yapb-noob-edition/source/support.cpp

994 lines
28 KiB
C++

//
// 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.jeefo.net/license
//
#include <core.h>
ConVar yb_display_menu_text ("yb_display_menu_text", "1");
ConVar mp_roundtime ("mp_roundtime", nullptr, VT_NOREGISTER);
ConVar mp_freezetime ("mp_freezetime", nullptr, VT_NOREGISTER, true, "0");
uint16 FixedUnsigned16 (float value, float scale)
{
int output = (static_cast <int> (value * scale));
if (output < 0)
output = 0;
if (output > 0xffff)
output = 0xffff;
return static_cast <uint16> (output);
}
short FixedSigned16 (float value, float scale)
{
int output = (static_cast <int> (value * scale));
if (output > 32767)
output = 32767;
if (output < -32768)
output = -32768;
return static_cast <short> (output);
}
const char *FormatBuffer (const char *format, ...)
{
static char strBuffer[2][MAX_PRINT_BUFFER];
static int rotator = 0;
if (format == nullptr)
return strBuffer[rotator];
static char *ptr = strBuffer[rotator ^= 1];
va_list ap;
va_start (ap, format);
vsnprintf (ptr, MAX_PRINT_BUFFER - 1, format, ap);
va_end (ap);
return ptr;
}
bool IsAlive (edict_t *ent)
{
if (engine.IsNullEntity (ent))
return false;
return ent->v.deadflag == DEAD_NO && ent->v.health > 0 && ent->v.movetype != MOVETYPE_NOCLIP;
}
float GetShootingConeDeviation (edict_t *ent, Vector *position)
{
const Vector &dir = (*position - (ent->v.origin + ent->v.view_ofs)).Normalize ();
MakeVectors (ent->v.v_angle);
// he's facing it, he meant it
return g_pGlobals->v_forward | dir;
}
bool IsInViewCone (const Vector &origin, edict_t *ent)
{
MakeVectors (ent->v.v_angle);
if (((origin - (ent->v.origin + ent->v.view_ofs)).Normalize () | g_pGlobals->v_forward) >= cosf (((ent->v.fov > 0 ? ent->v.fov : 90.0f) * 0.5f) * MATH_D2R))
return true;
return false;
}
bool IsVisible (const Vector &origin, edict_t *ent)
{
if (engine.IsNullEntity (ent))
return false;
TraceResult tr;
engine.TestLine (ent->v.origin + ent->v.view_ofs, origin, TRACE_IGNORE_EVERYTHING, ent, &tr);
if (tr.flFraction != 1.0f)
return false;
return true;
}
void DisplayMenuToClient (edict_t *ent, MenuId menu)
{
static bool s_menusParsed = false;
// make menus looks like we need only once
if (!s_menusParsed)
{
for (int i = 0; i < ARRAYSIZE_HLSDK (g_menus); i++)
{
auto parsed = &g_menus[i];
// translate all the things
parsed->text.Replace ("\v", "\n");
parsed->text.Assign (engine.TraslateMessage (parsed->text.GetBuffer ()));
// make menu looks best
if (!(g_gameFlags & GAME_LEGACY))
{
for (int j = 0; j < 10; j++)
parsed->text.Replace (FormatBuffer ("%d.", j), FormatBuffer ("\\r%d.\\w", j));
}
}
s_menusParsed = true;
}
if (!IsValidPlayer (ent))
return;
Client &client = g_clients[engine.IndexOfEntity (ent) - 1];
if (menu == BOT_MENU_IVALID)
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, engine.FindMessageId (NETMSG_SHOWMENU), nullptr, ent);
WRITE_SHORT (0);
WRITE_CHAR (0);
WRITE_BYTE (0);
WRITE_STRING ("");
MESSAGE_END ();
client.menu = BOT_MENU_IVALID;
return;
}
MenuText *menuPtr = nullptr;
for (int i = 0; i < ARRAYSIZE_HLSDK (g_menus); i++)
{
if (g_menus[i].id == menu)
{
menuPtr = &g_menus[i];
break;
}
}
// worst case
if (!menuPtr)
{
client.menu = BOT_MENU_IVALID;
return;
}
const char *displayText = ((g_gameFlags & (GAME_XASH_ENGINE | GAME_MOBILITY)) && !yb_display_menu_text.GetBool ()) ? " " : menuPtr->text.GetBuffer ();
while (strlen (displayText) >= 64)
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, engine.FindMessageId (NETMSG_SHOWMENU), nullptr, ent);
WRITE_SHORT (menuPtr->slots);
WRITE_CHAR (-1);
WRITE_BYTE (1);
for (int i = 0; i <= 63; i++)
WRITE_CHAR (displayText[i]);
MESSAGE_END ();
displayText += 64;
}
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, engine.FindMessageId (NETMSG_SHOWMENU), nullptr, ent);
WRITE_SHORT (menuPtr->slots);
WRITE_CHAR (-1);
WRITE_BYTE (0);
WRITE_STRING (displayText);
MESSAGE_END();
client.menu = menu;
CLIENT_COMMAND (ent, "speak \"player/geiger1\"\n"); // Stops others from hearing menu sounds..
}
void DecalTrace (entvars_t *pev, TraceResult *trace, int logotypeIndex)
{
// this function draw spraypaint depending on the tracing results.
static Array <String> logotypes;
if (logotypes.IsEmpty ())
logotypes = String ("{biohaz;{graf003;{graf004;{graf005;{lambda06;{target;{hand1;{spit2;{bloodhand6;{foot_l;{foot_r").Split (";");
int entityIndex = -1, message = TE_DECAL;
int decalIndex = (*g_engfuncs.pfnDecalIndex) (logotypes[logotypeIndex].GetBuffer ());
if (decalIndex < 0)
decalIndex = (*g_engfuncs.pfnDecalIndex) ("{lambda06");
if (trace->flFraction == 1.0f)
return;
if (!engine.IsNullEntity (trace->pHit))
{
if (trace->pHit->v.solid == SOLID_BSP || trace->pHit->v.movetype == MOVETYPE_PUSHSTEP)
entityIndex = engine.IndexOfEntity (trace->pHit);
else
return;
}
else
entityIndex = 0;
if (entityIndex != 0)
{
if (decalIndex > 255)
{
message = TE_DECALHIGH;
decalIndex -= 256;
}
}
else
{
message = TE_WORLDDECAL;
if (decalIndex > 255)
{
message = TE_WORLDDECALHIGH;
decalIndex -= 256;
}
}
if (logotypes[logotypeIndex].Contains ("{"))
{
MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE (TE_PLAYERDECAL);
WRITE_BYTE (engine.IndexOfEntity (pev->pContainingEntity));
WRITE_COORD (trace->vecEndPos.x);
WRITE_COORD (trace->vecEndPos.y);
WRITE_COORD (trace->vecEndPos.z);
WRITE_SHORT (static_cast <short> (engine.IndexOfEntity (trace->pHit)));
WRITE_BYTE (decalIndex);
MESSAGE_END ();
}
else
{
MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE (message);
WRITE_COORD (trace->vecEndPos.x);
WRITE_COORD (trace->vecEndPos.y);
WRITE_COORD (trace->vecEndPos.z);
WRITE_BYTE (decalIndex);
if (entityIndex)
WRITE_SHORT (entityIndex);
MESSAGE_END();
}
}
void FreeLibraryMemory (void)
{
// this function free's all allocated memory
waypoints.Init (); // frees waypoint data
delete [] g_experienceData;
g_experienceData = nullptr;
}
void UpdateGlobalExperienceData (void)
{
// this function called after each end of the round to update knowledge about most dangerous waypoints for each team.
// no waypoints, no experience used or waypoints edited or being edited?
if (g_numWaypoints < 1 || waypoints.HasChanged ())
return; // no action
uint16 maxDamage; // maximum damage
uint16 actDamage; // actual damage
int bestIndex; // best index to store
bool recalcKills = false;
// get the most dangerous waypoint for this position for terrorist team
for (int i = 0; i < g_numWaypoints; i++)
{
maxDamage = 0;
bestIndex = -1;
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
actDamage = (g_experienceData + (i * g_numWaypoints) + j)->team0Damage;
if (actDamage > maxDamage)
{
maxDamage = actDamage;
bestIndex = j;
}
}
if (maxDamage > MAX_DAMAGE_VALUE)
recalcKills = true;
(g_experienceData + (i * g_numWaypoints) + i)->team0DangerIndex = static_cast <short> (bestIndex);
}
// get the most dangerous waypoint for this position for counter-terrorist team
for (int i = 0; i < g_numWaypoints; i++)
{
maxDamage = 0;
bestIndex = -1;
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
actDamage = (g_experienceData + (i * g_numWaypoints) + j)->team1Damage;
if (actDamage > maxDamage)
{
maxDamage = actDamage;
bestIndex = j;
}
}
if (maxDamage > MAX_DAMAGE_VALUE)
recalcKills = true;
(g_experienceData + (i * g_numWaypoints) + i)->team1DangerIndex = static_cast <short> (bestIndex);
}
// adjust values if overflow is about to happen
if (recalcKills)
{
for (int i = 0; i < g_numWaypoints; i++)
{
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
int clip = (g_experienceData + (i * g_numWaypoints) + j)->team0Damage;
clip -= static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 0)
clip = 0;
(g_experienceData + (i * g_numWaypoints) + j)->team0Damage = static_cast <uint16> (clip);
clip = (g_experienceData + (i * g_numWaypoints) + j)->team1Damage;
clip -= static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 0)
clip = 0;
(g_experienceData + (i * g_numWaypoints) + j)->team1Damage = static_cast <uint16> (clip);
}
}
}
g_highestKills++;
int clip = g_highestDamageT - static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 1)
clip = 1;
g_highestDamageT = clip;
clip = (int) g_highestDamageCT - static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 1)
clip = 1;
g_highestDamageCT = clip;
if (g_highestKills == MAX_KILL_HISTORY)
{
for (int i = 0; i < g_numWaypoints; i++)
{
(g_experienceData + (i * g_numWaypoints) + i)->team0Damage /= static_cast <uint16> (engine.MaxClients () * 0.5);
(g_experienceData + (i * g_numWaypoints) + i)->team1Damage /= static_cast <uint16> (engine.MaxClients () * 0.5);
}
g_highestKills = 1;
}
}
void RoundInit (void)
{
// this is called at the start of each round
g_roundEnded = false;
g_canSayBombPlanted = true;
// check team economics
for (int team = TERRORIST; team < SPECTATOR; team++)
{
bots.CheckTeamEconomics (team);
bots.SelectLeaderEachTeam (team, true);
}
for (int i = 0; i < engine.MaxClients (); i++)
{
if (bots.GetBot (i))
bots.GetBot (i)->NewRound ();
g_radioSelect[i] = 0;
}
waypoints.SetBombPosition (true);
waypoints.ClearVisitedGoals ();
g_bombSayString = false;
g_timeBombPlanted = 0.0f;
g_timeNextBombUpdate = 0.0f;
g_lastRadioTime[0] = 0.0f;
g_lastRadioTime[1] = 0.0f;
g_botsCanPause = false;
for (int i = 0; i < TASK_MAX; i++)
g_taskFilters[i].time = 0.0f;
UpdateGlobalExperienceData (); // update experience data on round start
// calculate the round mid/end in world time
g_timeRoundStart = engine.Time () + mp_freezetime.GetFloat ();
g_timeRoundMid = g_timeRoundStart + mp_roundtime.GetFloat () * 60.0f * 0.5f;
g_timeRoundEnd = g_timeRoundStart + mp_roundtime.GetFloat () * 60.0f;
}
int GetWeaponPenetrationPower (int id)
{
// returns if weapon can pierce through a wall
int i = 0;
while (g_weaponSelect[i].id)
{
if (g_weaponSelect[i].id == id)
return g_weaponSelect[i].penetratePower;
i++;
}
return 0;
}
bool IsValidPlayer (edict_t *ent)
{
if (engine.IsNullEntity (ent))
return false;
if (ent->v.flags & FL_PROXY)
return false;
if ((ent->v.flags & (FL_CLIENT | FL_FAKECLIENT)) || bots.GetBot (ent) != nullptr)
return !IsNullString (STRING (ent->v.netname));
return false;
}
bool IsPlayerVIP (edict_t *ent)
{
if (!(g_mapType & MAP_AS))
return false;
if (!IsValidPlayer (ent))
return false;
return *(INFOKEY_VALUE (GET_INFOKEYBUFFER (ent), "model")) == 'v';
}
bool IsValidBot (edict_t *ent)
{
if (bots.GetBot (ent) != nullptr || (!engine.IsNullEntity (ent) && (ent->v.flags & FL_FAKECLIENT)))
return true;
return false;
}
bool OpenConfig (const char *fileName, const char *errorIfNotExists, MemoryFile *outFile, bool languageDependant /*= false*/)
{
if (outFile->IsValid ())
outFile->Close ();
// save config dir
const char *configDir = "addons/yapb/conf";
if (languageDependant)
{
extern ConVar yb_language;
if (strcmp (fileName, "lang.cfg") == 0 && strcmp (yb_language.GetString (), "en") == 0)
return false;
const char *langConfig = FormatBuffer ("%s/lang/%s_%s", configDir, yb_language.GetString (), fileName);
// check file existence
int size = 0;
uint8 *buffer = nullptr;
// check is file is exists for this language
if ((buffer = MemoryFile::Loader (langConfig, &size)) != nullptr)
{
MemoryFile::Unloader (buffer);
// unload and reopen file using MemoryFile
outFile->Open (langConfig);
}
else
outFile->Open (FormatBuffer ("%s/lang/en_%s", configDir, fileName));
}
else
outFile->Open (FormatBuffer ("%s/%s", configDir, fileName));
if (!outFile->IsValid ())
{
AddLogEntry (true, LL_ERROR, errorIfNotExists);
return false;
}
return true;
}
void CheckWelcomeMessage (void)
{
// the purpose of this function, is to send quick welcome message, to the listenserver entity.
static bool alreadyReceived = false;
static float receiveTime = 0.0f;
if (alreadyReceived)
return;
Array <String> sentences;
if (!(g_gameFlags & (GAME_MOBILITY | GAME_XASH_ENGINE)))
{
// add default messages
sentences.Push ("hello user,communication is acquired");
sentences.Push ("your presence is acknowledged");
sentences.Push ("high man, your in command now");
sentences.Push ("blast your hostile for good");
sentences.Push ("high man, kill some idiot here");
sentences.Push ("is there a doctor in the area");
sentences.Push ("warning, experimental materials detected");
sentences.Push ("high amigo, shoot some but");
sentences.Push ("attention, hours of work software, detected");
sentences.Push ("time for some bad ass explosion");
sentences.Push ("bad ass son of a breach device activated");
sentences.Push ("high, do not question this great service");
sentences.Push ("engine is operative, hello and goodbye");
sentences.Push ("high amigo, your administration has been great last day");
sentences.Push ("attention, expect experimental armed hostile presence");
sentences.Push ("warning, medical attention required");
}
if (IsAlive (g_hostEntity) && !alreadyReceived && receiveTime < 1.0 && (g_numWaypoints > 0 ? g_gameWelcomeSent : true))
receiveTime = engine.Time () + 4.0f; // receive welcome message in four seconds after game has commencing
if (receiveTime > 0.0f && receiveTime < engine.Time () && !alreadyReceived && (g_numWaypoints > 0 ? g_gameWelcomeSent : true))
{
if (!(g_gameFlags & (GAME_MOBILITY | GAME_XASH_ENGINE)))
engine.IssueCmd ("speak \"%s\"", const_cast <char *> (sentences.GetRandomElement ().GetBuffer ()));
engine.ChatPrintf ("----- %s v%s (Build: %u), {%s}, (c) 2016, by %s (%s)-----", PRODUCT_NAME, PRODUCT_VERSION, GenerateBuildNumber (), PRODUCT_DATE, PRODUCT_AUTHOR, PRODUCT_URL);
MESSAGE_BEGIN (MSG_ONE, SVC_TEMPENTITY, nullptr, g_hostEntity);
WRITE_BYTE (TE_TEXTMESSAGE);
WRITE_BYTE (1);
WRITE_SHORT (FixedSigned16 (-1, 1 << 13));
WRITE_SHORT (FixedSigned16 (-1, 1 << 13));
WRITE_BYTE (2);
WRITE_BYTE (Random.Int (33, 255));
WRITE_BYTE (Random.Int (33, 255));
WRITE_BYTE (Random.Int (33, 255));
WRITE_BYTE (0);
WRITE_BYTE (Random.Int (230, 255));
WRITE_BYTE (Random.Int (230, 255));
WRITE_BYTE (Random.Int (230, 255));
WRITE_BYTE (200);
WRITE_SHORT (FixedUnsigned16 (0.0078125f, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (2.0f, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (6.0f, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (0.1f, 1 << 8));
WRITE_STRING (FormatBuffer ("\nServer is running YaPB v%s (Build: %u)\nDeveloped by %s\n\n%s", PRODUCT_VERSION, GenerateBuildNumber (), PRODUCT_AUTHOR, waypoints.GetInfo ()));
MESSAGE_END ();
receiveTime = 0.0;
alreadyReceived = true;
}
}
void AddLogEntry (bool outputToConsole, int logLevel, const char *format, ...)
{
// this function logs a message to the message log file root directory.
va_list ap;
char buffer[MAX_PRINT_BUFFER] = {0, }, levelString[32] = {0, }, logLine[MAX_PRINT_BUFFER] = {0, };
va_start (ap, format);
vsnprintf (buffer, SIZEOF_CHAR (buffer), format, ap);
va_end (ap);
switch (logLevel)
{
case LL_DEFAULT:
strcpy (levelString, "LOG: ");
break;
case LL_WARNING:
strcpy (levelString, "WARN: ");
break;
case LL_ERROR:
strcpy (levelString, "ERROR: ");
break;
case LL_FATAL:
strcpy (levelString, "FATAL: ");
break;
}
if (outputToConsole)
engine.Printf ("%s%s", levelString, buffer);
// now check if logging disabled
if (!(logLevel & LL_IGNORE))
{
extern ConVar yb_debug;
if (logLevel == LL_DEFAULT && yb_debug.GetInt () < 3)
return; // no log, default logging is disabled
if (logLevel == LL_WARNING && yb_debug.GetInt () < 2)
return; // no log, warning logging is disabled
if (logLevel == LL_ERROR && yb_debug.GetInt () < 1)
return; // no log, error logging is disabled
}
// open file in a standard stream
File fp ("yapb.txt", "at");
// check if we got a valid handle
if (!fp.IsValid ())
return;
time_t tickTime = time (&tickTime);
tm *time = localtime (&tickTime);
sprintf (logLine, "[%02d:%02d:%02d] %s%s", time->tm_hour, time->tm_min, time->tm_sec, levelString, buffer);
fp.Printf ("%s\n", logLine);
fp.Close ();
if (logLevel == LL_FATAL)
{
bots.RemoveAll ();
FreeLibraryMemory ();
#if defined (PLATFORM_WIN32)
DestroyWindow (GetForegroundWindow ());
MessageBoxA (GetActiveWindow (), buffer, "YaPB Error", MB_ICONSTOP);
#else
printf ("%s", buffer);
#endif
#if defined (PLATFORM_WIN32)
_exit (1);
#else
exit (1);
#endif
}
}
bool FindNearestPlayer (void **pvHolder, edict_t *to, float searchDistance, bool sameTeam, bool needBot, bool isAlive, bool needDrawn)
{
// this function finds nearest to to, player with set of parameters, like his
// team, live status, search distance etc. if needBot is true, then pvHolder, will
// be filled with bot pointer, else with edict pointer(!).
edict_t *survive = nullptr; // pointer to temporally & survive entity
float nearestPlayer = 4096.0f; // nearest player
int toTeam = engine.GetTeam (to);
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || client.ent == to)
continue;
if ((sameTeam && client.team != toTeam) || (isAlive && !(client.flags & CF_ALIVE)) || (needBot && !IsValidBot (client.ent)) || (needDrawn && (client.ent->v.effects & EF_NODRAW)))
continue; // filter players with parameters
float distance = (client.ent->v.origin - to->v.origin).GetLength ();
if (distance < nearestPlayer && distance < searchDistance)
{
nearestPlayer = distance;
survive = client.ent;
}
}
if (engine.IsNullEntity (survive))
return false; // nothing found
// fill the holder
if (needBot)
*pvHolder = reinterpret_cast <void *> (bots.GetBot (survive));
else
*pvHolder = reinterpret_cast <void *> (survive);
return true;
}
void SoundAttachToClients (edict_t *ent, const char *sample, float volume)
{
// this function called by the sound hooking code (in emit_sound) enters the played sound into
// the array associated with the entity
if (engine.IsNullEntity (ent) || IsNullString (sample))
return;
const Vector &origin = engine.GetAbsOrigin (ent);
int index = engine.IndexOfEntity (ent) - 1;
if (index < 0 || index >= engine.MaxClients ())
{
float nearestDistance = 99999.0f;
// loop through all players
for (int i = 0; i < engine.MaxClients (); i++)
{
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE))
continue;
float distance = (client.origin - origin).GetLength ();
// now find nearest player
if (distance < nearestDistance)
{
index = i;
nearestDistance = distance;
}
}
}
// in case of worst case
if (index < 0 || index >= engine.MaxClients ())
index = 0;
Client &client = g_clients[index];
if (strncmp ("player/bhit_flesh", sample, 17) == 0 || strncmp ("player/headshot", sample, 15) == 0)
{
// hit/fall sound?
client.hearingDistance = 768.0f * volume;
client.timeSoundLasting = engine.Time () + 0.5f;
client.soundPos = origin;
}
else if (strncmp ("items/gunpickup", sample, 15) == 0)
{
// weapon pickup?
client.hearingDistance = 768.0f * volume;
client.timeSoundLasting = engine.Time () + 0.5f;
client.soundPos = origin;
}
else if (strncmp ("weapons/zoom", sample, 12) == 0)
{
// sniper zooming?
client.hearingDistance = 512.0f * volume;
client.timeSoundLasting = engine.Time () + 0.1f;
client.soundPos = origin;
}
else if (strncmp ("items/9mmclip", sample, 13) == 0)
{
// ammo pickup?
client.hearingDistance = 512.0f * volume;
client.timeSoundLasting = engine.Time () + 0.1f;
client.soundPos = origin;
}
else if (strncmp ("hostage/hos", sample, 11) == 0)
{
// CT used hostage?
client.hearingDistance = 1024.0f * volume;
client.timeSoundLasting = engine.Time () + 5.0f;
client.soundPos = origin;
}
else if (strncmp ("debris/bustmetal", sample, 16) == 0 || strncmp ("debris/bustglass", sample, 16) == 0)
{
// broke something?
client.hearingDistance = 1024.0f * volume;
client.timeSoundLasting = engine.Time () + 2.0f;
client.soundPos = origin;
}
else if (strncmp ("doors/doormove", sample, 14) == 0)
{
// someone opened a door
client.hearingDistance = 1024.0f * volume;
client.timeSoundLasting = engine.Time () + 3.0f;
client.soundPos = origin;
}
}
void SoundSimulateUpdate (int playerIndex)
{
// this function tries to simulate playing of sounds to let the bots hear sounds which aren't
// captured through server sound hooking
if (playerIndex < 0 || playerIndex >= engine.MaxClients ())
return; // reliability check
Client &client = g_clients[playerIndex];
float hearDistance = 0.0f;
float timeSound = 0.0f;
if (client.ent->v.oldbuttons & IN_ATTACK) // pressed attack button?
{
hearDistance = 2048.0f;
timeSound = engine.Time () + 0.3f;
}
else if (client.ent->v.oldbuttons & IN_USE) // pressed used button?
{
hearDistance = 512.0f;
timeSound = engine.Time () + 0.5f;
}
else if (client.ent->v.oldbuttons & IN_RELOAD) // pressed reload button?
{
hearDistance = 512.0f;
timeSound = engine.Time () + 0.5f;
}
else if (client.ent->v.movetype == MOVETYPE_FLY) // uses ladder?
{
if (fabsf (client.ent->v.velocity.z) > 50.0f)
{
hearDistance = 1024.0f;
timeSound = engine.Time () + 0.3f;
}
}
else
{
extern ConVar mp_footsteps;
if (mp_footsteps.GetBool ())
{
// moves fast enough?
hearDistance = 1280.0f * (client.ent->v.velocity.GetLength2D () / 260.0f);
timeSound = engine.Time () + 0.3f;
}
}
if (hearDistance <= 0.0)
return; // didn't issue sound?
// some sound already associated
if (client.timeSoundLasting > engine.Time ())
{
if (client.hearingDistance <= hearDistance)
{
// override it with new
client.hearingDistance = hearDistance;
client.timeSoundLasting = timeSound;
client.soundPos = client.ent->v.origin;
}
}
else
{
// just remember it
client.hearingDistance = hearDistance;
client.timeSoundLasting = timeSound;
client.soundPos = client.ent->v.origin;
}
}
int GenerateBuildNumber (void)
{
// this function generates build number from the compiler date macros
static int buildNumber = 0;
if (buildNumber != 0)
return buildNumber;
// get compiling date using compiler macros
const char *date = __DATE__;
// array of the month names
const char *months[12] = {"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"};
// array of the month days
uint8 monthDays[12] = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31};
int day = 0; // day of the year
int year = 0; // year
int i = 0;
// go through all months, and calculate, days since year start
for (i = 0; i < 11; i++)
{
if (strncmp (&date[0], months[i], 3) == 0)
break; // found current month break
day += monthDays[i]; // add month days
}
day += atoi (&date[4]) - 1; // finally calculate day
year = atoi (&date[7]) - 2000; // get years since year 2000
buildNumber = day + static_cast <int> ((year - 1) * 365.25);
// if the year is a leap year?
if ((year % 4) == 0 && i > 1)
buildNumber += 1; // add one year more
buildNumber -= 1114;
return buildNumber;
}
int GetWeaponReturn (bool needString, const char *weaponAlias, int weaponIndex)
{
// this function returning weapon id from the weapon alias and vice versa.
// structure definition for weapon tab
struct WeaponTab_t
{
Weapon weaponIndex; // weapon id
const char *alias; // weapon alias
};
// weapon enumeration
WeaponTab_t weaponTab[] =
{
{WEAPON_USP, "usp"}, // HK USP .45 Tactical
{WEAPON_GLOCK, "glock"}, // Glock18 Select Fire
{WEAPON_DEAGLE, "deagle"}, // Desert Eagle .50AE
{WEAPON_P228, "p228"}, // SIG P228
{WEAPON_ELITE, "elite"}, // Dual Beretta 96G Elite
{WEAPON_FIVESEVEN, "fn57"}, // FN Five-Seven
{WEAPON_M3, "m3"}, // Benelli M3 Super90
{WEAPON_XM1014, "xm1014"}, // Benelli XM1014
{WEAPON_MP5, "mp5"}, // HK MP5-Navy
{WEAPON_TMP, "tmp"}, // Steyr Tactical Machine Pistol
{WEAPON_P90, "p90"}, // FN P90
{WEAPON_MAC10, "mac10"}, // Ingram MAC-10
{WEAPON_UMP45, "ump45"}, // HK UMP45
{WEAPON_AK47, "ak47"}, // Automat Kalashnikov AK-47
{WEAPON_GALIL, "galil"}, // IMI Galil
{WEAPON_FAMAS, "famas"}, // GIAT FAMAS
{WEAPON_SG552, "sg552"}, // Sig SG-552 Commando
{WEAPON_M4A1, "m4a1"}, // Colt M4A1 Carbine
{WEAPON_AUG, "aug"}, // Steyr Aug
{WEAPON_SCOUT, "scout"}, // Steyr Scout
{WEAPON_AWP, "awp"}, // AI Arctic Warfare/Magnum
{WEAPON_G3SG1, "g3sg1"}, // HK G3/SG-1 Sniper Rifle
{WEAPON_SG550, "sg550"}, // Sig SG-550 Sniper
{WEAPON_M249, "m249"}, // FN M249 Para
{WEAPON_FLASHBANG, "flash"}, // Concussion Grenade
{WEAPON_EXPLOSIVE, "hegren"}, // High-Explosive Grenade
{WEAPON_SMOKE, "sgren"}, // Smoke Grenade
{WEAPON_ARMOR, "vest"}, // Kevlar Vest
{WEAPON_ARMORHELM, "vesthelm"}, // Kevlar Vest and Helmet
{WEAPON_DEFUSER, "defuser"}, // Defuser Kit
{WEAPON_SHIELD, "shield"}, // Tactical Shield
};
// if we need to return the string, find by weapon id
if (needString && weaponIndex != -1)
{
for (int i = 0; i < ARRAYSIZE_HLSDK (weaponTab); i++)
{
if (weaponTab[i].weaponIndex == weaponIndex) // is weapon id found?
return MAKE_STRING (weaponTab[i].alias);
}
return MAKE_STRING ("(none)"); // return none
}
// else search weapon by name and return weapon id
for (int i = 0; i < ARRAYSIZE_HLSDK (weaponTab); i++)
{
if (strncmp (weaponTab[i].alias, weaponAlias, strlen (weaponTab[i].alias)) == 0)
return weaponTab[i].weaponIndex;
}
return -1; // no weapon was found return -1
}