#include "precompiled.h" short s_iBeamSprite = 0; constexpr int COS_TABLE_SIZE = 256; float cosTable[COS_TABLE_SIZE]; bool UTIL_IsNameTaken(const char *name, bool ignoreHumans) { for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (pPlayer->IsPlayer() && pPlayer->IsBot()) { // bots can have prefixes so we need to check the name // against the profile name instead. CBot *bot = static_cast(pPlayer); if (FStrEq(name, bot->GetProfile()->GetName())) { return true; } } else { if (!ignoreHumans) { if (FStrEq(name, STRING(pPlayer->pev->netname))) return true; } } } return false; } int UTIL_ClientsInGame() { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBaseEntity *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; iCount++; } return iCount; } int UTIL_ActivePlayersInGame() { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; // ignore spectators if (pPlayer->m_iTeam != TERRORIST && pPlayer->m_iTeam != CT) continue; if (pPlayer->m_iJoiningState != JOINED) continue; iCount++; } return iCount; } int UTIL_HumansInGame(bool ignoreSpectators) { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; #ifdef REGAMEDLL_FIXES if (ignoreSpectators && pPlayer->IsProxy()) continue; #endif if (pPlayer->IsBot()) continue; if (ignoreSpectators && pPlayer->m_iTeam != TERRORIST && pPlayer->m_iTeam != CT) continue; if (ignoreSpectators && pPlayer->m_iJoiningState != JOINED) continue; iCount++; } return iCount; } // Returns the number of human spectators in the game int UTIL_SpectatorsInGame() { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (pPlayer->IsProxy()) continue; if (pPlayer->IsBot()) continue; if (pPlayer->m_iTeam != SPECTATOR) continue; iCount++; } return iCount; } int UTIL_HumansOnTeam(int teamID, bool isAlive) { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (pPlayer->IsBot()) continue; if (pPlayer->m_iTeam != teamID) continue; if (isAlive && !pPlayer->IsAlive()) continue; iCount++; } return iCount; } int UTIL_BotsInGame() { int iCount = 0; for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (!pPlayer->IsBot()) continue; iCount++; } return iCount; } bool UTIL_KickBotFromTeam(TeamName kickTeam) { int i; // try to kick a dead bot first for (i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pPlayer)) continue; const char *name = STRING(pPlayer->pev->netname); if (FStrEq(name, "")) continue; if (!pPlayer->IsBot()) continue; if (!pPlayer->IsAlive() && pPlayer->m_iTeam == kickTeam) { // its a bot on the right team - kick it SERVER_COMMAND(UTIL_VarArgs("kick \"%s\"\n", STRING(pPlayer->pev->netname))); return true; } } // no dead bots, kick any bot on the given team for (i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pPlayer)) continue; const char *name = STRING(pPlayer->pev->netname); if (FStrEq(name, "")) continue; if (!pPlayer->IsBot()) continue; if (pPlayer->m_iTeam == kickTeam) { // its a bot on the right team - kick it SERVER_COMMAND(UTIL_VarArgs("kick \"%s\"\n", STRING(pPlayer->pev->netname))); return true; } } return false; } bool UTIL_IsTeamAllBots(int team) { int botCount = 0; for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (pPlayer->m_iTeam != team) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (!(pPlayer->pev->flags & FL_FAKECLIENT)) return false; botCount++; } return botCount ? true : false; } // Return the closest active player to the given position. // If 'distance' is non-NULL, the distance to the closest player is returned in it. extern CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, float *distance) { CBasePlayer *closePlayer = nullptr; float closeDistSq = 1.0e12f; // 999999999999.9f for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!IsEntityValid(pPlayer)) continue; if (!pPlayer->IsAlive()) continue; float distSq = (pPlayer->pev->origin - *pos).LengthSquared(); if (distSq < closeDistSq) { closeDistSq = distSq; closePlayer = pPlayer; } } if (distance) *distance = Q_sqrt(closeDistSq); return closePlayer; } // Return the closest active player on the given team to the given position. // If 'distance' is non-NULL, the distance to the closest player is returned in it. extern CBasePlayer *UTIL_GetClosestPlayer(const Vector *pos, int team, float *distance) { CBasePlayer *closePlayer = nullptr; float closeDistSq = 1.0e12f; // 999999999999.9f for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!IsEntityValid(pPlayer)) continue; if (!pPlayer->IsAlive()) continue; if (pPlayer->m_iTeam != team) continue; float distSq = (pPlayer->pev->origin - *pos).LengthSquared(); if (distSq < closeDistSq) { closeDistSq = distSq; closePlayer = pPlayer; } } if (distance) *distance = Q_sqrt(closeDistSq); return closePlayer; } const char *UTIL_GetBotPrefix() { return cv_bot_prefix.string; } void UTIL_ConstructBotNetName(char *name, int nameLength, const BotProfile *profile) { if (!profile) { name[0] = '\0'; return; } // if there is no bot prefix just use the profile name. if (!UTIL_GetBotPrefix() || Q_strlen(UTIL_GetBotPrefix()) == 0) { Q_strncpy(name, profile->GetName(), nameLength - 1); name[nameLength - 1] = '\0'; return; } Q_snprintf(name, nameLength, "%s %s", UTIL_GetBotPrefix(), profile->GetName()); } bool UTIL_IsVisibleToTeam(const Vector &spot, int team, float maxRange) { for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (!pPlayer->IsAlive()) continue; if (pPlayer->m_iTeam != team) continue; if (maxRange > 0.0f && (spot - pPlayer->Center()).IsLengthGreaterThan(maxRange)) continue; TraceResult result; UTIL_TraceLine(pPlayer->EyePosition(), spot, ignore_monsters, ignore_glass, ENT(pPlayer->pev), &result); if (result.flFraction == 1.0f) return true; } return false; } // Return the local player CBasePlayer *UTIL_GetLocalPlayer() { // no "local player" if this is a dedicated server or a single player game if (IS_DEDICATED_SERVER()) { #ifdef _DEBUG // just try to find any player for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); if (!UTIL_IsValidPlayer(pPlayer)) continue; if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; if (pPlayer->IsBot()) continue; if (pPlayer->m_iTeam != TERRORIST && pPlayer->m_iTeam != CT) continue; if (pPlayer->m_iJoiningState != JOINED) continue; return pPlayer; } #endif return nullptr; } return UTIL_PlayerByIndex(1); } NOXREF Vector UTIL_ComputeOrigin(entvars_t *pevVars) { if (pevVars->origin.x == 0.0f && pevVars->origin.y == 0.0f && pevVars->origin.z == 0.0f) return (pevVars->absmax + pevVars->absmin) * 0.5f; else return pevVars->origin; } NOXREF Vector UTIL_ComputeOrigin(CBaseEntity *pEntity) { return UTIL_ComputeOrigin(pEntity->pev); } NOXREF Vector UTIL_ComputeOrigin(edict_t *pentEdict) { return UTIL_ComputeOrigin(VARS(pentEdict)); } NOXREF void UTIL_DrawBeamFromEnt(int iIndex, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue) { MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecEnd); WRITE_BYTE(TE_BEAMENTPOINT); WRITE_SHORT(iIndex); WRITE_COORD(vecEnd.x); WRITE_COORD(vecEnd.y); WRITE_COORD(vecEnd.z); WRITE_SHORT(s_iBeamSprite); WRITE_BYTE(0); WRITE_BYTE(0); WRITE_BYTE(iLifetime); WRITE_BYTE(10); WRITE_BYTE(0); WRITE_BYTE(bRed); WRITE_BYTE(bGreen); WRITE_BYTE(bBlue); WRITE_BYTE(255); WRITE_BYTE(0); MESSAGE_END(); } void UTIL_DrawBeamPoints(Vector vecStart, Vector vecEnd, int iLifetime, byte bRed, byte bGreen, byte bBlue) { MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecStart); WRITE_BYTE(TE_BEAMPOINTS); WRITE_COORD(vecStart.x); WRITE_COORD(vecStart.y); WRITE_COORD(vecStart.z); WRITE_COORD(vecEnd.x); WRITE_COORD(vecEnd.y); WRITE_COORD(vecEnd.z); WRITE_SHORT(s_iBeamSprite); WRITE_BYTE(0); WRITE_BYTE(0); WRITE_BYTE(iLifetime); WRITE_BYTE(10); WRITE_BYTE(0); WRITE_BYTE(bRed); WRITE_BYTE(bGreen); WRITE_BYTE(bBlue); WRITE_BYTE(255); WRITE_BYTE(0); MESSAGE_END(); } void UTIL_DrawBox(Extent *extent, int lifetime, int red, int green, int blue) { Vector v[8]; v[0].x = extent->lo.x; v[0].y = extent->lo.y; v[0].z = extent->lo.z; v[1].x = extent->hi.x; v[1].y = extent->lo.y; v[1].z = extent->lo.z; v[2].x = extent->hi.x; v[2].y = extent->hi.y; v[2].z = extent->lo.z; v[3].x = extent->lo.x; v[3].y = extent->hi.y; v[3].z = extent->lo.z; v[4].x = extent->lo.x; v[4].y = extent->lo.y; v[4].z = extent->hi.z; v[5].x = extent->hi.x; v[5].y = extent->lo.y; v[5].z = extent->hi.z; v[6].x = extent->hi.x; v[6].y = extent->hi.y; v[6].z = extent->hi.z; v[7].x = extent->lo.x; v[7].y = extent->hi.y; v[7].z = extent->hi.z; static int edge[] = { 1, 2, 3, 4, -1, 5, 6, 7, 8, -5, 1, -5, 2, -6, 3, -7, 4, -8, 0 // end iterator }; Vector from, to; bool restart = true; for (int i = 0; edge[i] != 0; i++) { if (restart) { to = v[edge[i] - 1]; restart = false; continue; } from = to; int index = edge[i]; if (index < 0) { restart = true; index = -index; } to = v[index - 1]; UTIL_DrawBeamPoints(from, to, lifetime, red, green, blue); UTIL_DrawBeamPoints(to, from, lifetime, red, green, blue); } } void CONSOLE_ECHO(const char *pszMsg, ...) { va_list argptr; static char szStr[1024]; va_start(argptr, pszMsg); vsprintf(szStr, pszMsg, argptr); va_end(argptr); SERVER_PRINT(szStr); } void CONSOLE_ECHO_LOGGED(const char *pszMsg, ...) { va_list argptr; static char szStr[1024]; va_start(argptr, pszMsg); vsprintf(szStr, pszMsg, argptr); va_end(argptr); SERVER_PRINT(szStr); UTIL_LogPrintf(szStr); } void BotPrecache() { #ifdef REGAMEDLL_FIXES // all resources above are used between navarea, improved bots and tutor // you can run cs1.6 with bots so it's not only limited to czero if (!AreRunningCZero() && !AreBotsAllowed()) return; #endif s_iBeamSprite = PRECACHE_MODEL("sprites/smoke.spr"); PRECACHE_SOUND("buttons/bell1.wav"); PRECACHE_SOUND("buttons/blip1.wav"); PRECACHE_SOUND("buttons/blip2.wav"); PRECACHE_SOUND("buttons/button11.wav"); PRECACHE_SOUND("buttons/latchunlocked2.wav"); PRECACHE_SOUND("buttons/lightswitch2.wav"); #ifdef REGAMEDLL_FIXES PRECACHE_GENERIC("sound/ambience/quail1.wav"); #else PRECACHE_SOUND("ambience/quail1.wav"); // not used internally #endif PRECACHE_SOUND("events/tutor_msg.wav"); PRECACHE_SOUND("events/enemy_died.wav"); PRECACHE_SOUND("events/friend_died.wav"); PRECACHE_SOUND("events/task_complete.wav"); } void InitBotTrig() { for (int i = 0; i < COS_TABLE_SIZE; i++) { real_t angle = 2.0f * M_PI * float(i) / float(COS_TABLE_SIZE - 1); cosTable[i] = Q_cos(angle); } } float BotCOS(float angle) { angle = NormalizeAnglePositive(angle); int i = angle * ((COS_TABLE_SIZE - 1) / 360.0f); return cosTable[i]; } float BotSIN(float angle) { angle = NormalizeAnglePositive(angle - 90); int i = angle * ((COS_TABLE_SIZE - 1) / 360.0f); return cosTable[i]; } // Determine if this event is audible, and if so, return its audible range and priority bool IsGameEventAudible(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther, float *range, PriorityType *priority, bool *isHostile) { CBasePlayer *pPlayer = static_cast(pEntity); if (!pEntity || !pPlayer->IsPlayer()) pPlayer = nullptr; const float ShortRange = 1000.0f; const float NormalRange = 2000.0f; switch (event) { // TODO: Check weapon type (knives are pretty quiet) // TODO: Use actual volume, account for silencers, etc. case EVENT_WEAPON_FIRED: { if (!pPlayer->m_pActiveItem) return false; switch (pPlayer->m_pActiveItem->m_iId) { // silent "firing" case WEAPON_HEGRENADE: case WEAPON_SMOKEGRENADE: case WEAPON_FLASHBANG: case WEAPON_SHIELDGUN: case WEAPON_C4: return false; // quiet case WEAPON_KNIFE: case WEAPON_TMP: *range = ShortRange; break; // M4A1 - check for silencer case WEAPON_M4A1: { CBasePlayerWeapon *pWeapon = static_cast(pPlayer->m_pActiveItem); if (pWeapon->m_iWeaponState & WPNSTATE_M4A1_SILENCED) *range = ShortRange; else *range = NormalRange; break; } // USP - check for silencer case WEAPON_USP: { CBasePlayerWeapon *pWeapon = static_cast(pPlayer->m_pActiveItem); if (pWeapon->m_iWeaponState & WPNSTATE_USP_SILENCED) *range = ShortRange; else *range = NormalRange; break; } // loud case WEAPON_AWP: *range = 99999.0f; break; // normal default: *range = NormalRange; break; } *priority = PRIORITY_HIGH; *isHostile = true; return true; } case EVENT_HE_GRENADE_EXPLODED: *range = 99999.0f; *priority = PRIORITY_HIGH; *isHostile = true; return true; case EVENT_FLASHBANG_GRENADE_EXPLODED: *range = 1000.0f; *priority = PRIORITY_LOW; *isHostile = true; return true; case EVENT_SMOKE_GRENADE_EXPLODED: *range = 1000.0f; *priority = PRIORITY_LOW; *isHostile = true; return true; case EVENT_GRENADE_BOUNCED: *range = 500.0f; *priority = PRIORITY_LOW; *isHostile = true; return true; case EVENT_BREAK_GLASS: case EVENT_BREAK_WOOD: case EVENT_BREAK_METAL: case EVENT_BREAK_FLESH: case EVENT_BREAK_CONCRETE: *range = 1100.0f; *priority = PRIORITY_MEDIUM; *isHostile = true; return true; case EVENT_DOOR: *range = 1100.0f; *priority = PRIORITY_MEDIUM; *isHostile = false; return true; case EVENT_WEAPON_FIRED_ON_EMPTY: case EVENT_PLAYER_FOOTSTEP: case EVENT_WEAPON_RELOADED: case EVENT_WEAPON_ZOOMED: case EVENT_PLAYER_LANDED_FROM_HEIGHT: *range = 1100.0f; *priority = PRIORITY_LOW; *isHostile = false; return true; case EVENT_HOSTAGE_USED: case EVENT_HOSTAGE_CALLED_FOR_HELP: *range = 1200.0f; *priority = PRIORITY_MEDIUM; *isHostile = false; return true; } return false; } void HintMessageToAllPlayers(const char *message) { hudtextparms_t textParms; textParms.x = -1.0f; textParms.y = -1.0f; textParms.effect = 0; textParms.r1 = 100; textParms.g1 = 255; textParms.b1 = 100; textParms.r2 = 255; textParms.g2 = 255; textParms.b2 = 255; textParms.fadeinTime = 1.0f; textParms.fadeoutTime = 5.0f; textParms.holdTime = 5.0f; textParms.fxTime = 0.0f; textParms.channel = 0; UTIL_HudMessageAll(textParms, message); }