amxmodx/dlls/ns/dllapi.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 engine to the game dll are handled here */
#include "sdk/amxxmodule.h"
#include "ns.h"
#include "utilfunctions.h"
#include "SpawnManager.h"
#include "GameManager.h"
#include "CPlayer.h"
#include "MessageHandler.h"
#include "LocationManager.h"
#include "ParticleManager.h"
LocationManager LocationMan;
GameManager GameMan;
SpawnManager SpawnMan;
extern edict_t* avhgameplay;
CPlayer g_player[33];
extern void *GameRules;
bool NEW_Initialized=false;
edict_t *NEW_FirstEdict=NULL;
/**
* This is only called during the CountDown
* This call will unhook itself with Metamod
* when it is finished.
*/
void StartFrame()
{
GameMan.StartFrame();
RETURN_META(MRES_IGNORED);
}
/**
* Check spawning for:
* - Worldspawn
* - Initialize NEW_Utilities
* - Clear CPlayer / CSpawn data
* - info_team_start (team spawn point)
* - Save in list
* - info_player_start (ready room spawn point)
* - Save in list
*/
int DispatchSpawn(edict_t *pEntity)
{
if (!NEW_Initialized)
{
NEW_Initialize(pEntity);
}
if (ENTINDEX_NEW(pEntity)==0) // worldspawn
{
int i=0;
while (i<=32)
{
GET_PLAYER_I(i++)->Reset();
}
LocationMan.Clear();
SpawnMan.Clear();
}
else if (FStrEq(STRING(pEntity->v.classname),"info_player_start"))
{
// Mark down the ready room spawn point.
SpawnMan.InsertReadyRoom(pEntity);
}
else if (FStrEq(STRING(pEntity->v.classname),"info_team_start"))
{
// Mark down the team based spawn point.
SpawnMan.Insert(pEntity);
}
else if (FStrEq(STRING(pEntity->v.classname),"env_particles_custom"))
{
ParticleMan.Add(STRING(pEntity->v.targetname),0);
}
RETURN_META_VALUE(MRES_IGNORED, 0);
}
void DispatchKeyValue(edict_t *pEntity,KeyValueData *pkvd)
{
if (strcmp(pkvd->szKeyName,"locationname")==0)
{
if (pkvd->szClassName && strcmp(pkvd->szClassName,"info_location")==0)
{
// this is a BSP model, so calling SetModel
// will update the mins/maxs
SET_MODEL(pEntity,STRING(pEntity->v.model));
// Add it to our list
LocationMan.Add(pkvd->szValue,pEntity);
RETURN_META(MRES_IGNORED);
}
}
RETURN_META(MRES_IGNORED);
}
void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
{
// Reset CPlayer classes (again?)
for(int i = 1; i <= gpGlobals->maxClients;i++)
{
CPlayer *player=GET_PLAYER_I(i);
player->FullReset();
player->SetEdict(pEdictList + i);
}
GameRules=NULL;
RETURN_META(MRES_IGNORED);
}
void ServerActivate_Post(edict_t *pEdictList, int edictCount, int clientMax)
{
Initialize_MessageHandler();
g_pFunctionTable_Post->pfnServerActivate=NULL;
RETURN_META(MRES_IGNORED);
}
/**
* PlayerPreThink, PlayerPreThink_Post and PlayerPostThink_Post
* all disable their Metamod hook calls when they are no longer needed.
* (Actually it is disabled in the native calls)
*/
void PlayerPreThink(edict_t *pEntity)
{
GET_PLAYER_E(pEntity)->PreThink();
RETURN_META(MRES_IGNORED);
}
void PlayerPreThink_Post(edict_t *pEntity)
{
GET_PLAYER_E(pEntity)->PreThink_Post();
RETURN_META(MRES_IGNORED);
}
void PlayerPostThink_Post(edict_t *pEntity)
{
GET_PLAYER_E(pEntity)->PostThink_Post();
RETURN_META(MRES_IGNORED);
}
// 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++)
{
GET_PLAYER_I(i)->Disconnect();
}
GameRules = NULL;
avhgameplay = NULL;
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.
GET_PLAYER_E(pEntity)->Connect();
RETURN_META_VALUE(MRES_HANDLED,0);
}
void ClientDisconnect(edict_t *pEntity)
{
// Client is disconnecting, clear all his saved information.
GET_PLAYER_E(pEntity)->Disconnect(1);
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.
* -
* NOTE: This function is not called if no clients have FoV changed
*/
void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
{
GET_PLAYER_E(const_cast<edict_t *>(static_cast<const edict_t *>(ent)))->UpdateFOV();
RETURN_META(MRES_HANDLED);
}