yapb-noob-edition/source/support.cpp
jeefo 64445029c7 fixed crash, when official csbots active
fixed baaaad waypoint dislpaying
fixed bots equip in buyzone when has active enemy
bots try to do their goals more ofter (again)
fixed some issues with knife maps
2016-02-11 21:50:05 +03:00

1554 lines
46 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:
// http://yapb.jeefo.net/license
//
#include <core.h>
ConVar yb_display_menu_text ("yb_display_menu_text", "1");
ConVar mp_roundtime ("mp_roundtime", NULL, VT_NOREGISTER);
#ifndef XASH_CSDM
ConVar mp_freezetime ("mp_freezetime", NULL, VT_NOREGISTER);
#else
ConVar mp_freezetime ("mp_freezetime", "0", VT_NOSERVER);
#endif
void TraceLine (const Vector &start, const Vector &end, bool ignoreMonsters, bool ignoreGlass, 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.
// this is an overloaded prototype to add IGNORE_GLASS in the same way as IGNORE_MONSTERS work.
(*g_engfuncs.pfnTraceLine) (start, end, (ignoreMonsters ? TRUE : FALSE) | (ignoreGlass ? 0x100 : 0), ignoreEntity, ptr);
}
void TraceLine (const Vector &start, const Vector &end, bool ignoreMonsters, 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.
(*g_engfuncs.pfnTraceLine) (start, end, ignoreMonsters ? TRUE : FALSE, ignoreEntity, ptr);
}
void TraceHull (const Vector &start, const Vector &end, bool ignoreMonsters, 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.
(*g_engfuncs.pfnTraceHull) (start, end, ignoreMonsters ? TRUE : FALSE, hullNumber, ignoreEntity, ptr);
}
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, ...)
{
va_list ap;
static char staticBuffer[3072];
va_start (ap, format);
vsprintf (staticBuffer, format, ap);
va_end (ap);
return &staticBuffer[0];
}
bool IsAlive (edict_t *ent)
{
if (IsEntityNull (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 (IsEntityNull (ent))
return false;
TraceResult tr;
TraceLine (ent->v.origin + ent->v.view_ofs, origin, true, true, ent, &tr);
if (tr.flFraction != 1.0f)
return false;
return true;
}
Vector GetEntityOrigin (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 (IsEntityNull (ent))
return Vector::GetZero ();
if (ent->v.origin.IsZero ())
return ent->v.absmin + ent->v.size * 0.5f;
return ent->v.origin;
}
void DisplayMenuToClient (edict_t *ent, MenuText *menu)
{
if (!IsValidPlayer (ent))
return;
int clientIndex = IndexOfEntity (ent) - 1;
if (menu != NULL)
{
String tempText = String (menu->menuText);
tempText.Replace ("\v", "\n");
char *text = locale.TranslateInput (tempText.GetBuffer ());
tempText = String (text);
// make menu looks best
for (int i = 0; i <= 9; i++)
tempText.Replace (FormatBuffer ("%d.", i), FormatBuffer ("\\r%d.\\w", i));
if ((g_gameFlags & (GAME_XASH | GAME_MOBILITY)) && !yb_display_menu_text.GetBool ())
text = " ";
else
text = (char *) tempText.GetBuffer ();
while (strlen (text) >= 64)
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, netmsg.GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (menu->validSlots);
WRITE_CHAR (-1);
WRITE_BYTE (1);
for (int i = 0; i <= 63; i++)
WRITE_CHAR (text[i]);
MESSAGE_END ();
text += 64;
}
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, netmsg.GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (menu->validSlots);
WRITE_CHAR (-1);
WRITE_BYTE (0);
WRITE_STRING (text);
MESSAGE_END();
g_clients[clientIndex].menu = menu;
}
else
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, netmsg.GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (0);
WRITE_CHAR (0);
WRITE_BYTE (0);
WRITE_STRING ("");
MESSAGE_END();
g_clients[clientIndex].menu = NULL;
}
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 (!IsEntityNull (trace->pHit))
{
if (trace->pHit->v.solid == SOLID_BSP || trace->pHit->v.movetype == MOVETYPE_PUSHSTEP)
entityIndex = 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 (IndexOfEntity (ENT (pev)));
WRITE_COORD (trace->vecEndPos.x);
WRITE_COORD (trace->vecEndPos.y);
WRITE_COORD (trace->vecEndPos.z);
WRITE_SHORT (static_cast <short> (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
locale.Destroy (); // clear language
delete [] g_experienceData;
g_experienceData = NULL;
}
void FakeClientCommand (edict_t *fakeClient, const char *format, ...)
{
// 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).
va_list ap;
static char command[256];
int stop, i, stringIndex = 0;
if (IsEntityNull (fakeClient))
return; // reliability check
// concatenate all the arguments in one string
va_start (ap, format);
_vsnprintf (command, sizeof (command), format, ap);
va_end (ap);
if (IsNullString (command))
return; // if nothing in the command buffer, return
g_isFakeCommand = true; // set the "fakeclient command" flag
int length = strlen (command); // get the total length of the command string
// process all individual commands (separated by a semicolon) one each a time
while (stringIndex < length)
{
int start = stringIndex; // save field start position (first character)
while (stringIndex < length && command[stringIndex] != ';')
stringIndex++; // reach end of field
if (command[stringIndex - 1] == '\n')
stop = stringIndex - 2; // discard any trailing '\n' if needed
else
stop = stringIndex - 1; // save field stop position (last character before semicolon or end)
for (i = start; i <= stop; i++)
g_fakeArgv[i - start] = command[i]; // store the field value in the g_fakeArgv global string
g_fakeArgv[i - start] = 0; // terminate the string
stringIndex++; // move the overall string index one step further to bypass the semicolon
int index = 0;
g_fakeArgc = 0; // let's now parse that command and count the different arguments
// count the number of arguments
while (index < i - start)
{
while (index < i - start && g_fakeArgv[index] == ' ')
index++; // ignore spaces
// is this field a group of words between quotes or a single word ?
if (g_fakeArgv[index] == '"')
{
index++; // move one step further to bypass the quote
while (index < i - start && g_fakeArgv[index] != '"')
index++; // reach end of field
index++; // move one step further to bypass the quote
}
else
while (index < i - start && g_fakeArgv[index] != ' ')
index++; // this is a single word, so reach the end of field
g_fakeArgc++; // we have processed one argument more
}
// tell now the MOD DLL to execute this ClientCommand...
MDLL_ClientCommand (fakeClient);
}
g_fakeArgv[0] = 0; // when it's done, reset the g_fakeArgv field
g_isFakeCommand = false; // reset the "fakeclient command" flag
g_fakeArgc = 0; // and the argument count
}
const char *GetField (const char *string, int fieldId, bool endLine)
{
// This function gets and returns a particuliar field in a string where several szFields are
// concatenated. Fields can be words, or groups of words between quotes ; separators may be
// white space or tabs. A purpose of this function is to provide bots with the same Cmd_Argv
// convenience the engine provides to real clients. This way the handling of real client
// commands and bot client commands is exactly the same, just have a look in engine.cpp
// for the hooking of pfnCmd_Argc, pfnCmd_Args and pfnCmd_Argv, which redirects the call
// either to the actual engine functions (when the caller is a real client), either on
// our function here, which does the same thing, when the caller is a bot.
static char field[256];
// reset the string
memset (field, 0, sizeof (field));
int length, i, index = 0, fieldCount = 0, start, stop;
field[0] = 0; // reset field
length = strlen (string); // get length of string
// while we have not reached end of line
while (index < length && fieldCount <= fieldId)
{
while (index < length && (string[index] == ' ' || string[index] == '\t'))
index++; // ignore spaces or tabs
// is this field multi-word between quotes or single word ?
if (string[index] == '"')
{
index++; // move one step further to bypass the quote
start = index; // save field start position
while ((index < length) && (string[index] != '"'))
index++; // reach end of field
stop = index - 1; // save field stop position
index++; // move one step further to bypass the quote
}
else
{
start = index; // save field start position
while (index < length && (string[index] != ' ' && string[index] != '\t'))
index++; // reach end of field
stop = index - 1; // save field stop position
}
// is this field we just processed the wanted one ?
if (fieldCount == fieldId)
{
for (i = start; i <= stop; i++)
field[i - start] = string[i]; // store the field value in a string
field[i - start] = 0; // terminate the string
break; // and stop parsing
}
fieldCount++; // we have parsed one field more
}
if (endLine)
field[strlen (field) - 1] = 0;
strtrim (field);
return (&field[0]); // returns the wanted field
}
void strtrim (char *string)
{
char *ptr = string;
int length = 0, toggleFlag = 0, increment = 0;
int i = 0;
while (*ptr++)
length++;
for (i = length - 1; i >= 0; i--)
{
if (!isspace (string[i]))
break;
else
{
string[i] = 0;
length--;
}
}
for (i = 0; i < length; i++)
{
if (isspace (string[i]) && !toggleFlag)
{
increment++;
if (increment + i < length)
string[i] = string[increment + i];
}
else
{
if (!toggleFlag)
toggleFlag = 1;
if (increment)
string[i] = string[increment + i];
}
}
string[length] = 0;
}
const char *GetModName (void)
{
static char modName[256];
GET_GAME_DIR (modName); // ask the engine for the MOD directory path
int length = strlen (modName); // get the length of the returned string
// format the returned string to get the last directory name
int stop = length - 1;
while ((modName[stop] == '\\' || modName[stop] == '/') && stop > 0)
stop--; // shift back any trailing separator
int start = stop;
while (modName[start] != '\\' && modName[start] != '/' && start > 0)
start--; // shift back to the start of the last subdirectory name
if (modName[start] == '\\' || modName[start] == '/')
start++; // if we reached a separator, step over it
// now copy the formatted string back onto itself character per character
for (length = start; length <= stop; length++)
modName[length - start] = modName[length];
modName[length - start] = 0; // terminate the string
return &modName[0];
}
// Create a directory tree
void CreatePath (char *path)
{
for (char *ofs = path + 1 ; *ofs ; ofs++)
{
if (*ofs == '/')
{
// create the directory
*ofs = 0;
#ifdef PLATFORM_WIN32
mkdir (path);
#else
mkdir (path, 0777);
#endif
*ofs = '/';
}
}
#ifdef PLATFORM_WIN32
mkdir (path);
#else
mkdir (path, 0777);
#endif
}
void DrawLine (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, int red, int green, int blue, int brightness, int speed, int life)
{
// this function draws a line 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 (!IsValidPlayer (ent))
return; // reliability check
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, ent);
WRITE_BYTE (TE_BEAMPOINTS);
WRITE_COORD (start.x);
WRITE_COORD (start.y);
WRITE_COORD (start.z);
WRITE_COORD (end.x);
WRITE_COORD (end.y);
WRITE_COORD (end.z);
WRITE_SHORT (g_modelIndexLaser);
WRITE_BYTE (0); // framestart
WRITE_BYTE (10); // framerate
WRITE_BYTE (life); // life in 0.1's
WRITE_BYTE (width); // width
WRITE_BYTE (noise); // noise
WRITE_BYTE (red); // r, g, b
WRITE_BYTE (green); // r, g, b
WRITE_BYTE (blue); // r, g, b
WRITE_BYTE (brightness); // brightness
WRITE_BYTE (speed); // speed
MESSAGE_END ();
}
void DrawArrow (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, int red, int green, int blue, int brightness, int speed, int life)
{
// 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 (!IsValidPlayer (ent))
return; // reliability check
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, ent);
WRITE_BYTE (TE_BEAMPOINTS);
WRITE_COORD (end.x);
WRITE_COORD (end.y);
WRITE_COORD (end.z);
WRITE_COORD (start.x);
WRITE_COORD (start.y);
WRITE_COORD (start.z);
WRITE_SHORT (g_modelIndexArrow);
WRITE_BYTE (0); // framestart
WRITE_BYTE (10); // framerate
WRITE_BYTE (life); // life in 0.1's
WRITE_BYTE (width); // width
WRITE_BYTE (noise); // noise
WRITE_BYTE (red); // r, g, b
WRITE_BYTE (green); // r, g, b
WRITE_BYTE (blue); // r, g, b
WRITE_BYTE (brightness); // brightness
WRITE_BYTE (speed); // speed
MESSAGE_END ();
}
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 || g_waypointsChanged)
return; // no action
unsigned short maxDamage; // maximum damage
unsigned short 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 <unsigned short> (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 <unsigned short> (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 <unsigned short> (GetMaxClients () * 0.5);
(g_experienceData + (i * g_numWaypoints) + i)->team1Damage /= static_cast <unsigned short> (GetMaxClients () * 0.5);
}
g_highestKills = 1;
}
}
void RoundInit (void)
{
// this is called at the start of each round
g_roundEnded = false;
// check team economics
bots.CheckTeamEconomics (TERRORIST);
bots.CheckTeamEconomics (CT);
for (int i = 0; i < GetMaxClients (); 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_leaderChoosen[CT] = false;
g_leaderChoosen[TERRORIST] = false;
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 = GetWorldTime () + 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 (IsEntityNull (ent))
return false;
if (ent->v.flags & FL_PROXY)
return false;
if ((ent->v.flags & (FL_CLIENT | FL_FAKECLIENT)) || bots.GetBot (ent) != NULL)
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) != NULL || (!IsEntityNull (ent) && (ent->v.flags & FL_FAKECLIENT)))
return true;
return false;
}
bool IsDedicatedServer (void)
{
// return true if server is dedicated server, false otherwise
return (IS_DEDICATED_SERVER () > 0); // ask engine for this
}
void ServerPrint (const char *format, ...)
{
va_list ap;
char string[3072];
va_start (ap, format);
vsprintf (string, locale.TranslateInput (format), ap);
va_end (ap);
SERVER_PRINT (string);
SERVER_PRINT ("\n");
}
void CenterPrint (const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, locale.TranslateInput (format), ap);
va_end (ap);
if (IsDedicatedServer ())
{
ServerPrint (string);
return;
}
MESSAGE_BEGIN (MSG_BROADCAST, netmsg.GetId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTCENTER);
WRITE_STRING (FormatBuffer ("%s\n", string));
MESSAGE_END ();
}
void ChartPrint (const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, locale.TranslateInput (format), ap);
va_end (ap);
if (IsDedicatedServer ())
{
ServerPrint (string);
return;
}
strcat (string, "\n");
MESSAGE_BEGIN (MSG_BROADCAST, netmsg.GetId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTTALK);
WRITE_STRING (string);
MESSAGE_END ();
}
void ClientPrint (edict_t *ent, int dest, const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, locale.TranslateInput (format), ap);
va_end (ap);
if (IsEntityNull (ent) || ent == g_hostEntity)
{
ServerPrint (string);
return;
}
strcat (string, "\n");
(*g_engfuncs.pfnClientPrintf) (ent, static_cast <PRINT_TYPE> (dest), string);
}
void ServerCommand (const char *format, ...)
{
// this function asks the engine to execute a server command
va_list ap;
static char string[1024];
// concatenate all the arguments in one string
va_start (ap, format);
vsprintf (string, format, ap);
va_end (ap);
SERVER_COMMAND (const_cast <char *> (FormatBuffer ("%s\n", string))); // execute command
}
const char *GetMapName (void)
{
// this function gets the map name and store it in the map_name global string variable.
static char mapName[256];
strncpy (mapName, const_cast <const char *> (g_pGlobals->pStringBase + static_cast <int> (g_pGlobals->mapname)), SIZEOF_CHAR (mapName));
return &mapName[0]; // and return a pointer to it
}
extern bool OpenConfig(const char *fileName, const char *errorIfNotExists, File *outFile, bool languageDependant /*= false*/)
{
if (outFile->IsValid ())
outFile->Close ();
if (languageDependant)
{
extern ConVar yb_language;
if (strcmp (fileName, "lang.cfg") == 0 && strcmp (yb_language.GetString (), "en") == 0)
return false;
const char *languageDependantConfigFile = FormatBuffer ("%s/addons/yapb/conf/lang/%s_%s", GetModName (), yb_language.GetString (), fileName);
// check is file is exists for this language
if (File::Accessible (languageDependantConfigFile))
outFile->Open (languageDependantConfigFile, "rt");
else
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/lang/en_%s", GetModName (), fileName), "rt");
}
else
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/%s", GetModName (), fileName), "rt");
if (!outFile->IsValid ())
{
AddLogEntry (true, LL_ERROR, errorIfNotExists);
return false;
}
return true;
}
const char *GetWaypointDir (void)
{
return FormatBuffer ("%s/addons/yapb/data/", GetModName ());
}
extern void RegisterCommand(const char *command, void funcPtr (void))
{
// 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.
if (IsNullString (command) || funcPtr == NULL)
return; // reliability check
REG_SVR_COMMAND (const_cast <char *> (command), funcPtr); // ask the engine to register this new command
}
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)))
{
// 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_isCommencing : true))
receiveTime = GetWorldTime () + 4.0f; // receive welcome message in four seconds after game has commencing
if (receiveTime > 0.0f && receiveTime < GetWorldTime () && !alreadyReceived && (g_numWaypoints > 0 ? g_isCommencing : true))
{
if (!(g_gameFlags & (GAME_MOBILITY | GAME_XASH)))
ServerCommand ("speak \"%s\"", const_cast <char *> (sentences.GetRandomElement ().GetBuffer ()));
ChartPrint ("----- %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, NULL, 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.Long (33, 255));
WRITE_BYTE (Random.Long (33, 255));
WRITE_BYTE (Random.Long (33, 255));
WRITE_BYTE (0);
WRITE_BYTE (Random.Long (230, 255));
WRITE_BYTE (Random.Long (230, 255));
WRITE_BYTE (Random.Long (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 DetectCSVersion (void)
{
if (g_gameFlags & GAME_CZERO)
return;
// detect xash engine
if (g_engfuncs.pfnCVarGetPointer ("build") != NULL)
{
g_gameFlags |= (GAME_LEGACY | GAME_XASH);
return;
}
// counter-strike 1.6 or higher (plus detects for non-steam versions of 1.5)
byte *detection = (*g_engfuncs.pfnLoadFileForMe) ("events/galil.sc", NULL);
if (detection != NULL)
g_gameFlags |= GAME_CSTRIKE16; // just to be sure
else if (detection == NULL)
g_gameFlags |= GAME_LEGACY; // reset it to WON
// if we have loaded the file free it
if (detection != NULL)
(*g_engfuncs.pfnFreeFile) (detection);
}
void PlaySound (edict_t *ent, const char *name)
{
// TODO: make this obsolete
EMIT_SOUND_DYN2 (ent, CHAN_WEAPON, name, 1.0f, ATTN_NORM, 0, 100.0f);
return;
}
float GetWaveLength (const char *fileName)
{
WavHeader waveHdr;
memset (&waveHdr, 0, sizeof (waveHdr));
extern ConVar yb_chatter_path;
File fp (FormatBuffer ("%s/%s/%s.wav", GetModName (), yb_chatter_path.GetString (), fileName), "rb");
// we're got valid handle?
if (!fp.IsValid ())
return 0;
if (fp.Read (&waveHdr, sizeof (WavHeader)) == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong or unsupported format", fileName);
return 0;
}
if (strncmp (waveHdr.chunkID, "WAVE", 4) != 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong wave chunk id", fileName);
return 0;
}
fp.Close ();
if (waveHdr.dataChunkLength == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has zero length!", fileName);
return 0;
}
return static_cast <float> (waveHdr.dataChunkLength) / static_cast <float> (waveHdr.bytesPerSecond);
}
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[512] = {0, }, levelString[32] = {0, }, logLine[1024] = {0, };
va_start (ap, format);
vsprintf (buffer, locale.TranslateInput (format), ap);
va_end (ap);
switch (logLevel)
{
case LL_DEFAULT:
strcpy (levelString, "Log: ");
break;
case LL_WARNING:
strcpy (levelString, "Warning: ");
break;
case LL_ERROR:
strcpy (levelString, "Error: ");
break;
case LL_FATAL:
strcpy (levelString, "Critical: ");
break;
}
if (outputToConsole)
ServerPrint ("%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
}
}
char *Localizer::TranslateInput (const char *input)
{
if (IsDedicatedServer ())
return const_cast <char *> (&input[0]);
static char string[1024];
const char *ptr = input + strlen (input) - 1;
while (ptr > input && *ptr == '\n')
ptr--;
if (ptr != input)
ptr++;
strncpy (string, input, SIZEOF_CHAR (string));
strtrim (string);
FOR_EACH_AE (m_langTab, i)
{
if (strcmp (string, m_langTab[i].original) == 0)
{
strncpy (string, m_langTab[i].translated, 1023);
if (ptr != input)
strncat (string, ptr, 1024 - 1 - strlen (string));
return &string[0];
}
}
return const_cast <char *> (&input[0]); // nothing found
}
void Localizer::Destroy (void)
{
FOR_EACH_AE (m_langTab, it)
{
delete[] m_langTab[it].original;
delete[] m_langTab[it].translated;
}
m_langTab.RemoveAll ();
}
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 = NULL; // pointer to temporaly & survive entity
float nearestPlayer = 4096.0f; // nearest player
int toTeam = GetTeam (to);
for (int i = 0; i < GetMaxClients (); i++)
{
edict_t *ent = g_clients[i].ent;
if (!(g_clients[i].flags & CF_USED) || ent == to)
continue;
if ((sameTeam && g_clients[i].team != toTeam) || (isAlive && !(g_clients[i].flags & CF_ALIVE)) || (needBot && !IsValidBot (ent)) || (needDrawn && (ent->v.effects & EF_NODRAW)))
continue; // filter players with parameters
float distance = (ent->v.origin - to->v.origin).GetLength ();
if (distance < nearestPlayer && distance < searchDistance)
{
nearestPlayer = distance;
survive = ent;
}
}
if (IsEntityNull (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 (IsEntityNull (ent) || IsNullString (sample))
return; // reliability check
const Vector &origin = GetEntityOrigin (ent);
int index = IndexOfEntity (ent) - 1;
if (index < 0 || index >= GetMaxClients ())
{
float nearestDistance = 99999.0f;
// loop through all players
for (int i = 0; i < GetMaxClients (); i++)
{
if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE))
continue;
float distance = (g_clients[i].ent->v.origin - origin).GetLengthSquared ();
// now find nearest player
if (distance < nearestDistance)
{
index = i;
nearestDistance = distance;
}
}
}
Client *client = &g_clients[index];
if (client == NULL)
return;
if (strncmp ("player/bhit_flesh", sample, 17) == 0 || strncmp ("player/headshot", sample, 15) == 0)
{
// hit/fall sound?
client->hearingDistance = 768.0f * volume;
client->timeSoundLasting = GetWorldTime () + 0.5f;
client->soundPosition = origin;
}
else if (strncmp ("items/gunpickup", sample, 15) == 0)
{
// weapon pickup?
client->hearingDistance = 768.0f * volume;
client->timeSoundLasting = GetWorldTime () + 0.5f;
client->soundPosition = origin;
}
else if (strncmp ("weapons/zoom", sample, 12) == 0)
{
// sniper zooming?
client->hearingDistance = 512.0f * volume;
client->timeSoundLasting = GetWorldTime () + 0.1f;
client->soundPosition = origin;
}
else if (strncmp ("items/9mmclip", sample, 13) == 0)
{
// ammo pickup?
client->hearingDistance = 512.0f * volume;
client->timeSoundLasting = GetWorldTime () + 0.1f;
client->soundPosition = origin;
}
else if (strncmp ("hostage/hos", sample, 11) == 0)
{
// CT used hostage?
client->hearingDistance = 1024.0f * volume;
client->timeSoundLasting = GetWorldTime () + 5.0f;
client->soundPosition = origin;
}
else if (strncmp ("debris/bustmetal", sample, 16) == 0 || strncmp ("debris/bustglass", sample, 16) == 0)
{
// broke something?
client->hearingDistance = 1024.0f * volume;
client->timeSoundLasting = GetWorldTime () + 2.0f;
client->soundPosition = origin;
}
else if (strncmp ("doors/doormove", sample, 14) == 0)
{
// someone opened a door
client->hearingDistance = 1024.0f * volume;
client->timeSoundLasting = GetWorldTime () + 3.0f;
client->soundPosition = 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 >= GetMaxClients ())
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 = GetWorldTime () + 0.3f;
}
else if (client->ent->v.oldbuttons & IN_USE) // pressed used button?
{
hearDistance = 512.0f;
timeSound = GetWorldTime () + 0.5f;
}
else if (client->ent->v.oldbuttons & IN_RELOAD) // pressed reload button?
{
hearDistance = 512.0f;
timeSound = GetWorldTime () + 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 = GetWorldTime () + 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 = GetWorldTime () + 0.3f;
}
}
if (hearDistance <= 0.0)
return; // didn't issue sound?
// some sound already associated
if (client->timeSoundLasting > GetWorldTime ())
{
if (client->hearingDistance <= hearDistance)
{
// override it with new
client->hearingDistance = hearDistance;
client->timeSoundLasting = timeSound;
client->soundPosition = client->ent->v.origin;
}
}
else
{
// just remember it
client->hearingDistance = hearDistance;
client->timeSoundLasting = timeSound;
client->soundPosition = client->ent->v.origin;
}
}
uint16 GenerateBuildNumber (void)
{
// this function generates build number from the compiler date macros
static uint16 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
byte 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
}