276 lines
6.2 KiB
C++
276 lines
6.2 KiB
C++
#include <string.h>
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#include "../sdk/amxxmodule.h"
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#include "../ns.h"
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#include "../ns_const.h"
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#include "../utilfunctions.h"
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#include "../FastDelegate.h"
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#include "../GameManager.h"
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extern int IsValidBuilding[AVH_USER3_MAX + 1];
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using namespace fastdelegate::detail;
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void *GameRules=NULL;
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mBOOL dlclose_handle_invalid; // Linking errors with metamod
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// void AvHBaseBuildable::StartRecycle()
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static void (GenericClass::*MFP_Recycle)();
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// void AvHWeldable::AddBuildTime(float)
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static void (GenericClass::*MFP_WeldFinished)(float);
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// AvHGameRules *GetGameRules(void)
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static void *(*FP_GetGameRules)();
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char *FuncBase;
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/**
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* sizeof(void (detail::GenericClass::*fptr)())
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* is 8 in GCC. Add an empty void * pointer at
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* the end to compensate.
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* Layout in GCC:
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* union {
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* void *address; // When this is an address it will always be positive
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* int vtable_index; // When it is a vtable index it will always be odd = (vindex*2)+1
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* };
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* int delta;
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* -
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* Delta is the adjustment to the this pointer
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* For my implementations I will only need it to 0
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*/
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#ifdef __GNUC__
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template <typename OutType>
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inline void set_mfp(OutType &out, void *in)
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{
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union
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{
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void *in[2];
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OutType out;
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} mfpu;
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mfpu.in[0]=in;
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mfpu.in[1]=NULL;
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out=mfpu.out;
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};
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#else
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template <typename OutType>
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inline void set_mfp(OutType &out, void *in)
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{
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out=horrible_cast<OutType>(in);
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};
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#endif
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void MFuncs_Initialize(void)
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{
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char FileName[256];
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DLHANDLE DLLBase;
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#ifdef __linux__
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snprintf(FileName,sizeof(FileName)-1,"%s/dlls/ns_i386.so",MF_GetModname());
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#else
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snprintf(FileName,sizeof(FileName)-1,"%s\\dlls\\ns.dll",MF_GetModname());
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#endif
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DLLBase=DLOPEN(FileName);
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FuncBase=(char *)DLSYM(DLLBase, MAKE_OFFSET(BASE));
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DLCLOSE(DLLBase);
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#define MFP(Offs) (((void *)(((char *)FuncBase)+MAKE_OFFSET(Offs))))
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set_mfp(MFP_Recycle,MFP(MEMBER_RECYCLE));
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set_mfp(MFP_WeldFinished,MFP(MEMBER_TRIGGER_WELDABLE));
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// This is not a member function pointer, but use MFP since it
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// uses the same address conversion as MFPs do
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FP_GetGameRules=horrible_cast<void *(*)()>(MFP(GETGAMERULES));
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};
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static cell AMX_NATIVE_CALL ns_recycle(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->free || Entity->pvPrivateData==NULL)
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{
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return 0;
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}
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if (Entity->v.iuser3 <= AVH_USER3_NONE || Entity->v.iuser3 >= AVH_USER3_MAX)
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{
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return 0;
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}
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if (IsValidBuilding[Entity->v.iuser3]!=1) // Not a marine structure?
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{
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return 0;
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}
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// Make sure it's a marine building, undefined stuff happens on alien structures
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(reinterpret_cast<GenericClass *>(Entity->pvPrivateData)->*(MFP_Recycle))();
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return 1;
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};
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static cell AMX_NATIVE_CALL ns_finish_weldable(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->free || Entity->pvPrivateData==NULL)
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{
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return 0;
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}
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// verify the classname since this will crash if it's the wrong class!
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if (strcmp(STRING(Entity->v.classname),"avhweldable")!=0)
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{
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return 0;
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}
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// First need to set the weldable to 100% complete
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set_private_f(Entity,MAKE_OFFSET(WELD_DONE),get_private_f(Entity,MAKE_OFFSET(WELD_TIME)));
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// Now make NS think the weldable has been welded again
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// This has to call AvHWeldable::AddBuildTime(float)
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// because AvHWeldable::TriggerFinished() does not work properly
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(reinterpret_cast<GenericClass *>(Entity->pvPrivateData)->*(MFP_WeldFinished))(100.0);
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return 1;
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};
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static cell AMX_NATIVE_CALL ns_get_teamres(AMX *amx, cell *params)
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{
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if (GameMan.IsCombat())
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{
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return 0;
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}
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if (GameRules==NULL) // GameRules not initialized yet
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{
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GameRules=(*(FP_GetGameRules))();
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}
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if (GameRules==NULL) // Still null? Get out of here
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{
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return 0;
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}
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switch(params[1])
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{
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case 1:
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{
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return amx_ftoc2(*(REAL *)((char *)GameRules+GAMERULES_TEAMA_RESOURCES));
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}
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case 2:
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{
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return amx_ftoc2(*(REAL *)((char *)GameRules+GAMERULES_TEAMB_RESOURCES));
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}
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default:
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{
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MF_LogError(amx, AMX_ERR_NATIVE, "ns_get_teamres: Expected 1 for team a or 2 for team b, got %d", params[1]);
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return 0;
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}
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}
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return 0;
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}
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static cell AMX_NATIVE_CALL ns_set_teamres(AMX *amx, cell *params)
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{
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if (GameMan.IsCombat())
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{
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return 0;
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}
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if (GameRules==NULL) // GameRules not initialized yet
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{
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GameRules=(*(FP_GetGameRules))();
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}
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if (GameRules==NULL) // Still null? Get out of here
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{
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return 0;
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}
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switch(params[1])
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{
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case 1:
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{
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*(REAL *)((char *)GameRules+GAMERULES_TEAMA_RESOURCES)=amx_ctof2(params[2]);
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return 1;
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}
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case 2:
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{
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*(REAL *)((char *)GameRules+GAMERULES_TEAMB_RESOURCES)=amx_ctof2(params[2]);
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return 1;
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}
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default:
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{
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MF_LogError(amx, AMX_ERR_NATIVE, "ns_set_teamres: Expected 1 for team a or 2 for team b, got %d", params[1]);
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return 0;
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}
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}
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return 0;
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}
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static cell AMX_NATIVE_CALL ns_add_teamres(AMX *amx, cell *params)
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{
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if (GameMan.IsCombat())
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{
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return 0;
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}
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if (GameRules==NULL) // GameRules not initialized yet
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{
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GameRules=(*(FP_GetGameRules))();
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}
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if (GameRules==NULL) // Still null? Get out of here
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{
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return 0;
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}
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switch(params[1])
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{
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case 1:
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{
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return amx_ftoc2(*(REAL *)((char *)GameRules+GAMERULES_TEAMA_RESOURCES)+=amx_ctof2(params[2]));
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}
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case 2:
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{
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return amx_ftoc2(*(REAL *)((char *)GameRules+GAMERULES_TEAMB_RESOURCES)+=amx_ctof2(params[2]));
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}
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default:
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{
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MF_LogError(amx, AMX_ERR_NATIVE, "ns_add_teamres: Expected 1 for team a or 2 for team b, got %d", params[1]);
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return 0;
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}
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}
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return 0;
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}
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#ifdef DEVELOPER_BUILD
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static cell AMX_NATIVE_CALL findgameinfo(AMX *amx, cell *params)
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{
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void *Ret=(*(FP_GetGameRules))();
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union
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{
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void *v;
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int i;
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}vi;
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vi.v=Ret;
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printf("GameRules=%d\n",vi.i);
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return 1;
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};
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#endif
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AMX_NATIVE_INFO memberfunc_natives[] = {
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#ifdef DEVELOPER_BUILD
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{ "getgameinfo", findgameinfo },
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#endif
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{ "ns_recycle", ns_recycle },
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{ "ns_finish_weldable", ns_finish_weldable },
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{ "ns_get_teamres", ns_get_teamres },
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{ "ns_set_teamres", ns_set_teamres },
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{ "ns_add_teamres", ns_add_teamres },
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{ NULL, NULL }
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};
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void AddNatives_MemberFunc()
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{
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MF_AddNatives(memberfunc_natives);
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};
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