sm-zombiereloaded-3/src/zr/antistick.inc
2016-06-11 21:22:53 +03:00

591 lines
19 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: antistick.inc
* Type: Module
* Description: Antistick system.
*
* 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 <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* @section Collision values.
*/
#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
#define COLLISION_GROUP_PUSHAWAY 17 /** Nonsolid on client and server, pushaway in player code. */
#define COLLISION_GROUP_NPC_ACTOR 18 /** Used so NPCs in scripts ignore the player. */
#define ANTISTICK_COLLISIONS_OFF COLLISION_GROUP_DEBRIS_TRIGGER
#define ANTISTICK_COLLISIONS_ON COLLISION_GROUP_PLAYER
/**
* @endsection
*/
/**
* Default player hull width.
*/
#define ANTISTICK_DEFAULT_HULL_WIDTH 32.0
/**
* List of components that make up the model's rectangular boundaries.
*
* F = Front
* B = Back
* L = Left
* R = Right
* U = Upper
* D = Down
*/
enum AntiStickBoxBound
{
BoxBound_FUR = 0, /** Front upper right */
BoxBound_FUL, /** etc.. */
BoxBound_FDR,
BoxBound_FDL,
BoxBound_BUR,
BoxBound_BUL,
BoxBound_BDR,
BoxBound_BDL,
}
/**
* Create commands related to antistick here.
*/
AntiStickOnCommandsCreate()
{
RegConsoleCmd("zr_antistick_dump_group", AntiStickDumpGroupCommand, "Dumps collision group data on one or more players. Usage zr_antistick_dump_group [#userid|name]");
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
AntiStickClientInit(client)
{
SDKHook(client, SDKHook_StartTouch, AntiStickStartTouch);
}
/**
* Unhook StartTouch and EndTouch function on a client.
*
* @param client The client index.
*/
AntiStickOnClientDisconnect(client)
{
SDKUnhook(client, SDKHook_StartTouch, AntiStickStartTouch);
}
/**
* Callback function for StartTouch.
*
* @param client The client index.
* @param entity The entity index of the entity being touched.
*/
public AntiStickStartTouch(client, entity)
{
// If antistick is disabled, then stop.
new bool:antistick = GetConVarBool(g_hCvarsList[CVAR_ANTISTICK]);
if (!antistick)
{
return;
}
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// If client is touching themselves, then leave them alone :P
if (client == entity)
{
return;
}
// If touched entity isn't a valid client, then stop.
if (!ZRIsClientValid(entity))
{
return;
}
// If the clients aren't colliding, then stop.
if (!AntiStickIsModelBoxColliding(client, entity))
{
return;
}
// From this point we know that client and entity is more or less within eachother.
LogEvent(false, LogType_Normal, LOG_DEBUG, LogModule_AntiStick, "Collision", "Player \"%N\" and \"%N\" are intersecting. Removing collisions.", client, entity);
// Get current collision groups of client and entity.
new clientcollisiongroup = AntiStickGetCollisionGroup(client);
// Note: If zombies get stuck on infection or stuck in a teleport, they'll
// get the COLLISION_GROUP_PUSHAWAY collision group, so check this
// one too.
// If the client is in any other collision group than "off", than we must set them to off, to unstick.
if (clientcollisiongroup != ANTISTICK_COLLISIONS_OFF)
{
// Disable collisions to unstick, and start timers to re-solidify.
AntiStickSetCollisionGroup(client, ANTISTICK_COLLISIONS_OFF);
CreateTimer(0.0, AntiStickSolidifyTimer, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
}
}
/**
* Callback for solidify timer.
*
* @param client The client index.
*/
public Action:AntiStickSolidifyTimer(Handle:timer, any:client)
{
// If client has left, then stop.
if (!IsClientInGame(client))
{
return Plugin_Stop;
}
// If the client is dead, then stop.
if (!IsPlayerAlive(client))
{
return Plugin_Stop;
}
// If the client's collisions are already on, then stop.
if (AntiStickGetCollisionGroup(client) == ANTISTICK_COLLISIONS_ON)
{
return Plugin_Stop;
}
// Loop through all clients and check if client is stuck in them.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't connected or in-game, then skip it.
if (!IsClientConnected(x) || !IsClientInGame(x))
{
continue;
}
// If the client is dead, then skip it.
if (!IsPlayerAlive(x))
{
continue;
}
// Don't compare the same clients.
if (client == x)
{
continue;
}
// If the client is colliding with a client, then allow timer to continue.
if (AntiStickIsModelBoxColliding(client, x))
{
return Plugin_Continue;
}
}
// Change collisions back to normal.
AntiStickSetCollisionGroup(client, ANTISTICK_COLLISIONS_ON);
// Debug message. May be useful when calibrating antistick.
LogEvent(false, LogType_Normal, LOG_DEBUG, LogModule_AntiStick, "Collision", "Player \"%N\" is no longer intersecting anyone. Applying normal collisions.", client);
return Plugin_Stop;
}
/**
* Build the model box by finding all vertices.
*
* @param client The client index.
* @param boundaries Array with 'AntiStickBoxBounds' for indexes to return bounds into.
* @param width The width of the model box.
*/
stock AntiStickBuildModelBox(client, Float:boundaries[AntiStickBoxBound][3], Float:width)
{
new Float:clientloc[3];
new Float:twistang[3];
new Float:cornerang[3];
new Float:sideloc[3];
new Float:finalloc[4][3];
// Get needed vector info.
GetClientAbsOrigin(client, clientloc);
// Set the pitch to 0.
twistang[1] = 90.0;
cornerang[1] = 0.0;
for (new x = 0; x < 4; x++)
{
// Jump to point on player's left side.
AntiStickJumpToPoint(clientloc, twistang, width / 2, sideloc);
// From this point, jump to the corner, which would be half the width from the middle of a side.
AntiStickJumpToPoint(sideloc, cornerang, width / 2, finalloc[x]);
// Twist 90 degrees to find next side/corner.
twistang[1] += 90.0;
cornerang[1] += 90.0;
// Fix angles.
if (twistang[1] > 180.0)
{
twistang[1] -= 360.0;
}
if (cornerang[1] > 180.0)
{
cornerang[1] -= 360.0;
}
}
// Copy all horizontal model box data to array.
boundaries[BoxBound_FUR][0] = finalloc[3][0];
boundaries[BoxBound_FUR][1] = finalloc[3][1];
boundaries[BoxBound_FUL][0] = finalloc[0][0];
boundaries[BoxBound_FUL][1] = finalloc[0][1];
boundaries[BoxBound_FDR][0] = finalloc[3][0];
boundaries[BoxBound_FDR][1] = finalloc[3][1];
boundaries[BoxBound_FDL][0] = finalloc[0][0];
boundaries[BoxBound_FDL][1] = finalloc[0][1];
boundaries[BoxBound_BUR][0] = finalloc[2][0];
boundaries[BoxBound_BUR][1] = finalloc[2][1];
boundaries[BoxBound_BUL][0] = finalloc[1][0];
boundaries[BoxBound_BUL][1] = finalloc[1][1];
boundaries[BoxBound_BDR][0] = finalloc[2][0];
boundaries[BoxBound_BDR][1] = finalloc[2][1];
boundaries[BoxBound_BDL][0] = finalloc[1][0];
boundaries[BoxBound_BDL][1] = finalloc[1][1];
// Set Z bounds.
new Float:eyeloc[3];
GetClientEyePosition(client, eyeloc);
boundaries[BoxBound_FUR][2] = eyeloc[2];
boundaries[BoxBound_FUL][2] = eyeloc[2];
boundaries[BoxBound_FDR][2] = clientloc[2] + 15.0;
boundaries[BoxBound_FDL][2] = clientloc[2] + 15.0;
boundaries[BoxBound_BUR][2] = eyeloc[2];
boundaries[BoxBound_BUL][2] = eyeloc[2];
boundaries[BoxBound_BDR][2] = clientloc[2] + 15.0;
boundaries[BoxBound_BDL][2] = clientloc[2] + 15.0;
}
/**
* Jumps from a point to another based off angle and distance.
*
* @param vec Point to jump from.
* @param ang Angle to base jump off of.
* @param distance Distance to jump
* @param result Resultant point.
*/
stock AntiStickJumpToPoint(const Float:vec[3], const Float:ang[3], Float:distance, Float:result[3])
{
new Float:viewvec[3];
// Turn client angle, into a vector.
GetAngleVectors(ang, viewvec, NULL_VECTOR, NULL_VECTOR);
// Normalize vector.
NormalizeVector(viewvec, viewvec);
// Scale to the given distance.
ScaleVector(viewvec, distance);
// Add the vectors together.
AddVectors(vec, viewvec, result);
}
/**
* Get the max/min value of a 3D box on any axis.
*
* @param axis The axis to check.
* @param boundaries The boundaries to check.
* @param min Return the min value instead.
*/
stock Float:AntiStickGetBoxMaxBoundary(axis, Float:boundaries[AntiStickBoxBound][3], bool:min = false)
{
// Create 'outlier' with initial value of first boundary.
new Float:outlier = boundaries[0][axis];
// x = Boundary index. (Start at 1 because we initialized 'outlier' with the 0 index's value)
new size = sizeof(boundaries);
for (new x = 1; x < size; x++)
{
if (!min && boundaries[x][axis] > outlier)
{
outlier = boundaries[x][axis];
}
else if (min && boundaries[x][axis] < outlier)
{
outlier = boundaries[x][axis];
}
}
// Return value.
return outlier;
}
/**
* Checks if a player is currently stuck within another player.
*
* @param client1 The first client index.
* @param client2 The second client index.
* @return True if they are stuck together, false if not.
*/
stock bool:AntiStickIsModelBoxColliding(client1, client2)
{
new Float:client1modelbox[AntiStickBoxBound][3];
new Float:client2modelbox[AntiStickBoxBound][3];
// Build model boxes for each client.
AntiStickBuildModelBox(client1, client1modelbox, ANTISTICK_DEFAULT_HULL_WIDTH);
AntiStickBuildModelBox(client2, client2modelbox, ANTISTICK_DEFAULT_HULL_WIDTH);
// Compare x values.
new Float:max1x = AntiStickGetBoxMaxBoundary(0, client1modelbox);
new Float:max2x = AntiStickGetBoxMaxBoundary(0, client2modelbox);
new Float:min1x = AntiStickGetBoxMaxBoundary(0, client1modelbox, true);
new Float:min2x = AntiStickGetBoxMaxBoundary(0, client2modelbox, true);
if (max1x < min2x || min1x > max2x)
{
return false;
}
// Compare y values.
new Float:max1y = AntiStickGetBoxMaxBoundary(1, client1modelbox);
new Float:max2y = AntiStickGetBoxMaxBoundary(1, client2modelbox);
new Float:min1y = AntiStickGetBoxMaxBoundary(1, client1modelbox, true);
new Float:min2y = AntiStickGetBoxMaxBoundary(1, client2modelbox, true);
if (max1y < min2y || min1y > max2y)
{
return false;
}
// Compare z values.
new Float:max1z = AntiStickGetBoxMaxBoundary(2, client1modelbox);
new Float:max2z = AntiStickGetBoxMaxBoundary(2, client2modelbox);
new Float:min1z = AntiStickGetBoxMaxBoundary(2, client1modelbox, true);
new Float:min2z = AntiStickGetBoxMaxBoundary(2, client2modelbox, true);
if (max1z < min2z || min1z > max2z)
{
return false;
}
// They are intersecting.
return true;
}
/**
* Sets the collision group on a client.
*
* @param client The client index.
* @param collisiongroup Collision group flag.
*/
AntiStickSetCollisionGroup(client, collisiongroup)
{
SetEntProp(client, Prop_Data, "m_CollisionGroup", collisiongroup);
}
/**
* Gets the collision group on a client.
*
* @param client The client index.
* @return The collision group on the client.
*/
AntiStickGetCollisionGroup(client)
{
return GetEntProp(client, Prop_Data, "m_CollisionGroup");
}
/**
* Converts a collision group value into a name.
*
* @param collisiongroup The collision group to convert.
* @param buffer Destination string buffer.
* @param maxlen Size of destination buffer.
* @return Number of cells written.
*/
AntiStickCollisionGroupToString(collisiongroup, String:buffer[], maxlen)
{
switch (collisiongroup)
{
case COLLISION_GROUP_NONE:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_NONE");
}
case COLLISION_GROUP_DEBRIS:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_DEBRIS");
}
case COLLISION_GROUP_DEBRIS_TRIGGER:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_DEBRIS_TRIGGER");
}
case COLLISION_GROUP_INTERACTIVE_DEBRIS:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_INTERACTIVE_DEBRIS");
}
case COLLISION_GROUP_INTERACTIVE:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_INTERACTIVE");
}
case COLLISION_GROUP_PLAYER:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_PLAYER");
}
case COLLISION_GROUP_BREAKABLE_GLASS:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_BREAKABLE_GLASS");
}
case COLLISION_GROUP_VEHICLE:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_VEHICLE");
}
case COLLISION_GROUP_PLAYER_MOVEMENT:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_PLAYER_MOVEMENT");
}
case COLLISION_GROUP_NPC:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_NPC");
}
case COLLISION_GROUP_IN_VEHICLE:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_IN_VEHICLE");
}
case COLLISION_GROUP_WEAPON:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_WEAPON");
}
case COLLISION_GROUP_VEHICLE_CLIP:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_VEHICLE_CLIP");
}
case COLLISION_GROUP_PROJECTILE:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_PROJECTILE");
}
case COLLISION_GROUP_DOOR_BLOCKER:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_DOOR_BLOCKER");
}
case COLLISION_GROUP_PASSABLE_DOOR:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_PASSABLE_DOOR");
}
case COLLISION_GROUP_DISSOLVING:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_DISSOLVING");
}
case COLLISION_GROUP_PUSHAWAY:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_PUSHAWAY");
}
case COLLISION_GROUP_NPC_ACTOR:
{
return strcopy(buffer, maxlen, "COLLISION_GROUP_NPC_ACTOR");
}
}
// No match. Write a blank string.
return strcopy(buffer, maxlen, "");
}
/**
* Command callback (zr_antistick_dump_group)
* Dumps collision group data.
*
* @param client The client index.
* @param argc Argument count.
*/
public Action:AntiStickDumpGroupCommand(client, argc)
{
new collisiongroup;
new target;
decl String:groupname[64];
decl String:arg[96];
// Write header.
ReplyToCommand(client, "Player: Collision group:\n--------------------------------------------------------------------------------");
if (argc < 1)
{
// Dump collision groups on all players.
// Loop through all alive players.
for (target = 1; target <= MaxClients; target++)
{
// Validate client state.
if (!IsClientConnected(target) || !IsClientInGame(target) || !IsPlayerAlive(target))
{
continue;
}
// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup(target);
AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
// List player name and collision group.
ReplyToCommand(client, "%-35N %s", target, groupname);
}
}
else
{
// Get the target.
GetCmdArg(1, arg, sizeof(arg));
target = FindTarget(client, arg);
// Validate target.
if (ZRIsClientValid(target))
{
// Get collision group name.
collisiongroup = AntiStickGetCollisionGroup(target);
AntiStickCollisionGroupToString(collisiongroup, groupname, sizeof(groupname));
// List player name and collision group.
ReplyToCommand(client, "%-35N %s", target, groupname);
}
}
return Plugin_Handled;
}