mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 14:25:38 +03:00
318 lines
8.2 KiB
C++
318 lines
8.2 KiB
C++
/* 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.
|
|
*/
|
|
|
|
/* Calls going from the game dll to the engine are handled here */
|
|
|
|
#include "sdk/amxxmodule.h"
|
|
|
|
#include "ns.h"
|
|
|
|
#include "utilfunctions.h"
|
|
#include "CVector.h"
|
|
#include "CString.h"
|
|
|
|
#include "GameManager.h"
|
|
#include "ParticleManager.h"
|
|
#include "CPlayer.h"
|
|
|
|
|
|
// Parse log messages here for any desired information (structure_built, etc.)
|
|
// The following logs are needed:
|
|
// "sawce<1><STEAM_0:1:4560311><alien1team>" triggered "structure_built" (type "defensechamber")`
|
|
void AlertMessage_Post(ALERT_TYPE atype, char *szFmt, ...)
|
|
{
|
|
if (atype != at_logged)
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
char *MessageStart; // original pointer to start of the message
|
|
char *TypePointer; // pointer to the structure type
|
|
char *CIDPointer; // pointer to the name text
|
|
|
|
int CID; // connection ID of the player
|
|
|
|
va_list LogArgs;
|
|
|
|
va_start(LogArgs,szFmt);
|
|
MessageStart=va_arg(LogArgs,char *);
|
|
va_end(LogArgs);
|
|
|
|
if (MessageStart==NULL) // Somehow got a null pointer, get out of here now
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
|
|
if ((TypePointer=strstr(MessageStart,"\"structure_built\""))==NULL) // was not found
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
if (*(TypePointer - 2) != 'd') // If this is not from a 'triggered "structure_built"', then ignore the message
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
// If we got here, then for all we can tell this message is good
|
|
|
|
// Move up a few spaces
|
|
TypePointer+=25; // strlen("\"structure_built\" (type \"")=25
|
|
|
|
// Now get the player's CID
|
|
CIDPointer=MessageStart+1; // skip over the very first quotation mark
|
|
|
|
while (*CIDPointer++ != '"') /*do nothing*/;
|
|
|
|
--CIDPointer;
|
|
|
|
// Move back past three <
|
|
|
|
while (*CIDPointer-- != '<') /* do nothing*/;
|
|
while (*CIDPointer-- != '<') /* do nothing*/;
|
|
while (*CIDPointer-- != '<') /* do nothing*/;
|
|
|
|
++CIDPointer;
|
|
|
|
// now skip past the <
|
|
++CIDPointer;
|
|
|
|
// We now point to the CID string, atoi will stop at the > so just atoi it for the CID
|
|
CID=atoi(CIDPointer);
|
|
|
|
CPlayer *Player;
|
|
|
|
if ((Player=UTIL_PlayerByCID(CID))==NULL)
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
// list of what impulses represent what type of structure building
|
|
// use
|
|
// 0 for unknown (shouldn't be used ever)
|
|
// 1 for marine
|
|
// 2 for alien
|
|
|
|
// I'm marking the upgrades as marine structures just incase
|
|
// they should never be used though!
|
|
static int StructureTypes[128] =
|
|
{
|
|
|
|
0, // 0 = unknown
|
|
0, // 1 = next weapon
|
|
0, // 2 = reload
|
|
0, // 3 = drop weapon
|
|
0, // 4 = unknown
|
|
0, // 5 = unknown
|
|
0, // 6 = unknown
|
|
0, // 7 = radio comm
|
|
0, // 8 = radio comm
|
|
0, // 9 = radio comm
|
|
|
|
0, // 10 = radio comm
|
|
0, // 11 = radio comm
|
|
0, // 12 = radio comm
|
|
0, // 13 = radio comm
|
|
0, // 14 = radio comm
|
|
0, // 15 = radio comm
|
|
0, // 16 = unknown
|
|
0, // 17 = unknown
|
|
0, // 18 = unknown
|
|
0, // 19 = unknown
|
|
|
|
1, // 20 = armor 1
|
|
1, // 21 = armor 2
|
|
1, // 22 = armor 3
|
|
1, // 23 = weapons 1
|
|
1, // 24 = weapons 2
|
|
1, // 25 = weapons 3
|
|
1, // 26 = siege upgrade
|
|
1, // 27 = drop catalyst
|
|
1, // 28 = research jp
|
|
1, // 29 = research ha
|
|
|
|
1, // 30 = distress beacon
|
|
1, // 31 = resupply (combat)
|
|
0, // 32 = unknown
|
|
1, // 33 = motion tracking
|
|
1, // 34 = phase gates upgrade
|
|
0, // 35 = unknown
|
|
1, // 36 = electricity upgrade
|
|
1, // 37 = handgrenades upgrade
|
|
1, // 38 = drop jetpack
|
|
1, // 39 = drop heavy armor
|
|
|
|
1, // 40 = infantry portal
|
|
1, // 41 = marine RT
|
|
0, // 42 = unused
|
|
1, // 43 = turret factory
|
|
0, // 44 = unused
|
|
1, // 45 = arms lab
|
|
1, // 46 = proto lab
|
|
1, // 47 = upgrade
|
|
1, // 48 = armory
|
|
1, // 49 = advanced armory
|
|
|
|
0, // 50 = unknown
|
|
1, // 51 = observatory
|
|
0, // 52 = unknown
|
|
1, // 53 = scanner sweep
|
|
0, // 54 = unknown
|
|
1, // 55 = build phase gate
|
|
1, // 56 = build turret
|
|
1, // 57 = build siege turret
|
|
1, // 58 = build command chair
|
|
1, // 59 = drop health pack
|
|
|
|
1, // 60 = drop ammo pack
|
|
1, // 61 = drop mine pack
|
|
1, // 62 = drop welder
|
|
0, // 63 = unknown
|
|
1, // 64 = drop shotgun
|
|
1, // 65 = drop heavymachinegun
|
|
1, // 66 = drop grenadelauncher
|
|
0, // 67 = unknown
|
|
0, // 68 = unknown
|
|
0, // 69 = unknown
|
|
|
|
0, // 70 = unknown
|
|
0, // 71 = unknown
|
|
0, // 72 = unknown
|
|
0, // 73 = unknown
|
|
0, // 74 = unknown
|
|
0, // 75 = unknown
|
|
0, // 76 = unknown
|
|
0, // 77 = unknown
|
|
0, // 78 = unknown
|
|
0, // 79 = unknown
|
|
|
|
0, // 80 = radio comm
|
|
0, // 81 = radio comm
|
|
1, // 82 = commander message
|
|
0, // 83 = commander message
|
|
0, // 84 = commander message
|
|
0, // 85 = unknown
|
|
0, // 86 = unknown
|
|
0, // 87 = unknown
|
|
0, // 88 = unknown
|
|
0, // 89 = unknown
|
|
|
|
2, // 90 = alienresourcetower
|
|
2, // 91 = offensechamber
|
|
2, // 92 = defensechamber
|
|
2, // 93 = sensorychamber
|
|
2, // 94 = movementchamber
|
|
2, // 95 = team_hive
|
|
0, // 96 = unknown
|
|
0, // 97 = unknown
|
|
0, // 98 = unknown
|
|
0, // 99 = unknown
|
|
|
|
0, // 100 = unknown
|
|
2, // 101 = carapace
|
|
2, // 102 = regeneration
|
|
2, // 103 = redemption
|
|
0, // 104 = unknown
|
|
1, // 105 = select all marines
|
|
0, // 106 = unknown
|
|
2, // 107 = celerity
|
|
2, // 108 = adrenaline
|
|
2, // 109 = silence
|
|
|
|
2, // 110 = cloaking
|
|
2, // 111 = focus
|
|
2, // 112 = scent of fear
|
|
2, // 113 = skulk
|
|
2, // 114 = gorge
|
|
2, // 115 = lerk
|
|
2, // 116 = fade
|
|
2, // 117 = onos
|
|
2, // 118 = unlock next ability (combat)
|
|
0, // 119 = unknown
|
|
|
|
0, // 120 = unknown
|
|
0, // 121 = unknown
|
|
0, // 122 = unknown
|
|
0, // 123 = unknown
|
|
0, // 124 = unknown
|
|
0, // 125 = unknown
|
|
2, // 126 = unlock next ability (combat)
|
|
0 // 127 = unknown
|
|
};
|
|
|
|
int impulse=Player->GetPev()->impulse;
|
|
if (impulse < 0 || impulse > 127)
|
|
{
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
if (impulse==95/*hive*/)
|
|
{
|
|
GameMan.ExecuteClientBuilt(Player->index(), UTIL_FindBuildingHive(), StructureTypes[impulse], impulse);
|
|
}
|
|
else
|
|
{
|
|
GameMan.ExecuteClientBuilt(Player->index(), ENTINDEX_NEW(GameMan.GetTemporaryEdict()), StructureTypes[impulse], impulse);
|
|
}
|
|
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
// We hook newly created entities here.
|
|
// This is where we check for client_built created entities.
|
|
edict_t* CreateNamedEntity_Post(int className)
|
|
{
|
|
if (GameMan.IsCombat()) // this shouldn't be called during co, just incase
|
|
{
|
|
RETURN_META_VALUE(MRES_IGNORED,0);
|
|
}
|
|
|
|
// Incase another plugin supercedes/overrides, use their returned value here.
|
|
// (Untested).
|
|
if (gpMetaGlobals->status >= MRES_OVERRIDE)
|
|
{
|
|
GameMan.SetTemporaryEdict(META_RESULT_OVERRIDE_RET(edict_t *));
|
|
}
|
|
else
|
|
{
|
|
GameMan.SetTemporaryEdict(META_RESULT_ORIG_RET(edict_t *));
|
|
}
|
|
RETURN_META_VALUE(MRES_IGNORED,0);
|
|
}
|
|
|
|
unsigned short PrecacheEvent_Post(int type, const char *psz)
|
|
{
|
|
ParticleMan.PrecacheEvent(psz);
|
|
RETURN_META_VALUE(MRES_IGNORED,0);
|
|
}
|