yapb-noob-edition/src/linkage.cpp
ds fa47e418b2 add: implemented #122.
fix: bots try to defuse already beeing defused bomb (fixes #116).
fix: line ending in source code.
fix:  do not retreat with sniper weapon, if currently shooting and have ammo.
crlib: added deque class.
2020-09-16 13:07:47 +03:00

962 lines
41 KiB
C++

//
// YaPB - Counter-Strike Bot based on PODBot by Markus Klinge.
// Copyright © 2004-2020 YaPB Development Team <team@yapb.ru>.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
#include <yapb.h>
ConVar cv_version ("yb_version", strings.format ("%s.%s", product.version, product.build.count), Var::ReadOnly);
gamefuncs_t dllapi;
enginefuncs_t engfuncs;
gamedll_funcs_t dllfuncs;
meta_globals_t *gpMetaGlobals = nullptr;
gamedll_funcs_t *gpGamedllFuncs = nullptr;
mutil_funcs_t *gpMetaUtilFuncs = nullptr;
globalvars_t *globals = nullptr;
// metamod plugin information
plugin_info_t Plugin_info = {
META_INTERFACE_VERSION, // interface version
product.name.chars (), // plugin name
product.version.chars (), // plugin version
product.date.chars (), // date of creation
product.author.chars (), // plugin author
product.url.chars (), // plugin URL
product.logtag.chars (), // plugin logtag
PT_CHANGELEVEL, // when loadable
PT_ANYTIME, // when unloadable
};
namespace variadic {
void clientCommand (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 argv 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 argv 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 argv, 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;
auto buffer = strings.chars ();
va_start (ap, format);
vsnprintf (buffer, StringBuffer::StaticBufferSize, format, ap);
va_end (ap);
if (ent && (ent->v.flags & (FL_FAKECLIENT | FL_DORMANT))) {
auto bot = bots[ent];
if (bot) {
bot->issueCommand (buffer);
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_SUPERCEDE); // prevent bots to be forced to issue client commands
}
return;
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnClientCommand (ent, buffer);
}
}
CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int) {
// this function is called right after GiveFnptrsToDll() 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).
plat.bzero (table, sizeof (gamefuncs_t));
if (!(game.is (GameFlags::Metamod))) {
auto api_GetEntityAPI = game.lib ().resolve <decltype (&GetEntityAPI)> (__FUNCTION__);
// pass other DLLs engine callbacks to function table...
if (!api_GetEntityAPI || api_GetEntityAPI (&dllapi, INTERFACE_VERSION) == 0) {
logger.fatal ("Could not resolve symbol \"%s\" in the game dll.", __FUNCTION__);
}
dllfuncs.dllapi_table = &dllapi;
gpGamedllFuncs = &dllfuncs;
memcpy (table, &dllapi, sizeof (gamefuncs_t));
}
table->pfnGameInit = [] () {
// 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.
// execute main config
conf.loadMainConfig ();
conf.adjustWeaponPrices ();
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnGameInit ();
};
table->pfnSpawn = [] (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.
auto bot = bots[ent];
if (bot) {
bot->spawned ();
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
int result = dllapi.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;
};
table->pfnTouch = [] (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 (!game.isNullEntity (pentTouched) && pentOther != game.getStartEntity ()) {
auto bot = bots[pentTouched];
if (bot && game.isShootableBreakable (pentOther)) {
bot->checkBreakable (pentOther);
}
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnTouch (pentTouched, pentOther);
};
table->pfnClientConnect = [] (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) {
game.setLocalEntity (ent); // save the edict of the listen server client...
// if not dedicated set the default editor for graph
if (!game.isDedicated ()) {
graph.setEditor (ent);
}
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
return dllapi.pfnClientConnect (ent, name, addr, rejectReason);
};
table->pfnClientDisconnect = [] (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.
for (auto &bot : bots) {
if (bot->pev == &ent->v) {
bot->showChaterIcon (false);
conf.clearUsedName (bot.get ()); // clear the bot name
bots.erase (bot.get ()); // remove the bot from bots array
break;
}
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnClientDisconnect (ent);
};
table->pfnClientUserInfoChanged = [] (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...
ctrl.assignAdminRights (ent, infobuffer);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnClientUserInfoChanged (ent, infobuffer);
};
table->pfnClientCommand = [] (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.
if (ctrl.handleClientCommands (ent)) {
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
else if (ctrl.handleMenuCommands (ent)) {
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
// record stuff about radio and chat
bots.captureChatRadio (engfuncs.pfnCmd_Argv (0), engfuncs.pfnCmd_Argv (1), ent);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnClientCommand (ent);
};
table->pfnServerActivate = [] (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".
conf.loadConfigs (); // initialize all config files
// do a level initialization
game.levelInitialize (pentEdictList, edictCount);
// update worldmodel
illum.resetWorldModel ();
// do level initialization stuff here...
graph.loadGraphData ();
// execute main config
conf.loadMainConfig ();
// load map-specific config
conf.loadMapSpecificConfig ();
// initialize quota management
bots.initQuota ();
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnServerActivate (pentEdictList, edictCount, clientMax);
graph.rebuildVisibility ();
};
table->pfnServerDeactivate = [] () {
// 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
graph.savePractice ();
// destroy global killer entity
bots.destroyKillerEntity ();
// set state to unprecached
game.setUnprecached ();
// enable lightstyle animations on level change
illum.enableAnimation (true);
// send message on new map
util.setNeedForWelcome (false);
// xash is not kicking fakeclients on changelevel
if (game.is (GameFlags::Xash3D)) {
bots.kickEveryone (true, false);
}
graph.initGraph ();
// clear all the bots
bots.destroy ();
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnServerDeactivate ();
};
table->pfnStartFrame = [] () {
// this function starts a video frame. It is called once per video frame by the game. 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.
// update lightstyle animations
illum.animateLight ();
// update some stats for clients
util.updateClients ();
if (graph.hasEditFlag (GraphEdit::On) && graph.hasEditor ()) {
graph.frame ();
}
// run stuff periodically
game.slowFrame ();
if (bots.hasBotsOnline ()) {
// keep track of grenades on map
bots.updateActiveGrenade ();
// keep track of intresting entities
bots.updateIntrestingEntities ();
}
// keep bot number up to date
bots.maintainQuota ();
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnStartFrame ();
// run the bot ai
bots.frame ();
};
table->pfnCmdStart = [] (const edict_t *player, usercmd_t *cmd, unsigned int random_seed) {
auto ent = const_cast <edict_t *> (player);
// if we're handle pings for bots and clients, clear IN_SCORE button so SV_ShouldUpdatePing engine function return false, and SV_EmitPings will not overwrite our results
if (game.is (GameFlags::HasFakePings) && cv_show_latency.int_ () == 2) {
if (cmd->buttons & IN_SCORE) {
cmd->buttons &= ~IN_SCORE;
// send our version of pings
util.sendPings (ent);
}
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnCmdStart (player, cmd, random_seed);
};
table->pfnPM_Move = [] (playermove_t *playerMove, int server) {
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
illum.setWorldModel (playerMove->physents[0].model);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnPM_Move (playerMove, server);
};
return HLTrue;
}
CR_LINKAGE_C int GetEntityAPI_Post (gamefuncs_t *table, int) {
// this function is called right after GiveFnptrsToDll() 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.
plat.bzero (table, sizeof (gamefuncs_t));
table->pfnSpawn = [] (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_HANDLED, 0);
};
table->pfnStartFrame = [] () {
// this function starts a video frame. It is called once per video frame by the game. 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.
// run the bot ai
bots.frame ();
RETURN_META (MRES_IGNORED);
};
table->pfnServerActivate = [] (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.
graph.rebuildVisibility ();
RETURN_META (MRES_IGNORED);
};
return HLTrue;
}
CR_LINKAGE_C int GetEngineFunctions (enginefuncs_t *table, int *) {
if (game.is (GameFlags::Metamod)) {
plat.bzero (table, sizeof (enginefuncs_t));
}
table->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
graph.savePractice ();
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnChangeLevel (s1, s2);
};
table->pfnLightStyle = [] (int style, char *val) {
// ths function update lightstyle for the bots
illum.updateLight (style, val);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnLightStyle (style, val);
};
if (game.is (GameFlags::Legacy)) {
table->pfnFindEntityByString = [] (edict_t *edictStartSearchAfter, const char *field, const char *value) {
// round starts in counter-strike 1.5
if (strcmp (value, "info_map_parameters") == 0) {
bots.initRound ();
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, static_cast <edict_t *> (nullptr));
}
return engfuncs.pfnFindEntityByString (edictStartSearchAfter, field, value);
};
}
table->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.
util.listenNoise (entity, sample, volume);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnEmitSound (entity, channel, sample, volume, attenuation, flags, pitch);
};
table->pfnMessageBegin = [] (int msgDest, int msgType, const float *origin, edict_t *ed) {
// this function called each time a message is about to sent.
msgs.start (ed, msgType);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnMessageBegin (msgDest, msgType, origin, ed);
};
if (!game.is (GameFlags::Metamod)) {
table->pfnMessageEnd = [] () {
engfuncs.pfnMessageEnd ();
// this allows us to send messages right in handler code
msgs.stop ();
};
}
table->pfnWriteByte = [] (int value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteByte (value);
};
table->pfnWriteChar = [] (int value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteChar (value);
};
table->pfnWriteShort = [] (int value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteShort (value);
};
table->pfnWriteLong = [] (int value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteLong (value);
};
table->pfnWriteAngle = [] (float value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteAngle (value);
};
table->pfnWriteCoord = [] (float value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteCoord (value);
};
table->pfnWriteString = [] (const char *sz) {
// if this message is for a bot, call the client message function...
msgs.collect (sz);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteString (sz);
};
table->pfnWriteEntity = [] (int value) {
// if this message is for a bot, call the client message function...
msgs.collect (value);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnWriteEntity (value);
};
if (!game.is (GameFlags::Metamod)) {
table->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
return msgs.add (name, engfuncs.pfnRegUserMsg (name, size)); // return privously registered message
};
}
table->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 (util.isFakeClient (ent)) {
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_SUPERCEDE);
}
return;
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnClientPrintf (ent, printType, message);
};
table->pfnCmd_Args = [] () {
// 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 argv 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 game.
// is this a bot issuing that client command?
if (game.isBotCmd ()) {
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_SUPERCEDE, game.botArgs ());
}
return game.botArgs (); // else return the whole bot client command string we know
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, static_cast <const char *> (nullptr));
}
return engfuncs.pfnCmd_Args (); // ask the client command string to the engine
};
table->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 argv 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 game.
// is this a bot issuing that client command?
if (game.isBotCmd ()) {
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_SUPERCEDE, game.botArgv (argc));
}
return game.botArgv (argc); // if so, then return the wanted argument we know
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, static_cast <const char *> (nullptr));
}
return engfuncs.pfnCmd_Argv (argc); // ask the argument number "argc" to the engine
};
table->pfnCmd_Argc = [] () {
// 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 argv 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 game.
// is this a bot issuing that client command?
if (game.isBotCmd ()) {
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_SUPERCEDE, game.botArgc ());
}
return game.botArgc (); // if so, then return the argument count we know
}
if (game.is (GameFlags::Metamod)) {
RETURN_META_VALUE (MRES_IGNORED, 0);
}
return engfuncs.pfnCmd_Argc (); // ask the engine how many arguments there are
};
table->pfnSetClientMaxspeed = [] (const edict_t *ent, float newMaxspeed) {
auto bot = bots[const_cast <edict_t *> (ent)];
// check wether it's not a bot
if (bot != nullptr) {
bot->pev->maxspeed = newMaxspeed;
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
engfuncs.pfnSetClientMaxspeed (ent, newMaxspeed);
};
table->pfnClientCommand = variadic::clientCommand;
return HLTrue;
}
CR_EXPORT int GetNewDLLFunctions (newgamefuncs_t *table, 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.
auto api_GetNewDLLFunctions = game.lib ().resolve <decltype (&GetNewDLLFunctions)> (__FUNCTION__);
if (!api_GetNewDLLFunctions || !api_GetNewDLLFunctions (table, interfaceVersion)) {
logger.error ("Could not resolve symbol \"%s\" in the game dll. Continuing...", __FUNCTION__);
return HLFalse;
}
dllfuncs.newapi_table = table;
return HLTrue;
}
CR_LINKAGE_C int GetEngineFunctions_Post (enginefuncs_t *table, int *) {
plat.bzero (table, sizeof (enginefuncs_t));
table->pfnMessageEnd = [] () {
msgs.stop (); // this allows us to send messages right in handler code
RETURN_META (MRES_IGNORED);
};
table->pfnRegUserMsg = [] (const char *name, int) {
// 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
// register message for our needs
msgs.add (name, META_RESULT_ORIG_RET (int));
RETURN_META_VALUE (MRES_IGNORED, 0);
};
return HLTrue;
}
CR_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 HLTrue; // tell metamod this plugin looks safe
}
CR_EXPORT int Meta_Attach (PLUG_LOADTIME now, 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.
// metamod engine & dllapi function tables
static metamod_funcs_t metamodFunctionTable = {
GetEntityAPI, // pfnGetEntityAPI ()
GetEntityAPI_Post, // pfnGetEntityAPI_Post ()
nullptr, // pfnGetEntityAPI2 ()
nullptr, // pfnGetEntityAPI2_Post ()
nullptr, // pfnGetNewDLLFunctions ()
nullptr, // pfnGetNewDLLFunctions_Post ()
GetEngineFunctions, // pfnGetEngineFunctions ()
GetEngineFunctions_Post, // pfnGetEngineFunctions_Post ()
};
if (now > Plugin_info.loadable) {
logger.error ("%s: plugin NOT attaching (can't load plugin right now)", Plugin_info.name);
return HLFalse; // returning FALSE prevents metamod from attaching this plugin
}
// keep track of the pointers to engine function tables metamod gives us
gpMetaGlobals = pMGlobals;
memcpy (functionTable, &metamodFunctionTable, sizeof (metamod_funcs_t));
gpGamedllFuncs = pGamedllFuncs;
return HLTrue; // returning true enables metamod to attach this plugin
}
CR_EXPORT int Meta_Detach (PLUG_LOADTIME now, PL_UNLOAD_REASON 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.
if (now > Plugin_info.unloadable && reason != PNL_CMD_FORCED) {
logger.error ("%s: plugin NOT detaching (can't unload plugin right now)", Plugin_info.name);
return HLFalse; // returning FALSE prevents metamod from unloading this plugin
}
bots.kickEveryone (true); // kick all bots off this server
// save collected experience on shutdown
graph.savePractice ();
util.disableSendTo ();
// make sure all stuff cleared
bots.destroy ();
return HLTrue;
}
CR_EXPORT void Meta_Init () {
// 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.
game.addGameFlag (GameFlags::Metamod);
}
// games GiveFnptrsToDll is a bit tricky
#if defined(CR_WINDOWS)
# if defined(CR_CXX_MSVC) || defined (CR_CXX_CLANG)
# if defined (CR_ARCH_X86)
# pragma comment(linker, "/EXPORT:GiveFnptrsToDll=_GiveFnptrsToDll@8,@1")
# endif
# pragma comment(linker, "/SECTION:.data,RW")
# endif
# if defined(CR_CXX_MSVC) && !defined(CR_ARCH_X64)
# define DLL_GIVEFNPTRSTODLL CR_LINKAGE_C void CR_STDCALL
# elif defined(CR_CXX_CLANG) || defined(CR_CXX_GCC) || defined(CR_ARCH_X64)
# define DLL_GIVEFNPTRSTODLL CR_EXPORT void CR_STDCALL
# endif
#elif defined(CR_LINUX) || defined (CR_OSX) || defined (CR_ANDROID)
# define DLL_GIVEFNPTRSTODLL CR_EXPORT void
#endif
DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t *glob) {
// this is the very first function that is called in the game DLL by the game. 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 game...
memcpy (&engfuncs, functionTable, sizeof (enginefuncs_t));
globals = glob;
if (game.postload ()) {
return;
}
auto api_GiveFnptrsToDll = game.lib ().resolve <decltype (&GiveFnptrsToDll)> (__FUNCTION__);
if (!api_GiveFnptrsToDll) {
logger.fatal ("Could not resolve symbol \"%s\" in the game dll.", __FUNCTION__);
}
GetEngineFunctions (functionTable, nullptr);
// initialize dynamic linkents
ents.initialize ();
// give the engine functions to the other DLL...
api_GiveFnptrsToDll (functionTable, glob);
}
// add linkents for android
#include "android.cpp"