amxmodx/dlls/ns/natives/weapons.cpp

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/* AMX Mod X
* Natural Selection Module
*
* by the AMX Mod X Development Team
*
* This file is part of AMX Mod X.
*
*
* 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 2 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, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
#include "../sdk/amxxmodule.h"
#include "../ns.h"
#include "../utilfunctions.h"
#include "../NEW_Util.h"
#include "../GameManager.h"
#include "../CPlayer.h"
// ns_has_weapon(idPlayer,NsWeapon,set=0)
static cell AMX_NATIVE_CALL ns_has_weapon(AMX *amx,cell *params)
{
CreatePlayerPointer(amx,params[1]);
if (!player->IsConnected())
{
return 0;
}
if (params[3] == -1)
{
if ((player->GetPev()->weapons & (1<<params[2])) > 0)
{
return 1;
}
}
else
{
if ((player->GetPev()->weapons & (1<<params[2])) > 0)
{
if (params[3] == 0)
{
player->GetPev()->weapons &= ~(1<<params[2]);
return 1;
}
return 0;
}
else
{
if (params[3] == 1)
{
player->GetPev()->weapons |= (1<<params[2]);
return 1;
}
}
return 0;
}
return 0;
}
// ns_set_weap_dmg(WeaponID,Float:damage)
static cell AMX_NATIVE_CALL ns_set_weapon_dmg(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
set_private_f(Entity,MAKE_OFFSET(WEAPDMG),amx_ctof2(params[2]));
return 1;
}
// Float:ns_get_weap_dmg(WeaponID)
static cell AMX_NATIVE_CALL ns_get_weapon_dmg(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
REAL ret=get_private_f(Entity,MAKE_OFFSET(WEAPDMG));
return amx_ftoc2(ret);
}
// ns_set_weap_range(WeaponID,Float:range)
static cell AMX_NATIVE_CALL ns_set_weapon_range(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
set_private_f(Entity,MAKE_OFFSET(WEAPRANGE),amx_ctof2(params[2]));
return 1;
}
// Float:ns_get_weap_range(WeaponID)
static cell AMX_NATIVE_CALL ns_get_weapon_range(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
REAL ret=get_private_f(Entity,MAKE_OFFSET(WEAPRANGE));
return amx_ftoc2(ret);
}
// ns_get_weap_ammo(WeaponID)
static cell AMX_NATIVE_CALL ns_get_weapon_clip(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
return get_private(Entity,MAKE_OFFSET(WEAPCLIP));
}
// ns_set_weap_ammo(WeaponID,ammo)
static cell AMX_NATIVE_CALL ns_set_weapon_clip(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
set_private(Entity,MAKE_OFFSET(WEAPCLIP),params[2]);
return 1;
}
static cell AMX_NATIVE_CALL ns_add_weapon_clip(AMX *amx, cell *params)
{
CreateNonPlayerEdict(amx,params[1]);
if (Entity->pvPrivateData == NULL || Entity->free)
{
return 0;
}
return inc_private(Entity,MAKE_OFFSET(WEAPCLIP),static_cast<int>(params[2]),0);
}
// ns_get_weap_reserve(PlayerID,WeaponType)
static cell AMX_NATIVE_CALL ns_get_weap_reserve(AMX *amx, cell *params)
{
CreatePlayerPointer(amx,params[1]);
if (!player->IsConnected())
{
return 0;
}
if (!player->HasPrivateData())
{
return 0;
}
switch (params[2])
{
case WEAPON_PISTOL:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL));
case WEAPON_LMG:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG));
case WEAPON_SHOTGUN:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN));
case WEAPON_HMG:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG));
case WEAPON_GRENADE_GUN:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL));
case WEAPON_GRENADE:
return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG));
default:
return 0;
}
return 0;
}
static cell AMX_NATIVE_CALL ns_set_weap_reserve(AMX *amx, cell *params)
{
CreatePlayerPointer(amx,params[1]);
if (!player->IsConnected() || !player->HasPrivateData())
{
return 0;
}
switch (params[2])
{
case WEAPON_PISTOL:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL),params[3]);
return 1;
case WEAPON_LMG:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG),(int)params[3]);
return 1;
case WEAPON_SHOTGUN:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN),(int)params[3]);
return 1;
case WEAPON_HMG:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG),(int)params[3]);
return 1;
case WEAPON_GRENADE_GUN:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL),(int)params[3]);
return 1;
case WEAPON_GRENADE:
set_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG),(int)params[3]);
return 1;
default:
return 0;
}
return 0;
}
static cell AMX_NATIVE_CALL ns_add_weap_reserve(AMX *amx, cell *params)
{
CreatePlayerPointer(amx,params[1]);
if (!player->IsConnected() || !player->HasPrivateData())
{
return 0;
}
switch (params[2])
{
case WEAPON_PISTOL:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL),params[3],0);
case WEAPON_LMG:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG),(int)params[3],0);
case WEAPON_SHOTGUN:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN),(int)params[3],0);
case WEAPON_HMG:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG),(int)params[3],0);
case WEAPON_GRENADE_GUN:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL),(int)params[3],0);
case WEAPON_GRENADE:
return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG),(int)params[3],0);
default:
return 0;
}
return 0;
}
// ns_get_weapon(idPlayer,weaponid,&weapontype=0)
static cell AMX_NATIVE_CALL ns_get_weapon(AMX *amx, cell *params)
{
// Peachy did it like this:
// if weapontype is 0, return the primary weapon index of the player
// if weapontype is < 0, return the last inventory weapon index of the player
// otherwise, scan the player's inventory and look for a weapon of the given type
// such as WEAPON_KNIFE, etc, etc
// I added the last parameter, which will byref the weapontype of the weapon found
// returns 0 on failure
// last param default value added to not conflict with his version
CreatePlayerPointer(amx,params[1]);
if (!player->IsConnected())
{
return 0;
}
if (!player->HasPrivateData())
{
return 0;
}
if (params[2]<0) // find lastinv weapon
{
edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(LAST_WEAPON)));
if (Weapon==NULL) // no weapon
{
return 0;
}
if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
{
*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
}
return ENTINDEX_NEW(Weapon);
}
if (params[2]==0) // find current weapon
{
edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(CURRENT_WEAPON)));
if (Weapon==NULL) // no weapon
{
return 0;
}
if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
{
*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
}
return ENTINDEX_NEW(Weapon);
}
// Finding weapon by ID
char **pPlayerItems = reinterpret_cast<char**>(static_cast<char*>(player->GetEdict()->pvPrivateData) + MAKE_OFFSET(PLAYER_ITEMS));
char *pItem;
int weapon=params[2];
for (int i = 0; i < 6; i++)
{
pItem = pPlayerItems[i];
while (pItem)
{
if (*(int *)(pItem + MAKE_OFFSET(WEAPID)) == weapon)
{
return ENTINDEX_NEW(private_to_edict(pItem));
}
else
{
pItem = *(char **)(pItem + MAKE_OFFSET(WEAP_NEXT));
}
}
}
return 0;
}
#ifdef DEVELOPER_BUILD
// ns_find_weapon_offset(idPlayer,"primweapon","lastinvweapon")
static cell AMX_NATIVE_CALL ns_find_weapon_offset(AMX *amx, cell *params)
{
char *SPrimWeapon=MF_GetAmxString(amx,params[2],0,NULL);
char *SLastInv=MF_GetAmxString(amx,params[3],1,NULL);
edict_t *ePlayer=INDEXENT_NEW(params[1]);
// Locate entities by name
edict_t *PrimWeapon=NULL;
edict_t *LastInv=NULL;
edict_t *Temp=NULL;
while ((Temp=UTIL_FindEntityByString(Temp,"classname",SPrimWeapon))!=NULL)
{
if (Temp->v.owner==ePlayer)
{
PrimWeapon=Temp;
break;
}
}
Temp=NULL;
while ((Temp=UTIL_FindEntityByString(Temp,"classname",SLastInv))!=NULL)
{
if (Temp->v.owner==ePlayer)
{
LastInv=Temp;
break;
}
}
if (LastInv == NULL || PrimWeapon == NULL)
{
if (LastInv==NULL)
{
MF_Log("LastInv==NULL");
}
if (PrimWeapon==NULL)
{
MF_Log("PrimWeapon=NULL");
}
return 0;
}
// now iterate through the client's private data until we find the pointer to PrimWeapon/LastInv's offset
unsigned int *Ptr=(unsigned int*)ePlayer->pvPrivateData;
int FoundLastInv=0;
int FoundPrim=0;
size_t count=0;
unsigned int iPrim;
unsigned int iLast;
// so nasty D: this is basically horrible_cast
union bleh
{
void *ptr;
unsigned int ival;
}blah;
blah.ptr=PrimWeapon->pvPrivateData;
iPrim=blah.ival;
blah.ptr=LastInv->pvPrivateData;
iLast=blah.ival;
while (count<4000)
{
if (*Ptr==iLast)
{
MF_Log("Found LastInv: %d",count);
FoundLastInv=1;
}
if (*Ptr==iPrim)
{
MF_Log("Found Primary: %d",count);
FoundPrim=1;
}
if (FoundLastInv && FoundPrim)
{
//break;
}
count+=4;
Ptr++;
}
return 1;
}
#endif
AMX_NATIVE_INFO weapon_natives[] = {
{ "ns_has_weapon", ns_has_weapon },
{ "ns_set_weap_dmg", ns_set_weapon_dmg },
{ "ns_get_weap_dmg", ns_get_weapon_dmg },
{ "ns_set_weap_range", ns_set_weapon_range },
{ "ns_get_weap_range", ns_get_weapon_range },
{ "ns_set_weap_clip", ns_set_weapon_clip },
{ "ns_get_weap_clip", ns_get_weapon_clip },
{ "ns_add_weap_clip", ns_add_weapon_clip },
{ "ns_set_weap_reserve", ns_set_weap_reserve },
{ "ns_get_weap_reserve", ns_get_weap_reserve },
{ "ns_add_weap_reserve", ns_add_weap_reserve },
{ "ns_get_weapon", ns_get_weapon},
#ifdef DEVELOPER_BUILD
{ "ns_find_weapon_offset", ns_find_weapon_offset},
#endif
{ NULL, NULL }
};
void AddNatives_Weapons()
{
MF_AddNatives(weapon_natives);
}