yapb-noob-edition/source/interface.cpp
jeefo db79df8d38 fixed crash on escaping from bomb on really small maps (de_iceworld ie)
reworked how yb_quota works
fixed engine is not notified about bot cvar is beeing changed
2016-06-23 15:30:19 +03:00

3383 lines
117 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>
// console vars
ConVar yb_password ("yb_password", "", VT_PASSWORD);
ConVar yb_password_key ("yb_password_key", "_ybpw");
ConVar yb_language ("yb_language", "en");
ConVar yb_version ("yb_version", PRODUCT_VERSION, VT_READONLY);
ConVar mp_startmoney ("mp_startmoney", NULL, VT_NOREGISTER);
int BotCommandHandler (edict_t *ent, const char *arg0, const char *arg1, const char *arg2, const char *arg3, const char *arg4, const char *arg5, const char *self)
{
// adding one bot with random parameters to random team
if (stricmp (arg0, "addbot") == 0 || stricmp (arg0, "add") == 0)
bots.AddBot (arg4, arg1, arg2, arg3, arg5);
// adding one bot with high difficulty parameters to random team
else if (stricmp (arg0, "addbot_hs") == 0 || stricmp (arg0, "addhs") == 0)
bots.AddBot (arg4, "4", "1", arg3, arg5);
// adding one bot with random parameters to terrorist team
else if (stricmp (arg0, "addbot_t") == 0 || stricmp (arg0, "add_t") == 0)
bots.AddBot (arg4, arg1, arg2, "1", arg5);
// adding one bot with random parameters to counter-terrorist team
else if (stricmp (arg0, "addbot_ct") == 0 || stricmp (arg0, "add_ct") == 0)
bots.AddBot (arg4, arg1, arg2, "2", arg5);
// kicking off one bot from the terrorist team
else if (stricmp (arg0, "kickbot_t") == 0 || stricmp (arg0, "kick_t") == 0)
bots.RemoveFromTeam (TERRORIST);
// kicking off one bot from the counter-terrorist team
else if (stricmp (arg0, "kickbot_ct") == 0 || stricmp (arg0, "kick_ct") == 0)
bots.RemoveFromTeam (CT);
// kills all bots on the terrorist team
else if (stricmp (arg0, "killbots_t") == 0 || stricmp (arg0, "kill_t") == 0)
bots.KillAll (TERRORIST);
// kills all bots on the counter-terrorist team
else if (stricmp (arg0, "killbots_ct") == 0 || stricmp (arg0, "kill_ct") == 0)
bots.KillAll (CT);
// list all bots playeing on the server
else if (stricmp (arg0, "listbots") == 0 || stricmp (arg0, "list") == 0)
bots.ListBots ();
// kick off all bots from the played server
else if (stricmp (arg0, "kickbots") == 0 || stricmp (arg0, "kickall") == 0)
bots.RemoveAll ();
// kill all bots on the played server
else if (stricmp (arg0, "killbots") == 0 || stricmp (arg0, "killall") == 0)
bots.KillAll ();
// kick off one random bot from the played server
else if (stricmp (arg0, "kickone") == 0 || stricmp (arg0, "kick") == 0)
bots.RemoveRandom ();
// fill played server with bots
else if (stricmp (arg0, "fillserver") == 0 || stricmp (arg0, "fill") == 0)
bots.FillServer (atoi (arg1), IsNullString (arg2) ? -1 : atoi (arg2), IsNullString (arg3) ? -1 : atoi (arg3), IsNullString (arg4) ? -1 : atoi (arg4));
// select the weapon mode for bots
else if (stricmp (arg0, "weaponmode") == 0 || stricmp (arg0, "wmode") == 0)
{
int selection = atoi (arg1);
// check is selected range valid
if (selection >= 1 && selection <= 7)
bots.SetWeaponMode (selection);
else
engine.ClientPrintf (ent, "Choose weapon from 1 to 7 range");
}
// force all bots to vote to specified map
else if (stricmp (arg0, "votemap") == 0)
{
if (!IsNullString (arg1))
{
int nominatedMap = atoi (arg1);
// loop through all players
for (int i = 0; i < engine.MaxClients (); i++)
{
Bot *bot = bots.GetBot (i);
if (bot != NULL)
bot->m_voteMap = nominatedMap;
}
engine.ClientPrintf (ent, "All dead bots will vote for map #%d", nominatedMap);
}
}
// displays version information
else if (stricmp (arg0, "version") == 0 || stricmp (arg0, "ver") == 0)
{
char versionData[] =
"------------------------------------------------\n"
"Name: %s\n"
"Version: %s (Build: %u)\n"
"Compiled: %s, %s\n"
"Git Hash: %s\n"
"Git Commit Author: %s\n"
"------------------------------------------------";
engine.ClientPrintf (ent, versionData, PRODUCT_NAME, PRODUCT_VERSION, GenerateBuildNumber (), __DATE__, __TIME__, PRODUCT_GIT_HASH, PRODUCT_GIT_COMMIT_AUTHOR);
}
// display some sort of help information
else if (stricmp (arg0, "?") == 0 || stricmp (arg0, "help") == 0)
{
engine.ClientPrintf (ent, "Bot Commands:");
engine.ClientPrintf (ent, "%s version\t - display version information.", self);
engine.ClientPrintf (ent, "%s add\t - create a bot in current game.", self);
engine.ClientPrintf (ent, "%s fill\t - fill the server with random bots.", self);
engine.ClientPrintf (ent, "%s kickall\t - disconnects all bots from current game.", self);
engine.ClientPrintf (ent, "%s killbots\t - kills all bots in current game.", self);
engine.ClientPrintf (ent, "%s kick\t - disconnect one random bot from game.", self);
engine.ClientPrintf (ent, "%s weaponmode\t - select bot weapon mode.", self);
engine.ClientPrintf (ent, "%s votemap\t - allows dead bots to vote for specific map.", self);
engine.ClientPrintf (ent, "%s cmenu\t - displaying bots command menu.", self);
if (stricmp (arg1, "full") == 0 || stricmp (arg1, "f") == 0 || stricmp (arg1, "?") == 0)
{
engine.ClientPrintf (ent, "%s add_t\t - creates one random bot to terrorist team.", self);
engine.ClientPrintf (ent, "%s add_ct\t - creates one random bot to ct team.", self);
engine.ClientPrintf (ent, "%s kick_t\t - disconnect one random bot from terrorist team.", self);
engine.ClientPrintf (ent, "%s kick_ct\t - disconnect one random bot from ct team.", self);
engine.ClientPrintf (ent, "%s kill_t\t - kills all bots on terrorist team.", self);
engine.ClientPrintf (ent, "%s kill_ct\t - kills all bots on ct team.", self);
engine.ClientPrintf (ent, "%s list\t - display list of bots currently playing.", self);
engine.ClientPrintf (ent, "%s order\t - execute specific command on specified bot.", self);
engine.ClientPrintf (ent, "%s time\t - displays current time on server.", self);
engine.ClientPrintf (ent, "%s deletewp\t - erase waypoint file from hard disk (permanently).", self);
if (!engine.IsDedicatedServer ())
{
engine.Printf ("%s autowp\t - toggle autowaypointing.", self);
engine.Printf ("%s wp\t - toggle waypoint showing.", self);
engine.Printf ("%s wp on noclip\t - enable noclip cheat", self);
engine.Printf ("%s wp save nocheck\t - save waypoints without checking.", self);
engine.Printf ("%s wp add\t - open menu for waypoint creation.", self);
engine.Printf ("%s wp menu\t - open main waypoint menu.", self);
engine.Printf ("%s wp addbasic\t - creates basic waypoints on map.", self);
engine.Printf ("%s wp find\t - show direction to specified waypoint.", self);
engine.Printf ("%s wp load\t - load the waypoint file from hard disk.", self);
engine.Printf ("%s wp check\t - checks if all waypoints connections are valid.", self);
engine.Printf ("%s wp cache\t - cache nearest waypoint.", self);
engine.Printf ("%s wp teleport\t - teleport hostile to specified waypoint.", self);
engine.Printf ("%s wp setradius\t - manually sets the wayzone radius for this waypoint.", self);
engine.Printf ("%s path autodistance - opens menu for setting autopath maximum distance.", self);
engine.Printf ("%s path cache\t - remember the nearest to player waypoint.", self);
engine.Printf ("%s path create\t - opens menu for path creation.", self);
engine.Printf ("%s path delete\t - delete path from cached to nearest waypoint.", self);
engine.Printf ("%s path create_in\t - creating incoming path connection.", self);
engine.Printf ("%s path create_out\t - creating outgoing path connection.", self);
engine.Printf ("%s path create_both\t - creating both-ways path connection.", self);
engine.Printf ("%s exp save\t - save the experience data.", self);
}
}
}
else if (stricmp (arg0, "bot_takedamage") == 0 && !IsNullString (arg1))
{
bool isOn = !!(atoi (arg1) == 1);
for (int i = 0; i < engine.MaxClients (); i++)
{
Bot *bot = bots.GetBot (i);
if (bot != NULL)
{
bot->pev->takedamage = isOn ? 0.0f : 1.0f;
}
}
}
// displays main bot menu
else if (stricmp (arg0, "botmenu") == 0 || stricmp (arg0, "menu") == 0)
DisplayMenuToClient (ent, &g_menus[0]);
// display command menu
else if (stricmp (arg0, "cmdmenu") == 0 || stricmp (arg0, "cmenu") == 0)
{
if (IsAlive (ent))
DisplayMenuToClient (ent, &g_menus[18]);
else
{
DisplayMenuToClient (ent, NULL); // reset menu display
engine.CenterPrintf ("You're dead, and have no access to this menu");
}
}
// waypoint manimupulation (really obsolete, can be edited through menu) (supported only on listen server)
else if (stricmp (arg0, "waypoint") == 0 || stricmp (arg0, "wp") == 0 || stricmp (arg0, "wpt") == 0)
{
if (engine.IsDedicatedServer () || engine.IsNullEntity (g_hostEntity))
return 2;
// enables or disable waypoint displaying
if (stricmp (arg1, "on") == 0)
{
g_waypointOn = true;
engine.Printf ("Waypoint Editing Enabled");
// enables noclip cheat
if (stricmp (arg2, "noclip") == 0)
{
if (g_editNoclip)
{
g_hostEntity->v.movetype = MOVETYPE_WALK;
engine.Printf ("Noclip Cheat Disabled");
}
else
{
g_hostEntity->v.movetype = MOVETYPE_NOCLIP;
engine.Printf ("Noclip Cheat Enabled");
}
g_editNoclip = !g_editNoclip; // switch on/off (XOR it!)
}
engine.IssueCmd ("yapb wp mdl on");
}
// switching waypoint editing off
else if (stricmp (arg1, "off") == 0)
{
g_waypointOn = false;
g_editNoclip = false;
g_hostEntity->v.movetype = MOVETYPE_WALK;
engine.Printf ("Waypoint Editing Disabled");
engine.IssueCmd ("yapb wp mdl off");
}
// toggles displaying player models on spawn spots
else if (stricmp (arg1, "mdl") == 0 || stricmp (arg1, "models") == 0)
{
edict_t *spawnEntity = NULL;
if (stricmp (arg2, "on") == 0)
{
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_player_start")))
spawnEntity->v.effects &= ~EF_NODRAW;
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_player_deathmatch")))
spawnEntity->v.effects &= ~EF_NODRAW;
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_vip_start")))
spawnEntity->v.effects &= ~EF_NODRAW;
engine.IssueCmd ("mp_roundtime 9"); // reset round time to maximum
engine.IssueCmd ("mp_timelimit 0"); // disable the time limit
engine.IssueCmd ("mp_freezetime 0"); // disable freezetime
}
else if (stricmp (arg2, "off") == 0)
{
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_player_start")))
spawnEntity->v.effects |= EF_NODRAW;
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_player_deathmatch")))
spawnEntity->v.effects |= EF_NODRAW;
while (!engine.IsNullEntity (spawnEntity = FIND_ENTITY_BY_CLASSNAME (spawnEntity, "info_vip_start")))
spawnEntity->v.effects |= EF_NODRAW;
}
}
// show direction to specified waypoint
else if (stricmp (arg1, "find") == 0)
waypoints.SetFindIndex (atoi (arg2));
// opens adding waypoint menu
else if (stricmp (arg1, "add") == 0)
{
g_waypointOn = true; // turn waypoints on
DisplayMenuToClient (g_hostEntity, &g_menus[12]);
}
// creates basic waypoints on the map (ladder/spawn points/goals)
else if (stricmp (arg1, "addbasic") == 0)
{
waypoints.CreateBasic ();
engine.CenterPrintf ("Basic waypoints was Created");
}
// delete nearest to host edict waypoint
else if (stricmp (arg1, "delete") == 0)
{
g_waypointOn = true; // turn waypoints on
waypoints.Delete ();
}
// save waypoint data into file on hard disk
else if (stricmp (arg1, "save") == 0)
{
char *waypointSaveMessage = engine.TraslateMessage ("Waypoints Saved");
if (FStrEq (arg2, "nocheck"))
{
waypoints.Save ();
engine.Printf (waypointSaveMessage);
}
else if (waypoints.NodesValid ())
{
waypoints.Save ();
engine.Printf (waypointSaveMessage);
}
}
// remove waypoint and all corresponding files from hard disk
else if (stricmp (arg1, "erase") == 0)
waypoints.EraseFromHardDisk ();
// load all waypoints again (overrides all changes, that wasn't saved)
else if (stricmp (arg1, "load") == 0)
{
if (waypoints.Load ())
engine.Printf ("Waypoints loaded");
}
// check all nodes for validation
else if (stricmp (arg1, "check") == 0)
{
if (waypoints.NodesValid ())
engine.CenterPrintf ("Nodes work Fine");
}
// opens menu for setting (removing) waypoint flags
else if (stricmp (arg1, "flags") == 0)
DisplayMenuToClient (g_hostEntity, &g_menus[13]);
// setting waypoint radius
else if (stricmp (arg1, "setradius") == 0)
waypoints.SetRadius (atoi (arg2));
// remembers nearest waypoint
else if (stricmp (arg1, "cache") == 0)
waypoints.CacheWaypoint ();
// teleport player to specified waypoint
else if (stricmp (arg1, "teleport") == 0)
{
int teleportPoint = atoi (arg2);
if (teleportPoint < g_numWaypoints)
{
Path *path = waypoints.GetPath (teleportPoint);
(*g_engfuncs.pfnSetOrigin) (g_hostEntity, path->origin);
g_waypointOn = true;
engine.Printf ("Player '%s' teleported to waypoint #%d (x:%.1f, y:%.1f, z:%.1f)", STRING (g_hostEntity->v.netname), teleportPoint, path->origin.x, path->origin.y, path->origin.z); //-V807
g_editNoclip = true;
}
}
// displays waypoint menu
else if (stricmp (arg1, "menu") == 0)
DisplayMenuToClient (g_hostEntity, &g_menus[9]);
// otherwise display waypoint current status
else
engine.Printf ("Waypoints are %s", g_waypointOn == true ? "Enabled" : "Disabled");
}
// path waypoint editing system (supported only on listen server)
else if (stricmp (arg0, "pathwaypoint") == 0 || stricmp (arg0, "path") == 0 || stricmp (arg0, "pwp") == 0)
{
if (engine.IsDedicatedServer () || engine.IsNullEntity (g_hostEntity))
return 2;
// opens path creation menu
if (stricmp (arg1, "create") == 0)
DisplayMenuToClient (g_hostEntity, &g_menus[20]);
// creates incoming path from the cached waypoint
else if (stricmp (arg1, "create_in") == 0)
waypoints.CreatePath (CONNECTION_INCOMING);
// creates outgoing path from current waypoint
else if (stricmp (arg1, "create_out") == 0)
waypoints.CreatePath (CONNECTION_OUTGOING);
// creates bidirectional path from cahed to current waypoint
else if (stricmp (arg1, "create_both") == 0)
waypoints.CreatePath (CONNECTION_BOTHWAYS);
// delete special path
else if (stricmp (arg1, "delete") == 0)
waypoints.DeletePath ();
// sets auto path maximum distance
else if (stricmp (arg1, "autodistance") == 0)
DisplayMenuToClient (g_hostEntity, &g_menus[19]);
}
// automatic waypoint handling (supported only on listen server)
else if (stricmp (arg0, "autowaypoint") == 0 || stricmp (arg0, "autowp") == 0)
{
if (engine.IsDedicatedServer () || engine.IsNullEntity (g_hostEntity))
return 2;
// enable autowaypointing
if (stricmp (arg1, "on") == 0)
{
g_autoWaypoint = true;
g_waypointOn = true; // turn this on just in case
}
// disable autowaypointing
else if (stricmp (arg1, "off") == 0)
g_autoWaypoint = false;
// display status
engine.Printf ("Auto-Waypoint %s", g_autoWaypoint ? "Enabled" : "Disabled");
}
// experience system handling (supported only on listen server)
else if (stricmp (arg0, "experience") == 0 || stricmp (arg0, "exp") == 0)
{
if (engine.IsDedicatedServer () || engine.IsNullEntity (g_hostEntity))
return 2;
// write experience table (and visibility table) to hard disk
if (stricmp (arg1, "save") == 0)
{
waypoints.SaveExperienceTab ();
waypoints.SaveVisibilityTab ();
engine.Printf ("Experience tab saved");
}
}
else
return 0; // command is not handled by bot
return 1; // command was handled by bot
}
void CommandHandler (void)
{
// this function is the dedicated server command handler for the new yapb server command we
// registered at game start. It will be called by the engine each time a server command that
// starts with "yapb" is entered in the server console. It works exactly the same way as
// ClientCommand() does, using the CmdArgc() and CmdArgv() facilities of the engine. Argv(0)
// is the server command itself (here "yapb") and the next ones are its arguments. Just like
// the stdio command-line parsing in C when you write "long main (long argc, char **argv)".
// check status for dedicated server command
if (BotCommandHandler (g_hostEntity, IsNullString (CMD_ARGV (1)) ? "help" : CMD_ARGV (1), CMD_ARGV (2), CMD_ARGV (3), CMD_ARGV (4), CMD_ARGV (5), CMD_ARGV (6), CMD_ARGV (0)) == 0)
engine.Printf ("Unknown command: %s", CMD_ARGV (1));
}
void ParseVoiceEvent (const String &base, int type, float timeToRepeat)
{
// this function does common work of parsing single line of voice chatter
Array <String> temp = String (base).Split (',');
ChatterItem chatterItem;
FOR_EACH_AE (temp, i)
{
temp[i].Trim ().TrimQuotes ();
if (engine.GetWaveLength (temp[i]) <= 0.0f)
continue;
chatterItem.name = temp[i];
chatterItem.repeatTime = timeToRepeat;
g_chatterFactory[type].Push (chatterItem);
}
temp.RemoveAll ();
}
// forwards for MemoryFile
MemoryFile::MF_Loader MemoryFile::Loader = NULL;
MemoryFile::MF_Unloader MemoryFile::Unloader = NULL;
void InitConfig (void)
{
if (!MemoryFile::Loader && !MemoryFile::Unloader)
{
MemoryFile::Loader = reinterpret_cast <MemoryFile::MF_Loader> (g_engfuncs.pfnLoadFileForMe);
MemoryFile::Unloader = reinterpret_cast <MemoryFile::MF_Unloader> (g_engfuncs.pfnFreeFile);
}
MemoryFile fp;
char line[512];
KeywordFactory replyKey;
// fixes for crashing if configs couldn't be accessed
g_chatFactory.SetSize (CHAT_TOTAL);
g_chatterFactory.SetSize (Chatter_Total);
#define SKIP_COMMENTS() if (line[0] == '/' || line[0] == '\r' || line[0] == '\n' || line[0] == 0 || line[0] == ' ' || line[0] == '\t' || line[0] == ';') continue
// NAMING SYSTEM INITIALIZATION
if (OpenConfig ("names.cfg", "Name configuration file not found.", &fp , true))
{
g_botNames.RemoveAll ();
while (fp.GetBuffer (line, 255))
{
SKIP_COMMENTS ();
Array <String> pair = String (line).Split ("\t\t");
if (pair.GetElementNumber () > 1)
strncpy (line, pair[0].Trim ().GetBuffer (), SIZEOF_CHAR (line));
String::TrimExternalBuffer (line);
line[32] = 0;
BotName item;
memset (&item, 0, sizeof (item));
item.name = line;
item.used = false;
if (pair.GetElementNumber () > 1)
item.steamId = pair[1].Trim ();
g_botNames.Push (item);
}
fp.Close ();
}
// CHAT SYSTEM CONFIG INITIALIZATION
if (OpenConfig ("chat.cfg", "Chat file not found.", &fp, true))
{
char section[80];
int chatType = -1;
while (fp.GetBuffer (line, 255))
{
SKIP_COMMENTS ();
strncpy (section, Engine::ExtractSingleField (line, 0, 1), SIZEOF_CHAR (section));
if (strcmp (section, "[KILLED]") == 0)
{
chatType = 0;
continue;
}
else if (strcmp (section, "[BOMBPLANT]") == 0)
{
chatType = 1;
continue;
}
else if (strcmp (section, "[DEADCHAT]") == 0)
{
chatType = 2;
continue;
}
else if (strcmp (section, "[REPLIES]") == 0)
{
chatType = 3;
continue;
}
else if (strcmp (section, "[UNKNOWN]") == 0)
{
chatType = 4;
continue;
}
else if (strcmp (section, "[TEAMATTACK]") == 0)
{
chatType = 5;
continue;
}
else if (strcmp (section, "[WELCOME]") == 0)
{
chatType = 6;
continue;
}
else if (strcmp (section, "[TEAMKILL]") == 0)
{
chatType = 7;
continue;
}
if (chatType != 3)
line[79] = 0;
String::TrimExternalBuffer (line);
switch (chatType)
{
case 0:
g_chatFactory[CHAT_KILLING].Push (line);
break;
case 1:
g_chatFactory[CHAT_BOMBPLANT].Push (line);
break;
case 2:
g_chatFactory[CHAT_DEAD].Push (line);
break;
case 3:
if (strstr (line, "@KEY") != NULL)
{
if (!replyKey.keywords.IsEmpty () && !replyKey.replies.IsEmpty ())
{
g_replyFactory.Push (replyKey);
replyKey.replies.RemoveAll ();
}
replyKey.keywords.RemoveAll ();
replyKey.keywords = String (&line[4]).Split (',');
FOR_EACH_AE (replyKey.keywords, i)
replyKey.keywords[i].Trim ().TrimQuotes ();
}
else if (!replyKey.keywords.IsEmpty ())
replyKey.replies.Push (line);
break;
case 4:
g_chatFactory[CHAT_NOKW].Push (line);
break;
case 5:
g_chatFactory[CHAT_TEAMATTACK].Push (line);
break;
case 6:
g_chatFactory[CHAT_WELCOME].Push (line);
break;
case 7:
g_chatFactory[CHAT_TEAMKILL].Push (line);
break;
}
}
fp.Close ();
}
else
{
extern ConVar yb_chat;
yb_chat.SetInt (0);
}
// GENERAL DATA INITIALIZATION
if (OpenConfig ("general.cfg", "General configuration file not found. Loading defaults", &fp))
{
while (fp.GetBuffer (line, 255))
{
SKIP_COMMENTS ();
Array <String> pair = String (line).Split ('=');
if (pair.GetElementNumber () != 2)
continue;
pair[0].Trim ().Trim ();
pair[1].Trim ().Trim ();
Array <String> splitted = pair[1].Split (',');
if (pair[0] == "MapStandard")
{
if (splitted.GetElementNumber () != NUM_WEAPONS)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < NUM_WEAPONS; i++)
g_weaponSelect[i].teamStandard = splitted[i].ToInt ();
}
else if (pair[0] == "MapAS")
{
if (splitted.GetElementNumber () != NUM_WEAPONS)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < NUM_WEAPONS; i++)
g_weaponSelect[i].teamAS = splitted[i].ToInt ();
}
else if (pair[0] == "GrenadePercent")
{
if (splitted.GetElementNumber () != 3)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < 3; i++)
g_grenadeBuyPrecent[i] = splitted[i].ToInt ();
}
else if (pair[0] == "Economics")
{
if (splitted.GetElementNumber () != 11)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < 11; i++)
g_botBuyEconomyTable[i] = splitted[i].ToInt ();
}
else if (pair[0] == "PersonalityNormal")
{
if (splitted.GetElementNumber () != NUM_WEAPONS)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < NUM_WEAPONS; i++)
g_normalWeaponPrefs[i] = splitted[i].ToInt ();
}
else if (pair[0] == "PersonalityRusher")
{
if (splitted.GetElementNumber () != NUM_WEAPONS)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < NUM_WEAPONS; i++)
g_rusherWeaponPrefs[i] = splitted[i].ToInt ();
}
else if (pair[0] == "PersonalityCareful")
{
if (splitted.GetElementNumber () != NUM_WEAPONS)
AddLogEntry (true, LL_FATAL, "%s entry in general config is not valid.", pair[0].GetBuffer ());
for (int i = 0; i < NUM_WEAPONS; i++)
g_carefulWeaponPrefs[i] = splitted[i].ToInt ();
}
}
fp.Close ();
}
// CHATTER SYSTEM INITIALIZATION
if (OpenConfig ("chatter.cfg", "Couldn't open chatter system configuration", &fp) && !(g_gameFlags & GAME_LEGACY) && yb_communication_type.GetInt () == 2)
{
Array <String> array;
extern ConVar yb_chatter_path;
while (fp.GetBuffer (line, 511))
{
SKIP_COMMENTS ();
if (strncmp (line, "RewritePath", 11) == 0)
yb_chatter_path.SetString (String (&line[12]).Trim ());
else if (strncmp (line, "Event", 5) == 0)
{
array = String (&line[6]).Split ('=');
if (array.GetElementNumber () != 2)
AddLogEntry (true, LL_FATAL, "Error in chatter config file syntax... Please correct all Errors.");
FOR_EACH_AE (array, i)
array[i].Trim ().Trim (); // double trim
// just to be more unique :)
array[1].TrimLeft ('(');
array[1].TrimRight (';');
array[1].TrimRight (')');
#define PARSE_CHATTER_ITEM(type, timeToRepeatAgain) { if (strcmp (array[0], #type) == 0) ParseVoiceEvent (array[1], type, timeToRepeatAgain); }
#define PARSE_CHATTER_ITEM_NR(type) PARSE_CHATTER_ITEM(type, 99999.0f)
// radio system
PARSE_CHATTER_ITEM_NR (Radio_CoverMe);
PARSE_CHATTER_ITEM_NR (Radio_YouTakePoint);
PARSE_CHATTER_ITEM_NR (Radio_HoldPosition);
PARSE_CHATTER_ITEM_NR (Radio_RegroupTeam);
PARSE_CHATTER_ITEM_NR (Radio_FollowMe);
PARSE_CHATTER_ITEM_NR (Radio_TakingFire);
PARSE_CHATTER_ITEM_NR (Radio_GoGoGo);
PARSE_CHATTER_ITEM_NR (Radio_Fallback);
PARSE_CHATTER_ITEM_NR (Radio_StickTogether);
PARSE_CHATTER_ITEM_NR (Radio_GetInPosition);
PARSE_CHATTER_ITEM_NR (Radio_StormTheFront);
PARSE_CHATTER_ITEM_NR (Radio_ReportTeam);
PARSE_CHATTER_ITEM_NR (Radio_Affirmative);
PARSE_CHATTER_ITEM_NR (Radio_EnemySpotted);
PARSE_CHATTER_ITEM_NR (Radio_NeedBackup);
PARSE_CHATTER_ITEM_NR (Radio_SectorClear);
PARSE_CHATTER_ITEM_NR (Radio_InPosition);
PARSE_CHATTER_ITEM_NR (Radio_ReportingIn);
PARSE_CHATTER_ITEM_NR (Radio_ShesGonnaBlow);
PARSE_CHATTER_ITEM_NR (Radio_Negative);
PARSE_CHATTER_ITEM_NR (Radio_EnemyDown);
// voice system
PARSE_CHATTER_ITEM (Chatter_SpotTheBomber, 4.3f);
PARSE_CHATTER_ITEM (Chatter_VIPSpotted, 5.3f);
PARSE_CHATTER_ITEM (Chatter_FriendlyFire, 2.1f);
PARSE_CHATTER_ITEM_NR (Chatter_DiePain);
PARSE_CHATTER_ITEM (Chatter_GotBlinded, 5.0f);
PARSE_CHATTER_ITEM_NR (Chatter_GoingToPlantBomb);
PARSE_CHATTER_ITEM_NR (Chatter_GoingToGuardVIPSafety);
PARSE_CHATTER_ITEM_NR (Chatter_RescuingHostages);
PARSE_CHATTER_ITEM_NR (Chatter_GoingToCamp);
PARSE_CHATTER_ITEM_NR (Chatter_TeamKill);
PARSE_CHATTER_ITEM_NR (Chatter_ReportingIn);
PARSE_CHATTER_ITEM (Chatter_GuardDroppedC4, 3.0f);
PARSE_CHATTER_ITEM_NR (Chatter_Camp);
PARSE_CHATTER_ITEM_NR (Chatter_GuardingVipSafety);
PARSE_CHATTER_ITEM_NR (Chatter_PlantingC4);
PARSE_CHATTER_ITEM (Chatter_DefusingC4, 3.0f);
PARSE_CHATTER_ITEM_NR (Chatter_InCombat);
PARSE_CHATTER_ITEM_NR (Chatter_SeeksEnemy);
PARSE_CHATTER_ITEM_NR (Chatter_Nothing);
PARSE_CHATTER_ITEM_NR (Chatter_EnemyDown);
PARSE_CHATTER_ITEM_NR (Chatter_UseHostage);
PARSE_CHATTER_ITEM (Chatter_FoundC4, 5.5f);
PARSE_CHATTER_ITEM_NR (Chatter_WonTheRound);
PARSE_CHATTER_ITEM (Chatter_ScaredEmotion, 6.1f);
PARSE_CHATTER_ITEM (Chatter_HeardEnemy, 12.2f);
PARSE_CHATTER_ITEM (Chatter_SniperWarning, 4.3f);
PARSE_CHATTER_ITEM (Chatter_SniperKilled, 2.1f);
PARSE_CHATTER_ITEM_NR (Chatter_QuicklyWonTheRound);
PARSE_CHATTER_ITEM (Chatter_OneEnemyLeft, 2.5f);
PARSE_CHATTER_ITEM (Chatter_TwoEnemiesLeft, 2.5f);
PARSE_CHATTER_ITEM (Chatter_ThreeEnemiesLeft, 2.5f);
PARSE_CHATTER_ITEM_NR (Chatter_NoEnemiesLeft);
PARSE_CHATTER_ITEM_NR (Chatter_FoundBombPlace);
PARSE_CHATTER_ITEM_NR (Chatter_WhereIsTheBomb);
PARSE_CHATTER_ITEM_NR (Chatter_DefendingBombSite);
PARSE_CHATTER_ITEM_NR (Chatter_BarelyDefused);
PARSE_CHATTER_ITEM_NR (Chatter_NiceshotCommander);
PARSE_CHATTER_ITEM (Chatter_NiceshotPall, 2.0);
PARSE_CHATTER_ITEM (Chatter_GoingToGuardHostages, 3.0f);
PARSE_CHATTER_ITEM (Chatter_GoingToGuardDoppedBomb, 3.0f);
PARSE_CHATTER_ITEM (Chatter_OnMyWay, 1.5f);
PARSE_CHATTER_ITEM (Chatter_LeadOnSir, 5.0f);
PARSE_CHATTER_ITEM (Chatter_Pinned_Down, 5.0f);
PARSE_CHATTER_ITEM (Chatter_GottaFindTheBomb, 3.0f);
PARSE_CHATTER_ITEM (Chatter_You_Heard_The_Man, 3.0f);
PARSE_CHATTER_ITEM (Chatter_Lost_The_Commander, 4.5f);
PARSE_CHATTER_ITEM (Chatter_NewRound, 3.5f);
PARSE_CHATTER_ITEM (Chatter_CoverMe, 3.5f);
PARSE_CHATTER_ITEM (Chatter_BehindSmoke, 3.5f);
PARSE_CHATTER_ITEM (Chatter_BombSiteSecured, 3.5f);
}
}
fp.Close ();
}
else
{
yb_communication_type.SetInt (1);
AddLogEntry (true, LL_DEFAULT, "Chatter Communication disabled.");
}
// LOCALIZER INITITALIZATION
if (OpenConfig ("lang.cfg", "Specified language not found", &fp, true) && !(g_gameFlags & GAME_LEGACY))
{
if (engine.IsDedicatedServer ())
return; // dedicated server will use only english translation
enum Lang { Lang_Original, Lang_Translate } langState = static_cast <Lang> (2);
char buffer[1024];
TranslatorPair temp = {"", ""};
while (fp.GetBuffer (line, 255))
{
if (strncmp (line, "[ORIGINAL]", 10) == 0)
{
langState = Lang_Original;
if (!IsNullString (buffer))
{
String::TrimExternalBuffer (buffer);
temp.translated = _strdup (buffer);
buffer[0] = 0x0;
}
if (!IsNullString (temp.translated) && !IsNullString (temp.original))
engine.PushTranslationPair (temp);
}
else if (strncmp (line, "[TRANSLATED]", 12) == 0)
{
String::TrimExternalBuffer (buffer);
temp.original = _strdup (buffer);
buffer[0] = 0x0;
langState = Lang_Translate;
}
else
{
switch (langState)
{
case Lang_Original:
strncat (buffer, line, 1024 - 1 - strlen (buffer));
break;
case Lang_Translate:
strncat (buffer, line, 1024 - 1 - strlen (buffer));
break;
}
}
}
fp.Close ();
}
else if (g_gameFlags & GAME_LEGACY)
AddLogEntry (true, LL_DEFAULT, "Multilingual system disabled, due to your Counter-Strike Version!");
else if (strcmp (yb_language.GetString (), "en") != 0)
AddLogEntry (true, LL_ERROR, "Couldn't load language configuration");
// set personality weapon pointers here
g_weaponPrefs[PERSONALITY_NORMAL] = reinterpret_cast <int *> (&g_normalWeaponPrefs);
g_weaponPrefs[PERSONALITY_RUSHER] = reinterpret_cast <int *> (&g_rusherWeaponPrefs);
g_weaponPrefs[PERSONALITY_CAREFUL] = reinterpret_cast <int *> (&g_carefulWeaponPrefs);
g_timePerSecondUpdate = 0.0f;
}
void CommandHandler_NotMM (void)
{
// this function is the dedicated server command handler for the new yapb server command we
// registered at game start. It will be called by the engine each time a server command that
// starts with "meta" is entered in the server console. It works exactly the same way as
// ClientCommand() does, using the CmdArgc() and CmdArgv() facilities of the engine. Argv(0)
// is the server command itself (here "meta") and the next ones are its arguments. Just like
// the stdio command-line parsing in C when you write "long main (long argc, char **argv)".
// this function is handler for non-metamod launch of yapb, it's just print error message.
engine.Printf ("You're launched standalone version of yapb. Metamod is not installed or not enabled!");
}
void GameDLLInit (void)
{
// this function is a one-time call, and appears to be the second function called in the
// DLL after GiveFntprsToDll() has been called. Its purpose is to tell the MOD DLL to
// initialize the game before the engine actually hooks into it with its video frames and
// clients connecting. Note that it is a different step than the *server* initialization.
// This one is called once, and only once, when the game process boots up before the first
// server is enabled. Here is a good place to do our own game session initialization, and
// to register by the engine side the server commands we need to administrate our bots.
DetectCSVersion ();
{
// print game detection info
String gameVersionStr;
if (g_gameFlags & GAME_LEGACY)
gameVersionStr.Assign ("Legacy");
else if (g_gameFlags & GAME_CZERO)
gameVersionStr.Assign ("Condition Zero");
else if (g_gameFlags & GAME_CSTRIKE16)
gameVersionStr.Assign ("v1.6");
if (g_gameFlags & GAME_XASH)
{
gameVersionStr.Append (" @ Xash3D Engine");
if (g_gameFlags & GAME_MOBILITY)
gameVersionStr.Append (" Mobile");
gameVersionStr.Replace ("Legacy", "1.6 Limited");
}
engine.Printf ("YaPB Bot has detect game version as Counter-Strike: %s", gameVersionStr.GetBuffer ());
}
// register server command(s)
engine.RegisterCmd ("yapb", CommandHandler);
engine.RegisterCmd ("yb", CommandHandler);
// execute main config
engine.IssueCmd ("exec addons/yapb/conf/yapb.cfg");
// set correct version string
yb_version.SetString (FormatBuffer ("%d.%d.%d.%u", PRODUCT_VERSION_DWORD_INTERNAL, GenerateBuildNumber ()));
// register fake metamod command handler if we not! under mm
if (!g_isMetamod)
engine.RegisterCmd ("meta", CommandHandler_NotMM);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnGameInit) ();
}
void Touch (edict_t *pentTouched, edict_t *pentOther)
{
// this function is called when two entities' bounding boxes enter in collision. For example,
// when a player walks upon a gun, the player entity bounding box collides to the gun entity
// bounding box, and the result is that this function is called. It is used by the game for
// taking the appropriate action when such an event occurs (in our example, the player who
// is walking upon the gun will "pick it up"). Entities that "touch" others are usually
// entities having a velocity, as it is assumed that static entities (entities that don't
// move) will never touch anything. Hence, in our example, the pentTouched will be the gun
// (static entity), whereas the pentOther will be the player (as it is the one moving). When
// the two entities both have velocities, for example two players colliding, this function
// is called twice, once for each entity moving.
if (!engine.IsNullEntity (pentOther) && (pentOther->v.flags & FL_FAKECLIENT))
{
Bot *bot = bots.GetBot (pentOther);
if (bot != NULL)
bot->VerifyBreakable (pentTouched);
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnTouch) (pentTouched, pentOther);
}
int Spawn (edict_t *ent)
{
// this function asks the game DLL to spawn (i.e, give a physical existence in the virtual
// world, in other words to 'display') the entity pointed to by ent in the game. The
// Spawn() function is one of the functions any entity is supposed to have in the game DLL,
// and any MOD is supposed to implement one for each of its entities.
// for faster access
const char *entityClassname = STRING (ent->v.classname);
if (strcmp (entityClassname, "worldspawn") == 0)
{
engine.Precache (ent);
engine.PushRegisteredConVarsToEngine (true);
PRECACHE_SOUND (ENGINE_STR ("weapons/xbow_hit1.wav")); // waypoint add
PRECACHE_SOUND (ENGINE_STR ("weapons/mine_activate.wav")); // waypoint delete
PRECACHE_SOUND (ENGINE_STR ("common/wpn_hudoff.wav")); // path add/delete start
PRECACHE_SOUND (ENGINE_STR ("common/wpn_hudon.wav")); // path add/delete done
PRECACHE_SOUND (ENGINE_STR ("common/wpn_moveselect.wav")); // path add/delete cancel
PRECACHE_SOUND (ENGINE_STR ("common/wpn_denyselect.wav")); // path add/delete error
RoundInit ();
g_mapType = 0; // reset map type as worldspawn is the first entity spawned
// detect official csbots here, as they causing crash in linkent code when active for some reason
if (!(g_gameFlags & GAME_LEGACY) && g_engfuncs.pfnCVarGetPointer ("bot_stop") != NULL)
g_gameFlags |= GAME_OFFICIAL_CSBOT;
}
else if (strcmp (entityClassname, "player_weaponstrip") == 0)
{
if ((g_gameFlags & GAME_LEGACY) && (STRING (ent->v.target))[0] == '0')
ent->v.target = ent->v.targetname = ALLOC_STRING ("fake");
else
{
REMOVE_ENTITY (ent);
if (g_isMetamod)
RETURN_META_VALUE (MRES_SUPERCEDE, 0);
return 0;
}
}
#ifndef XASH_CSDM
else if (strcmp (entityClassname, "info_player_start") == 0)
{
SET_MODEL (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;
}
else if (strcmp (entityClassname, "info_player_deathmatch") == 0)
{
SET_MODEL (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;
}
else if (strcmp (entityClassname, "info_vip_start") == 0)
{
SET_MODEL (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;
}
#endif
else if (strcmp (entityClassname, "func_vip_safetyzone") == 0 || strcmp (STRING (ent->v.classname), "info_vip_safetyzone") == 0)
g_mapType |= MAP_AS; // assassination map
else if (strcmp (entityClassname, "hostage_entity") == 0)
g_mapType |= MAP_CS; // rescue map
else if (strcmp (entityClassname, "func_bomb_target") == 0 || strcmp (STRING (ent->v.classname), "info_bomb_target") == 0)
g_mapType |= MAP_DE; // defusion map
else if (strcmp (entityClassname, "func_escapezone") == 0)
g_mapType |= MAP_ES;
// next maps doesn't have map-specific entities, so determine it by name
else if (strncmp (engine.GetMapName (), "fy_", 3) == 0) // fun map
g_mapType |= MAP_FY;
else if (strncmp (engine.GetMapName (), "ka_", 3) == 0) // knife arena map
g_mapType |= MAP_KA;
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, 0);
int result = (*g_functionTable.pfnSpawn) (ent); // get result
if (ent->v.rendermode == kRenderTransTexture)
ent->v.flags &= ~FL_WORLDBRUSH; // clear the FL_WORLDBRUSH flag out of transparent ents
return result;
}
void UpdateClientData (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd)
{
extern ConVar yb_latency_display;
if (!(g_gameFlags & GAME_LEGACY) && yb_latency_display.GetInt () == 2)
bots.SendPingDataOffsets (const_cast <edict_t *> (ent));
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnUpdateClientData) (ent, sendweapons, cd);
}
int ClientConnect (edict_t *ent, const char *name, const char *addr, char rejectReason[128])
{
// this function is called in order to tell the MOD DLL that a client attempts to connect the
// game. The entity pointer of this client is ent, the name under which he connects is
// pointed to by the pszName pointer, and its IP address string is pointed by the pszAddress
// one. Note that this does not mean this client will actually join the game ; he could as
// well be refused connection by the server later, because of latency timeout, unavailable
// game resources, or whatever reason. In which case the reason why the game DLL (read well,
// the game DLL, *NOT* the engine) refuses this player to connect will be printed in the
// rejectReason string in all letters. Understand that a client connecting process is done
// in three steps. First, the client requests a connection from the server. This is engine
// internals. When there are already too many players, the engine will refuse this client to
// connect, and the game DLL won't even notice. Second, if the engine sees no problem, the
// game DLL is asked. This is where we are. Once the game DLL acknowledges the connection,
// the client downloads the resources it needs and synchronizes its local engine with the one
// of the server. And then, the third step, which comes *AFTER* ClientConnect (), is when the
// client officially enters the game, through the ClientPutInServer () function, later below.
// Here we hook this function in order to keep track of the listen server client entity,
// because a listen server client always connects with a "loopback" address string. Also we
// tell the bot manager to check the bot population, in order to always have one free slot on
// the server for incoming clients.
// check if this client is the listen server client
if (strcmp (addr, "loopback") == 0)
g_hostEntity = ent; // save the edict of the listen server client...
bots.AdjustQuota (true, ent);
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, 0);
return (*g_functionTable.pfnClientConnect) (ent, name, addr, rejectReason);
}
void ClientDisconnect (edict_t *ent)
{
// this function is called whenever a client is VOLUNTARILY disconnected from the server,
// either because the client dropped the connection, or because the server dropped him from
// the game (latency timeout). The effect is the freeing of a client slot on the server. Note
// that clients and bots disconnected because of a level change NOT NECESSARILY call this
// function, because in case of a level change, it's a server shutdown, and not a normal
// disconnection. I find that completely stupid, but that's it. Anyway it's time to update
// the bots and players counts, and in case the client disconnecting is a bot, to back its
// brain(s) up to disk. We also try to notice when a listenserver client disconnects, so as
// to reset his entity pointer for safety. There are still a few server frames to go once a
// listen server client disconnects, and we don't want to send him any sort of message then.
bots.AdjustQuota (false, ent);
int i = engine.IndexOfEntity (ent) - 1;
InternalAssert (i >= 0 && i < MAX_ENGINE_PLAYERS);
Bot *bot = bots.GetBot (i);
// check if its a bot
if (bot != NULL)
{
if (bot->pev == &ent->v)
{
bot->SwitchChatterIcon (false);
bot->ReleaseUsedName ();
bots.Free (i);
}
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnClientDisconnect) (ent);
}
void ClientUserInfoChanged (edict_t *ent, char *infobuffer)
{
// this function is called when a player changes model, or changes team. Occasionally it
// enforces rules on these changes (for example, some MODs don't want to allow players to
// change their player model). But most commonly, this function is in charge of handling
// team changes, recounting the teams population, etc...
if (engine.IsDedicatedServer () && !IsValidBot (ent))
{
const char *passwordField = yb_password_key.GetString ();
const char *password = yb_password.GetString ();
if (!IsNullString (passwordField) || !IsNullString (password))
{
int clientIndex = engine.IndexOfEntity (ent) - 1;
if (strcmp (password, INFOKEY_VALUE (infobuffer, const_cast <char *> (passwordField))) == 0)
g_clients[clientIndex].flags |= CF_ADMIN;
else
g_clients[clientIndex].flags &= ~CF_ADMIN;
}
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnClientUserInfoChanged) (ent, infobuffer);
}
void ClientCommand (edict_t *ent)
{
// this function is called whenever the client whose player entity is ent issues a client
// command. How it works is that clients all have a global string in their client DLL that
// stores the command string; if ever that string is filled with characters, the client DLL
// sends it to the engine as a command to be executed. When the engine has executed that
// command, that string is reset to zero. By the server side, we can access this string
// by asking the engine with the CmdArgv(), CmdArgs() and CmdArgc() functions that work just
// like executable files argument processing work in C (argc gets the number of arguments,
// command included, args returns the whole string, and argv returns the wanted argument
// only). Here is a good place to set up either bot debug commands the listen server client
// could type in his game console, or real new client commands, but we wouldn't want to do
// so as this is just a bot DLL, not a MOD. The purpose is not to add functionality to
// clients. Hence it can lack of commenting a bit, since this code is very subject to change.
const char *command = CMD_ARGV (0);
const char *arg1 = CMD_ARGV (1);
static int fillServerTeam = 5;
static bool fillCommand = false;
if (!engine.IsBotCommand () && (ent == g_hostEntity || (g_clients[engine.IndexOfEntity (ent) - 1].flags & CF_ADMIN)))
{
if (stricmp (command, "yapb") == 0 || stricmp (command, "yb") == 0)
{
int state = BotCommandHandler (ent, IsNullString (arg1) ? "help" : arg1, CMD_ARGV (2), CMD_ARGV (3), CMD_ARGV (4), CMD_ARGV (5), CMD_ARGV (6), CMD_ARGV (0));
switch (state)
{
case 0:
engine.ClientPrintf (ent, "Unknown command: %s", arg1);
break;
case 2:
engine.ClientPrintf (ent, "Command %s, can only be executed from server console.", arg1);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (stricmp (command, "menuselect") == 0 && !IsNullString (arg1) && g_clients[engine.IndexOfEntity (ent) - 1].menu != NULL)
{
Client *client = &g_clients[engine.IndexOfEntity (ent) - 1];
int selection = atoi (arg1);
if (client->menu == &g_menus[12])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
waypoints.Add (selection - 1);
break;
case 8:
waypoints.Add (100);
break;
case 9:
waypoints.SetLearnJumpWaypoint ();
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[13])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
waypoints.ToggleFlags (FLAG_NOHOSTAGE);
break;
case 2:
waypoints.ToggleFlags (FLAG_TF_ONLY);
break;
case 3:
waypoints.ToggleFlags (FLAG_CF_ONLY);
break;
case 4:
waypoints.ToggleFlags (FLAG_LIFT);
break;
case 5:
waypoints.ToggleFlags (FLAG_SNIPER);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[9])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
if (g_waypointOn)
engine.IssueCmd ("yapb waypoint off");
else
engine.IssueCmd ("yapb waypoint on");
break;
case 2:
g_waypointOn = true;
waypoints.CacheWaypoint ();
break;
case 3:
g_waypointOn = true;
DisplayMenuToClient (ent, &g_menus[20]);
break;
case 4:
g_waypointOn = true;
waypoints.DeletePath ();
break;
case 5:
g_waypointOn = true;
DisplayMenuToClient (ent, &g_menus[12]);
break;
case 6:
g_waypointOn = true;
waypoints.Delete ();
break;
case 7:
g_waypointOn = true;
DisplayMenuToClient (ent, &g_menus[19]);
break;
case 8:
g_waypointOn = true;
DisplayMenuToClient (ent, &g_menus[11]);
break;
case 9:
DisplayMenuToClient (ent, &g_menus[10]);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[10])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
{
int terrPoints = 0;
int ctPoints = 0;
int goalPoints = 0;
int rescuePoints = 0;
int campPoints = 0;
int sniperPoints = 0;
int noHostagePoints = 0;
for (int i = 0; i < g_numWaypoints; i++)
{
Path *path = waypoints.GetPath (i);
if (path->flags & FLAG_TF_ONLY)
terrPoints++;
if (path->flags & FLAG_CF_ONLY)
ctPoints++;
if (path->flags & FLAG_GOAL)
goalPoints++;
if (path->flags & FLAG_RESCUE)
rescuePoints++;
if (path->flags & FLAG_CAMP)
campPoints++;
if (path->flags & FLAG_SNIPER)
sniperPoints++;
if (path->flags & FLAG_NOHOSTAGE)
noHostagePoints++;
}
engine.Printf ("Waypoints: %d - T Points: %d\n"
"CT Points: %d - Goal Points: %d\n"
"Rescue Points: %d - Camp Points: %d\n"
"Block Hostage Points: %d - Sniper Points: %d\n", g_numWaypoints, terrPoints, ctPoints, goalPoints, rescuePoints, campPoints, noHostagePoints, sniperPoints);
}
break;
case 2:
g_waypointOn = true;
g_autoWaypoint &= 1;
g_autoWaypoint ^= 1;
engine.CenterPrintf ("Auto-Waypoint %s", g_autoWaypoint ? "Enabled" : "Disabled");
break;
case 3:
g_waypointOn = true;
DisplayMenuToClient (ent, &g_menus[13]);
break;
case 4:
if (waypoints.NodesValid ())
waypoints.Save ();
else
engine.CenterPrintf ("Waypoint not saved\nThere are errors, see console");
break;
case 5:
waypoints.Save ();
break;
case 6:
waypoints.Load ();
break;
case 7:
if (waypoints.NodesValid ())
engine.CenterPrintf ("Nodes works fine");
else
engine.CenterPrintf ("There are errors, see console");
break;
case 8:
engine.IssueCmd ("yapb wp on noclip");
break;
case 9:
DisplayMenuToClient (ent, &g_menus[9]);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[11])
{
DisplayMenuToClient (ent, NULL); // reset menu display
g_waypointOn = true; // turn waypoints on in case
const int radiusValue[] = {0, 8, 16, 32, 48, 64, 80, 96, 128};
if ((selection >= 1) && (selection <= 9))
waypoints.SetRadius (radiusValue[selection - 1]);
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[0])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
fillCommand = false;
DisplayMenuToClient (ent, &g_menus[2]);
break;
case 2:
DisplayMenuToClient (ent, &g_menus[1]);
break;
case 3:
fillCommand = true;
DisplayMenuToClient (ent, &g_menus[6]);
break;
case 4:
bots.KillAll ();
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[2])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
bots.AddRandom ();
break;
case 2:
DisplayMenuToClient (ent, &g_menus[5]);
break;
case 3:
bots.RemoveRandom ();
break;
case 4:
bots.RemoveAll ();
break;
case 5:
bots.RemoveMenu (ent, 1);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[1])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
DisplayMenuToClient (ent, &g_menus[3]);
break;
case 2:
DisplayMenuToClient (ent, &g_menus[9]);
break;
case 3:
DisplayMenuToClient (ent, &g_menus[4]);
break;
case 4:
extern ConVar yb_debug;
yb_debug.SetInt (yb_debug.GetInt () ^ 1);
break;
case 5:
if (IsAlive (ent))
DisplayMenuToClient (ent, &g_menus[18]);
else
{
DisplayMenuToClient (ent, NULL); // reset menu display
engine.CenterPrintf ("You're dead, and have no access to this menu");
}
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[18])
{
DisplayMenuToClient (ent, NULL); // reset menu display
Bot *bot = NULL;
switch (selection)
{
case 1:
case 2:
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), client->ent, 300.0f, true, true, true))
{
if (!bot->m_hasC4 && !bot->HasHostage () )
{
if (selection == 1)
{
bot->ResetDoubleJumpState ();
bot->m_doubleJumpOrigin = client->ent->v.origin;
bot->m_doubleJumpEntity = client->ent;
bot->PushTask (TASK_DOUBLEJUMP, TASKPRI_DOUBLEJUMP, -1, engine.Time (), true);
bot->TeamSayText (FormatBuffer ("Ok %s, i will help you!", STRING (ent->v.netname)));
}
else if (selection == 2)
bot->ResetDoubleJumpState ();
break;
}
}
break;
case 3:
case 4:
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true))
bot->DiscardWeaponForUser (ent, selection == 4 ? false : true);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[19])
{
DisplayMenuToClient (ent, NULL); // reset menu display
const int autoDistanceValue[] = {0, 100, 130, 160, 190, 220, 250};
if (selection >= 1 && selection <= 7)
g_autoPathDistance = autoDistanceValue[selection - 1];
if (g_autoPathDistance == 0)
engine.CenterPrintf ("AutoPath disabled");
else
engine.CenterPrintf ("AutoPath maximum distance set to %f", g_autoPathDistance);
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[20])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
waypoints.CreatePath (CONNECTION_OUTGOING);
break;
case 2:
waypoints.CreatePath (CONNECTION_INCOMING);
break;
case 3:
waypoints.CreatePath (CONNECTION_BOTHWAYS);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[5])
{
DisplayMenuToClient (ent, NULL); // reset menu display
client->menu = &g_menus[4];
switch (selection)
{
case 1:
g_storeAddbotVars[0] = 0;
break;
case 2:
g_storeAddbotVars[0] = 1;
break;
case 3:
g_storeAddbotVars[0] = 2;
break;
case 4:
g_storeAddbotVars[0] = 3;
break;
case 5:
g_storeAddbotVars[0] = 4;
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (client->menu == &g_menus[4])
DisplayMenuToClient (ent, &g_menus[4]);
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[6] && fillCommand)
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
// turn off cvars if specified team
CVAR_SET_STRING ("mp_limitteams", "0");
CVAR_SET_STRING ("mp_autoteambalance", "0");
case 5:
fillServerTeam = selection;
DisplayMenuToClient (ent, &g_menus[5]);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[4] && fillCommand)
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
bots.FillServer (fillServerTeam, selection - 2, g_storeAddbotVars[0]);
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[6])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 5:
g_storeAddbotVars[1] = selection;
if (selection == 5)
{
g_storeAddbotVars[2] = 5;
bots.AddBot ("", g_storeAddbotVars[0], g_storeAddbotVars[3], g_storeAddbotVars[1], g_storeAddbotVars[2]);
}
else
{
if (selection == 1)
DisplayMenuToClient (ent, &g_menus[7]);
else
DisplayMenuToClient (ent, &g_menus[8]);
}
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[4])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
g_storeAddbotVars[3] = selection - 2;
DisplayMenuToClient (ent, &g_menus[6]);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[7] || client->menu == &g_menus[8])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
g_storeAddbotVars[2] = selection;
bots.AddBot ("", g_storeAddbotVars[0], g_storeAddbotVars[3], g_storeAddbotVars[1], g_storeAddbotVars[2]);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[3])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
bots.SetWeaponMode (selection);
break;
case 10:
DisplayMenuToClient (ent, NULL);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[14])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.GetBot (selection - 1)->Kick ();
break;
case 9:
bots.RemoveMenu (ent, 2);
break;
case 10:
DisplayMenuToClient (ent, &g_menus[2]);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[15])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.GetBot (selection + 8 - 1)->Kick ();
break;
case 9:
bots.RemoveMenu (ent, 3);
break;
case 10:
bots.RemoveMenu (ent, 1);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[16])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.GetBot (selection + 16 - 1)->Kick ();
break;
case 9:
bots.RemoveMenu (ent, 4);
break;
case 10:
bots.RemoveMenu (ent, 2);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
else if (client->menu == &g_menus[17])
{
DisplayMenuToClient (ent, NULL); // reset menu display
switch (selection)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
bots.GetBot (selection + 24 - 1)->Kick ();
break;
case 10:
bots.RemoveMenu (ent, 3);
break;
}
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
}
}
if (!engine.IsBotCommand () && (stricmp (command, "say") == 0 || stricmp (command, "say_team") == 0))
{
Bot *bot = NULL;
if (FStrEq (arg1, "dropme") || FStrEq (arg1, "dropc4"))
{
if (FindNearestPlayer (reinterpret_cast <void **> (&bot), ent, 300.0f, true, true, true))
bot->DiscardWeaponForUser (ent, IsNullString (strstr (arg1, "c4")) ? false : true);
return;
}
bool isAlive = IsAlive (ent);
int team = -1;
if (FStrEq (command, "say_team"))
team = engine.GetTeam (ent);
for (int i = 0; i < engine.MaxClients (); i++)
{
if (!(g_clients[i].flags & CF_USED) || (team != -1 && team != g_clients[i].team) || isAlive != IsAlive (g_clients[i].ent))
continue;
Bot *target = bots.GetBot (i);
if (target != NULL)
{
target->m_sayTextBuffer.entityIndex = engine.IndexOfEntity (ent);
if (IsNullString (CMD_ARGS ()))
continue;
strncpy (target->m_sayTextBuffer.sayText, CMD_ARGS (), SIZEOF_CHAR (target->m_sayTextBuffer.sayText));
target->m_sayTextBuffer.timeNextChat = engine.Time () + target->m_sayTextBuffer.chatDelay;
}
}
}
int clientIndex = engine.IndexOfEntity (ent) - 1;
// check if this player alive, and issue something
if ((g_clients[clientIndex].flags & CF_ALIVE) && g_radioSelect[clientIndex] != 0 && strncmp (command, "menuselect", 10) == 0)
{
int radioCommand = atoi (arg1);
if (radioCommand != 0)
{
radioCommand += 10 * (g_radioSelect[clientIndex] - 1);
if (radioCommand != Radio_Affirmative && radioCommand != Radio_Negative && radioCommand != Radio_ReportingIn)
{
for (int i = 0; i < engine.MaxClients (); i++)
{
Bot *bot = bots.GetBot (i);
// validate bot
if (bot != NULL && bot->m_team == g_clients[clientIndex].team && ent != bot->GetEntity () && bot->m_radioOrder == 0)
{
bot->m_radioOrder = radioCommand;
bot->m_radioEntity = ent;
}
}
}
g_lastRadioTime[g_clients[clientIndex].team] = engine.Time ();
}
g_radioSelect[clientIndex] = 0;
}
else if (strncmp (command, "radio", 5) == 0)
g_radioSelect[clientIndex] = atoi (&command[5]);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnClientCommand) (ent);
}
void ServerActivate (edict_t *pentEdictList, int edictCount, int clientMax)
{
// this function is called when the server has fully loaded and is about to manifest itself
// on the network as such. Since a mapchange is actually a server shutdown followed by a
// restart, this function is also called when a new map is being loaded. Hence it's the
// perfect place for doing initialization stuff for our bots, such as reading the BSP data,
// loading the bot profiles, and drawing the world map (ie, filling the navigation hashtable).
// Once this function has been called, the server can be considered as "running".
FreeLibraryMemory ();
InitConfig (); // initialize all config files
// do level initialization stuff here...
waypoints.Init ();
waypoints.Load ();
// create global killer entity
bots.CreateKillerEntity ();
// execute main config
engine.IssueCmd ("exec addons/yapb/conf/yapb.cfg");
if (File::Accessible (FormatBuffer ("%s/maps/%s_yapb.cfg", engine.GetModName (), engine.GetMapName ())))
{
engine.IssueCmd ("exec maps/%s_yapb.cfg", engine.GetMapName ());
engine.Printf ("Executing Map-Specific config file");
}
bots.InitQuota ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnServerActivate) (pentEdictList, edictCount, clientMax);
waypoints.InitializeVisibility ();
}
void ServerDeactivate (void)
{
// this function is called when the server is shutting down. A particular note about map
// changes: changing the map means shutting down the server and starting a new one. Of course
// this process is transparent to the user, but either in single player when the hero reaches
// a new level and in multiplayer when it's time for a map change, be aware that what happens
// is that the server actually shuts down and restarts with a new map. Hence we can use this
// function to free and deinit anything which is map-specific, for example we free the memory
// space we m'allocated for our BSP data, since a new map means new BSP data to interpret. In
// any case, when the new map will be booting, ServerActivate() will be called, so we'll do
// the loading of new bots and the new BSP data parsing there.
// save collected experience on shutdown
waypoints.SaveExperienceTab ();
waypoints.SaveVisibilityTab ();
// destroy global killer entity
bots.DestroyKillerEntity ();
FreeLibraryMemory ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnServerDeactivate) ();
}
void StartFrame (void)
{
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Also here we have control on the bot population,
// for example if a new player joins the server, we should disconnect a bot, and if the
// player population decreases, we should fill the server with other bots.
// run periodic update of bot states
bots.PeriodicThink ();
// record some stats of all players on the server
for (int i = 0; i < engine.MaxClients (); i++)
{
edict_t *player = engine.EntityOfIndex (i + 1);
if (!engine.IsNullEntity (player) && (player->v.flags & FL_CLIENT))
{
g_clients[i].ent = player;
g_clients[i].flags |= CF_USED;
if (IsAlive (player))
g_clients[i].flags |= CF_ALIVE;
else
g_clients[i].flags &= ~CF_ALIVE;
if (g_clients[i].flags & CF_ALIVE)
{
// keep the clipping mode enabled, or it can be turned off after new round has started
if (g_hostEntity == player && g_editNoclip)
g_hostEntity->v.movetype = MOVETYPE_NOCLIP;
g_clients[i].origin = player->v.origin;
SoundSimulateUpdate (i);
}
}
else
{
g_clients[i].flags &= ~(CF_USED | CF_ALIVE);
g_clients[i].ent = NULL;
}
}
if (!engine.IsDedicatedServer () && !engine.IsNullEntity (g_hostEntity))
{
if (g_waypointOn)
waypoints.Think ();
CheckWelcomeMessage ();
}
bots.SetDeathMsgState (false);
if (g_timePerSecondUpdate < engine.Time ())
{
for (int i = 0; i < engine.MaxClients (); i++)
{
edict_t *player = engine.EntityOfIndex (i + 1);
// code below is executed only on dedicated server
if (engine.IsDedicatedServer () && !engine.IsNullEntity (player) && (player->v.flags & FL_CLIENT) && !(player->v.flags & FL_FAKECLIENT))
{
Client &client = g_clients[i];
if (client.flags & CF_ADMIN)
{
if (IsNullString (yb_password_key.GetString ()) && IsNullString (yb_password.GetString ()))
client.flags &= ~CF_ADMIN;
else if (strcmp (yb_password.GetString (), INFOKEY_VALUE (GET_INFOKEYBUFFER (client.ent), const_cast <char *> (yb_password_key.GetString ()))))
{
client.flags &= ~CF_ADMIN;
engine.Printf ("Player %s had lost remote access to yapb.", STRING (player->v.netname));
}
}
else if (!(client.flags & CF_ADMIN) && !IsNullString (yb_password_key.GetString ()) && !IsNullString (yb_password.GetString ()))
{
if (strcmp (yb_password.GetString (), INFOKEY_VALUE (GET_INFOKEYBUFFER (client.ent), const_cast <char *> (yb_password_key.GetString ()))) == 0)
{
client.flags |= CF_ADMIN;
engine.Printf ("Player %s had gained full remote access to yapb.", STRING (player->v.netname));
}
}
}
}
bots.CalculatePingOffsets ();
if (g_isMetamod)
{
static cvar_t *csdm_active;
static cvar_t *mp_freeforall;
if (csdm_active == NULL)
csdm_active = CVAR_GET_POINTER ("csdm_active");
if (mp_freeforall == NULL)
mp_freeforall = CVAR_GET_POINTER ("mp_freeforall");
if (csdm_active != NULL && csdm_active->value > 0)
yb_csdm_mode.SetInt (mp_freeforall != NULL && mp_freeforall->value > 0 ? 2 : 1);
}
g_timePerSecondUpdate = engine.Time () + 1.0f;
}
// keep track of grenades on map
bots.UpdateActiveGrenades ();
// keep bot number up to date
bots.MaintainBotQuota ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnStartFrame) ();
// **** AI EXECUTION STARTS ****
bots.Think ();
// **** AI EXECUTION FINISH ****
}
void StartFrame_Post (void)
{
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Post version called only by metamod.
// **** AI EXECUTION STARTS ****
bots.Think ();
// **** AI EXECUTION FINISH ****
RETURN_META (MRES_IGNORED);
}
int Spawn_Post (edict_t *ent)
{
// this function asks the game DLL to spawn (i.e, give a physical existence in the virtual
// world, in other words to 'display') the entity pointed to by ent in the game. The
// Spawn() function is one of the functions any entity is supposed to have in the game DLL,
// and any MOD is supposed to implement one for each of its entities. Post version called
// only by metamod.
// solves the bots unable to see through certain types of glass bug.
if (ent->v.rendermode == kRenderTransTexture)
ent->v.flags &= ~FL_WORLDBRUSH; // clear the FL_WORLDBRUSH flag out of transparent ents
RETURN_META_VALUE (MRES_IGNORED, 0);
}
void ServerActivate_Post (edict_t *, int, int)
{
// this function is called when the server has fully loaded and is about to manifest itself
// on the network as such. Since a mapchange is actually a server shutdown followed by a
// restart, this function is also called when a new map is being loaded. Hence it's the
// perfect place for doing initialization stuff for our bots, such as reading the BSP data,
// loading the bot profiles, and drawing the world map (ie, filling the navigation hashtable).
// Once this function has been called, the server can be considered as "running". Post version
// called only by metamod.
waypoints.InitializeVisibility ();
RETURN_META (MRES_IGNORED);
}
void pfnChangeLevel (char *s1, char *s2)
{
// the purpose of this function is to ask the engine to shutdown the server and restart a
// new one running the map whose name is s1. It is used ONLY IN SINGLE PLAYER MODE and is
// transparent to the user, because it saves the player state and equipment and restores it
// back in the new level. The "changelevel trigger point" in the old level is linked to the
// new level's spawn point using the s2 string, which is formatted as follows: "trigger_name
// to spawnpoint_name", without spaces (for example, "tr_1atotr_2lm" would tell the engine
// the player has reached the trigger point "tr_1a" and has to spawn in the next level on the
// spawn point named "tr_2lm".
// save collected experience on map change
waypoints.SaveExperienceTab ();
waypoints.SaveVisibilityTab ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
CHANGE_LEVEL (s1, s2);
}
edict_t *pfnFindEntityByString (edict_t *edictStartSearchAfter, const char *field, const char *value)
{
// round starts in counter-strike 1.5
if (strcmp (value, "info_map_parameters") == 0)
RoundInit ();
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, 0);
return FIND_ENTITY_BY_STRING (edictStartSearchAfter, field, value);
}
void pfnEmitSound (edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch)
{
// this function tells the engine that the entity pointed to by "entity", is emitting a sound
// which fileName is "sample", at level "channel" (CHAN_VOICE, etc...), with "volume" as
// loudness multiplicator (normal volume VOL_NORM is 1.0), with a pitch of "pitch" (normal
// pitch PITCH_NORM is 100.0), and that this sound has to be attenuated by distance in air
// according to the value of "attenuation" (normal attenuation ATTN_NORM is 0.8 ; ATTN_NONE
// means no attenuation with distance). Optionally flags "fFlags" can be passed, which I don't
// know the heck of the purpose. After we tell the engine to emit the sound, we have to call
// SoundAttachToThreat() to bring the sound to the ears of the bots. Since bots have no client DLL
// to handle this for them, such a job has to be done manually.
SoundAttachToClients (entity, sample, volume);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_engfuncs.pfnEmitSound) (entity, channel, sample, volume, attenuation, flags, pitch);
}
void pfnClientCommand (edict_t *ent, char const *format, ...)
{
// this function forces the client whose player entity is ent to issue a client command.
// How it works is that clients all have a g_xgv global string in their client DLL that
// stores the command string; if ever that string is filled with characters, the client DLL
// sends it to the engine as a command to be executed. When the engine has executed that
// command, this g_xgv string is reset to zero. Here is somehow a curious implementation of
// ClientCommand: the engine sets the command it wants the client to issue in his g_xgv, then
// the client DLL sends it back to the engine, the engine receives it then executes the
// command therein. Don't ask me why we need all this complicated crap. Anyhow since bots have
// no client DLL, be certain never to call this function upon a bot entity, else it will just
// make the server crash. Since hordes of uncautious, not to say stupid, programmers don't
// even imagine some players on their servers could be bots, this check is performed less than
// sometimes actually by their side, that's why we strongly recommend to check it here too. In
// case it's a bot asking for a client command, we handle it like we do for bot commands
va_list ap;
char buffer[MAX_PRINT_BUFFER];
va_start (ap, format);
_vsnprintf (buffer, SIZEOF_CHAR (buffer), format, ap);
va_end (ap);
// is the target entity an official bot, or a third party bot ?
if (ent->v.flags & FL_FAKECLIENT)
{
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE); // prevent bots to be forced to issue client commands
return;
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
CLIENT_COMMAND (ent, buffer);
}
void pfnMessageBegin (int msgDest, int msgType, const float *origin, edict_t *ed)
{
// this function called each time a message is about to sent.
// store the message type in our own variables, since the GET_USER_MSG_ID () will just do a lot of strcmp()'s...
if (g_isMetamod && engine.FindMessageId (NETMSG_MONEY) == -1)
{
engine.AssignMessageId (NETMSG_VGUI, GET_USER_MSG_ID (PLID, "VGUIMenu", NULL));
engine.AssignMessageId (NETMSG_SHOWMENU, GET_USER_MSG_ID (PLID, "ShowMenu", NULL));
engine.AssignMessageId (NETMSG_WEAPONLIST, GET_USER_MSG_ID (PLID, "WeaponList", NULL));
engine.AssignMessageId (NETMSG_CURWEAPON, GET_USER_MSG_ID (PLID, "CurWeapon", NULL));
engine.AssignMessageId (NETMSG_AMMOX, GET_USER_MSG_ID (PLID, "AmmoX", NULL));
engine.AssignMessageId (NETMSG_AMMOPICKUP, GET_USER_MSG_ID (PLID, "AmmoPickup", NULL));
engine.AssignMessageId (NETMSG_DAMAGE, GET_USER_MSG_ID (PLID, "Damage", NULL));
engine.AssignMessageId (NETMSG_MONEY, GET_USER_MSG_ID (PLID, "Money", NULL));
engine.AssignMessageId (NETMSG_STATUSICON, GET_USER_MSG_ID (PLID, "StatusIcon", NULL));
engine.AssignMessageId (NETMSG_DEATH, GET_USER_MSG_ID (PLID, "DeathMsg", NULL));
engine.AssignMessageId (NETMSG_SCREENFADE, GET_USER_MSG_ID (PLID, "ScreenFade", NULL));
engine.AssignMessageId (NETMSG_HLTV, GET_USER_MSG_ID (PLID, "HLTV", NULL));
engine.AssignMessageId (NETMSG_TEXTMSG, GET_USER_MSG_ID (PLID, "TextMsg", NULL));
engine.AssignMessageId (NETMSG_SCOREINFO, GET_USER_MSG_ID (PLID, "ScoreInfo", NULL));
engine.AssignMessageId (NETMSG_BARTIME, GET_USER_MSG_ID (PLID, "BarTime", NULL));
engine.AssignMessageId (NETMSG_SENDAUDIO, GET_USER_MSG_ID (PLID, "SendAudio", NULL));
engine.AssignMessageId (NETMSG_SAYTEXT, GET_USER_MSG_ID (PLID, "SayText", NULL));
if (!(g_gameFlags & GAME_LEGACY))
engine.AssignMessageId (NETMSG_BOTVOICE, GET_USER_MSG_ID (PLID, "BotVoice", NULL));
}
engine.ResetMessageCapture ();
if ((!(g_gameFlags & GAME_LEGACY) || (g_gameFlags & GAME_XASH)) && msgDest == MSG_SPEC && msgType == engine.FindMessageId (NETMSG_HLTV))
engine.SetOngoingMessageId (NETMSG_HLTV);
engine.TryCaptureMessage (msgType, NETMSG_WEAPONLIST);
if (!engine.IsNullEntity (ed))
{
int index = bots.GetIndex (ed);
// is this message for a bot?
if (index != -1 && !(ed->v.flags & FL_DORMANT))
{
engine.SetOngoingMessageReceiver (index);
// message handling is done in usermsg.cpp
engine.TryCaptureMessage (msgType, NETMSG_VGUI);
engine.TryCaptureMessage (msgType, NETMSG_CURWEAPON);
engine.TryCaptureMessage (msgType, NETMSG_AMMOX);
engine.TryCaptureMessage (msgType, NETMSG_AMMOPICKUP);
engine.TryCaptureMessage (msgType, NETMSG_DAMAGE);
engine.TryCaptureMessage (msgType, NETMSG_MONEY);
engine.TryCaptureMessage (msgType, NETMSG_STATUSICON);
engine.TryCaptureMessage (msgType, NETMSG_SCREENFADE);
engine.TryCaptureMessage (msgType, NETMSG_BARTIME);
engine.TryCaptureMessage (msgType, NETMSG_TEXTMSG);
engine.TryCaptureMessage (msgType, NETMSG_SHOWMENU);
}
}
else if (msgDest == MSG_ALL)
{
engine.TryCaptureMessage (msgType, NETMSG_SCOREINFO);
engine.TryCaptureMessage (msgType, NETMSG_DEATH);
engine.TryCaptureMessage (msgType, NETMSG_TEXTMSG);
if (msgType == SVC_INTERMISSION)
{
for (int i = 0; i < engine.MaxClients (); i++)
{
Bot *bot = bots.GetBot (i);
if (bot != NULL)
bot->m_notKilled = false;
}
}
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
MESSAGE_BEGIN (msgDest, msgType, origin, ed);
}
void pfnMessageEnd (void)
{
engine.ResetMessageCapture ();
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
MESSAGE_END ();
// send latency fix
bots.SendDeathMsgFix ();
}
void pfnMessageEnd_Post (void)
{
// send latency fix
bots.SendDeathMsgFix ();
RETURN_META (MRES_IGNORED);
}
void pfnWriteByte (int value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_BYTE (value);
}
void pfnWriteChar (int value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_CHAR (value);
}
void pfnWriteShort (int value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_SHORT (value);
}
void pfnWriteLong (int value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_LONG (value);
}
void pfnWriteAngle (float value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_ANGLE (value);
}
void pfnWriteCoord (float value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_COORD (value);
}
void pfnWriteString (const char *sz)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) sz);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_STRING (sz);
}
void pfnWriteEntity (int value)
{
// if this message is for a bot, call the client message function...
engine.ProcessMessageCapture ((void *) &value);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
WRITE_ENTITY (value);
}
int pfnCmd_Argc (void)
{
// this function returns the number of arguments the current client command string has. Since
// bots have no client DLL and we may want a bot to execute a client command, we had to
// implement a g_xgv string in the bot DLL for holding the bots' commands, and also keep
// track of the argument count. Hence this hook not to let the engine ask an unexistent client
// DLL for a command we are holding here. Of course, real clients commands are still retrieved
// the normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.IsBotCommand ())
{
if (g_isMetamod)
RETURN_META_VALUE (MRES_SUPERCEDE, engine.GetOverrideArgc ());
return engine.GetOverrideArgc (); // if so, then return the argument count we know
}
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, 0);
return CMD_ARGC (); // ask the engine how many arguments there are
}
const char *pfnCmd_Args (void)
{
// this function returns a pointer to the whole current client command string. Since bots
// have no client DLL and we may want a bot to execute a client command, we had to implement
// a g_xgv string in the bot DLL for holding the bots' commands, and also keep track of the
// argument count. Hence this hook not to let the engine ask an unexistent client DLL for a
// command we are holding here. Of course, real clients commands are still retrieved the
// normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.IsBotCommand ())
{
if (g_isMetamod)
RETURN_META_VALUE (MRES_SUPERCEDE, engine.GetOverrideArgs ());
return engine.GetOverrideArgs (); // else return the whole bot client command string we know
}
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, NULL);
return CMD_ARGS (); // ask the client command string to the engine
}
const char *pfnCmd_Argv (int argc)
{
// this function returns a pointer to a certain argument of the current client command. Since
// bots have no client DLL and we may want a bot to execute a client command, we had to
// implement a g_xgv string in the bot DLL for holding the bots' commands, and also keep
// track of the argument count. Hence this hook not to let the engine ask an unexistent client
// DLL for a command we are holding here. Of course, real clients commands are still retrieved
// the normal way, by asking the engine.
// is this a bot issuing that client command?
if (engine.IsBotCommand ())
{
if (g_isMetamod)
RETURN_META_VALUE (MRES_SUPERCEDE, engine.GetOverrideArgv (argc));
return engine.GetOverrideArgv (argc); // if so, then return the wanted argument we know
}
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, NULL);
return CMD_ARGV (argc); // ask the argument number "argc" to the engine
}
void pfnClientPrintf (edict_t *ent, PRINT_TYPE printType, const char *message)
{
// this function prints the text message string pointed to by message by the client side of
// the client entity pointed to by ent, in a manner depending of printType (print_console,
// print_center or print_chat). Be certain never to try to feed a bot with this function,
// as it will crash your server. Why would you, anyway ? bots have no client DLL as far as
// we know, right ? But since stupidity rules this world, we do a preventive check :)
if (IsValidBot (ent))
{
if (g_isMetamod)
RETURN_META (MRES_SUPERCEDE);
return;
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
CLIENT_PRINTF (ent, printType, message);
}
void pfnSetClientMaxspeed (const edict_t *ent, float newMaxspeed)
{
Bot *bot = bots.GetBot (const_cast <edict_t *> (ent));
// check wether it's not a bot
if (bot != NULL)
bot->pev->maxspeed = newMaxspeed;
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_engfuncs.pfnSetClientMaxspeed) (ent, newMaxspeed);
}
int pfnRegUserMsg (const char *name, int size)
{
// this function registers a "user message" by the engine side. User messages are network
// messages the game DLL asks the engine to send to clients. Since many MODs have completely
// different client features (Counter-Strike has a radar and a timer, for example), network
// messages just can't be the same for every MOD. Hence here the MOD DLL tells the engine,
// "Hey, you have to know that I use a network message whose name is pszName and it is size
// packets long". The engine books it, and returns the ID number under which he recorded that
// custom message. Thus every time the MOD DLL will be wanting to send a message named pszName
// using pfnMessageBegin (), it will know what message ID number to send, and the engine will
// know what to do, only for non-metamod version
if (g_isMetamod)
RETURN_META_VALUE (MRES_IGNORED, 0);
int message = REG_USER_MSG (name, size);
if (strcmp (name, "VGUIMenu") == 0)
engine.AssignMessageId (NETMSG_VGUI, message);
else if (strcmp (name, "ShowMenu") == 0)
engine.AssignMessageId (NETMSG_SHOWMENU, message);
else if (strcmp (name, "WeaponList") == 0)
engine.AssignMessageId (NETMSG_WEAPONLIST, message);
else if (strcmp (name, "CurWeapon") == 0)
engine.AssignMessageId (NETMSG_CURWEAPON, message);
else if (strcmp (name, "AmmoX") == 0)
engine.AssignMessageId (NETMSG_AMMOX, message);
else if (strcmp (name, "AmmoPickup") == 0)
engine.AssignMessageId (NETMSG_AMMOPICKUP, message);
else if (strcmp (name, "Damage") == 0)
engine.AssignMessageId (NETMSG_DAMAGE, message);
else if (strcmp (name, "Money") == 0)
engine.AssignMessageId (NETMSG_MONEY, message);
else if (strcmp (name, "StatusIcon") == 0)
engine.AssignMessageId (NETMSG_STATUSICON, message);
else if (strcmp (name, "DeathMsg") == 0)
engine.AssignMessageId (NETMSG_DEATH, message);
else if (strcmp (name, "ScreenFade") == 0)
engine.AssignMessageId (NETMSG_SCREENFADE, message);
else if (strcmp (name, "HLTV") == 0)
engine.AssignMessageId (NETMSG_HLTV, message);
else if (strcmp (name, "TextMsg") == 0)
engine.AssignMessageId (NETMSG_TEXTMSG, message);
else if (strcmp (name, "ScoreInfo") == 0)
engine.AssignMessageId (NETMSG_SCOREINFO, message);
else if (strcmp (name, "BarTime") == 0)
engine.AssignMessageId (NETMSG_BARTIME, message);
else if (strcmp (name, "SendAudio") == 0)
engine.AssignMessageId (NETMSG_SENDAUDIO, message);
else if (strcmp (name, "SayText") == 0)
engine.AssignMessageId (NETMSG_SAYTEXT, message);
else if (strcmp (name, "BotVoice") == 0)
engine.AssignMessageId (NETMSG_BOTVOICE, message);
return message;
}
void pfnAlertMessage (ALERT_TYPE alertType, char *format, ...)
{
va_list ap;
char buffer[1024];
va_start (ap, format);
vsnprintf (buffer, SIZEOF_CHAR (buffer), format, ap);
va_end (ap);
if ((g_mapType & MAP_DE) && g_bombPlanted && strstr (buffer, "_Defuse_") != NULL)
{
// notify all terrorists that CT is starting bomb defusing
for (int i = 0; i < engine.MaxClients (); i++)
{
Bot *bot = bots.GetBot (i);
if (bot != NULL && bot->m_team == TERRORIST && bot->m_notKilled)
{
bot->DeleteSearchNodes ();
bot->m_position = waypoints.GetBombPosition ();
bot->PushTask (TASK_MOVETOPOSITION, TASKPRI_MOVETOPOSITION, -1, 0.0f, true);
}
}
}
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_engfuncs.pfnAlertMessage) (alertType, buffer);
}
gamedll_funcs_t gameDLLFunc;
SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *)
{
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
// be called by the engine, into a memory block pointed to by the functionTable pointer
// that is passed into this function (explanation comes straight from botman). This allows
// the Half-Life engine to call these MOD DLL functions when it needs to spawn an entity,
// connect or disconnect a player, call Think() functions, Touch() functions, or Use()
// functions, etc. The bot DLL passes its OWN list of these functions back to the Half-Life
// engine, and then calls the MOD DLL's version of GetEntityAPI to get the REAL gamedll
// functions this time (to use in the bot code).
memset (functionTable, 0, sizeof (gamefuncs_t));
if (!g_isMetamod)
{
// pass other DLLs engine callbacks to function table...
if ((*g_entityAPI) (&g_functionTable, INTERFACE_VERSION) == 0)
{
AddLogEntry (true, LL_FATAL, "GetEntityAPI2: ERROR - Not Initialized.");
return FALSE; // error initializing function table!!!
}
gameDLLFunc.dllapi_table = &g_functionTable;
gpGamedllFuncs = &gameDLLFunc;
memcpy (functionTable, &g_functionTable, sizeof (gamefuncs_t));
}
functionTable->pfnGameInit = GameDLLInit;
functionTable->pfnSpawn = Spawn;
functionTable->pfnTouch = Touch;
functionTable->pfnClientConnect = ClientConnect;
functionTable->pfnClientDisconnect = ClientDisconnect;
functionTable->pfnClientUserInfoChanged = ClientUserInfoChanged;
functionTable->pfnClientCommand = ClientCommand;
functionTable->pfnServerActivate = ServerActivate;
functionTable->pfnServerDeactivate = ServerDeactivate;
functionTable->pfnStartFrame = StartFrame;
functionTable->pfnUpdateClientData = UpdateClientData;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEntityAPI2_Post (gamefuncs_t *functionTable, int *)
{
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
// be called by the engine, into a memory block pointed to by the functionTable pointer
// that is passed into this function (explanation comes straight from botman). This allows
// the Half-Life engine to call these MOD DLL functions when it needs to spawn an entity,
// connect or disconnect a player, call Think() functions, Touch() functions, or Use()
// functions, etc. The bot DLL passes its OWN list of these functions back to the Half-Life
// engine, and then calls the MOD DLL's version of GetEntityAPI to get the REAL gamedll
// functions this time (to use in the bot code). Post version, called only by metamod.
memset (functionTable, 0, sizeof (gamefuncs_t));
functionTable->pfnSpawn = Spawn_Post;
functionTable->pfnStartFrame = StartFrame_Post;
functionTable->pfnServerActivate = ServerActivate_Post;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetNewDLLFunctions (newgamefuncs_t *functionTable, int *interfaceVersion)
{
// it appears that an extra function table has been added in the engine to gamedll interface
// since the date where the first enginefuncs table standard was frozen. These ones are
// facultative and we don't hook them, but since some MODs might be featuring it, we have to
// pass them too, else the DLL interfacing wouldn't be complete and the game possibly wouldn't
// run properly.
if (g_getNewEntityAPI == NULL)
return FALSE;
if (!(*g_getNewEntityAPI) (functionTable, interfaceVersion))
{
AddLogEntry (true, LL_FATAL, "GetNewDLLFunctions: ERROR - Not Initialized.");
return FALSE;
}
gameDLLFunc.newapi_table = functionTable;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEngineFunctions (enginefuncs_t *functionTable, int *)
{
if (g_isMetamod)
memset (functionTable, 0, sizeof (enginefuncs_t));
functionTable->pfnChangeLevel = pfnChangeLevel;
functionTable->pfnFindEntityByString = pfnFindEntityByString;
functionTable->pfnEmitSound = pfnEmitSound;
functionTable->pfnClientCommand = pfnClientCommand;
functionTable->pfnMessageBegin = pfnMessageBegin;
functionTable->pfnMessageEnd = pfnMessageEnd;
functionTable->pfnWriteByte = pfnWriteByte;
functionTable->pfnWriteChar = pfnWriteChar;
functionTable->pfnWriteShort = pfnWriteShort;
functionTable->pfnWriteLong = pfnWriteLong;
functionTable->pfnWriteAngle = pfnWriteAngle;
functionTable->pfnWriteCoord = pfnWriteCoord;
functionTable->pfnWriteString = pfnWriteString;
functionTable->pfnWriteEntity = pfnWriteEntity;
functionTable->pfnRegUserMsg = pfnRegUserMsg;
functionTable->pfnClientPrintf = pfnClientPrintf;
functionTable->pfnCmd_Args = pfnCmd_Args;
functionTable->pfnCmd_Argv = pfnCmd_Argv;
functionTable->pfnCmd_Argc = pfnCmd_Argc;
functionTable->pfnSetClientMaxspeed = pfnSetClientMaxspeed;
functionTable->pfnAlertMessage = pfnAlertMessage;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int GetEngineFunctions_Post (enginefuncs_t *functionTable, int *)
{
memset (functionTable, 0, sizeof (enginefuncs_t));
functionTable->pfnMessageEnd = pfnMessageEnd_Post;
return TRUE;
}
SHARED_LIBRARAY_EXPORT int Server_GetBlendingInterface (int version, void **ppinterface, void *pstudio, float (*rotationmatrix)[3][4], float (*bonetransform)[128][3][4])
{
// this function synchronizes the studio model animation blending interface (i.e, what parts
// of the body move, which bones, which hitboxes and how) between the server and the game DLL.
// some MODs can be using a different hitbox scheme than the standard one.
if (g_serverBlendingAPI == NULL)
return FALSE;
return (*g_serverBlendingAPI) (version, ppinterface, pstudio, rotationmatrix, bonetransform);
}
SHARED_LIBRARAY_EXPORT int Meta_Query (char *, plugin_info_t **pPlugInfo, mutil_funcs_t *pMetaUtilFuncs)
{
// this function is the first function ever called by metamod in the plugin DLL. Its purpose
// is for metamod to retrieve basic information about the plugin, such as its meta-interface
// version, for ensuring compatibility with the current version of the running metamod.
gpMetaUtilFuncs = pMetaUtilFuncs;
*pPlugInfo = &Plugin_info;
return TRUE; // tell metamod this plugin looks safe
}
SHARED_LIBRARAY_EXPORT int Meta_Attach (PLUG_LOADTIME, metamod_funcs_t *functionTable, meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs)
{
// this function is called when metamod attempts to load the plugin. Since it's the place
// where we can tell if the plugin will be allowed to run or not, we wait until here to make
// our initialization stuff, like registering CVARs and dedicated server commands.
// keep track of the pointers to engine function tables metamod gives us
gpMetaGlobals = pMGlobals;
memcpy (functionTable, &gMetaFunctionTable, sizeof (metamod_funcs_t));
gpGamedllFuncs = pGamedllFuncs;
return TRUE; // returning true enables metamod to attach this plugin
}
SHARED_LIBRARAY_EXPORT int Meta_Detach (PLUG_LOADTIME, PL_UNLOAD_REASON)
{
// this function is called when metamod unloads the plugin. A basic check is made in order
// to prevent unloading the plugin if its processing should not be interrupted.
bots.RemoveAll (); // kick all bots off this server
FreeLibraryMemory ();
return TRUE;
}
SHARED_LIBRARAY_EXPORT void Meta_Init (void)
{
// this function is called by metamod, before any other interface functions. Purpose of this
// function to give plugin a chance to determine is plugin running under metamod or not.
g_isMetamod = true;
}
DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t *pGlobals)
{
// this is the very first function that is called in the game DLL by the engine. Its purpose
// is to set the functions interfacing up, by exchanging the functionTable function list
// along with a pointer to the engine's global variables structure pGlobals, with the game
// DLL. We can there decide if we want to load the normal game DLL just behind our bot DLL,
// or any other game DLL that is present, such as Will Day's metamod. Also, since there is
// a known bug on Win32 platforms that prevent hook DLLs (such as our bot DLL) to be used in
// single player games (because they don't export all the stuff they should), we may need to
// build our own array of exported symbols from the actual game DLL in order to use it as
// such if necessary. Nothing really bot-related is done in this function. The actual bot
// initialization stuff will be done later, when we'll be certain to have a multilayer game.
// get the engine functions from the engine...
memcpy (&g_engfuncs, functionTable, sizeof (enginefuncs_t));
g_pGlobals = pGlobals;
// register our cvars
engine.PushRegisteredConVarsToEngine ();
// ensure we're have all needed directories
{
const char *mod = engine.GetModName ();
// create the needed paths
File::CreatePath (const_cast <char *> (FormatBuffer ("%s/addons/yapb/conf/lang", mod)));
File::CreatePath (const_cast <char *> (FormatBuffer ("%s/addons/yapb/data/learned", mod)));
}
#ifdef PLATFORM_ANDROID
g_gameFlags |= (GAME_LEGACY | GAME_XASH | GAME_MOBILITY);
if (g_isMetamod)
return; // we should stop the attempt for loading the real gamedll, since metamod handle this for us
#ifdef LOAD_HARDFP
const char *serverDLL = "libserver_hardfp.so";
#else
const char *serverDLL = "libserver.so";
#endif
char gameDLLName[256];
snprintf (gameDLLName, SIZEOF_CHAR (gameDLLName), "%s/%s", getenv ("XASH3D_GAMELIBDIR"), serverDLL);
g_gameLib = new Library (gameDLLName);
if (!g_gameLib->IsLoaded ())
AddLogEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, engine.GetModName ());
#else
static struct ModSupport
{
char name[10];
char linuxLib[12];
char osxLib[9];
char winLib[8];
char desc[39];
int modType;
} s_supportedMods[] =
{
{ "cstrike", "cs_i386.so", "cs.dylib", "mp.dll", "Counter-Strike v1.6", GAME_CSTRIKE16 },
{ "cstrike", "cs.so", "cs.dylib", "mp.dll", "Counter-Strike v1.6 (Newer)", GAME_CSTRIKE16 },
{ "czero", "cs_i386.so", "cs.dylib", "mp.dll", "Counter-Strike: Condition Zero", GAME_CZERO },
{ "czero", "cs.so", "cs.dylib", "mp.dll", "Counter-Strike: Condition Zero (Newer)", GAME_CZERO },
{ "csv15", "cs_i386.so", "cs.dylib", "mp.dll", "CS 1.5 for Steam", GAME_LEGACY },
{ "csdm", "cs_i386.so", "cs.dylib", "mp.dll", "CSDM for Windows", GAME_LEGACY },
{ "cs13", "cs_i386.so", "cs.dylib", "mp.dll", "Counter-Strike v1.3", GAME_LEGACY }, // assume cs13 = cs15
};
ModSupport *knownMod = NULL;
for (int i = 0; i < ARRAYSIZE_HLSDK (s_supportedMods); i++)
{
ModSupport *mod = &s_supportedMods[i];
if (strcmp (mod->name, engine.GetModName ()) == 0 && File::Accessible (FormatBuffer ("%s/dlls/%s", mod->name,
#if defined (PLATFORM_WIN32)
mod->winLib
#elif defined (PLATFORM_LINUX)
mod->linuxLib
#elif defined (PLATFORM_OSX)
mod->osxLib
#endif
)))
{
knownMod = mod;
break;
}
}
if (knownMod != NULL)
{
g_gameFlags |= knownMod->modType;
if (g_isMetamod)
return; // we should stop the attempt for loading the real gamedll, since metamod handle this for us
char gameDLLName[256];
sprintf (gameDLLName, "%s/dlls/%s", knownMod->name,
#if defined (PLATFORM_WIN32)
knownMod->winLib
#elif defined (PLATFORM_LINUX)
knownMod->linuxLib
#elif defined (PLATFORM_OSX)
knownMod->osxLib
#endif
);
g_gameLib = new Library (gameDLLName);
if (!g_gameLib->IsLoaded ())
AddLogEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, engine.GetModName ());
}
else
AddLogEntry (true, LL_FATAL | LL_IGNORE, "Mod that you has started, not supported by this bot (gamedir: %s)", engine.GetModName ());
#endif
g_funcPointers = g_gameLib->GetFuncAddr <FuncPointers_t> ("GiveFnptrsToDll");
g_entityAPI = g_gameLib->GetFuncAddr <EntityAPI_t> ("GetEntityAPI");
g_getNewEntityAPI = g_gameLib->GetFuncAddr <NewEntityAPI_t> ("GetNewDLLFunctions");
g_serverBlendingAPI = g_gameLib->GetFuncAddr <BlendAPI_t> ("Server_GetBlendingInterface");
if (!g_funcPointers || !g_entityAPI)
TerminateOnMalloc ();
GetEngineFunctions (functionTable, NULL);
// give the engine functions to the other DLL...
(*g_funcPointers) (functionTable, pGlobals);
}
DLL_ENTRYPOINT
{
// dynamic library entry point, can be used for uninitialization stuff. NOT for initializing
// anything because if you ever attempt to wander outside the scope of this function on a
// DLL attach, LoadLibrary() will simply fail. And you can't do I/Os here either.
// dynamic library detaching ??
if (DLL_DETACHING)
{
FreeLibraryMemory (); // free everything that's freeable
delete g_gameLib; // if dynamic link library of mod is load, free it
}
DLL_RETENTRY; // the return data type is OS specific too
}
void LinkEntity_Helper (EntityPtr_t &addr, const char *name, entvars_t *pev)
{
if (addr == NULL)
addr = g_gameLib->GetFuncAddr <EntityPtr_t > (name);
if (addr == NULL)
return;
addr (pev);
}
#define LINK_ENTITY(entityName) \
SHARED_LIBRARAY_EXPORT void entityName (entvars_t *pev) \
{ \
static EntityPtr_t addr; \
LinkEntity_Helper (addr, #entityName, pev); \
} \
// entities in counter-strike...
LINK_ENTITY (DelayedUse)
LINK_ENTITY (ambient_generic)
LINK_ENTITY (ammo_338magnum)
LINK_ENTITY (ammo_357sig)
LINK_ENTITY (ammo_45acp)
LINK_ENTITY (ammo_50ae)
LINK_ENTITY (ammo_556nato)
LINK_ENTITY (ammo_556natobox)
LINK_ENTITY (ammo_57mm)
LINK_ENTITY (ammo_762nato)
LINK_ENTITY (ammo_9mm)
LINK_ENTITY (ammo_buckshot)
LINK_ENTITY (armoury_entity)
LINK_ENTITY (beam)
LINK_ENTITY (bodyque)
LINK_ENTITY (button_target)
LINK_ENTITY (cycler)
LINK_ENTITY (cycler_prdroid)
LINK_ENTITY (cycler_sprite)
LINK_ENTITY (cycler_weapon)
LINK_ENTITY (cycler_wreckage)
LINK_ENTITY (env_beam)
LINK_ENTITY (env_beverage)
LINK_ENTITY (env_blood)
LINK_ENTITY (env_bombglow)
LINK_ENTITY (env_bubbles)
LINK_ENTITY (env_debris)
LINK_ENTITY (env_explosion)
LINK_ENTITY (env_fade)
LINK_ENTITY (env_funnel)
LINK_ENTITY (env_global)
LINK_ENTITY (env_glow)
LINK_ENTITY (env_laser)
LINK_ENTITY (env_lightning)
LINK_ENTITY (env_message)
LINK_ENTITY (env_rain)
LINK_ENTITY (env_render)
LINK_ENTITY (env_shake)
LINK_ENTITY (env_shooter)
LINK_ENTITY (env_snow)
LINK_ENTITY (env_sound)
LINK_ENTITY (env_spark)
LINK_ENTITY (env_sprite)
LINK_ENTITY (fireanddie)
LINK_ENTITY (func_bomb_target)
LINK_ENTITY (func_breakable)
LINK_ENTITY (func_button)
LINK_ENTITY (func_buyzone)
LINK_ENTITY (func_conveyor)
LINK_ENTITY (func_door)
LINK_ENTITY (func_door_rotating)
LINK_ENTITY (func_escapezone)
LINK_ENTITY (func_friction)
LINK_ENTITY (func_grencatch)
LINK_ENTITY (func_guntarget)
LINK_ENTITY (func_healthcharger)
LINK_ENTITY (func_hostage_rescue)
LINK_ENTITY (func_illusionary)
LINK_ENTITY (func_ladder)
LINK_ENTITY (func_monsterclip)
LINK_ENTITY (func_mortar_field)
LINK_ENTITY (func_pendulum)
LINK_ENTITY (func_plat)
LINK_ENTITY (func_platrot)
LINK_ENTITY (func_pushable)
LINK_ENTITY (func_rain)
LINK_ENTITY (func_recharge)
LINK_ENTITY (func_rot_button)
LINK_ENTITY (func_rotating)
LINK_ENTITY (func_snow)
LINK_ENTITY (func_tank)
LINK_ENTITY (func_tankcontrols)
LINK_ENTITY (func_tanklaser)
LINK_ENTITY (func_tankmortar)
LINK_ENTITY (func_tankrocket)
LINK_ENTITY (func_trackautochange)
LINK_ENTITY (func_trackchange)
LINK_ENTITY (func_tracktrain)
LINK_ENTITY (func_train)
LINK_ENTITY (func_traincontrols)
LINK_ENTITY (func_vehicle)
LINK_ENTITY (func_vehiclecontrols)
LINK_ENTITY (func_vip_safetyzone)
LINK_ENTITY (func_wall)
LINK_ENTITY (func_wall_toggle)
LINK_ENTITY (func_water)
LINK_ENTITY (func_weaponcheck)
LINK_ENTITY (game_counter)
LINK_ENTITY (game_counter_set)
LINK_ENTITY (game_end)
LINK_ENTITY (game_player_equip)
LINK_ENTITY (game_player_hurt)
LINK_ENTITY (game_player_team)
LINK_ENTITY (game_score)
LINK_ENTITY (game_team_master)
LINK_ENTITY (game_team_set)
LINK_ENTITY (game_text)
LINK_ENTITY (game_zone_player)
LINK_ENTITY (gibshooter)
LINK_ENTITY (grenade)
LINK_ENTITY (hostage_entity)
LINK_ENTITY (info_bomb_target)
LINK_ENTITY (info_hostage_rescue)
LINK_ENTITY (info_intermission)
LINK_ENTITY (info_landmark)
LINK_ENTITY (info_map_parameters)
LINK_ENTITY (info_null)
LINK_ENTITY (info_player_deathmatch)
LINK_ENTITY (info_player_start)
LINK_ENTITY (info_target)
LINK_ENTITY (info_teleport_destination)
LINK_ENTITY (info_vip_start)
LINK_ENTITY (infodecal)
LINK_ENTITY (item_airtank)
LINK_ENTITY (item_antidote)
LINK_ENTITY (item_assaultsuit)
LINK_ENTITY (item_battery)
LINK_ENTITY (item_healthkit)
LINK_ENTITY (item_kevlar)
LINK_ENTITY (item_longjump)
LINK_ENTITY (item_security)
LINK_ENTITY (item_sodacan)
LINK_ENTITY (item_suit)
LINK_ENTITY (item_thighpack)
LINK_ENTITY (light)
LINK_ENTITY (light_environment)
LINK_ENTITY (light_spot)
LINK_ENTITY (momentary_door)
LINK_ENTITY (momentary_rot_button)
LINK_ENTITY (monster_hevsuit_dead)
LINK_ENTITY (monster_mortar)
LINK_ENTITY (monster_scientist)
LINK_ENTITY (multi_manager)
LINK_ENTITY (multisource)
LINK_ENTITY (path_corner)
LINK_ENTITY (path_track)
LINK_ENTITY (player)
LINK_ENTITY (player_loadsaved)
LINK_ENTITY (player_weaponstrip)
LINK_ENTITY (soundent)
LINK_ENTITY (spark_shower)
LINK_ENTITY (speaker)
LINK_ENTITY (target_cdaudio)
LINK_ENTITY (test_effect)
LINK_ENTITY (trigger)
LINK_ENTITY (trigger_auto)
LINK_ENTITY (trigger_autosave)
LINK_ENTITY (trigger_camera)
LINK_ENTITY (trigger_cdaudio)
LINK_ENTITY (trigger_changelevel)
LINK_ENTITY (trigger_changetarget)
LINK_ENTITY (trigger_counter)
LINK_ENTITY (trigger_endsection)
LINK_ENTITY (trigger_gravity)
LINK_ENTITY (trigger_hurt)
LINK_ENTITY (trigger_monsterjump)
LINK_ENTITY (trigger_multiple)
LINK_ENTITY (trigger_once)
LINK_ENTITY (trigger_push)
LINK_ENTITY (trigger_relay)
LINK_ENTITY (trigger_teleport)
LINK_ENTITY (trigger_transition)
LINK_ENTITY (weapon_ak47)
LINK_ENTITY (weapon_aug)
LINK_ENTITY (weapon_awp)
LINK_ENTITY (weapon_c4)
LINK_ENTITY (weapon_deagle)
LINK_ENTITY (weapon_elite)
LINK_ENTITY (weapon_famas)
LINK_ENTITY (weapon_fiveseven)
LINK_ENTITY (weapon_flashbang)
LINK_ENTITY (weapon_g3sg1)
LINK_ENTITY (weapon_galil)
LINK_ENTITY (weapon_glock18)
LINK_ENTITY (weapon_hegrenade)
LINK_ENTITY (weapon_knife)
LINK_ENTITY (weapon_m249)
LINK_ENTITY (weapon_m3)
LINK_ENTITY (weapon_m4a1)
LINK_ENTITY (weapon_mac10)
LINK_ENTITY (weapon_mp5navy)
LINK_ENTITY (weapon_p228)
LINK_ENTITY (weapon_p90)
LINK_ENTITY (weapon_scout)
LINK_ENTITY (weapon_sg550)
LINK_ENTITY (weapon_sg552)
LINK_ENTITY (weapon_shield)
LINK_ENTITY (weapon_shieldgun)
LINK_ENTITY (weapon_smokegrenade)
LINK_ENTITY (weapon_tmp)
LINK_ENTITY (weapon_ump45)
LINK_ENTITY (weapon_usp)
LINK_ENTITY (weapon_xm1014)
LINK_ENTITY (weaponbox)
LINK_ENTITY (world_items)
LINK_ENTITY (worldspawn)
#ifdef XASH_CSDM
LINK_ENTITY (aiscripted_sequence)
LINK_ENTITY (cine_blood)
LINK_ENTITY (deadplayer_entity)
LINK_ENTITY (func_headq)
LINK_ENTITY (info_node)
LINK_ENTITY (info_node_air)
LINK_ENTITY (info_player_csdm)
LINK_ENTITY (monster_c4)
LINK_ENTITY (monster_cine2_hvyweapons)
LINK_ENTITY (monster_cine2_scientist)
LINK_ENTITY (monster_cine2_slave)
LINK_ENTITY (monster_cine3_barney)
LINK_ENTITY (monster_cine3_scientist)
LINK_ENTITY (monster_cine_barney)
LINK_ENTITY (monster_cine_panther)
LINK_ENTITY (monster_cine_scientist)
LINK_ENTITY (monster_cockroach)
LINK_ENTITY (monster_furniture)
LINK_ENTITY (monster_osprey)
LINK_ENTITY (monster_rat)
LINK_ENTITY (monster_tentacle)
LINK_ENTITY (monster_tentaclemaw)
LINK_ENTITY (monstermaker)
LINK_ENTITY (node_viewer)
LINK_ENTITY (node_viewer_fly)
LINK_ENTITY (node_viewer_human)
LINK_ENTITY (node_viewer_large)
LINK_ENTITY (scripted_sequence)
LINK_ENTITY (testhull)
LINK_ENTITY (xen_hair)
LINK_ENTITY (xen_hull)
LINK_ENTITY (xen_plantlight)
LINK_ENTITY (xen_spore_large)
LINK_ENTITY (xen_spore_medium)
LINK_ENTITY (xen_spore_small)
LINK_ENTITY (xen_tree)
LINK_ENTITY (xen_ttrigger)
#endif