// // Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd"). // Copyright (c) YaPB Development Team. // // This software is licensed under the BSD-style license. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://yapb.ru/license // #include ConVar sv_skycolor_r ("sv_skycolor_r", nullptr, Var::NoRegister); ConVar sv_skycolor_g ("sv_skycolor_g", nullptr, Var::NoRegister); ConVar sv_skycolor_b ("sv_skycolor_b", nullptr, Var::NoRegister); Game::Game () { m_startEntity = nullptr; m_localEntity = nullptr; resetMessages (); for (auto &msg : m_msgBlock.regMsgs) { msg = NetMsg::None; } m_precached = false; m_isBotCommand = false; memset (m_drawModels, 0, sizeof (m_drawModels)); memset (m_spawnCount, 0, sizeof (m_spawnCount)); m_gameFlags = 0; m_mapFlags = 0; m_slowFrame = 0.0; m_cvars.clear (); } Game::~Game () { resetMessages (); } void Game::precache () { if (m_precached) { return; } m_precached = true; m_drawModels[DrawLine::Simple] = engfuncs.pfnPrecacheModel (ENGINE_STR ("sprites/laserbeam.spr")); m_drawModels[DrawLine::Arrow] = engfuncs.pfnPrecacheModel (ENGINE_STR ("sprites/arrow1.spr")); engfuncs.pfnPrecacheSound (ENGINE_STR ("weapons/xbow_hit1.wav")); // waypoint add engfuncs.pfnPrecacheSound (ENGINE_STR ("weapons/mine_activate.wav")); // waypoint delete engfuncs.pfnPrecacheSound (ENGINE_STR ("common/wpn_hudoff.wav")); // path add/delete start engfuncs.pfnPrecacheSound (ENGINE_STR ("common/wpn_hudon.wav")); // path add/delete done engfuncs.pfnPrecacheSound (ENGINE_STR ("common/wpn_moveselect.wav")); // path add/delete cancel engfuncs.pfnPrecacheSound (ENGINE_STR ("common/wpn_denyselect.wav")); // path add/delete error m_mapFlags = 0; // reset map type as worldspawn is the first entity spawned // detect official csbots here if (!(is (GameFlags::Legacy)) && engfuncs.pfnCVarGetPointer ("bot_stop") != nullptr) { m_gameFlags |= GameFlags::CSBot; } registerCvars (true); } void Game::levelInitialize (edict_t *entities, int max) { // this function precaches needed models and initialize class variables m_spawnCount[Team::CT] = 0; m_spawnCount[Team::Terrorist] = 0; // go thru the all entities on map, and do whatever we're want for (int i = 0; i < max; ++i) { auto ent = entities + i; // only valid entities if (!ent || ent->free || ent->v.classname == 0) { continue; } auto classname = STRING (ent->v.classname); if (strcmp (classname, "worldspawn") == 0) { m_startEntity = ent; // initialize some structures bots.initRound (); // install the sendto hook to fake queries util.installSendTo (); } else if (strcmp (classname, "player_weaponstrip") == 0) { if ((is (GameFlags::Legacy)) && (STRING (ent->v.target))[0] == '\0') { ent->v.target = ent->v.targetname = engfuncs.pfnAllocString ("fake"); } else { engfuncs.pfnRemoveEntity (ent); } } else if (strcmp (classname, "info_player_start") == 0) { engfuncs.pfnSetModel (ent, ENGINE_STR ("models/player/urban/urban.mdl")); ent->v.rendermode = kRenderTransAlpha; // set its render mode to transparency ent->v.renderamt = 127; // set its transparency amount ent->v.effects |= EF_NODRAW; m_spawnCount[Team::CT]++; } else if (strcmp (classname, "info_player_deathmatch") == 0) { engfuncs.pfnSetModel (ent, ENGINE_STR ("models/player/terror/terror.mdl")); ent->v.rendermode = kRenderTransAlpha; // set its render mode to transparency ent->v.renderamt = 127; // set its transparency amount ent->v.effects |= EF_NODRAW; m_spawnCount[Team::Terrorist]++; } else if (strcmp (classname, "info_vip_start") == 0) { engfuncs.pfnSetModel (ent, ENGINE_STR ("models/player/vip/vip.mdl")); ent->v.rendermode = kRenderTransAlpha; // set its render mode to transparency ent->v.renderamt = 127; // set its transparency amount ent->v.effects |= EF_NODRAW; } else if (strcmp (classname, "func_vip_safetyzone") == 0 || strcmp (classname, "info_vip_safetyzone") == 0) { m_mapFlags |= MapFlags::Assassination; // assassination map } else if (strcmp (classname, "hostage_entity") == 0) { m_mapFlags |= MapFlags::HostageRescue; // rescue map } else if (strcmp (classname, "func_bomb_target") == 0 || strcmp (classname, "info_bomb_target") == 0) { m_mapFlags |= MapFlags::Demolition; // defusion map } else if (strcmp (classname, "func_escapezone") == 0) { m_mapFlags |= MapFlags::Escape; } else if (strncmp (classname, "func_door", 9) == 0) { m_mapFlags |= MapFlags::HasDoors; } } // next maps doesn't have map-specific entities, so determine it by name if (strncmp (getMapName (), "fy_", 3) == 0) { m_mapFlags |= MapFlags::Fun; } else if (strncmp (getMapName (), "ka_", 3) == 0) { m_mapFlags |= MapFlags::KnifeArena; } // reset some timers m_slowFrame = 0.0f; } void Game::drawLine (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, const Color &color, int brightness, int speed, int life, DrawLine type) { // this function draws a arrow visible from the client side of the player whose player entity // is pointed to by ent, from the vector location start to the vector location end, // which is supposed to last life tenths seconds, and having the color defined by RGB. if (!util.isPlayer (ent)) { return; // reliability check } MessageWriter (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, nullvec, ent) .writeByte (TE_BEAMPOINTS) .writeCoord (end.x) .writeCoord (end.y) .writeCoord (end.z) .writeCoord (start.x) .writeCoord (start.y) .writeCoord (start.z) .writeShort (m_drawModels[type]) .writeByte (0) // framestart .writeByte (10) // framerate .writeByte (life) // life in 0.1's .writeByte (width) // width .writeByte (noise) // noise .writeByte (color.red) // r, g, b .writeByte (color.green) // r, g, b .writeByte (color.blue) // r, g, b .writeByte (brightness) // brightness .writeByte (speed); // speed } void Game::testLine (const Vector &start, const Vector &end, int ignoreFlags, edict_t *ignoreEntity, TraceResult *ptr) { // this function traces a line dot by dot, starting from vecStart in the direction of vecEnd, // ignoring or not monsters (depending on the value of IGNORE_MONSTERS, true or false), and stops // at the first obstacle encountered, returning the results of the trace in the TraceResult structure // ptr. Such results are (amongst others) the distance traced, the hit surface, the hit plane // vector normal, etc. See the TraceResult structure for details. This function allows to specify // whether the trace starts "inside" an entity's polygonal model, and if so, to specify that entity // in ignoreEntity in order to ignore it as a possible obstacle. int engineFlags = 0; if (ignoreFlags & TraceIgnore::Monsters) { engineFlags = 1; } if (ignoreFlags & TraceIgnore::Glass) { engineFlags |= 0x100; } engfuncs.pfnTraceLine (start, end, engineFlags, ignoreEntity, ptr); } void Game::testHull (const Vector &start, const Vector &end, int ignoreFlags, int hullNumber, edict_t *ignoreEntity, TraceResult *ptr) { // this function traces a hull dot by dot, starting from vecStart in the direction of vecEnd, // ignoring or not monsters (depending on the value of IGNORE_MONSTERS, true or // false), and stops at the first obstacle encountered, returning the results // of the trace in the TraceResult structure ptr, just like TraceLine. Hulls that can be traced // (by parameter hull_type) are point_hull (a line), head_hull (size of a crouching player), // human_hull (a normal body size) and large_hull (for monsters?). Not all the hulls in the // game can be traced here, this function is just useful to give a relative idea of spatial // reachability (i.e. can a hostage pass through that tiny hole ?) Also like TraceLine, this // function allows to specify whether the trace starts "inside" an entity's polygonal model, // and if so, to specify that entity in ignoreEntity in order to ignore it as an obstacle. engfuncs.pfnTraceHull (start, end, !!(ignoreFlags & TraceIgnore::Monsters), hullNumber, ignoreEntity, ptr); } float Game::getWaveLen (const char *fileName) { extern ConVar yb_chatter_path; const char *filePath = strings.format ("%s/%s/%s.wav", getModName (), yb_chatter_path.str (), fileName); File fp (filePath, "rb"); // we're got valid handle? if (!fp) { return 0.0f; } // check if we have engine function for this if (!is (GameFlags::Xash3D) && plat.checkPointer (engfuncs.pfnGetApproxWavePlayLen)) { fp.close (); return engfuncs.pfnGetApproxWavePlayLen (filePath) / 1000.0f; } // else fuck with manual search struct WavHeader { char riffChunkId[4]; unsigned long packageSize; char chunkID[4]; char formatChunkId[4]; unsigned long formatChunkLength; uint16 dummy; uint16 channels; unsigned long sampleRate; unsigned long bytesPerSecond; uint16 bytesPerSample; uint16 bitsPerSample; char dataChunkId[4]; unsigned long dataChunkLength; } waveHdr; memset (&waveHdr, 0, sizeof (waveHdr)); if (fp.read (&waveHdr, sizeof (WavHeader)) == 0) { logger.error ("Wave File %s - has wrong or unsupported format", filePath); return 0.0f; } if (strncmp (waveHdr.chunkID, "WAVE", 4) != 0) { logger.error ("Wave File %s - has wrong wave chunk id", filePath); return 0.0f; } fp.close (); if (waveHdr.dataChunkLength == 0) { logger.error ("Wave File %s - has zero length!", filePath); return 0.0f; } return static_cast (waveHdr.dataChunkLength) / static_cast (waveHdr.bytesPerSecond); } bool Game::isDedicated () { // return true if server is dedicated server, false otherwise static bool dedicated = engfuncs.pfnIsDedicatedServer () > 0; return dedicated; } const char *Game::getModName () { // this function returns mod name without path static String name; if (!name.empty ()) { return name.chars (); } char engineModName[256]; engfuncs.pfnGetGameDir (engineModName); name = engineModName; size_t slash = name.findLastOf ("\\/"); if (slash != String::kInvalidIndex) { name = name.substr (slash + 1); } name = name.trim (" \\/"); return name.chars (); } const char *Game::getMapName () { // this function gets the map name and store it in the map_name global string variable. return strings.format ("%s", STRING (globals->mapname)); } Vector Game::getAbsPos (edict_t *ent) { // this expanded function returns the vector origin of a bounded entity, assuming that any // entity that has a bounding box has its center at the center of the bounding box itself. if (isNullEntity (ent)) { return nullvec; } if (ent->v.origin.empty ()) { return (ent->v.absmin + ent->v.absmax) * 0.5f; } return ent->v.origin; } void Game::registerCmd (const char *command, void func ()) { // this function tells the engine that a new server command is being declared, in addition // to the standard ones, whose name is command_name. The engine is thus supposed to be aware // that for every "command_name" server command it receives, it should call the function // pointed to by "function" in order to handle it. // check for hl pre 1.1.0.4, as it's doesn't have pfnAddServerCommand if (!plat.checkPointer (engfuncs.pfnAddServerCommand)) { logger.fatal ("YaPB's minimum HL engine version is 1.1.0.4 and minimum Counter-Strike is Beta 6.6. Please update your engine version."); } engfuncs.pfnAddServerCommand (const_cast (command), func); } void Game::playSound (edict_t *ent, const char *sound) { if (isNullEntity (ent)) { return; } engfuncs.pfnEmitSound (ent, CHAN_WEAPON, sound, 1.0f, ATTN_NORM, 0, 100); } void Game::sendClientMessage (bool console, edict_t *ent, const char *message) { // helper to sending the client message MessageWriter (MSG_ONE, getMessageId (NetMsg::TextMsg), nullvec, ent) .writeByte (console ? HUD_PRINTCONSOLE : HUD_PRINTCENTER) .writeString (message); } void Game::prepareBotArgs (edict_t *ent, String str) { // the purpose of this function is to provide fakeclients (bots) with the same client // command-scripting advantages (putting multiple commands in one line between semicolons) // as real players. It is an improved version of botman's FakeClientCommand, in which you // supply directly the whole string as if you were typing it in the bot's "console". It // is supposed to work exactly like the pfnClientCommand (server-sided client command). if (str.empty ()) { return; } m_isBotCommand = true; m_botArgs.clear (); // helper to parse single (not multi) command auto parsePartArgs = [&] (String &args) { args.trim ("\r\n\t\" "); // trim new lines // we're have empty commands? if (args.empty ()) { return; } // find first space const size_t space = args.find (' ', 0); // if found space if (space != String::kInvalidIndex) { const auto quote = space + 1; // check for quote next to space // check if we're got a quoted string if (quote < args.length () && args[quote] == '\"') { m_botArgs.push (cr::move (args.substr (0, space))); // add command m_botArgs.push (cr::move (args.substr (quote, args.length () - 1).trim ("\""))); // add string with trimmed quotes } else { for (auto &arg : args.split (" ")) { m_botArgs.push (cr::move (arg)); } } } else { m_botArgs.push (cr::move (args)); // move all the part to args } MDLL_ClientCommand (ent); m_botArgs.clear (); // clear space for next cmd }; if (str.find (';', 0) != String::kInvalidIndex) { for (auto &part : str.split (";")) { parsePartArgs (part); } } else { parsePartArgs (str); } m_isBotCommand = false; } bool Game::isSoftwareRenderer () { // xash always use "hw" structures if (is (GameFlags::Xash3D)) { return false; } // dedicated server (except xash) always use "sw" structures if (isDedicated ()) { return true; } // and on only windows version you can use software-render game. Linux, OSX always defaults to OpenGL if (plat.isWindows) { return plat.hasModule ("sw"); } return true; } void Game::addNewCvar (const char *variable, const char *value, Var varType, bool regMissing, const char *regVal, ConVar *self) { // this function adds globally defined variable to registration stack VarPair pair = {}; pair.reg.name = const_cast (variable); pair.reg.string = const_cast (value); pair.missing = regMissing; pair.regval = regVal; int engineFlags = FCVAR_EXTDLL; if (varType == Var::Normal) { engineFlags |= FCVAR_SERVER; } else if (varType == Var::ReadOnly) { engineFlags |= FCVAR_SERVER | FCVAR_SPONLY | FCVAR_PRINTABLEONLY; } else if (varType == Var::Password) { engineFlags |= FCVAR_PROTECTED; } pair.reg.flags = engineFlags; pair.self = self; pair.type = varType; m_cvars.push (cr::move (pair)); } void Game::registerCvars (bool gameVars) { // this function pushes all added global variables to engine registration for (auto &var : m_cvars) { ConVar &self = *var.self; cvar_t ® = var.reg; if (var.type != Var::NoRegister) { self.eptr = engfuncs.pfnCVarGetPointer (reg.name); if (!self.eptr) { static cvar_t reg_; // fix metamod' memlocs not found if (is (GameFlags::Metamod)) { reg_ = var.reg; engfuncs.pfnCVarRegister (®_); } else { engfuncs.pfnCVarRegister (&var.reg); } self.eptr = engfuncs.pfnCVarGetPointer (reg.name); } } else if (gameVars) { self.eptr = engfuncs.pfnCVarGetPointer (reg.name); if (var.missing && !self.eptr) { if (reg.string == nullptr && var.regval != nullptr) { reg.string = const_cast (var.regval); reg.flags |= FCVAR_SERVER; } engfuncs.pfnCVarRegister (&var.reg); self.eptr = engfuncs.pfnCVarGetPointer (reg.name); } if (!self.eptr) { print ("Got nullptr on cvar %s!", reg.name); } } } } const char *Game::translate (const char *input) { // this function translate input string into needed language if (isDedicated ()) { return input; } static String result; if (m_language.find (input, result)) { return result.chars (); } return input; // nothing found } void Game::processMessages (void *ptr) { if (m_msgBlock.msg == NetMsg::None) { return; } // some needed variables static uint8 r, g, b; static uint8 enabled; static int damageArmor, damageTaken, damageBits; static int killerIndex, victimIndex, playerIndex; static int index, numPlayers; static int state, id, clip; static Vector damageOrigin; static WeaponProp weaponProp; // some widely used stuff auto bot = bots[m_msgBlock.bot]; auto strVal = reinterpret_cast (ptr); auto intVal = *reinterpret_cast (ptr); auto byteVal = *reinterpret_cast (ptr); // now starts of network message execution switch (m_msgBlock.msg) { case NetMsg::VGUI: // this message is sent when a VGUI menu is displayed. if (bot != nullptr && m_msgBlock.state == 0) { switch (intVal) { case GuiMenu::TeamSelect: bot->m_startAction = BotMsg::TeamSelect; break; case GuiMenu::TerroristSelect: case GuiMenu::CTSelect: bot->m_startAction = BotMsg::ClassSelect; break; } } break; case NetMsg::ShowMenu: // this message is sent when a text menu is displayed. // ignore first 3 fields of message if (m_msgBlock.state < 3 || bot == nullptr) { break; } if (strcmp (strVal, "#Team_Select") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#Team_Select_Spect") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#IG_Team_Select_Spect") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#IG_Team_Select") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#IG_VIP_Team_Select") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#IG_VIP_Team_Select_Spect") == 0) { bot->m_startAction = BotMsg::TeamSelect; } else if (strcmp (strVal, "#Terrorist_Select") == 0) { bot->m_startAction = BotMsg::ClassSelect; } else if (strcmp (strVal, "#CT_Select") == 0) { bot->m_startAction = BotMsg::ClassSelect; } break; case NetMsg::WeaponList: // this message is sent when a client joins the game. All of the weapons are sent with the weapon ID and information about what ammo is used. switch (m_msgBlock.state) { case 0: strncpy (weaponProp.classname, strVal, cr::bufsize (weaponProp.classname)); break; case 1: weaponProp.ammo1 = intVal; // ammo index 1 break; case 2: weaponProp.ammo1Max = intVal; // max ammo 1 break; case 5: weaponProp.slot = intVal; // slot for this weapon break; case 6: weaponProp.pos = intVal; // position in slot break; case 7: weaponProp.id = intVal; // weapon ID break; case 8: weaponProp.flags = intVal; // flags for weapon (WTF???) conf.setWeaponProp (weaponProp); // store away this weapon with it's ammo information... break; } break; case NetMsg::CurWeapon: // this message is sent when a weapon is selected (either by the bot chosing a weapon or by the server auto assigning the bot a weapon). In CS it's also called when Ammo is increased/decreased switch (m_msgBlock.state) { case 0: state = intVal; // state of the current weapon (WTF???) break; case 1: id = intVal; // weapon ID of current weapon break; case 2: clip = intVal; // ammo currently in the clip for this weapon if (bot != nullptr && id <= 31) { if (state != 0) { bot->m_currentWeapon = id; } // ammo amount decreased ? must have fired a bullet... if (id == bot->m_currentWeapon && bot->m_ammoInClip[id] > clip) { bot->m_timeLastFired = timebase (); // remember the last bullet time } bot->m_ammoInClip[id] = clip; } break; } break; case NetMsg::AmmoX: // this message is sent whenever ammo amounts are adjusted (up or down). NOTE: Logging reveals that CS uses it very unreliable! switch (m_msgBlock.state) { case 0: index = intVal; // ammo index (for type of ammo) break; case 1: if (bot != nullptr) { bot->m_ammo[index] = intVal; // store it away } break; } break; case NetMsg::AmmoPickup: // this message is sent when the bot picks up some ammo (AmmoX messages are also sent so this message is probably // not really necessary except it allows the HUD to draw pictures of ammo that have been picked up. The bots // don't really need pictures since they don't have any eyes anyway. switch (m_msgBlock.state) { case 0: index = intVal; break; case 1: if (bot != nullptr) { bot->m_ammo[index] = intVal; } break; } break; case NetMsg::Damage: // this message gets sent when the bots are getting damaged. switch (m_msgBlock.state) { case 0: damageArmor = intVal; break; case 1: damageTaken = intVal; break; case 2: damageBits = intVal; if (bot != nullptr && (damageArmor > 0 || damageTaken > 0)) { bot->processDamage (bot->pev->dmg_inflictor, damageTaken, damageArmor, damageBits); } break; } break; case NetMsg::Money: // this message gets sent when the bots money amount changes if (bot != nullptr && m_msgBlock.state == 0) { bot->m_moneyAmount = intVal; // amount of money } break; case NetMsg::StatusIcon: switch (m_msgBlock.state) { case 0: enabled = byteVal; break; case 1: if (bot != nullptr) { if (strcmp (strVal, "buyzone") == 0) { bot->m_inBuyZone = (enabled != 0); // try to equip in buyzone bot->processBuyzoneEntering (BuyState::PrimaryWeapon); } else if (strcmp (strVal, "vipsafety") == 0) { bot->m_inVIPZone = (enabled != 0); } else if (strcmp (strVal, "c4") == 0) { bot->m_inBombZone = (enabled == 2); } } break; } break; case NetMsg::DeathMsg: // this message sends on death switch (m_msgBlock.state) { case 0: killerIndex = intVal; break; case 1: victimIndex = intVal; break; case 2: if (killerIndex != 0 && killerIndex != victimIndex) { edict_t *killer = entityOfIndex (killerIndex); edict_t *victim = entityOfIndex (victimIndex); if (isNullEntity (killer) || isNullEntity (victim)) { break; } if (yb_radio_mode.int_ () == 2) { // need to send congrats on well placed shot for (const auto ¬ify : bots) { if (notify->m_notKilled && killer != notify->ent () && notify->seesEntity (victim->v.origin) && getTeam (killer) == notify->m_team && getTeam (killer) != getTeam (victim)) { if (!bots[killer]) { notify->processChatterMessage ("#Bot_NiceShotCommander"); } else { notify->processChatterMessage ("#Bot_NiceShotPall"); } break; } } } // notice nearby to victim teammates, that attacker is near for (const auto ¬ify : bots) { if (notify->m_seeEnemyTime + 2.0f < timebase () && notify->m_notKilled && notify->m_team == getTeam (victim) && util.isVisible (killer->v.origin, notify->ent ()) && isNullEntity (notify->m_enemy) && getTeam (killer) != getTeam (victim)) { notify->m_actualReactionTime = 0.0f; notify->m_seeEnemyTime = timebase (); notify->m_enemy = killer; notify->m_lastEnemy = killer; notify->m_lastEnemyOrigin = killer->v.origin; } } auto notify = bots[killer]; // is this message about a bot who killed somebody? if (notify != nullptr) { notify->m_lastVictim = victim; } else // did a human kill a bot on his team? { auto target = bots[victim]; if (target != nullptr) { if (getTeam (killer) == target->m_team) { target->m_voteKickIndex = killerIndex; } target->m_notKilled = false; } } } break; } break; case NetMsg::ScreenFade: // this message gets sent when the screen fades (flashbang) switch (m_msgBlock.state) { case 3: r = byteVal; break; case 4: g = byteVal; break; case 5: b = byteVal; break; case 6: if (bot != nullptr && r >= 255 && g >= 255 && b >= 255 && byteVal > 170) { bot->processBlind (byteVal); } break; } break; case NetMsg::HLTV: // round restart in steam cs switch (m_msgBlock.state) { case 0: numPlayers = intVal; break; case 1: if (numPlayers == 0 && intVal == 0) { bots.initRound (); } break; } break; case NetMsg::TextMsg: if (m_msgBlock.state == 1) { if (strcmp (strVal, "#CTs_Win") == 0 || strcmp (strVal, "#Bomb_Defused") == 0 || strcmp (strVal, "#Terrorists_Win") == 0 || strcmp (strVal, "#Round_Draw") == 0 || strcmp (strVal, "#All_Hostages_Rescued") == 0 || strcmp (strVal, "#Target_Saved") == 0 || strcmp (strVal, "#Hostages_Not_Rescued") == 0 || strcmp (strVal, "#Terrorists_Not_Escaped") == 0 || strcmp (strVal, "#VIP_Not_Escaped") == 0 || strcmp (strVal, "#Escaping_Terrorists_Neutralized") == 0 || strcmp (strVal, "#VIP_Assassinated") == 0 || strcmp (strVal, "#VIP_Escaped") == 0 || strcmp (strVal, "#Terrorists_Escaped") == 0 || strcmp (strVal, "#CTs_PreventEscape") == 0 || strcmp (strVal, "#Target_Bombed") == 0 || strcmp (strVal, "#Game_Commencing") == 0 || strcmp (strVal, "#Game_will_restart_in") == 0) { bots.setRoundOver (true); if (strcmp (strVal, "#Game_Commencing") == 0) { util.setNeedForWelcome (true); } if (strcmp (strVal, "#CTs_Win") == 0) { bots.setLastWinner (Team::CT); // update last winner for economics if (yb_radio_mode.int_ () == 2) { Bot *notify = bots.findAliveBot (); if (notify != nullptr && notify->m_notKilled) { notify->processChatterMessage (strVal); } } } if (strcmp (strVal, "#Game_will_restart_in") == 0) { bots.updateTeamEconomics (Team::CT, true); bots.updateTeamEconomics (Team::Terrorist, true); } if (strcmp (strVal, "#Terrorists_Win") == 0) { bots.setLastWinner (Team::Terrorist); // update last winner for economics if (yb_radio_mode.int_ () == 2) { Bot *notify = bots.findAliveBot (); if (notify != nullptr && notify->m_notKilled) { notify->processChatterMessage (strVal); } } } graph.setBombPos (true); } else if (!bots.isBombPlanted () && strcmp (strVal, "#Bomb_Planted") == 0) { bots.setBombPlanted (true); for (const auto ¬ify : bots) { if (notify->m_notKilled) { notify->clearSearchNodes (); notify->clearTasks (); if (yb_radio_mode.int_ () == 2 && rg.chance (55) && notify->m_team == Team::CT) { notify->pushChatterMessage (Chatter::WhereIsTheC4); } } } graph.setBombPos (); } else if (bot != nullptr && strcmp (strVal, "#Switch_To_BurstFire") == 0) { bot->m_weaponBurstMode = BurstMode::On; } else if (bot != nullptr && strcmp (strVal, "#Switch_To_SemiAuto") == 0) { bot->m_weaponBurstMode = BurstMode::Off; } } break; case NetMsg::TeamInfo: switch (m_msgBlock.state) { case 0: playerIndex = intVal; break; case 1: if (playerIndex > 0 && playerIndex <= maxClients ()) { int team = Team::Unassigned; if (strVal[0] == 'U' && strVal[1] == 'N') { team = Team::Unassigned; } else if (strVal[0] == 'T' && strVal[1] == 'E') { team = Team::Terrorist; } else if (strVal[0] == 'C' && strVal[1] == 'T') { team = Team::CT; } else if (strVal[0] == 'S' && strVal[1] == 'P') { team = Team::Spectator; } auto &client = util.getClient (playerIndex - 1); client.team2 = team; client.team = is (GameFlags::FreeForAll) ? playerIndex : team; } break; } break; case NetMsg::BarTime: if (bot != nullptr && m_msgBlock.state == 0) { if (intVal > 0) { bot->m_hasProgressBar = true; // the progress bar on a hud if (mapIs (MapFlags::Demolition) && bots.isBombPlanted () && bot->m_team == Team::CT) { bots.notifyBombDefuse (); } } else if (intVal == 0) { bot->m_hasProgressBar = false; // no progress bar or disappeared } } break; case NetMsg::ItemStatus: if (bot != nullptr && m_msgBlock.state == 0) { bot->m_hasNVG = (intVal & ItemStatus::Nightvision) ? true : false; bot->m_hasDefuser = (intVal & ItemStatus::DefusalKit) ? true : false; } break; case NetMsg::FlashBat: if (bot != nullptr && m_msgBlock.state == 0) { bot->m_flashLevel = static_cast (intVal); } break; case NetMsg::NVGToggle: if (bot != nullptr && m_msgBlock.state == 0) { bot->m_usesNVG = intVal > 0; } break; default: logger.error ("Network message handler error. Call to unrecognized message id (%d).\n", m_msgBlock.msg); } m_msgBlock.state++; // and finally update network message state } bool Game::loadCSBinary () { auto modname = getModName (); if (!modname) { return false; } StringArray libs; if (plat.isWindows) { libs.push ("mp.dll"); libs.push ("cs.dll"); } else if (plat.isLinux) { libs.push ("cs.so"); libs.push ("cs_i386.so"); } else if (plat.isOSX) { libs.push ("cs.dylib"); } auto libCheck = [&] (const String &mod, const String &dll) { // try to load gamedll if (!m_gameLib) { logger.fatal ("Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", dll.chars (), mod.chars ()); } auto ent = m_gameLib.resolve ("trigger_random_unique"); // detect regamedll by addon entity they provide if (ent != nullptr) { m_gameFlags |= GameFlags::ReGameDLL; } return true; }; // search the libraries inside game dlls directory for (const auto &lib : libs) { auto *path = strings.format ("%s/dlls/%s", modname, lib.chars ()); // if we can't read file, skip it if (!File::exists (path)) { continue; } // special case, czero is always detected first, as it's has custom directory if (strcmp (modname, "czero") == 0) { m_gameFlags |= (GameFlags::ConditionZero | GameFlags::HasBotVoice | GameFlags::HasFakePings); if (is (GameFlags::Metamod)) { return false; } m_gameLib.load (path); // verify dll is OK return libCheck (modname, lib); } else { m_gameLib.load (path); // verify dll is OK if (!libCheck (modname, lib)) { return false; } // detect if we're running modern game auto entity = m_gameLib.resolve ("weapon_famas"); // detect xash engine if (engfuncs.pfnCVarGetPointer ("build") != nullptr) { m_gameFlags |= (GameFlags::Legacy | GameFlags::Xash3D); if (entity != nullptr) { m_gameFlags |= GameFlags::HasBotVoice; } if (is (GameFlags::Metamod)) { return false; } return true; } if (entity != nullptr) { m_gameFlags |= (GameFlags::Modern | GameFlags::HasBotVoice | GameFlags::HasFakePings); } else { m_gameFlags |= GameFlags::Legacy; } if (is (GameFlags::Metamod)) { return false; } return true; } } return false; } bool Game::postload () { // ensure we're have all needed directories const char *mod = getModName (); // create the needed paths File::createPath (strings.format ("%s/addons/yapb/conf/lang", mod)); File::createPath (strings.format ("%s/addons/yapb/data/learned", mod)); File::createPath (strings.format ("%s/addons/yapb/data/graph", mod)); File::createPath (strings.format ("%s/addons/yapb/data/logs", mod)); // set out user agent for http stuff http.setUserAgent (strings.format ("%s/%s", PRODUCT_SHORT_NAME, PRODUCT_VERSION)); // print game detection info auto printGame = [&] () { String gameVersionStr; StringArray gameVersionFlags; if (is (GameFlags::Legacy)) { gameVersionStr.assign ("Legacy"); } else if (is (GameFlags::ConditionZero)) { gameVersionStr.assign ("Condition Zero"); } else if (is (GameFlags::Modern)) { gameVersionStr.assign ("v1.6"); } if (is (GameFlags::Xash3D)) { gameVersionStr.append (" @ Xash3D Engine"); if (is (GameFlags::Mobility)) { gameVersionStr.append (" Mobile"); } gameVersionStr.replace ("Legacy", "1.6 Limited"); } if (is (GameFlags::HasBotVoice)) { gameVersionFlags.push ("BotVoice"); } if (is (GameFlags::ReGameDLL)) { gameVersionFlags.push ("ReGameDLL"); } if (is (GameFlags::HasFakePings)) { gameVersionFlags.push ("FakePing"); } if (is (GameFlags::Metamod)) { gameVersionFlags.push ("Metamod"); } print ("%s v%s.0.%d successfully loaded for game: Counter-Strike %s (%s).\n", PRODUCT_SHORT_NAME, PRODUCT_VERSION, util.buildNumber (), gameVersionStr.chars (), String::join (gameVersionFlags, ", ").chars ()); }; if (plat.isAndroid) { m_gameFlags |= (GameFlags::Xash3D | GameFlags::Mobility | GameFlags::HasBotVoice | GameFlags::ReGameDLL); if (is (GameFlags::Metamod)) { return true; // we should stop the attempt for loading the real gamedll, since metamod handle this for us } auto gamedll = strings.format ("%s/%s", getenv ("XASH3D_GAMELIBDIR"), plat.isAndroidHardFP ? "libserver_hardfp.so" : "libserver.so"); if (!m_gameLib.load (gamedll)) { logger.fatal ("Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gamedll, getModName ()); } printGame (); } else { bool binaryLoaded = loadCSBinary (); if (!binaryLoaded && !is (GameFlags::Metamod)) { logger.fatal ("Mod that you has started, not supported by this bot (gamedir: %s)", getModName ()); } printGame (); if (is (GameFlags::Metamod)) { m_gameLib.unload (); return true; } } return false; } void Game::detectDeathmatch () { if (!is (GameFlags::Metamod | GameFlags::ReGameDLL)) { return; } static auto dmActive = engfuncs.pfnCVarGetPointer ("csdm_active"); static auto freeForAll = engfuncs.pfnCVarGetPointer ("mp_freeforall"); // csdm is only with amxx and metamod if (dmActive) { if (dmActive->value > 0.0f) { m_gameFlags |= GameFlags::CSDM; } else if (is (GameFlags::CSDM)) { m_gameFlags &= ~GameFlags::CSDM; } } // but this can be provided by regamedll if (freeForAll) { if (freeForAll->value > 0.0f) { m_gameFlags |= GameFlags::FreeForAll; } else if (is (GameFlags::FreeForAll)) { m_gameFlags &= ~GameFlags::FreeForAll; } } } void Game::slowFrame () { if (m_slowFrame > timebase ()) { return; } ctrl.maintainAdminRights (); // calculate light levels for all waypoints if needed graph.initLightLevels (); // update bot difficulties to newly selected from cvar bots.updateBotDifficulties (); // update client pings util.calculatePings (); // detect csdm detectDeathmatch (); // display welcome message util.checkWelcome (); m_slowFrame = timebase () + 1.0f; } void Game::beginMessage (edict_t *ent, int dest, int type) { // store the message type in our own variables, since the GET_USER_MSG_ID () will just do a lot of strcmp()'s... if (is (GameFlags::Metamod) && getMessageId (NetMsg::Money) == -1) { auto setMsgId = [&] (const char *name, NetMsg id) { setMessageId (id, GET_USER_MSG_ID (PLID, name, nullptr)); }; setMsgId ("VGUIMenu", NetMsg::VGUI); setMsgId ("ShowMenu", NetMsg::ShowMenu); setMsgId ("WeaponList", NetMsg::WeaponList); setMsgId ("CurWeapon", NetMsg::CurWeapon); setMsgId ("AmmoX", NetMsg::AmmoX); setMsgId ("AmmoPickup", NetMsg::AmmoPickup); setMsgId ("Damage", NetMsg::Damage); setMsgId ("Money", NetMsg::Money); setMsgId ("StatusIcon", NetMsg::StatusIcon); setMsgId ("DeathMsg", NetMsg::DeathMsg); setMsgId ("ScreenFade", NetMsg::ScreenFade); setMsgId ("HLTV", NetMsg::HLTV); setMsgId ("TextMsg", NetMsg::TextMsg); setMsgId ("TeamInfo", NetMsg::TeamInfo); setMsgId ("BarTime", NetMsg::BarTime); setMsgId ("SendAudio", NetMsg::SendAudio); setMsgId ("SayText", NetMsg::SayText); setMsgId ("FlashBat", NetMsg::FlashBat); setMsgId ("Flashlight", NetMsg::Fashlight); setMsgId ("NVGToggle", NetMsg::NVGToggle); setMsgId ("ItemStatus", NetMsg::ItemStatus); if (is (GameFlags::HasBotVoice)) { setMessageId (NetMsg::BotVoice, GET_USER_MSG_ID (PLID, "BotVoice", nullptr)); } } if ((!is (GameFlags::Legacy) || is (GameFlags::Xash3D)) && dest == MSG_SPEC && type == getMessageId (NetMsg::HLTV)) { setCurrentMessageId (NetMsg::HLTV); } captureMessage (type, NetMsg::WeaponList); if (!isNullEntity (ent) && !(ent->v.flags & FL_DORMANT)) { auto bot = bots[ent]; // is this message for a bot? if (bot != nullptr) { setCurrentMessageOwner (bot->index ()); // message handling is done in usermsg.cpp captureMessage (type, NetMsg::VGUI); captureMessage (type, NetMsg::CurWeapon); captureMessage (type, NetMsg::AmmoX); captureMessage (type, NetMsg::AmmoPickup); captureMessage (type, NetMsg::Damage); captureMessage (type, NetMsg::Money); captureMessage (type, NetMsg::StatusIcon); captureMessage (type, NetMsg::ScreenFade); captureMessage (type, NetMsg::BarTime); captureMessage (type, NetMsg::TextMsg); captureMessage (type, NetMsg::ShowMenu); captureMessage (type, NetMsg::FlashBat); captureMessage (type, NetMsg::NVGToggle); captureMessage (type, NetMsg::ItemStatus); } } else if (dest == MSG_ALL) { captureMessage (type, NetMsg::TeamInfo); captureMessage (type, NetMsg::DeathMsg); captureMessage (type, NetMsg::TextMsg); if (type == SVC_INTERMISSION) { for (const auto &bot : bots) { bot->m_notKilled = false; } } } } void LightMeasure::initializeLightstyles () { // this function initializes lighting information... // reset all light styles for (auto &ls : m_lightstyle) { ls.length = 0; ls.map[0] = 0; } for (auto &lsv : m_lightstyleValue) { lsv = 264; } } void LightMeasure::animateLight () { // this function performs light animations if (!m_doAnimation) { return; } // 'm' is normal light, 'a' is no light, 'z' is double bright const int index = static_cast (game.timebase () * 10.0f); for (int j = 0; j < MAX_LIGHTSTYLES; ++j) { if (!m_lightstyle[j].length) { m_lightstyleValue[j] = 256; continue; } int value = m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a'; m_lightstyleValue[j] = value * 22; } } void LightMeasure::updateLight (int style, char *value) { if (!m_doAnimation) { return; } if (style >= MAX_LIGHTSTYLES) { return; } if (util.isEmptyStr (value)){ m_lightstyle[style].length = 0u; m_lightstyle[style].map[0] = '\0'; return; } const auto copyLimit = sizeof (m_lightstyle[style].map) - sizeof ('\0'); strncpy (m_lightstyle[style].map, value, copyLimit); m_lightstyle[style].map[copyLimit] = '\0'; m_lightstyle[style].length = strlen (m_lightstyle[style].map); } template bool LightMeasure::recursiveLightPoint (const M *node, const Vector &start, const Vector &end) { if (!node || node->contents < 0) { return false; } // determine which side of the node plane our points are on, fixme: optimize for axial auto plane = node->plane; float front = (start | plane->normal) - plane->dist; float back = (end | plane->normal) - plane->dist; int side = front < 0.0f; // if they're both on the same side of the plane, don't bother to split just check the appropriate child if ((back < 0.0f) == side) { return recursiveLightPoint (reinterpret_cast (node->children[side]), start, end); } // calculate mid point float frac = front / (front - back); auto mid = start + (end - start) * frac; // go down front side if (recursiveLightPoint (reinterpret_cast (node->children[side]), start, mid)) { return true; // hit something } // blow it off if it doesn't split the plane... if ((back < 0.0f) == !!side) { return false; // didn't hit anything } // check for impact on this node // lightspot = mid; // lightplane = plane; auto surf = reinterpret_cast (m_worldModel->surfaces) + node->firstsurface; for (int i = 0; i < node->numsurfaces; ++i, ++surf) { if (surf->flags & SURF_DRAWTILED) { continue; // no lightmaps } auto tex = surf->texinfo; // see where in lightmap space our intersection point is int s = static_cast ((mid | Vector (tex->vecs[0])) + tex->vecs[0][3]); int t = static_cast ((mid | Vector (tex->vecs[1])) + tex->vecs[1][3]); // not in the bounds of our lightmap? punt... if (s < surf->texturemins[0] || t < surf->texturemins[1]) { continue; } // assuming a square lightmap (fixme: which ain't always the case), lets see if it lies in that rectangle. if not, punt... int ds = s - surf->texturemins[0]; int dt = t - surf->texturemins[1]; if (ds > surf->extents[0] || dt > surf->extents[1]) { continue; } if (!surf->samples) { return true; } ds >>= 4; dt >>= 4; m_point.reset (); // reset point color. int smax = (surf->extents[0] >> 4) + 1; int tmax = (surf->extents[1] >> 4) + 1; int size = smax * tmax; auto lightmap = surf->samples + dt * smax + ds; // compute the lightmap color at a particular point for (int maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps) { uint32 scale = m_lightstyleValue[surf->styles[maps]]; m_point.red += lightmap->r * scale; m_point.green += lightmap->g * scale; m_point.blue += lightmap->b * scale; lightmap += size; // skip to next lightmap } m_point.red >>= 8u; m_point.green >>= 8u; m_point.blue >>= 8u; return true; } return recursiveLightPoint (reinterpret_cast (node->children[!side]), mid, end); // go down back side } float LightMeasure::getLightLevel (const Vector &point) { if (game.is (GameFlags::Legacy) && !game.is (GameFlags::Xash3D)) { return 0.0f; } if (!m_worldModel) { return 0.0f; } if (!m_worldModel->lightdata) { return 255.0f; } Vector endPoint (point); endPoint.z -= 2048.0f; // it's depends if we're are on dedicated or on listenserver auto recursiveCheck = [&] () -> bool { if (!game.isSoftwareRenderer ()) { return recursiveLightPoint (reinterpret_cast (m_worldModel->nodes), point, endPoint); } return recursiveLightPoint (m_worldModel->nodes, point, endPoint); }; return !recursiveCheck () ? 0.0f : 100 * cr::sqrtf (cr::min (75.0f, static_cast (m_point.avg ())) / 75.0f); } float LightMeasure::getSkyColor () { return static_cast (Color (sv_skycolor_r.int_ (), sv_skycolor_g.int_ (), sv_skycolor_b.int_ ()).avg ()); } DynamicEntityLink::Handle DynamicEntityLink::search (Handle module, Name function) { const auto lookup = [&] (Handle handle) { Handle ret = nullptr; if (m_dlsym.disable ()) { ret = LookupSymbol (reinterpret_cast (handle), function); m_dlsym.enable (); } return ret; }; static const auto &gamedll = game.lib (); static const auto &yapb = m_self; // if requested module is yapb, put in cache the looked up symbol if (yapb.handle () == module) { if (m_exports.exists (function)) { return m_exports[function]; } auto address = lookup (yapb.handle ()); if (!address) { auto gameAddress = lookup (gamedll.handle ()); if (gameAddress) { m_exports[function] = gameAddress; } } else { m_exports[function] = address; } if (m_exports.exists (function)) { return m_exports[function]; } } return lookup (module); }