amxmodx/dlls/ns/ns/hookedfunctions.cpp

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#include "ns.h"
#include <sdk_util.h> //useful almost everywhere
#include <usercmd.h>
#include <entity_state.h>
CSpawn ns_spawnpoints;
CPlayer g_player[33];
edict_t *player_edicts[33];
BOOL CheckForPublic(const char *publicname);
int gmsgHudText2=0;
int ChangeclassForward = -1;
int BuiltForward = -1;
int SpawnForward = -1;
int TeamForward = -1;
// Index of last entity hooked in CreateNamedEntity
int iCreateEntityIndex;
BOOL iscombat;
int gmsgScoreInfo=0;
// Module is attaching to AMXX
void OnAmxxAttach()
{
MF_AddNatives(ns_misc_natives);
MF_AddNatives(ns_pdata_natives);
}
// All plugins have loaded (probably around Spawning worldspawn..
void OnPluginsLoaded()
{
gmsgHudText2 = GET_USER_MSG_ID(&Plugin_info,"HudText2",NULL);
// Check the map name and see if it's combat or not.
iscombat=FALSE;
char mapname[255];
strcpy(mapname,STRING(gpGlobals->mapname));
if ((mapname[0]=='c' || mapname[0]=='C') && (mapname[1]=='o' || mapname[1]=='O') && mapname[2]=='_')
iscombat=TRUE;
ChangeclassForward = MF_RegisterForward("client_changeclass", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_DONE);
// No sense in this if it's combat..
if (!iscombat) {
if (CheckForPublic("client_built")) {
BuiltForward = MF_RegisterForward("client_built", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_DONE);
g_pengfuncsTable_Post->pfnAlertMessage=AlertMessage_Post;
g_pengfuncsTable->pfnCreateNamedEntity=CreateNamedEntity;
} else {
g_pengfuncsTable_Post->pfnAlertMessage=NULL;
g_pengfuncsTable->pfnCreateNamedEntity=NULL;
}
} else {
// no need for these hooks in co
g_pengfuncsTable_Post->pfnAlertMessage=NULL;
g_pengfuncsTable->pfnCreateNamedEntity=NULL;
}
SpawnForward = MF_RegisterForward("client_spawn",ET_IGNORE,FP_CELL/*id*/,FP_DONE);
TeamForward = MF_RegisterForward("client_changeteam",ET_IGNORE,FP_CELL/*id*/,FP_CELL/*new team*/,FP_CELL/*old team*/,FP_DONE);
}
int Spawn(edict_t *pEntity)
{
// Everything starting up:
// - Reset CPlayer classes
// - Reset CSpawn classes
if (FStrEq(STRING(pEntity->v.classname),"worldspawn"))
{
int i;
for (i=0;i<=32;i++)
{
CPlayer *player = GET_PLAYER_I(i);
player->Reset();
}
ns_spawnpoints.clear();
}
else if (FStrEq(STRING(pEntity->v.classname),"info_player_start"))
{
// Mark down the ready room spawn point.
ns_spawnpoints.put(0,pEntity->v.origin);
}
else if (FStrEq(STRING(pEntity->v.classname),"info_team_start"))
{
// Mark down the team based spawn point.
ns_spawnpoints.put(pEntity->v.team,pEntity->v.origin);
}
RETURN_META_VALUE(MRES_IGNORED, 0);
}
void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
{
// Mark down proper edicts (fixes INDEXENT() bug).
// Reset CPlayer classes (again?)
for(int i = 1; i <= gpGlobals->maxClients;i++)
{
player_edicts[i]=pEdictList + i;
CPlayer *player = GET_PLAYER_I(i);
player->edict=pEdictList + i;
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//player->index=i;
player->pev=&player->edict->v;
player->oldimpulse=0;
player->Reset();
player->connected=false;
}
RETURN_META(MRES_IGNORED);
}
void PlayerPreThink(edict_t *pEntity)
{
CPlayer *player = GET_PLAYER_E(pEntity);
player->PreThink();
RETURN_META(MRES_IGNORED);
}
void PlayerPreThink_Post(edict_t *pEntity)
{
CPlayer *player = GET_PLAYER_E(pEntity);
player->PreThink_Post();
RETURN_META(MRES_IGNORED);
}
void PlayerPostThink_Post(edict_t *pEntity)
{
CPlayer *player = GET_PLAYER_E(pEntity);
player->PostThink_Post();
RETURN_META(MRES_IGNORED);
}
// Parse log messages here for any desired information (structure_built, etc.)
// The following logs are needed:
// name<CID><AUTHID><TEAM> triggered "structure_built" (type "type") -- client_built
// name<CID><AUTHID><TEAM> changed role to "class" -- client_changeclass
void AlertMessage_Post(ALERT_TYPE atype, char *szFmt, ...)
{
if (atype != at_logged)
RETURN_META(MRES_IGNORED);
va_list LogArg;
char *sz, *message;
const char *b;
char szParm[5][128];
int argc,len;
va_start(LogArg, szFmt);
sz = va_arg(LogArg, char *);
va_end(LogArg);
message = sz;
b=message;
argc=0;
// Parse the damn message
while (*b && *b!='\0' && argc<5)
{
len=0;
if (*b == '"')
{
b++; // Skip over the "
while (*b && *b != '"' && len < 127)
{
szParm[argc][len]=*b;
b++;
len++;
}
//*szParm='\0';
szParm[argc][len]='\0';
if (*b && *b == '"' && *b+1 != '\0' && *b+2 != '\0')
{
b+=2;
argc++;
}
else
{
argc++;
break;
}
}
else if (*b == '(')
{
b++; // Skip over the (
while (*b && *b != ')' && len < 127)
{
szParm[argc][len]=*b;
b++;
len++;
}
szParm[argc][len]='\0';
if (*b && *b == ')' && *b+1 != '\0' && *b+2 != '\0')
{
b+=2;
argc++;
}
else
{
argc++;
break;
}
}
else
{
while (*b && *b != '"' && *b != '(' && len < 127)
{
szParm[argc][len]=*b;
b++;
len++;
}
szParm[argc][len]='\0';
if (*b != '"' && *b != '(' && *b != '\0' && *b+1 != '\0' && *b+2 != '\0')
{
b+=2;
argc++;
}
else
{
argc++;
if (*b == '\0')
break;
}
}
}
/*
if (argc == 3) // changed role to = 3 long
{
if (FStrEq((const char *)szParm[1],"changed role to "))
{
int index=LogToIndex(szParm[0]);
if (!index)
RETURN_META(MRES_IGNORED);
CPlayer *player = GET_PLAYER_I(index);
int iImpulse=0;
int iClass=1;
if (INDEXENT2(index)->v.team != 0)
{
if (FStrEq((const char *)szParm[2],"gestate"))
{
iImpulse = player->oldpev.impulse;
}
if (FStrEq((const char *)szParm[2],"none"))
iClass=0;
if (iClass > 0)
{
ns2amx_changeclass.execute(index,player->oldpev.iuser3,player->pev->iuser3,iImpulse);
}
}
}
}
else */
if (argc == 4) // structure_built / structure_destroyed are 4 long
{
//"NAME<CID><AUTH><TEAM>" triggered "structure_built" (type "TYPE")
if (FStrEq((const char *)szParm[2],"structure_built"))
{
int index=LogToIndex(szParm[0]);
if (!index)
RETURN_META(MRES_IGNORED);
CPlayer *player = GET_PLAYER_I(index);
int iForward=0;
int iType=player->pev->impulse;
if (FStrEq((const char *)szParm[3],"type \"team_hive\""))
{
iForward=2;
iCreateEntityIndex=Find_Building_Hive();
}
else if (FStrEq((const char *)szParm[3],"type \"offensechamber\""))
{
iForward=2;
}
else if (FStrEq((const char *)szParm[3],"type \"movementchamber\""))
{
iForward=2;
}
else if (FStrEq((const char *)szParm[3],"type \"sensorychamber\""))
{
iForward=2;
}
else if (FStrEq((const char *)szParm[3],"type \"defensechamber\""))
{
iForward=2;
}
else if (FStrEq((const char *)szParm[3],"type \"alienresourcetower\""))
{
iForward=2;
}
else
{
iForward = 1;
}
// ns2amx_built.execute(index,iCreateEntityIndex,iForward,iType);
if (BuiltForward != -1) {
MF_ExecuteForward(BuiltForward, index, FStrEq((const char *)szParm[3],"type \"weapon_mine\"") ? 0 : iCreateEntityIndex, iForward, iType);
}
iCreateEntityIndex=0;
}
}
RETURN_META(MRES_IGNORED);
}
// We hook newly created entities here.
// This is where we check for client_built created entities.
edict_t* CreateNamedEntity(int className)
{
if (iscombat)
RETURN_META_VALUE(MRES_IGNORED,0);
edict_t *pEntity;
// Incase another plugin supercedes/overrides, use their returned value here.
// (Untested).
if (gpMetaGlobals->status >= MRES_OVERRIDE)
{
pEntity=META_RESULT_OVERRIDE_RET(edict_t *);
iCreateEntityIndex=ENTINDEX(pEntity);
RETURN_META_VALUE(MRES_IGNORED, false);
}
else
{
pEntity=CREATE_NAMED_ENTITY(className);
if (!FNullEnt(pEntity))
{
iCreateEntityIndex=ENTINDEX(pEntity);
RETURN_META_VALUE(MRES_SUPERCEDE,pEntity);
}
RETURN_META_VALUE(MRES_SUPERCEDE,pEntity);
}
RETURN_META_VALUE(MRES_IGNORED,false);
}
// Map is changing/server is shutting down.
// We do all cleanup routines here, since, as noted in metamod's dllapi
// ServerDeactivate is the very last function called before the server loads up a new map.
void ServerDeactivate(void)
{
for (int i=1;i<=gpGlobals->maxClients;i++)
{
CPlayer *player = GET_PLAYER_I(i);
if (player->connected)
player->Disconnect();
}
ns_spawnpoints.clear();
RETURN_META(MRES_IGNORED);
}
// Reset player data here..
qboolean ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ])
{
// Client's connecting. Freshen up his save data, and mark him as being connected.
CPlayer *player = GET_PLAYER_E(pEntity);
player->Connect();
RETURN_META_VALUE(MRES_HANDLED,0);
}
void ClientDisconnect(edict_t *pEntity)
{
// Client is disconnecting, clear all his saved information.
CPlayer *player = GET_PLAYER_E(pEntity);
player->Disconnect();
RETURN_META(MRES_HANDLED);
}
// NS resets pev->fov every single frame, but this is called right before the data is sent to the client.
// Reset FOV if we need to.
void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
{
edict_t *pEntity = (edict_t*)ent;
CPlayer *player = GET_PLAYER_E(pEntity);
if (player->foved)
pEntity->v.fov = player->fov;
RETURN_META(MRES_HANDLED);
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}
int LogToIndex(char logline[128])
{
char *cname;
// Format of log line:
// name<CID><auth><team>
// We need to find their ID from their name...
int x,y=0;
char cindex[64];
// first we find the location of the start of the index
// Name can contain <>'s, so we go from the end up.
for (x=strlen(logline);x>=0;x--)
{
if (logline[x]=='<')
{
y++;
if (y==3)
{
y=x;
break;
}
}
}
// We found the end of the name, now copy the rest down.
y--;
x=0;
while (x<=y)
{
cindex[x]=logline[x];
x++;
}
cindex[x]='\0';
// Now we have their name, now cycle through all players to find which index it is
x=1;
for (x;x<=gpGlobals->maxClients;x++)
{
cname=strdup(cindex);
if (!FNullEnt(INDEXENT2(x)))
{
if (FStrEq(cname,STRING(INDEXENT2(x)->v.netname)))
{
return x;
}
}
}
return 0;
}
int Find_Building_Hive(void)
{
edict_t *pEntity=NULL;
while (pEntity = UTIL_FindEntityByString(pEntity,"classname","team_hive"))
{
if (pEntity->v.health > 0 && pEntity->v.solid > 0 && pEntity->v.fuser1 < 1000)
{
return ENTINDEX(pEntity);
}
}
return 0;
}
int AMX_MAKE_STRING(AMX *oPlugin, cell tParam, int &iLength)
{
char *szNewValue = MF_GetAmxString(oPlugin, tParam, 0, &iLength);
return ALLOC_STRING(szNewValue);
}
// Makes a char pointer out of an AMX cell.
char *AMX_GET_STRING(AMX *oPlugin, cell tParam, int &iLength)
{
char *szNewValue = MF_GetAmxString(oPlugin, tParam, 0, &iLength);
return (char*)STRING(ALLOC_STRING(szNewValue));
}
edict_t *UTIL_PlayerByIndexE( int playerIndex )
{
if ( playerIndex > 0 && playerIndex <= gpGlobals->maxClients )
{
edict_t *pPlayerEdict = INDEXENT2( playerIndex );
if ( pPlayerEdict && !pPlayerEdict->free )
{
return pPlayerEdict;
}
}
return NULL;
}
edict_t *UTIL_FindEntityByString(edict_t *pentStart, const char *szKeyword, const char *szValue)
{
edict_t *pentEntity;
pentEntity=FIND_ENTITY_BY_STRING(pentStart, szKeyword, szValue);
if(!FNullEnt(pentEntity))
return pentEntity;
return NULL;
}
BOOL CheckForPublic(const char *publicname)
{
AMX* amx;
char blah[64];
strncpy(blah,publicname,63);
int iFunctionIndex;
int i=0;
// Loop through all running scripts
while((amx=MF_GetScriptAmx(i++))!=NULL)
{
// Scan for public
if (MF_AmxFindPublic(amx, blah, &iFunctionIndex) == AMX_ERR_NONE)
{
// Public was found.
return TRUE;
}
}
return FALSE; // no public found in any loaded script
}