amxmodx/dlls/fun/fun.cpp

656 lines
18 KiB
C++
Executable File

/* AMX Mod X
* Fun 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 "fun.h"
/*
JGHG says:
Ok this is what I use below, it may probably not be right with all natives etc but I try to maintain this style to natives.
Note that this is still very much subject to change, regarding return values etc!
(Ok I haven't checked all natives that they comply with this yet, this is just a model I'm working on and which I might implement soon.)
static cell AMX_NATIVE_CALL nativename(AMX *amx, cell *params) // nativename(argument1, argument2); = 2 params
{
// Description what this native does. <--- Description what this native does
// params[1] = argument1 <--- Description of each argument, so we don't have to allocate new variables and can
// params[2] = argument2 <--- use the ones in params[n] directly, to save some time.
// Check receiver and sender validity. <--- Check ents, maybe need to do this better and more proper later?
CHECK_PLAYER(params[1])
CHECK_PLAYER(params[2])
// Get * pointer.
edict_t *pPlayer = MF_GetPlayerEdict(params[1]); <--- Players require a different function than INDEXENT because of an HLSDK bug
return 1 <--- If native succeeded, return 1, if the native isn't supposed to return a specific value.
Note: Should be able to do: if (thenative()) and it should return false when it fails, and true when succeeds... is -1 treated as false, or is 0 a must?
}
*/
// ######## Utils:
void FUNUTIL_ResetPlayer(int index)
{
g_zones_toHit[index] = (1<<HITGROUP_GENERIC) |
(1<<HITGROUP_HEAD) |
(1<<HITGROUP_CHEST) |
(1<<HITGROUP_STOMACH) |
(1<<HITGROUP_LEFTARM) |
(1<<HITGROUP_RIGHTARM)|
(1<<HITGROUP_LEFTLEG) |
(1<<HITGROUP_RIGHTLEG);
g_zones_getHit[index] = (1<<HITGROUP_GENERIC) |
(1<<HITGROUP_HEAD) |
(1<<HITGROUP_CHEST) |
(1<<HITGROUP_STOMACH) |
(1<<HITGROUP_LEFTARM) |
(1<<HITGROUP_RIGHTARM)|
(1<<HITGROUP_LEFTLEG) |
(1<<HITGROUP_RIGHTLEG);
// Reset silent slippers
g_silent[index] = false;
}
// ######## Natives:
static cell AMX_NATIVE_CALL get_client_listening(AMX *amx, cell *params) // get_client_listening(receiver, sender); = 2 params
{
// Gets who can listen to who.
// params[1] = receiver
// params[2] = sender
// Check receiver and sender validity.
CHECK_PLAYER(params[1]);
CHECK_PLAYER(params[2]);
// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
return GETCLIENTLISTENING(params[1], params[2]);
}
static cell AMX_NATIVE_CALL set_client_listening(AMX *amx, cell *params) // set_client_listening(receiver, sender, listen); = 3 params
{
// Sets who can listen to who.
// params[1] = receiver
// params[2] = sender
// params[3] = listen
// Check receiver and sender validity.
CHECK_PLAYER(params[1]);
CHECK_PLAYER(params[2]);
// Make a check on params[3] here later, and call run time error when it's wrong.
// To do: find out the possible values to set (0, 1?)
// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
return SETCLIENTLISTENING(params[1], params[2], params[3]);
}
static cell AMX_NATIVE_CALL set_user_godmode(AMX *amx, cell *params) // set_user_godmode(index, godmode = 0); = 2 params
{
/* Sets player godmode. If you want to disable godmode set only first parameter. */
// params[1] = index
// params[2] = godmode = 0
// Check index.
CHECK_PLAYER(params[1]);
// Get player pointer.
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
if (params[2] == 1) {
// Enable godmode
pPlayer->v.takedamage = 0.0; // 0.0, the player doesn't seem to be able to get hurt.
}
else {
// Disable godmode
pPlayer->v.takedamage = 2.0; // 2.0 seems to be standard value?
}
return 1;
}
static cell AMX_NATIVE_CALL get_user_godmode(AMX *amx, cell *params) // get_user_godmode(index); = 1 param
{
/* Returns 1 if godmode is set. */
// params[1] = index
// Check index.
CHECK_PLAYER(params[1]);
// Get player pointer.
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
int godmode = 0;
if (pPlayer->v.takedamage == 0.0) {
// God mode is enabled
godmode = 1;
}
return godmode;
}
static cell AMX_NATIVE_CALL give_item(AMX *amx, cell *params) // native give_item(index, const item[]); = 2 params
{
/* Gives item to player, name of item can start
* with weapon_, ammo_ and item_. This event
* is announced with proper message to all players. */
// params[1] = index
// params[2] = item...
// Check index.
CHECK_PLAYER(params[1]);
// Get player pointer.
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
// Create item entity pointer
edict_t *pItemEntity;
// Make an "intstring" out of 2nd parameter
int length;
const char *szItem = MF_GetAmxString(amx, params[2], 1, &length);
//check for valid item
if (strncmp(szItem, "weapon_", 7) &&
strncmp(szItem, "ammo_", 5) &&
strncmp(szItem, "item_", 5) &&
strncmp(szItem, "tf_weapon_", 10)
) {
return 0;
}
//string_t item = MAKE_STRING(szItem);
string_t item = ALLOC_STRING(szItem); // Using MAKE_STRING makes "item" contents get lost when we leave this scope! ALLOC_STRING seems to allocate properly...
// Create the entity, returns to pointer
pItemEntity = CREATE_NAMED_ENTITY(item);
if (FNullEnt(pItemEntity)) {
MF_LogError(amx, AMX_ERR_NATIVE, "Item \"%s\" failed to create", szItem);
return 0;
}
//VARS(pItemEntity)->origin = VARS(pPlayer)->origin; // nice to do VARS(ent)->origin instead of ent->v.origin? :-I
//I'm not sure, normally I use macros too =P
pItemEntity->v.origin = pPlayer->v.origin;
pItemEntity->v.spawnflags |= SF_NORESPAWN; //SF_NORESPAWN;
MDLL_Spawn(pItemEntity);
int save = pItemEntity->v.solid;
MDLL_Touch(pItemEntity, ENT(pPlayer));
//The problem with the original give_item was the
// item was not removed. I had tried this but it
// did not work. OLO's implementation is better.
/*
int iEnt = ENTINDEX(pItemEntity->v.owner);
if (iEnt > 32 || iEnt <1 ) {
MDLL_Think(pItemEntity);
}*/
if (pItemEntity->v.solid == save) {
REMOVE_ENTITY(pItemEntity);
//the function did not fail - we're just deleting the item
return -1;
}
return ENTINDEX(pItemEntity);
}
static cell AMX_NATIVE_CALL spawn(AMX *amx, cell *params) // spawn(id) = 1 param
{
// Spawns an entity, this can be a user/player -> spawns at spawnpoints, or created entities seems to need this as a final "kick" into the game? :-)
// params[1] = entity to spawn
CHECK_ENTITY(params[1]);
edict_t *pEnt = GETEDICT(params[1]);
MDLL_Spawn(pEnt);
return 1;
}
static cell AMX_NATIVE_CALL set_user_health(AMX *amx, cell *params) // set_user_health(index, health); = 2 arguments
{
// Sets user health. If health is 0 and below, also kill...
// params[1] = index
// params[2] = health
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
// Kill if health too low.
if (params[2] > 0)
pPlayer->v.health = float(params[2]);
else
MDLL_ClientKill(pPlayer);
return 1;
}
static cell AMX_NATIVE_CALL set_user_frags(AMX *amx, cell *params) // set_user_frags(index, frags); = 2 arguments
{
// Sets user frags.
// params[1] = index
// params[2] = frags
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
pPlayer->v.frags = params[2];
return 1;
}
static cell AMX_NATIVE_CALL set_user_armor(AMX *amx, cell *params) // set_user_armor(index, armor); = 2 arguments
{
// Sets user armor.
// params[1] = index
// params[2] = armor
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
pPlayer->v.armorvalue = params[2];
return 1;
}
static cell AMX_NATIVE_CALL set_user_origin(AMX *amx, cell *params) // set_user_origin(index, origin[3]); = 2 arguments
{
// Sets user origin.
// params[1] = index
// params[2] = origin
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
cell *newVectorCell = MF_GetAmxAddr(amx, params[2]);
SET_SIZE(pPlayer, pPlayer->v.mins, pPlayer->v.maxs);
SET_ORIGIN(pPlayer, Vector((float)newVectorCell[0], (float)newVectorCell[1], (float)newVectorCell[2]));
return 1;
}
static cell AMX_NATIVE_CALL set_user_rendering(AMX *amx, cell *params) // set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16); = 7 arguments
{
// Sets user rendering.
// params[1] = index
// params[2] = fx
// params[3] = r
// params[4] = g
// params[5] = b
// params[6] = render
// params[7] = amount
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
pPlayer->v.renderfx = params[2];
Vector newVector = Vector(float(params[3]), float(params[4]), float(params[5]));
pPlayer->v.rendercolor = newVector;
pPlayer->v.rendermode = params[6];
pPlayer->v.renderamt = params[7];
return 1;
}
static cell AMX_NATIVE_CALL set_user_maxspeed(AMX *amx, cell *params) // set_user_maxspeed(index, Float:speed = -1.0) = 2 arguments
{
// Sets user maxspeed.
// params[1] = index
// params[2] = speed (should be -1.0 if not specified) (JGHG: unspecified parameters seems to always be -1.0!)
REAL fNewSpeed = amx_ctof(params[2]);
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
SETCLIENTMAXSPEED(pPlayer, fNewSpeed);
pPlayer->v.maxspeed = fNewSpeed;
return 1;
}
static cell AMX_NATIVE_CALL get_user_maxspeed(AMX *amx, cell *params) // Float:get_user_maxspeed(index) = 1 argument
{
// Gets user maxspeed.
// params[1] = index
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
return amx_ftoc(pPlayer->v.maxspeed);
}
static cell AMX_NATIVE_CALL set_user_gravity(AMX *amx, cell *params) // set_user_gravity(index, Float:gravity = 1.0) = 2 arguments
{
// Sets user gravity.
// params[1] = index
// params[2] = gravity (=-1.0)
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
pPlayer->v.gravity = amx_ctof(params[2]);
return 1;
}
static cell AMX_NATIVE_CALL get_user_gravity(AMX *amx, cell *params) // Float:get_user_gravity(index) = 1 argument
{
// Gets user gravity.
// params[1] = index
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
return amx_ftoc(pPlayer->v.gravity);
}
static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_user_hitzones(index = 0, target = 0, body = 255); = 3 arguments
{
// Sets user hitzones.
// params[1] = the one(s) who shoot(s), shooter
int shooter = params[1];
if (shooter == -1)
shooter = 0;
// params[2] = the one getting hit
int gettingHit = params[2];
if (gettingHit == -1)
gettingHit = 0;
// params[3] = specified hit zones
int hitzones = params[3];
if (hitzones == -1)
hitzones = 255;
//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
if (shooter == 0 && gettingHit == 0) {
// set hitzones for ALL, both where people can hit and where they can _get_ hit.
for (int i = 1; i <= 32; i++) {
g_zones_toHit[i] = hitzones;
g_zones_getHit[i] = hitzones;
}
}
else {
if (shooter == 0) {
// "All" shooters, target (gettingHit) should be existing player id
CHECK_PLAYER(gettingHit);
// Where can gettingHit get hit by all?
g_zones_getHit[gettingHit] = hitzones;
}
else {
// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
g_zones_toHit[shooter] = hitzones;
}
}
return 1;
}
static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments
{
// Gets user hitzones.
// params[1] = if this is not 0, return what zones this player can hit
int shooter = params[1];
// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
int gettingHit = params[2];
if (shooter) {
CHECK_PLAYER(shooter);
return g_zones_toHit[shooter];
}
else {
CHECK_PLAYER(gettingHit);
return g_zones_getHit[gettingHit];
}
}
static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments
{
// Sets user to no clipping mode.
// params[1] = index
// params[2] = no clip or not...
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
if (params[2] == 1)
pPlayer->v.movetype = MOVETYPE_NOCLIP;
else
pPlayer->v.movetype = MOVETYPE_WALK;
return 1;
}
static cell AMX_NATIVE_CALL get_user_noclip(AMX *amx, cell *params) // get_user_noclip(index); = 1 argument
{
// Gets user noclip.
// params[1] = index
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
return pPlayer->v.movetype == MOVETYPE_NOCLIP;
}
// JustinHoMi made this one originally
static cell AMX_NATIVE_CALL set_user_footsteps(AMX *amx, cell *params) // set_user_footsteps(id, set = 1); = 2 params
{
// Gives player silent footsteps.
// if set=0 it will return footsteps to normal
// params[1] = index of player
// params[2] = 0 = normal footstep sound, 1 = silent slippers
// Check index
CHECK_PLAYER(params[1]);
// Fetch player pointer
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
if (params[2]) {
pPlayer->v.flTimeStepSound = 999;
g_silent[params[1]] = true;
}
else {
pPlayer->v.flTimeStepSound = STANDARDTIMESTEPSOUND;
g_silent[params[1]] = false;
}
return 1;
}
// SidLuke
static cell AMX_NATIVE_CALL strip_user_weapons(AMX *amx, cell *params) { // index
CHECK_PLAYER(params[1]);
edict_t* pPlayer = MF_GetPlayerEdict(params[1]);
string_t item = MAKE_STRING("trigger_once");
edict_t *pent = CREATE_NAMED_ENTITY( item );
if ( FNullEnt( pent ) ){
return 0;
}
KeyValueData pkvd;
pkvd.szClassName = (char *)STRING(pent->v.classname);
pkvd.szKeyName = "target"; // type
pkvd.szValue = "stripper";
pkvd.fHandled = false;
MDLL_KeyValue(pent, &pkvd);
MDLL_Spawn(pent);
item = MAKE_STRING("player_weaponstrip");
edict_t *pent2 = CREATE_NAMED_ENTITY( item );
if ( FNullEnt( pent2 ) ) {
return 0;
}
pkvd.szClassName = (char *)STRING(pent->v.classname);
pkvd.szKeyName = "targetname"; // type
pkvd.szValue = "stripper";
pkvd.fHandled = false;
MDLL_KeyValue(pent2, &pkvd);
MDLL_Spawn(pent2);
pent->v.origin = pPlayer->v.origin;
MDLL_Touch(pent, pPlayer);
REMOVE_ENTITY(pent);
REMOVE_ENTITY(pent2);
return 1;
}
AMX_NATIVE_INFO fun_Exports[] = {
{"get_client_listen", get_client_listening},
{"set_client_listen", set_client_listening},
{"set_user_godmode", set_user_godmode},
{"get_user_godmode", get_user_godmode},
{"set_user_health", set_user_health},
{"give_item", give_item},
{"spawn", spawn},
{"set_user_frags", set_user_frags},
{"set_user_armor", set_user_armor},
{"set_user_origin", set_user_origin},
{"set_user_rendering", set_user_rendering},
{"set_user_maxspeed", set_user_maxspeed},
{"get_user_maxspeed", get_user_maxspeed},
{"set_user_gravity", set_user_gravity},
{"get_user_gravity", get_user_gravity},
{"set_user_hitzones", set_user_hitzones},
{"get_user_hitzones", get_user_hitzones},
{"set_user_noclip", set_user_noclip},
{"get_user_noclip", get_user_noclip},
{"set_user_footsteps", set_user_footsteps},
{"strip_user_weapons", strip_user_weapons},
/////////////////// <--- 19 chars max in current small version
{NULL, NULL}
};
/******************************************************************************************/
void PlayerPreThink(edict_t *pEntity)
{
if (g_silent[ENTINDEX(pEntity)]) {
pEntity->v.flTimeStepSound = 999;
RETURN_META(MRES_HANDLED);
}
RETURN_META(MRES_IGNORED);
}
int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress, char szRejectReason[128])
{
// Reset stuff:
FUNUTIL_ResetPlayer(ENTINDEX(pPlayer));
RETURN_META_VALUE(MRES_IGNORED, 0);
}
void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
int hitIndex = ENTINDEX(ptr->pHit);
if (hitIndex >= 1 && hitIndex <= gpGlobals->maxClients) {
if ( !(
g_zones_getHit[hitIndex] & (1 << ptr->iHitgroup) // can ptr->pHit get hit in ptr->iHitgroup at all?
&& g_zones_toHit[hitIndex] & (1 << ptr->iHitgroup) ) // can pentToSkip hit other people in that hit zone?
) {
ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
}
}
RETURN_META(MRES_SUPERCEDE);
}
void OnAmxxAttach()
{
MF_AddNatives(fun_Exports);
// Reset stuff - hopefully this should
for (int i = 1; i <= 32; i++) {
// Reset all hitzones
FUNUTIL_ResetPlayer(i);
}
}
/*
void ClientConnectFakeBot(int index)
{
FUNUTIL_ResetPlayer(index);
//MF_Log("A bot connects, forwarded to fun! The bot is %d!", index);
//CPlayer* player;
}
*/