431 lines
12 KiB
SourcePawn
431 lines
12 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: zspawn.inc
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* Type: Module
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* Description: Handles zspawn command, spawns late-joining clients into the game.
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*
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* Copyright (C) 2009 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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* Global variable to store infect timer handle.
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*/
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new Handle:tZSpawn = INVALID_HANDLE;
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/**
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* Global variable to store SteamID cache handle.
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*/
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new Handle:g_hZSpawnSteamIDCache = INVALID_HANDLE;
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/**
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* Create commands specific to ZSpawn.
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*/
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ZSpawnOnCommandsCreate()
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{
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// Register ZSpawn command.
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RegConsoleCmd(SAYHOOKS_KEYWORD_ZSPAWN, ZSpawnCommand, "Spawn into the game after joining late.");
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// Register admin command to force ZSpawn.
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RegConsoleCmd("zr_zspawn_force", ZSpawnForceCommand, "Force ZSpawn on a client. Usage: zr_zspawn_force <client> ['0' = Spawn as human | '1' = Spawn as zombie]");
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}
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/**
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* Map is starting.
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*/
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ZSpawnOnMapStart()
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{
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// Reset timer handle.
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tZSpawn = INVALID_HANDLE;
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// If SteamID cache hasn't been created yet, then create.
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if (g_hZSpawnSteamIDCache == INVALID_HANDLE)
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{
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g_hZSpawnSteamIDCache = SteamidCacheCreate();
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}
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// Reset the SteamID cache.
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SteamidCacheReset(g_hZSpawnSteamIDCache);
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}
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/**
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* Client is leaving the server.
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*
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* @param client The client index.
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*/
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ZSpawnOnClientDisconnect(client)
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{
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// So people who are connecting that click "cancel" aren't added to the list.
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if (!IsClientInGame(client))
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{
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return;
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}
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// Check if client is a bot.
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if (IsFakeClient(client))
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{
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return;
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}
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// Add client to the SteamID cache.
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SteamidCacheAddClient(g_hZSpawnSteamIDCache, client);
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}
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/**
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* Client has been killed.
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*
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* @param client The client index.
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*/
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ZSpawnOnClientDeath(client)
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{
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// Add client to the SteamID cache.
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SteamidCacheAddClient(g_hZSpawnSteamIDCache, client);
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}
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/**
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* The round is starting.
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*/
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ZSpawnOnRoundStart()
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{
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// Reset the SteamID cache.
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SteamidCacheReset(g_hZSpawnSteamIDCache);
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// If zspawn timer is running, then kill it.
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if (tZSpawn != INVALID_HANDLE)
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{
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// Kill timer.
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KillTimer(tZSpawn);
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// Reset timer handle.
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tZSpawn = INVALID_HANDLE;
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}
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}
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/**
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* The freeze time is ending.
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*/
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ZSpawnOnRoundFreezeEnd()
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{
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// If infect timer is running, then kill it.
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if (tZSpawn != INVALID_HANDLE)
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{
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// Kill timer.
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KillTimer(tZSpawn);
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}
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// If zspawn is disabled, then stop.
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new bool:zspawn = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN]);
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if (!zspawn)
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{
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return;
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}
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// If timelimit is disabled, then stop.
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new bool:zspawntimelimit = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT]);
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if (!zspawntimelimit)
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{
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return;
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}
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// Get timelimit
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new Float:zspawntime = GetConVarFloat(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_TIME]);
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// Start timer.
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tZSpawn = CreateTimer(zspawntime, ZSpawnTimer, _, TIMER_FLAG_NO_MAPCHANGE);
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}
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/**
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* The round is ending.
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*/
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ZSpawnOnRoundEnd()
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{
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// If zspawn timer is running, then kill it.
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if (tZSpawn != INVALID_HANDLE)
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{
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// Kill timer.
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KillTimer(tZSpawn);
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// Reset timer handle.
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tZSpawn = INVALID_HANDLE;
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}
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}
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/**
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* Spawns a late-joining client into the game.
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*
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* @param client The client index.
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* @param force (Optional) True to force spawning of the client, false to follow rules.
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* @param zombie (Optional) If you are forcing spawn, you must override the team here.
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* @return True if successful, false otherwise.
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*/
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bool:ZSpawnClient(client, bool:force = false, bool:zombie = false)
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{
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// If zspawn is disabled, then stop.
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new bool:zspawn = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN]);
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if (!force && !zspawn)
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{
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TranslationPrintToChat(client, "Feature is disabled");
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return false;
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}
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// If client isn't on a team, then stop.
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if (!ZRIsClientOnTeam(client))
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{
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if (!force)
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{
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// Tell client the command may only be used when on a team.
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TranslationPrintToChat(client, "Must be on team");
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}
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return false;
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}
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// If client is alive, then stop.
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if (IsPlayerAlive(client))
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{
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if (!force)
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{
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// Tell client the command may only be used when dead.
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TranslationPrintToChat(client, "Must be dead");
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}
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return false;
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}
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// Block if client has already played during this round.
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new blockrejoin = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_BLOCK_REJOIN]);
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if (!force && SteamidCacheClientExists(g_hZSpawnSteamIDCache, client) && blockrejoin)
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{
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// Tell client the command may only be used when joining late.
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TranslationPrintToChat(client, "ZSpawn double spawn");
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return false;
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}
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new bool:teamzombie;
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if (!force)
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{
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// Check if zspawn override is enabled, and if so get overidden value.
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new bool:teamoverride = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_OVERRIDE]);
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teamzombie = teamoverride ? GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TEAM_ZOMBIE]) : GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]);
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// Block is the time limit is up.
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new bool:zspawntimelimit = GetConVarBool(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT]);
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if (zspawntimelimit)
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{
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if (tZSpawn == INVALID_HANDLE)
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{
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new zspawntimelimitzombie = GetConVarInt(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_ZOMBIE]);
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switch(zspawntimelimitzombie)
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{
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case -1:
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{
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// Get timelimit
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new Float:zspawntime = GetConVarFloat(g_hCvarsList[CVAR_ZSPAWN_TIMELIMIT_TIME]);
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// Tell client the timelimit for this command has expired.
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TranslationPrintToChat(client, "ZSpawn timelimit", RoundToNearest(zspawntime));
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return false;
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}
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case 0:
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{
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teamzombie = false;
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}
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case 1:
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{
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teamzombie = true;
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}
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}
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}
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}
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}
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else
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{
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// Use the override team in the function if were forcing the spawn.
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teamzombie = zombie;
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}
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// Tell respawn module to respawn client.
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RespawnSpawnClient(client, teamzombie);
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return true;
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}
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/**
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* Menu callback (zspawn_force)
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* Forces ZSpawn on a client.
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*
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* @param menu The menu handle.
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* @param action Action client is doing in menu.
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* @param client The client index.
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* @param slot The menu slot selected. (starting from 0)
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*/
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public ZSpawnForceHandle(Handle:menu_zspawn_force, MenuAction:action, client, slot)
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{
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// Client selected an option.
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if (action == MenuAction_Select)
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{
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// Get the client index of the selected client.
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new target = MenuGetClientIndex(menu_zspawn_force, slot);
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// Get the target's name for future use.
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decl String:targetname[MAX_NAME_LENGTH];
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GetClientName(target, targetname, sizeof(targetname));
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// Force ZSpawn on the target.
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new bool:success = ZSpawnClient(target, true);
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// Tell admin the outcome of the action.
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if (success)
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{
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TranslationReplyToCommand(client, "ZSpawn command force successful", targetname);
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}
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else
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{
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TranslationReplyToCommand(client, "ZSpawn command force unsuccessful", targetname);
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}
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// Re-send the menu.
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MenuClientList(client, ZSpawnForceHandle, true, false, true, "ZSpawn clients title");
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}
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// Client closed the menu.
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if (action == MenuAction_Cancel)
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{
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// Client hit "Back" button.
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if (slot == MenuCancel_ExitBack)
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{
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// Re-open admin menu.
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ZAdminMenu(client);
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}
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}
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// Client exited menu.
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if (action == MenuAction_End)
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{
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CloseHandle(menu_zspawn_force);
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}
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}
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/**
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* Command callback (zspawn)
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* Spawn into the game after joining late.
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*
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* @param client The client index.
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* @param argc Argument count.
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*/
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public Action:ZSpawnCommand(client, argc)
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{
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// If client is console, then stop and tell them this feature is for players only.
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if (ZRIsConsole(client))
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{
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TranslationPrintToServer("Must be player");
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return Plugin_Handled;
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}
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// Spawn client.
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ZSpawnClient(client);
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// This stops the "Unknown command" message in client's console.
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return Plugin_Handled;
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}
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/**
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* Command callback (zr_zspawn_force)
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* Force ZSpawn on a client.
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*
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* @param client The client index.
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* @param argc Argument count.
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*/
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public Action:ZSpawnForceCommand(client, argc)
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{
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// Check if privileged.
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if (!ZRIsClientPrivileged(client, OperationType_Generic))
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{
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TranslationReplyToCommand(client, "No access to command");
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return Plugin_Handled;
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}
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// If not enough arguments given, then stop.
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if (argc < 1)
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{
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TranslationReplyToCommand(client, "ZSpawn command force syntax");
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return Plugin_Handled;
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}
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decl String:target[MAX_NAME_LENGTH], String:targetname[MAX_NAME_LENGTH];
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new targets[MAXPLAYERS], bool:tn_is_ml, result;
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// Get targetname.
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GetCmdArg(1, target, sizeof(target));
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// Find a target.
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result = ProcessTargetString(target, client, targets, sizeof(targets), COMMAND_FILTER_DEAD, targetname, sizeof(targetname), tn_is_ml);
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// Check if there was a problem finding a client.
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if (result <= 0)
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{
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ZRReplyToTargetError(client, result);
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return Plugin_Handled;
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}
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// Get item to give to client.
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decl String:strZombie[4];
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GetCmdArg(2, strZombie, sizeof(strZombie));
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// Copy value of second (optional) parameter to 'zombie'.
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// It will be false if the parameter wasn't specified.
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new bool:zombie = bool:StringToInt(strZombie);
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// x = Client index.
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for (new x = 0; x < result; x++)
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{
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// Give client the item.
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new bool:success = ZSpawnClient(targets[x], true, zombie);
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// Tell admin the outcome of the command if only 1 client was targetted.
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if (result == 1)
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{
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if (success)
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{
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TranslationReplyToCommand(client, "ZSpawn command force successful", targetname);
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}
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else
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{
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TranslationReplyToCommand(client, "ZSpawn command force unsuccessful", targetname);
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}
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}
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}
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// Log action to game events.
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LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_ZSpawn, "Force ZSpawn", "Admin \"%L\" forced player(s) to spawn. (zr_zspawn_force)", client);
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return Plugin_Handled;
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}
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/**
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* Timer callback, resets handle.
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*
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* @param timer The timer handle.
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*/
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public Action:ZSpawnTimer(Handle:timer)
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{
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// Reset timer handle.
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tZSpawn = INVALID_HANDLE;
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}
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