sm-zombiereloaded-3/src/zr/zspawn.inc

438 lines
12 KiB
SourcePawn

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