amxmodx/dlls/ns/utils.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 "CPlayer.h"
/**
* Scans through all hives and finds the one currently building
*/
int UTIL_FindBuildingHive(void)
{
edict_t *Entity=NULL;
while ((Entity = UTIL_FindEntityByString(Entity,"classname","team_hive")))
{
// is alive active not fully built
if (Entity->v.health > 0 && Entity->v.solid > 0 && Entity->v.fuser1 < 1000)
{
return ENTINDEX_NEW(Entity);
}
}
return 0;
}
edict_t *UTIL_FindEntityByString(edict_t *Start, const char *Keyword, const char *Value)
{
edict_t *Entity;
Entity=FIND_ENTITY_BY_STRING(Start, Keyword, Value);
if(!FNullEnt(Entity))
{
return Entity;
}
return NULL;
}
/**
* Returns TRUE if the provided native is used in a loaded plugin
* FALSE otherwise.
*/
BOOL UTIL_CheckForNative(const char *NativeName)
{
AMX *amx;
char blah[64];
int FunctionIndex;
int i=0;
strncpy(blah,NativeName,63);
// Loop through all running scripts
while((amx=MF_GetScriptAmx(i++))!=NULL)
{
// Scan for native
if (MF_AmxFindNative(amx, blah, &FunctionIndex) == AMX_ERR_NONE)
{
// Native was found.
return TRUE;
}
}
return FALSE; // no native found in any loaded script
}
/**
* Scans an amxx plugin for a public
* returns whether or not that public exists
*/
BOOL UTIL_CheckForPublic(const char *publicname)
{
AMX *amx;
char blah[64];
int FunctionIndex;
int i=0;
strncpy(blah,publicname,63);
// Loop through all running scripts
while((amx=MF_GetScriptAmx(i++))!=NULL)
{
// Scan for public
if (MF_AmxFindPublic(amx, blah, &FunctionIndex) == AMX_ERR_NONE)
{
// Public was found.
return TRUE;
}
}
return FALSE; // no public found in any loaded script
}
CPlayer *UTIL_PlayerByCID(int CID)
{
int i=0;
while (i++<gpGlobals->maxClients)
{
if (GETPLAYERUSERID(g_player[i].GetEdict())==CID)
{
return &g_player[i];
}
}
return NULL;
}
/**
* Converts a log string (eg: "sawce<1><STEAM_0:1:4560311><marine1team>")
* into a player index
*/
int UTIL_LogToIndex(const char *LogLine)
{
char NameBuffer[33] ; // Temporary buffer to store the CID String
char *StrLocation; // Location in the LogLine pointer
unsigned int Count=0; // Count for how many <'s we've passed
size_t Length; // Length of LogLine
Length=strlen(LogLine);
StrLocation=const_cast<char *>(LogLine) + Length; // Should now point to the last >
while (Length--)
{
if (*StrLocation--=='<')
{
if (++Count==3) // 3rd match is end of CID
{
break;
}
}
}
if (Count!=3) // Invalid name somehow??
{
return 0;
}
if (Length > 32) // The name is too long somehow? stop here...
{
return 0;
}
strncpy(NameBuffer,LogLine,Length);
Count=0;
while ((int)Count++<gpGlobals->maxClients)
{
if (strcmp(NameBuffer,STRING(INDEXENT_NEW(Count)->v.netname))==0)
{
return Count;
}
}
return 0;
}