amxmodx/dlls/ns/engineapi.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.
*/
/* 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);
}