sm-zombiereloaded-3/src/zr/playerclasses/apply.inc

503 lines
15 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: apply.inc
* Type: Core
* Description: Functions for applying attributes and effects on a client.
*
* 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/>.
*
* ============================================================================
*/
/**
* Array that stores the client's current speed.
*/
new Float:g_flClassApplySpeed[MAXPLAYERS + 1];
/**
* Applies all class attributes on a player. Changing model, hp, speed, health,
* effects etc. The players current team will be used to get the class index.
*
* @param client The player to apply attributes on.
* @param improved Optional. Gives advantages or improvements in some
* attributes. To be used on mother zombies. Default is
* false.
* @return True if all success on applying all attributes, false otherwise.
*/
bool:ClassApplyAttributes(client, bool:improved = false)
{
new classindex = ClassGetActiveIndex(client);
// Validate class index.
if (!ClassValidateIndex(classindex))
{
return false;
}
// Override improved settings if it's a mother zombie class.
if (ClassHasFlags(classindex, ZR_CLASS_FLAG_MOTHER_ZOMBIE))
{
improved = false;
}
ClassApplyModel(client, classindex);
ClassApplyAlpha(client, classindex);
ClassApplyOverlay(client, classindex);
ClassApplyNightVision(client, classindex);
ClassApplyFOV(client, classindex);
ClassApplyHealth(client, classindex, improved);
ClassApplyHealthRegen(client, classindex);
ClassApplySpeed(client, classindex);
return true;
}
/**
* Changes the model on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyModel(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new bool:isAttributePreset = false;
decl String:modelpath[PLATFORM_MAX_PATH];
new index;
new ModelTeam:team;
new access;
new model;
// Get correct index according to cache type.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
index = client;
}
else
{
index = classindex;
}
// Get the model path from the specified cache.
ClassGetModelPath(index, modelpath, sizeof(modelpath), cachetype);
// Get model team setting from the specified cache.
team = ModelsTeamIdToTeam(ClassGetTeamID(index, cachetype));
// Check if the user specified a pre-defined model setting. If so, setup
// model filter settings.
if (StrEqual(modelpath, "random", false))
{
// Set access filter flags.
access = MODEL_ACCESS_PUBLIC | MODEL_ACCESS_ADMINS;
// Specify client for including admin models if client is admin.
index = client;
isAttributePreset = true;
}
else if (StrEqual(modelpath, "random_public", false))
{
access = MODEL_ACCESS_PUBLIC;
index = -1;
isAttributePreset = true;
}
else if (StrEqual(modelpath, "random_hidden", false))
{
access = MODEL_ACCESS_HIDDEN;
index = -1;
isAttributePreset = true;
}
else if (StrEqual(modelpath, "random_admin", false))
{
access = MODEL_ACCESS_ADMINS;
index = -1;
isAttributePreset = true;
}
else if (StrEqual(modelpath, "random_mother_zombie", false))
{
access = MODEL_ACCESS_MOTHER_ZOMBIES;
index = -1;
isAttributePreset = true;
}
else if (StrEqual(modelpath, "default", false))
{
// Get current model.
GetClientModel(client, modelpath, sizeof(modelpath));
// Restore original model if not already set.
if (!StrEqual(ClassOriginalPlayerModel[client], modelpath))
{
strcopy(modelpath, sizeof(modelpath), ClassOriginalPlayerModel[client]);
}
else
{
// Wanted model is already set, don't change.
return true;
}
}
else if (StrEqual(modelpath, "no_change", false))
{
// Do nothing.
return true;
}
// Check if model setting is a attribute preset.
if (isAttributePreset)
{
// Get model based on filter settings set up earlier.
model = ModelsGetRandomModel(index, team, access);
// Check if found.
if (model >= 0)
{
// Get model path.
ModelsGetFullPath(model, modelpath, sizeof(modelpath));
}
else
{
// Couldn't find any models based on filter. Fall back to a random
// public model. Then get its path.
model = ModelsGetRandomModel(-1, team, MODEL_ACCESS_PUBLIC);
ModelsGetFullPath(model, modelpath, sizeof(modelpath));
}
}
SetEntityModel(client, modelpath);
return true;
}
/**
* Sets transparency on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyAlpha(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new alpha;
// Get the alpha value from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
alpha = ClassGetAlphaInitial(client, cachetype);
}
else
{
alpha = ClassGetAlphaInitial(classindex, cachetype);
}
if (alpha < 0)
{
return false;
}
ToolsSetClientAlpha(client, alpha);
return true;
}
/**
* Apply the overlay on a player if not applied.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyOverlay(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
decl String:overlaypath[PLATFORM_MAX_PATH];
// Get the overlay path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetOverlayPath(client, overlaypath, sizeof(overlaypath), cachetype);
}
else
{
ClassGetOverlayPath(classindex, overlaypath, sizeof(overlaypath), cachetype);
}
ClassOverlayInitialize(client, overlaypath);
return true;
}
/**
* Gives night vision to a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyNightVision(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new bool:nvgs;
// Get the night vision setting from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
nvgs = ClassGetNvgs(client, cachetype);
}
else
{
nvgs = ClassGetNvgs(classindex, cachetype);
}
ToolsSetClientNightVision(client, nvgs);
ToolsSetClientNightVision(client, nvgs, false);
return true;
}
/**
* Sets the field of view setting on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyFOV(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new fov;
// Get the field of view setting from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
fov = ClassGetFOV(client, cachetype);
}
else
{
fov = ClassGetFOV(classindex, cachetype);
}
ToolsSetClientDefaultFOV(client, fov);
return true;
}
/**
* Gives health points on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param boost Double health boost. Default: false
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyHealth(client, classindex, bool:boost = false, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new health;
// Get the health points from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
health = ClassGetHealth(client, cachetype);
}
else
{
health = ClassGetHealth(classindex, cachetype);
}
if (boost)
{
health *= 2;
}
SetEntityHealth(client, health);
return true;
}
/**
* Applies health regeneration on a player if enabled.
*
* @param client The client index.
* @param classindex The class to read from.
* @param boost Double health boost. Default: false
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True if applied, false otherwise.
*/
bool:ClassApplyHealthRegen(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new Float:interval;
new amount;
new max;
// Get the health regeneration info from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
interval = ClassGetHealthRegenInterval(client, cachetype);
amount = ClassGetHealthRegenAmount(client, cachetype);
max = ClassGetHealth(client, cachetype);
}
else
{
interval = ClassGetHealthRegenInterval(classindex, cachetype);
amount = ClassGetHealthRegenAmount(classindex, cachetype);
max = ClassGetHealth(classindex, cachetype);
}
if (interval > 0)
{
ClassHealthRegenInitClient(client, interval, amount, max);
return true;
}
else
{
// Make sure old timers are stopped.
ClassHealthRegenStop(client);
return false;
}
}
/**
* Sets the players speed.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplySpeed(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new Float:speed;
// Get the health points from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
speed = ClassGetSpeed(client, cachetype);
}
else
{
speed = ClassGetSpeed(classindex, cachetype);
}
ClassApplySpeedEx(client, speed);
return true;
}
/**
* Applies the specified speed to the player.
*
* @param client Client to apply to.
* @param speed Speed value.
*/
ClassApplySpeedEx(client, Float:speed)
{
// Check what speed method that's used and apply it.
switch (ClassSpeedMethod)
{
case ClassSpeed_LMV:
{
ToolsSetClientLMV(client, speed);
}
case ClassSpeed_Prop:
{
g_flClassApplySpeed[client] = speed;
}
}
}
/**
* Called before the client can "think"
* Here we can change the client's speed through m_flMaxSpeed.
*
* @param client The client index.
*/
public ClassPreThinkPost(client)
{
// Only apply speed if the prop method is used.
if (ClassSpeedMethod == ClassSpeed_Prop)
{
if (!IsPlayerAlive(client))
{
return;
}
// Note: Default is around 200.0 - 250.0
new Float:newspeed = GetEntPropFloat(client, Prop_Data, "m_flMaxspeed") + g_flClassApplySpeed[client];
SetEntPropFloat(client, Prop_Data, "m_flMaxspeed", newspeed);
}
}
/**
* Called when a clients movement buttons are being processed
*
* @param client Index of the client.
* @param vel Players desired velocity.
*/
Class_OnPlayerRunCmd(client, Float:vel[3])
{
if (!IsPlayerAlive(client))
return;
// Only modify speed if the prop method is used.
if (ClassSpeedMethod == ClassSpeed_Prop)
{
// x-axis speed.
if (vel[0] < 0.0)
vel[0] = -5000.0;
else if (vel[0] > 0.0)
vel[0] = 5000.0;
// y-axis speed.
if (vel[1] < 0.0)
vel[1] = -5000.0;
else if (vel[1] > 0.0)
vel[1] = 5000.0;
}
}