#include < amxmodx >
#include < cstrike >
#include < engine >
#include <fakemeta_util>
#include < fun >
#include < hamsandwich >
#include < zombieplague >

#define Plugin    "[ZP] Extra Item: Jump Bomb"
#define Version    "1.1.4"
#define Author    "Editor Zombie-rus"

// Модели гранаты
new const g_VModel [ ] = "models/v_zombibomb.mdl"
new const g_PlayerModel [ ] = "models/p_zombibomb.mdl"
new const g_WorldModel [ ] = "models/w_zombibomb.mdl"
//Звуки покупки
new const g_SoundGrenadeBuy [ ] [ ] = { "items/gunpickup2.wav" }
new const g_SoundAmmoPurchase [ ] [ ] = { "items/9mmclip1.wav" }
//Звук взрыва
new const g_SoundBombExplode [ ] [ ] = { "nst_zombie/zombi_bomb_exp.wav" }
//Не изменять! Звуки прописаны в модели.
new const frogbomb_sound [ ] = { "nst_zombie/zombi_bomb_pull_1.wav", "nst_zombie/zombi_bomb_deploy.wav", "nst_zombie/zombi_bomb_idle_1.wav", "nst_zombie/zombi_bomb_idle_2.wav" }
new const frogbomb_sound2 [ ] = { "nst_zombie/zombi_bomb_deploy.wav", "nst_zombie/zombi_bomb_idle_3.wav", "nst_zombie/zombi_bomb_idle_4.wav" }
new const g_szItemName [ ] = "Jump bomb" // Name
new const g_iItemPrice = 2 // Price

#define MAXCARRY    5 // Лимит гранат
#define RADIUS        300.0 // Радиус

#define MAXPLAYERS        32
#define pev_nade_type        pev_flTimeStepSound
#define NADE_TYPE_JUMPING    26517
#define AMMOID_SM        13

new g_iExplo
new g_iNadeID

new g_iJumpingNadeCount [ MAXPLAYERS+1 ]
new g_iCurrentWeapon [ MAXPLAYERS+1 ]

new cvar_speed
new iconstatus
new grenade_icons[33][32]

new g_MaxPlayers
new g_msgAmmoPickup

public plugin_precache ( )
    {
	precache_model ( g_VModel )
	precache_model ( g_PlayerModel )
    precache_model ( g_WorldModel )
        
	precache_sound ( frogbomb_sound )
	precache_sound ( frogbomb_sound2 )
		
	new i
   for ( i = 0; i < sizeof g_SoundGrenadeBuy; i++ )
        precache_sound ( g_SoundGrenadeBuy [ i ] )
    for ( i = 0; i < sizeof g_SoundAmmoPurchase; i++ )
        precache_sound ( g_SoundAmmoPurchase [ i ] )
    for ( i = 0; i < sizeof g_SoundBombExplode; i++ )
        precache_sound ( g_SoundBombExplode [ i ] )

    g_iExplo = precache_model ( "sprites/zombiebomb_exp.spr" )
    }

public plugin_init ( )
    {
    register_plugin ( Plugin, Version, Author )

    g_iNadeID = zp_register_extra_item ( g_szItemName, g_iItemPrice, ZP_TEAM_ZOMBIE )

    register_event ( "CurWeapon", "EV_CurWeapon", "be", "1=1" )
    register_event ( "HLTV", "EV_NewRound", "a", "1=0", "2=0" )
    register_event ( "DeathMsg", "EV_DeathMsg", "a" )

    register_forward ( FM_SetModel, "fw_SetModel" )
    RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" )

    cvar_speed = register_cvar ( "zp_zombiebomb_knockback", "800" )

    g_msgAmmoPickup = get_user_msgid ( "AmmoPickup" )

    g_MaxPlayers = get_maxplayers ( )
	register_event("CurWeapon", "grenade_icon", "be", "1=1")
	register_event("DeathMsg", "event_death", "a")
	iconstatus = get_user_msgid("StatusIcon")
	}

public client_connect ( id )
    {
    g_iJumpingNadeCount [ id ] = 0
    }

public zp_extra_item_selected ( id, Item )
    {
       if ( Item == g_iNadeID )
       {
        if ( g_iJumpingNadeCount [ id ] >= MAXCARRY )
          {
            client_print ( id, print_chat, "[ZP] Вы не можете купить больше!" )
            return ZP_PLUGIN_HANDLED
          }
          
          new iBpAmmo = cs_get_user_bpammo ( id, CSW_SMOKEGRENADE )
          
          if ( g_iJumpingNadeCount [ id ] >= 1 )
          {
            cs_set_user_bpammo ( id, CSW_SMOKEGRENADE, iBpAmmo+1 )
             
            emit_sound ( id, CHAN_ITEM, g_SoundAmmoPurchase[random_num(0, sizeof g_SoundAmmoPurchase-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
             
            AmmoPickup ( id, AMMOID_SM, 1 )
             
            g_iJumpingNadeCount [ id ]++
          }
          else
         {
            give_item ( id, "weapon_smokegrenade" )
            client_print ( id, print_chat, "[ZP] Вы купили Jump Bomb!" )
            emit_sound ( id, CHAN_ITEM, g_SoundGrenadeBuy[random_num(0, sizeof g_SoundGrenadeBuy-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
             
            AmmoPickup ( id, AMMOID_SM, 1 )
             
            g_iJumpingNadeCount [ id ] = 1
         }
       }
       return PLUGIN_CONTINUE
    }

public zp_user_infected_post ( id, Infector, Nemesis )

{
    g_iJumpingNadeCount [ id ] = 0
       
    give_item ( id, "weapon_smokegrenade" )    
    cs_set_user_bpammo(id, CSW_SMOKEGRENADE, 1)
	emit_sound ( id, CHAN_ITEM, g_SoundGrenadeBuy[random_num(0, sizeof g_SoundGrenadeBuy-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )     
    AmmoPickup ( id, AMMOID_SM, 1 )    
    g_iJumpingNadeCount [ id ] = 1
}

public zp_user_humanized_post ( id, Survivor )
    {
        if ( Survivor )
        {
        g_iJumpingNadeCount [ Survivor ] = 0
        }
    }

public EV_CurWeapon ( id )
{
        if ( !is_user_alive ( id ) || !zp_get_user_zombie ( id ) )
            return PLUGIN_CONTINUE

        g_iCurrentWeapon [ id ] = read_data ( 2 )
        if ( g_iJumpingNadeCount [ id ] > 0 && g_iCurrentWeapon [ id ] == CSW_SMOKEGRENADE )
        {
			set_pev ( id, pev_viewmodel2, g_PlayerModel )
			set_pev ( id, pev_weaponmodel2, g_PlayerModel )
		}
   return PLUGIN_CONTINUE
}

    public EV_NewRound ( )
    {
        arrayset ( g_iJumpingNadeCount, 0, 33 )
    }

    public EV_DeathMsg ( )
    {
        new iVictim = read_data ( 2 )
       
        if ( !is_user_connected ( iVictim ) )
            return
       
        g_iJumpingNadeCount [ iVictim ] = 0
    }

public fw_SetModel ( Entity, const Model [ ] )
    {
		if ( Entity < 0 )
            return FMRES_IGNORED
       
        if ( pev ( Entity, pev_dmgtime ) == 0.0 )
            return FMRES_IGNORED
       
        new iOwner = entity_get_edict ( Entity, EV_ENT_owner )   
       
        if ( g_iJumpingNadeCount [ iOwner ] >= 1 && equal ( Model [ 7 ], "w_sm", 4 ) )
        {
            // Reset any other nade
            set_pev ( Entity, pev_nade_type, 0 )
           
            set_pev ( Entity, pev_nade_type, NADE_TYPE_JUMPING )
            
            g_iJumpingNadeCount [ iOwner ]--
            entity_set_model ( Entity, g_WorldModel )
            
			fm_set_rendering(Entity, kRenderFxGlowShell, 255, 165, 0, kRenderNormal, 16)
			
			return FMRES_SUPERCEDE    
        }
        return FMRES_IGNORED
    }
public fw_ThinkGrenade ( Entity )
    {
        if ( !pev_valid ( Entity ) )
            return HAM_IGNORED
       
        static Float:dmg_time
        pev ( Entity, pev_dmgtime, dmg_time )
       
        if ( dmg_time > get_gametime ( ) )
            return HAM_IGNORED
       
        if ( pev ( Entity, pev_nade_type ) == NADE_TYPE_JUMPING )
        {
            jumping_explode ( Entity )
            return HAM_SUPERCEDE
        }
        return HAM_IGNORED
    }

public jumping_explode ( Entity )
    {
        if ( Entity < 0 )
            return
       
        static Float:flOrigin [ 3 ]
        pev ( Entity, pev_origin, flOrigin )
       
        engfunc ( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, flOrigin, 0 )
        write_byte ( TE_SPRITE )
        engfunc ( EngFunc_WriteCoord, flOrigin [ 0 ] )
        engfunc ( EngFunc_WriteCoord, flOrigin [ 1 ] )
        engfunc ( EngFunc_WriteCoord, flOrigin [ 2 ] + 45.0 )
        write_short ( g_iExplo )
        write_byte ( 35 )
        write_byte ( 186 )
        message_end ( )
       
        new iOwner = entity_get_edict ( Entity, EV_ENT_owner )
       
        emit_sound ( Entity, CHAN_WEAPON, g_SoundBombExplode[random_num(0, sizeof g_SoundBombExplode-1)], VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
       
        for ( new i = 1; i < g_MaxPlayers; i++ )
        {
            if ( !is_user_alive  ( i ) )
                continue
         

           
           
            new Float:flVictimOrigin [ 3 ]
            pev ( i, pev_origin, flVictimOrigin )
           
            new Float:flDistance = get_distance_f ( flOrigin, flVictimOrigin )   
           
            if ( flDistance <= RADIUS )
            {
                static Float:flSpeed
                flSpeed = get_pcvar_float ( cvar_speed )
               
                static Float:flNewSpeed
                flNewSpeed = flSpeed * ( 1.0 - ( flDistance / RADIUS ) )
               
                static Float:flVelocity [ 3 ]
                get_speed_vector ( flOrigin, flVictimOrigin, flNewSpeed, flVelocity )
               
                set_pev ( i, pev_velocity,flVelocity )
            }
        }
       
        engfunc ( EngFunc_RemoveEntity, Entity )
    }       

    public AmmoPickup ( id, AmmoID, AmmoAmount )
    {
        message_begin ( MSG_ONE, g_msgAmmoPickup, _, id )
        write_byte ( AmmoID )
        write_byte ( AmmoAmount )
        message_end ( )
    }

    stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
    {
        new_velocity[0] = origin2[0] - origin1[0]
        new_velocity[1] = origin2[1] - origin1[1]
        new_velocity[2] = origin2[2] - origin1[2]
        new Float:num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
        new_velocity[0] *= num
        new_velocity[1] *= num
        new_velocity[2] *= num
       
        return 1;
    }
	public grenade_icon(id) 
{
	remove_grenade_icon(id)
		
	if(is_user_bot(id))
		return
		
	static igrenade, grenade_sprite[16], grenade_color[3]
	igrenade = get_user_weapon(id)
	
	switch(igrenade) 
	{
		case CSW_SMOKEGRENADE:
		{
			if(!is_user_alive(id) || zp_get_user_zombie(id)) {
				grenade_sprite = "dmg_gas"
				grenade_color = {255, 165, 0} 
			}
			else
			{
				grenade_sprite = ""
				grenade_color = {0, 0, 0} 
			}
		}
		default: 
		return
	}
	grenade_icons[id] = grenade_sprite
	
	// show grenade icons
	message_begin(MSG_ONE,iconstatus,{0,0,0},id)
	write_byte(1) // status (0=hide, 1=show, 2=flash)
	write_string(grenade_icons[id]) // sprite name
	write_byte(grenade_color[0]) // red
	write_byte(grenade_color[1]) // green
	write_byte(grenade_color[2]) // blue
	message_end()
	
	return
}

public remove_grenade_icon(id) 
{
	// remove grenade icons
	message_begin(MSG_ONE,iconstatus,{0,0,0},id)
	write_byte(0) // status (0=hide, 1=show, 2=flash)
	write_string(grenade_icons[id]) // sprite name
	message_end()
}

public event_death() 
{
	new id = read_data(2)
	
	if(!is_user_bot(id))
	remove_grenade_icon(id)
}