yapb-noob-edition/source/engine.cpp
jeefo da1b5c2ff9 fixed variable collisions
fixed active grenade timer running too fast
fixed reacting on sound function setting pvs instead of pas
2016-03-25 14:56:40 +03:00

1062 lines
30 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>
Engine::Engine (void)
{
m_startEntity = NULL;
m_localEntity = NULL;
m_language.RemoveAll ();
ResetMessageCapture ();
for (int i = 0; i < NETMSG_NUM; i++)
m_msgBlock.regMsgs[i] = NETMSG_UNDEFINED;
m_isBotCommand = false;
m_argumentCount = 0;
memset (m_arguments, 0, sizeof (m_arguments));
m_cvars.RemoveAll ();
m_language.RemoveAll ();
}
Engine::~Engine (void)
{
TerminateTranslator ();
ResetMessageCapture ();
for (int i = 0; i < NETMSG_NUM; i++)
m_msgBlock.regMsgs[i] = NETMSG_UNDEFINED;
}
void Engine::Precache (edict_t *startEntity)
{
// this function precaches needed models and initialize class variables
m_drawModels[DRAW_SIMPLE] = PRECACHE_MODEL (ENGINE_STR ("sprites/laserbeam.spr"));
m_drawModels[DRAW_ARROW] = PRECACHE_MODEL (ENGINE_STR ("sprites/arrow1.spr"));
m_localEntity = NULL;
m_startEntity = startEntity;
}
void Engine::Printf (const char *fmt, ...)
{
// this function outputs string into server console
va_list ap;
char string[MAX_PRINT_BUFFER];
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), TraslateMessage (fmt), ap);
va_end (ap);
strcat (string, "\n");
g_engfuncs.pfnServerPrint (string);
}
void Engine::ChatPrintf (const char *fmt, ...)
{
va_list ap;
char string[MAX_PRINT_BUFFER];
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), TraslateMessage (fmt), ap);
va_end (ap);
if (IsDedicatedServer ())
{
Printf (string);
return;
}
strcat (string, "\n");
MESSAGE_BEGIN (MSG_BROADCAST, FindMessageId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTTALK);
WRITE_STRING (string);
MESSAGE_END ();
}
void Engine::CenterPrintf (const char *fmt, ...)
{
va_list ap;
char string[MAX_PRINT_BUFFER];
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), TraslateMessage (fmt), ap);
va_end (ap);
if (IsDedicatedServer ())
{
Printf (string);
return;
}
strcat (string, "\n");
MESSAGE_BEGIN (MSG_BROADCAST, FindMessageId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTCENTER);
WRITE_STRING (string);
MESSAGE_END ();
}
void Engine::ClientPrintf (edict_t *ent, const char *fmt, ...)
{
va_list ap;
char string[MAX_PRINT_BUFFER];
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), TraslateMessage (fmt), ap);
va_end (ap);
if (IsDedicatedServer () || IsNullEntity (ent) || ent == g_hostEntity)
{
Printf (string);
return;
}
strcat (string, "\n");
g_engfuncs.pfnClientPrintf (ent, print_console, string);
}
void Engine::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, DrawLineType 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 (!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 (m_drawModels[type]);
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 Engine::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 & TRACE_IGNORE_MONSTERS)
engineFlags = 1;
if (ignoreFlags & TRACE_IGNORE_GLASS)
engineFlags |= 0x100;
g_engfuncs.pfnTraceLine (start, end, engineFlags, ignoreEntity, ptr);
}
void Engine::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.
(*g_engfuncs.pfnTraceHull) (start, end, (ignoreFlags & TRACE_IGNORE_MONSTERS), hullNumber, ignoreEntity, ptr);
}
float Engine::GetWaveLength (const char *fileName)
{
extern ConVar yb_chatter_path;
const char *filePath = FormatBuffer ("%s/%s/%s.wav", GetModName (), yb_chatter_path.GetString (), fileName);
File fp (filePath, "rb");
// we're got valid handle?
if (!fp.IsValid ())
return 0.0f;
// check if we have engine function for this
if (g_engfuncs.pfnGetApproxWavePlayLen != NULL)
{
fp.Close ();
return g_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;
unsigned short dummy;
unsigned short channels;
unsigned long sampleRate;
unsigned long bytesPerSecond;
unsigned short bytesPerSample;
unsigned short bitsPerSample;
char dataChunkId[4];
unsigned long dataChunkLength;
} waveHdr;
memset (&waveHdr, 0, sizeof (waveHdr));
if (fp.Read (&waveHdr, sizeof (WavHeader)) == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong or unsupported format", filePath);
return 0.0f;
}
if (strncmp (waveHdr.chunkID, "WAVE", 4) != 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong wave chunk id", filePath);
return 0.0f;
}
fp.Close ();
if (waveHdr.dataChunkLength == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has zero length!", filePath);
return 0.0f;
}
return static_cast <float> (waveHdr.dataChunkLength) / static_cast <float> (waveHdr.bytesPerSecond);
}
bool Engine::IsDedicatedServer (void)
{
// return true if server is dedicated server, false otherwise
static bool dedicated = g_engfuncs.pfnIsDedicatedServer () > 0;
return dedicated;
}
const char *Engine::GetModName (void)
{
// this function returns mod name without path
static char engineModName[256];
g_engfuncs.pfnGetGameDir (engineModName);
int length = strlen (engineModName);
int stop = length - 1;
while ((engineModName[stop] == '\\' || engineModName[stop] == '/') && stop > 0)
stop--;
int start = stop;
while (engineModName[start] != '\\' && engineModName[start] != '/' && start > 0)
start--;
if (engineModName[start] == '\\' || engineModName[start] == '/')
start++;
for (length = start; length <= stop; length++)
engineModName[length - start] = engineModName[length];
engineModName[length - start] = 0; // terminate the string
return &engineModName[0];
}
const char *Engine::GetMapName (void)
{
// this function gets the map name and store it in the map_name global string variable.
static char engineMap[256];
strncpy (engineMap, const_cast <const char *> (g_pGlobals->pStringBase + static_cast <int> (g_pGlobals->mapname)), SIZEOF_CHAR (engineMap));
return &engineMap[0];
}
Vector Engine::GetAbsOrigin (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 Vector::GetZero ();
if (ent->v.origin.IsZero ())
return ent->v.absmin + ent->v.size * 0.5f;
return ent->v.origin;
}
void Engine::RegisterCmd (const char * command, void func (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.
g_engfuncs.pfnAddServerCommand (const_cast <char *> (command), func);
}
void Engine::EmitSound (edict_t *ent, const char *sound)
{
g_engfuncs.pfnEmitSound (ent, CHAN_WEAPON, sound, 1.0f, ATTN_NORM, 0, 100.0f);
}
void Engine::IssueBotCommand (edict_t *ent, const char *fmt, ...)
{
// 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 (IsNullEntity (ent))
return;
va_list ap;
static char string[256];
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), fmt, ap);
va_end (ap);
if (IsNullString (string))
return;
m_arguments[0] = 0x0;
m_argumentCount = 0;
m_isBotCommand = true;
int i, pos = 0;
int length = strlen (string);
while (pos < length)
{
int start = pos;
int stop = pos;
while (pos < length && string[pos] != ';')
pos++;
if (string[pos - 1] == '\n')
stop = pos - 2;
else
stop = pos - 1;
for (i = start; i <= stop; i++)
m_arguments[i - start] = string[i];
m_arguments[i - start] = 0;
pos++;
int index = 0;
m_argumentCount = 0;
while (index < i - start)
{
while (index < i - start && m_arguments[index] == ' ')
index++;
if (m_arguments[index] == '"')
{
index++;
while (index < i - start && m_arguments[index] != '"')
index++;
index++;
}
else
while (index < i - start && m_arguments[index] != ' ')
index++;
m_argumentCount++;
}
MDLL_ClientCommand (ent);
}
m_isBotCommand = false;
m_arguments[0] = 0x0;
m_argumentCount = 0;
}
const char *Engine::ExtractSingleField (const char *string, int id, bool terminate)
{
// this function gets and returns a particular field in a string where several strings are concatenated
static char field[256];
field[0] = 0x0;
int pos = 0, count = 0, start = 0, stop = 0;
int length = strlen (string);
while (pos < length && count <= id)
{
while (pos < length && (string[pos] == ' ' || string[pos] == '\t'))
pos++;
if (string[pos] == '"')
{
pos++;
start = pos;
while (pos < length && string[pos] != '"')
pos++;
stop = pos - 1;
pos++;
}
else
{
start = pos;
while (pos < length && string[pos] != ' ' && string[pos] != '\t')
pos++;
stop = pos - 1;
}
if (count == id)
{
int i = start;
for (; i <= stop; i++)
field[i - start] = string[i];
field[i - start] = 0;
break;
}
count++; // we have parsed one field more
}
if (terminate)
field[strlen (field) - 1] = 0;
String::TrimExternalBuffer (field);
return field;
}
void Engine::IssueCmd (const char *fmt, ...)
{
// this function asks the engine to execute a server command
va_list ap;
char string[MAX_PRINT_BUFFER];
// concatenate all the arguments in one string
va_start (ap, fmt);
vsnprintf (string, SIZEOF_CHAR (string), fmt, ap);
va_end (ap);
strcat (string, "\n");
g_engfuncs.pfnServerCommand (string);
}
void Engine::PushVariableToStack (const char *variable, const char *value, VarType varType, bool regMissing, ConVar *self)
{
// this function adds globally defined variable to registration stack
VarPair pair;
memset (&pair, 0, sizeof (VarPair));
pair.reg.name = const_cast <char *> (variable);
pair.reg.string = const_cast <char *> (value);
pair.regMissing = regMissing;
int engineFlags = FCVAR_EXTDLL;
if (varType == VT_NORMAL)
engineFlags |= FCVAR_SERVER;
else if (varType == VT_READONLY)
engineFlags |= FCVAR_SERVER | FCVAR_SPONLY | FCVAR_PRINTABLEONLY;
else if (varType == VT_PASSWORD)
engineFlags |= FCVAR_PROTECTED;
pair.reg.flags = engineFlags;
pair.self = self;
pair.type = varType;
m_cvars.Push (pair);
}
void Engine::PushRegisteredConVarsToEngine (bool gameVars)
{
// this function pushes all added global variables to engine registration
FOR_EACH_AE (m_cvars, i)
{
VarPair *ptr = &m_cvars[i];
if (ptr->type != VT_NOREGISTER)
{
ptr->self->m_eptr = g_engfuncs.pfnCVarGetPointer (ptr->reg.name);
if (ptr->self->m_eptr == NULL)
{
g_engfuncs.pfnCVarRegister (&ptr->reg);
ptr->self->m_eptr = g_engfuncs.pfnCVarGetPointer (ptr->reg.name);
}
}
else if (gameVars && ptr->type == VT_NOREGISTER)
{
ptr->self->m_eptr = g_engfuncs.pfnCVarGetPointer (ptr->reg.name);
if (ptr->regMissing && ptr->self->m_eptr == NULL)
{
g_engfuncs.pfnCVarRegister (&ptr->reg);
ptr->self->m_eptr = g_engfuncs.pfnCVarGetPointer (ptr->reg.name);
}
InternalAssert (ptr->self->m_eptr != NULL); // ensure game var exists
}
}
}
char *Engine::TraslateMessage (const char *input)
{
// this function translate input string into needed language
if (IsDedicatedServer ())
return const_cast <char *> (&input[0]);
static char string[MAX_PRINT_BUFFER];
const char *ptr = input + strlen (input) - 1;
while (ptr > input && *ptr == '\n')
ptr--;
if (ptr != input)
ptr++;
strncpy (string, input, SIZEOF_CHAR (string));
String::TrimExternalBuffer (string);
FOR_EACH_AE (m_language, i)
{
if (strcmp (string, m_language[i].original) == 0)
{
strncpy (string, m_language[i].translated, SIZEOF_CHAR (string));
if (ptr != input)
strncat (string, ptr, MAX_PRINT_BUFFER - 1 - strlen (string));
return &string[0];
}
}
return const_cast <char *> (&input[0]); // nothing found
}
void Engine::TerminateTranslator (void)
{
// this function terminates language translator and frees all memory
FOR_EACH_AE (m_language, it)
{
delete[] m_language[it].original;
delete[] m_language[it].translated;
}
m_language.RemoveAll ();
}
void Engine::ProcessMessageCapture (void *ptr)
{
if (m_msgBlock.msg == NETMSG_UNDEFINED)
return;
// some needed variables
static byte r, g, b;
static byte enabled;
static int damageArmor, damageTaken, damageBits;
static int killerIndex, victimIndex, playerIndex;
static int index, numPlayers;
static int state, id, clip;
static Vector damageOrigin;
static WeaponProperty weaponProp;
// some widely used stuff
Bot *bot = bots.GetBot (m_msgBlock.bot);
char *strVal = reinterpret_cast <char *> (ptr);
int intVal = *reinterpret_cast <int *> (ptr);
unsigned char byteVal = *reinterpret_cast <unsigned char *> (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 (m_msgBlock.state == 0)
{
switch (intVal)
{
case VMS_TEAM:
bot->m_startAction = GSM_TEAM_SELECT;
break;
case VMS_TF:
case VMS_CT:
bot->m_startAction = GSM_CLASS_SELECT;
break;
}
}
break;
case NETMSG_SHOWMENU:
// this message is sent when a text menu is displayed.
if (m_msgBlock.state < 3) // ignore first 3 fields of message
break;
if (strcmp (strVal, "#Team_Select") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#Team_Select_Spect") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#IG_Team_Select_Spect") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#IG_Team_Select") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#IG_VIP_Team_Select") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#IG_VIP_Team_Select_Spect") == 0) // team select menu?
bot->m_startAction = GSM_TEAM_SELECT;
else if (strcmp (strVal, "#Terrorist_Select") == 0) // T model select?
bot->m_startAction = GSM_CLASS_SELECT;
else if (strcmp (strVal, "#CT_Select") == 0) // CT model select menu?
bot->m_startAction = GSM_CLASS_SELECT;
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, SIZEOF_CHAR (weaponProp.className));
break;
case 1:
weaponProp.ammo1 = intVal; // ammo index 1
break;
case 2:
weaponProp.ammo1Max = intVal; // max ammo 1
break;
case 5:
weaponProp.slotID = intVal; // slot for this weapon
break;
case 6:
weaponProp.position = intVal; // position in slot
break;
case 7:
weaponProp.id = intVal; // weapon ID
break;
case 8:
weaponProp.flags = intVal; // flags for weapon (WTF???)
g_weaponDefs[weaponProp.id] = 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 (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 = Time (); // 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:
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:
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 != NULL && (damageArmor > 0 || damageTaken > 0))
bot->TakeDamage (bot->pev->dmg_inflictor, damageTaken, damageArmor, damageBits);
break;
}
break;
case NETMSG_MONEY:
// this message gets sent when the bots money amount changes
if (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 (strcmp (strVal, "defuser") == 0)
bot->m_hasDefuser = (enabled != 0);
else if (strcmp (strVal, "buyzone") == 0)
{
bot->m_inBuyZone = (enabled != 0);
// try to equip in buyzone
bot->EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
}
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_DEATH: // this message sends on death
switch (m_msgBlock.state)
{
case 0:
killerIndex = intVal;
break;
case 1:
victimIndex = intVal;
break;
case 2:
bots.SetDeathMsgState (true);
if (killerIndex != 0 && killerIndex != victimIndex)
{
edict_t *killer = EntityOfIndex (killerIndex);
edict_t *victim = EntityOfIndex (victimIndex);
if (IsNullEntity (killer) || IsNullEntity (victim))
break;
if (yb_communication_type.GetInt () == 2)
{
// need to send congrats on well placed shot
for (int i = 0; i < MaxClients (); i++)
{
Bot *notify = bots.GetBot (i);
if (notify != NULL && notify->m_notKilled && killer != notify->GetEntity () && notify->EntityIsVisible (victim->v.origin) && GetTeam (killer) == notify->m_team && GetTeam (killer) != GetTeam (victim))
{
if (killer == g_hostEntity)
notify->HandleChatterMessage ("#Bot_NiceShotCommander");
else
notify->HandleChatterMessage ("#Bot_NiceShotPall");
break;
}
}
}
// notice nearby to victim teammates, that attacker is near
for (int i = 0; i < MaxClients (); i++)
{
Bot *notify = bots.GetBot (i);
if (notify != NULL && notify->m_seeEnemyTime + 2.0f < Time () && notify->m_notKilled && notify->m_team == GetTeam (victim) && IsVisible (killer->v.origin, notify->GetEntity ()) && IsNullEntity (notify->m_enemy) && GetTeam (killer) != GetTeam (victim))
{
notify->m_actualReactionTime = 0.0f;
notify->m_seeEnemyTime = Time ();
notify->m_enemy = killer;
notify->m_lastEnemy = killer;
notify->m_lastEnemyOrigin = killer->v.origin;
}
}
Bot *notify = bots.GetBot (killer);
// is this message about a bot who killed somebody?
if (notify != NULL)
notify->m_lastVictim = victim;
else // did a human kill a bot on his team?
{
Bot *target = bots.GetBot (victim);
if (target != NULL)
{
if (GetTeam (killer) == GetTeam (victim))
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:
bot->TakeBlinded (r, g, b, 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)
RoundInit ();
break;
}
break;
case NETMSG_TEXTMSG:
if (m_msgBlock.state == 1)
{
if (FStrEq (strVal, "#CTs_Win") ||
FStrEq (strVal, "#Bomb_Defused") ||
FStrEq (strVal, "#Terrorists_Win") ||
FStrEq (strVal, "#Round_Draw") ||
FStrEq (strVal, "#All_Hostages_Rescued") ||
FStrEq (strVal, "#Target_Saved") ||
FStrEq (strVal, "#Hostages_Not_Rescued") ||
FStrEq (strVal, "#Terrorists_Not_Escaped") ||
FStrEq (strVal, "#VIP_Not_Escaped") ||
FStrEq (strVal, "#Escaping_Terrorists_Neutralized") ||
FStrEq (strVal, "#VIP_Assassinated") ||
FStrEq (strVal, "#VIP_Escaped") ||
FStrEq (strVal, "#Terrorists_Escaped") ||
FStrEq (strVal, "#CTs_PreventEscape") ||
FStrEq (strVal, "#Target_Bombed") ||
FStrEq (strVal, "#Game_Commencing") ||
FStrEq (strVal, "#Game_will_restart_in"))
{
g_roundEnded = true;
if (FStrEq (strVal, "#Game_Commencing"))
g_isCommencing = true;
if (FStrEq (strVal, "#CTs_Win"))
{
bots.SetLastWinner (CT); // update last winner for economics
if (yb_communication_type.GetInt () == 2)
{
Bot *notify = bots.FindOneValidAliveBot ();
if (notify != NULL && notify->m_notKilled)
notify->HandleChatterMessage (strVal);
}
}
if (FStrEq (strVal, "#Game_will_restart_in"))
{
bots.CheckTeamEconomics (CT, true);
bots.CheckTeamEconomics (TERRORIST, true);
}
if (FStrEq (strVal, "#Terrorists_Win"))
{
bots.SetLastWinner (TERRORIST); // update last winner for economics
if (yb_communication_type.GetInt () == 2)
{
Bot *notify = bots.FindOneValidAliveBot ();
if (notify != NULL && notify->m_notKilled)
notify->HandleChatterMessage (strVal);
}
}
waypoints.SetBombPosition (true);
}
else if (!g_bombPlanted && FStrEq (strVal, "#Bomb_Planted"))
{
g_bombPlanted = g_bombSayString = true;
g_timeBombPlanted = Time ();
for (int i = 0; i < MaxClients (); i++)
{
Bot *notify = bots.GetBot (i);
if (notify != NULL && notify->m_notKilled)
{
notify->DeleteSearchNodes ();
notify->ResetTasks ();
if (yb_communication_type.GetInt () == 2 && Random.Long (0, 100) < 75 && notify->m_team == CT)
notify->ChatterMessage (Chatter_WhereIsTheBomb);
}
}
waypoints.SetBombPosition ();
}
else if (bot != NULL && FStrEq (strVal, "#Switch_To_BurstFire"))
bot->m_weaponBurstMode = BM_ON;
else if (bot != NULL && FStrEq (strVal, "#Switch_To_SemiAuto"))
bot->m_weaponBurstMode = BM_OFF;
}
break;
case NETMSG_SCOREINFO:
switch (m_msgBlock.state)
{
case 0:
playerIndex = intVal;
break;
case 4:
if (playerIndex >= 0 && playerIndex <= MaxClients ())
{
#ifndef XASH_CSDM
Client &client = g_clients[playerIndex - 1];
if (intVal == 1)
client.team2 = TERRORIST;
else if (intVal == 2)
client.team2 = CT;
else
client.team2 = SPECTATOR;
if (yb_csdm_mode.GetInt () == 2)
client.team = playerIndex;
else
client.team = client.team2;
#endif
}
break;
}
break;
case NETMSG_BARTIME:
if (m_msgBlock.state == 0)
{
if (intVal > 0)
bot->m_hasProgressBar = true; // the progress bar on a hud
else if (intVal == 0)
bot->m_hasProgressBar = false; // no progress bar or disappeared
}
break;
default:
AddLogEntry (true, LL_FATAL, "Network message handler error. Call to unrecognized message id (%d).\n", m_msgBlock.msg);
}
m_msgBlock.state++; // and finally update network message state
}
ConVar::ConVar (const char *name, const char *initval, VarType type, bool regMissing) : m_eptr (NULL)
{
engine.PushVariableToStack (name, initval, type, regMissing, this);
}