low HP from dying when a zombie is
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// attacking, and stab to death is disabled (threshold above zero).
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if (clientHP - dmg <= 0.0 && threshold > 0)
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{
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// Client is about to be infected. Remove damage, but don't
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// block the damage event. The infect module need it to detect
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// zombie attack.
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damage = 0.0;
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// Client is about to be infected, re-add HP so they aren't
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// killed by knife. Don't block the damage, the infect
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// module need the damage event.
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//PrintToChatAll("Re-add HP.");
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//SetEntityHealth(client, clientHP + dmg);
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return false;
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}*/
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}
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case Immunity_Damage:
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{
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// Client must be zombie.
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if (!InfectIsClientInfected(client))
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{
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return false;
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}
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// Get attacker weapon.
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decl String:weapon[32];
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weapon[0] = 0;
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if (damageType == DMG_BLAST)
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{
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// Most likely a HE grenade. GetClientWeapon can't be used if
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// the attacker throw grenades. The attacker may switch weapon
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// before the grenade explodes.
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strcopy(weapon, sizeof(weapon), "hegrenade");
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}
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else
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{
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GetClientWeapon(attacker, weapon, sizeof(weapon));
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}
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// Since damage is blocked, trigger knock back hurt event manually.
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KnockbackOnClientHurt(client, attacker, weapon, hitgroup, RoundToNearest(damage));
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// Block damage from attacker.
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return true;
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}
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case Immunity_Delay:
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{
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// Client must be human.
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if (InfectIsClientInfected(client))
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{
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return false;
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}
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// Block damage if there's an infection in progress.
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}
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}
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PrintToChatAll("Allow damage.");
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return false;
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}
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/**
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* TakeDamage hook.
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*
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* Blocks or modifies damage in certain situations.
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*
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* @param client Client index.
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* @param attacker Attacker client, if any.
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* @param damage Damage received by client.
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*
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* @return True if damage was blocked, false otherwise.
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*/
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bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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{
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PrintToChatAll("ImmunityOnClientDamage(client=%d, attacker=%d, damage=%f)", client, attacker, damage);
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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{
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// Allow damage.
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return false;
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}
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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switch(mode)
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{
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case Immunity_Infect:
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{
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// Prevent humans with low HP from dying when a zombie is
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// attacking, and stab to death is disabled (threshold above zero).
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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PrintToChatAll("ImmunityOnClientDamage - Below threshold, removing damage.");
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// Client is about to be infected. Remove damage so the client
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// won't die.
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//damage = 0.0;
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// Fake hurt event because it's not triggered when the damage
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// was removed (because no one is actually hurt).
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InfectOnClientHurt(client, attacker, "knife");
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// Block damage to prevent player from dying.
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return true;
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}
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}
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}
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// Allow damage.
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return false;
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}
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/**
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* Client is about to receive knock back (zombie).
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*
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* @param Client that's receiving knock back.
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*
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* @return True if knock back should be blocked, false otherwise.
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*/
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bool:ImmunityOnClientKnockBack(client)
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{
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}
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/**
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* Handles infect mode immunity.
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*
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* Allow humans to receive damage from zombies until HP is below a certain
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* threshold. If the threshold is zero, never infect.
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*
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* @param client Client that's being infected.
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* @param attacker Attacker client (zombie).
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*
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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*/
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bool:ImmunityInfectModeHandler(client, attacker)
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{
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PrintToChatAll("ImmunityInfectModeHandler(client=%d, attacker=%d)", client, attacker);
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// Note: ImmunityOnClientDamage and ImmunityOnClientTraceAttack hook into
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// the damage module to prevent humans with low HP from dying when
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// they're not supposed to.
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new threshold = ClassGetImmunityAmount(client);
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PrintToChatAll("threshold=%d", threshold);
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// Check if infection is disabled.
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if (threshold == 0)
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{
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// Infection is handled here: blocked.
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PrintToChatAll("Infection disabled, block infection.");
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return true;
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}
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if (PlayerImmunityThresholdPassed[client])
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{
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// Client HP below threshold, allow instant infection.
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return false;
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}
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/*new clientHP = GetClientHealth(client);
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PrintToChatAll("clientHP=%d", clientHP);
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if (clientHP < threshold)
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{
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// Client HP below threshold, allow instant infection.
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return false;
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}*/
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PrintToChatAll("Above threshold, block infection.");
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return true;
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}
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/**
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* Handles delayed infections.
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*
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* @param client Client that's being infected.
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*
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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*/
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bool:ImmunityDelayModeHandler(client, attacker)
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{
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// Check if an infection is in progress
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if (PlayerImmunityTimer[client] != INVALID_HANDLE)
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{
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// Additional attacks while a delayed infection is in progress will
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// speedup the infection.
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// Trigger timer event to reduce duration.
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ImmunityDelayTimerHandler(PlayerImmunityTimer[client], client);
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// Block infection.
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return false;
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}
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// Start a delayed infection. Initialize duration and attacker.
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PlayerImmunityDuration[client] = ClassGetImmunityAmount(client);
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PlayerImmunityAttacker[client] = attacker;
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// Create repated 1-second timer.
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PlayerImmunityTimer[client] = CreateTimer(1.0, ImmunityDelayTimerHandler, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
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// Block infection.
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return false;
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}
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public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
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{
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// Verify that client is connected and alive.
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if (!IsClientInGame(client) || !IsPlayerAlive(client))
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{
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// Client disconnected or died. Abort immunity action.
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PlayerImmunityTimer[client] = INVALID_HANDLE;
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ImmunityAbortHandler(client, false);
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return Plugin_Stop;
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}
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// TODO: Read cvar for reduction amount.
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new reduction = 2;
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// Reduce duration.
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PlayerImmunityDuration[client] -= reduction;
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// Check if time is up.
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if (PlayerImmunityDuration[client] <= 0)
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{
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// Time is up. Reset data.
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PlayerImmunityDuration[client] = 0;
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PlayerImmunityTimer[client] = INVALID_HANDLE;
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ZREndTimer(PlayerImmunityTimer[client]);
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// Infect client.
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InfectHumanToZombie(client, PlayerImmunityAttacker[client]);
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return Plugin_Stop;
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}
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return Plugin_Continue;
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}
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/**
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* Handles shield mode immunity.
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*
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* Zombies will get a shield against knock back, while humans become immune of
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* infections.
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*
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* @param client Client deploying shield.
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* @param asZombie Client is a zombie.
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*
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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*/
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bool:ImmunityShieldModeHandler(client, bool:asZombie = true)
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{
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return false;
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}
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/**
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* Aborts any immunity mode in action (shields, delays, etc.). Resets values.
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*
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* @param client Client that's aborting immunity mode actions.
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* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
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*/
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ImmunityAbortHandler(client, bool:resetLastUse = true)
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{
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// Stop timer, if running.
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ZREndTimer(PlayerImmunityTimer[client]);
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// Reset data.
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PlayerImmunityDuration[client] = -1;
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PlayerImmunityAttacker[client] = 0;
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PlayerImmunityThresholdPassed[client] = false;
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if (resetLastUse)
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{
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PlayerImmunityLastUse[client] = 0;
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}
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}
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/**
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* Aborts all immunity modes in action.
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*
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* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
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*/
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ImmunityAbortAll(bool:resetLastUse = true)
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{
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for (new client = 0; client < MAXPLAYERS + 1; client++)
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{
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ImmunityAbortHandler(resetLastUse);
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}
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}
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ImmunityOnClientHuman(client)
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{
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ImmunityAbortHandler(client);
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}
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ImmunityOnClientDeath(client)
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{
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ImmunityAbortHandler(client, false);
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}
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ImmunityClientInit(client)
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{
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ImmunityAbortHandler(client);
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}
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ImmunityClientSpawn(client)
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{
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ImmunityAbortHandler(client, false);
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}
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ImmunityOnClientDisconnect(client)
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{
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// Loop through attacker cache and remove client (set to 0).
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}
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ImmunityOnClientTeam(client)
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{
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ImmunityAbortHandler(client);
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}
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ImmunityOnRoundEnd()
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{
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ImmunityAbortAll();
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}
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ImmunityOnMapEnd()
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{
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ImmunityAbortAll();
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}
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bool:ImmunityBelowInfectThreshold(client, Float:damage)
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{
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new threshold = ClassGetImmunityAmount(client);
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new clientHP = GetClientHealth(client);
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new dmg = RoundToNearest(damage);
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PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
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// Check if the damage go below the HP threshold.
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if (clientHP - dmg <= 0.0 && threshold > 0)
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{
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return true;
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}
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return false;
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}
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/**
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* Converts a string to an immunity mode.
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*
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* @param mode String to convert.
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*
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* @return Immunity mode or Immunity_Invalid on error.
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*/
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ImmunityMode:ImmunityStringToMode(const String:mode[])
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{
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if (strlen(mode) == 0)
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{
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return Immunity_Invalid;
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}
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if (StrEqual(mode, "none", false))
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{
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return Immunity_None;
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}
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else if (StrEqual(mode, "full", false))
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{
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return Immunity_Full;
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}
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else if (StrEqual(mode, "infect", false))
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{
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return Immunity_Infect;
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}
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else if (StrEqual(mode, "damage", false))
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{
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return Immunity_Damage;
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}
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else if (StrEqual(mode, "delay", false))
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{
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return Immunity_Delay;
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}
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else if (StrEqual(mode, "shield", false))
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{
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return Immunity_Shield;
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}
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return Immunity_Invalid;
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}
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