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datatables.go
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datatables.go
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package demoinfocs
import (
"fmt"
"strings"
common "github.com/markus-wa/demoinfocs-golang/common"
st "github.com/markus-wa/demoinfocs-golang/sendtables"
)
const (
maxEditctBits = 11
indexMask = ((1 << maxEditctBits) - 1)
maxEntities = (1 << maxEditctBits)
maxPlayers = 64
maxWeapons = 64
)
// Everything here feels kinda fucked
func (p *Parser) mapEquipment() {
for _, sc := range p.stParser.ServerClasses() {
if len(sc.BaseClasses) > 6 && sc.BaseClasses[6].Name == "CWeaponCSBase" {
if len(sc.BaseClasses) > 7 {
switch sc.BaseClasses[7].Name {
case "CWeaponCSBaseGun":
// Most guns
p.equipmentMapping[sc] = common.MapEquipment(strings.ToLower(sc.DTName[9:]))
case "CBaseCSGrenade":
// Nades
p.equipmentMapping[sc] = common.MapEquipment(strings.ToLower(sc.DTName[3:]))
}
} else if sc.Name == "CKnife" || (len(sc.BaseClasses) > 6 && sc.BaseClasses[6].Name == "CKnife") {
p.equipmentMapping[sc] = common.EqKnife
} else {
switch sc.Name {
case "CC4":
p.equipmentMapping[sc] = common.EqBomb
case "CWeaponNOVA":
fallthrough
case "CWeaponSawedoff":
fallthrough
case "CWeaponXM1014":
p.equipmentMapping[sc] = common.MapEquipment(strings.ToLower(sc.Name[7:]))
}
}
}
}
}
// Bind the attributes of the various entities to our structs on the parser
func (p *Parser) bindEntities() {
p.bindTeamScores()
p.bindBombSites()
p.bindPlayers()
p.bindWeapons()
}
func (p *Parser) bindTeamScores() {
p.stParser.FindServerClassByName("CCSTeam").RegisterEntityCreatedHandler(func(event st.EntityCreatedEvent) {
teamID := -1
var clanName string
var flagImage string
score := 0
event.Entity.FindProperty("m_iTeamNum").RegisterPropertyUpdateHandler(func(val st.PropValue) {
teamID = val.IntVal
})
event.Entity.FindProperty("m_szClanTeamname").RegisterPropertyUpdateHandler(func(val st.PropValue) {
clanName = val.StringVal
})
event.Entity.FindProperty("m_szTeamFlagImage").RegisterPropertyUpdateHandler(func(val st.PropValue) {
flagImage = val.StringVal
})
event.Entity.FindProperty("m_scoreTotal").RegisterPropertyUpdateHandler(func(val st.PropValue) {
score = val.IntVal
})
event.Entity.FindProperty("m_szTeamname").RegisterPropertyUpdateHandler(func(val st.PropValue) {
team := val.StringVal
var s *TeamState
switch team {
case "CT":
s = &p.gameState.ctState
case "TERRORIST":
s = &p.gameState.tState
case "Unassigned": // Ignore
case "Spectator": // Ignore
default:
panic(fmt.Sprintf("Unexpected team %q", team))
}
if s != nil {
// Set values that were already updated
s.id = teamID
s.clanName = clanName
s.flag = flagImage
s.score = score
// Register direct updates for the future
// Except for teamId, it doesn't change; players swap teams instead
event.Entity.FindProperty("m_szClanTeamname").RegisterPropertyUpdateHandler(func(val st.PropValue) {
s.clanName = val.StringVal
})
event.Entity.FindProperty("m_szTeamFlagImage").RegisterPropertyUpdateHandler(func(val st.PropValue) {
s.flag = val.StringVal
})
event.Entity.FindProperty("m_scoreTotal").RegisterPropertyUpdateHandler(func(val st.PropValue) {
s.score = val.IntVal
})
}
})
})
}
func (p *Parser) bindBombSites() {
p.stParser.FindServerClassByName("CCSPlayerResource").RegisterEntityCreatedHandler(func(playerResource st.EntityCreatedEvent) {
playerResource.Entity.FindProperty("m_bombsiteCenterA").RegisterPropertyUpdateHandler(func(center st.PropValue) {
p.bombsiteA.center = center.VectorVal
})
playerResource.Entity.FindProperty("m_bombsiteCenterB").RegisterPropertyUpdateHandler(func(center st.PropValue) {
p.bombsiteB.center = center.VectorVal
})
})
p.stParser.FindServerClassByName("CBaseTrigger").RegisterEntityCreatedHandler(func(baseTrigger st.EntityCreatedEvent) {
t := new(boundingBoxInformation)
p.triggers[baseTrigger.Entity.ID] = t
baseTrigger.Entity.FindProperty("m_Collision.m_vecMins").RegisterPropertyUpdateHandler(func(vec st.PropValue) {
t.min = vec.VectorVal
})
baseTrigger.Entity.FindProperty("m_Collision.m_vecMaxs").RegisterPropertyUpdateHandler(func(vec st.PropValue) {
t.max = vec.VectorVal
})
})
}
func (p *Parser) bindPlayers() {
p.stParser.FindServerClassByName("CCSPlayer").RegisterEntityCreatedHandler(func(e st.EntityCreatedEvent) {
p.bindNewPlayer(e.Entity)
})
p.stParser.FindServerClassByName("CCSPlayerResource").RegisterEntityCreatedHandler(func(pr st.EntityCreatedEvent) {
for i := 0; i < maxPlayers; i++ {
i2 := i // Copy so it stays the same (for passing to handlers)
iStr := fmt.Sprintf("%03d", i)
pr.Entity.FindProperty("m_szClan." + iStr).RegisterPropertyUpdateHandler(func(val st.PropValue) {
p.additionalPlayerInfo[i2].ClanTag = val.StringVal
})
setIntLazy := func(prop string, setter func(int)) {
pr.Entity.FindProperty(prop).RegisterPropertyUpdateHandler(func(val st.PropValue) {
setter(val.IntVal)
})
}
setIntLazy("m_iPing."+iStr, func(val int) { p.additionalPlayerInfo[i2].Ping = val })
setIntLazy("m_iScore."+iStr, func(val int) { p.additionalPlayerInfo[i2].Score = val })
setIntLazy("m_iKills."+iStr, func(val int) { p.additionalPlayerInfo[i2].Kills = val })
setIntLazy("m_iDeaths."+iStr, func(val int) { p.additionalPlayerInfo[i2].Deaths = val })
setIntLazy("m_iAssists."+iStr, func(val int) { p.additionalPlayerInfo[i2].Assists = val })
setIntLazy("m_iMVPs."+iStr, func(val int) { p.additionalPlayerInfo[i2].MVPs = val })
setIntLazy("m_iTotalCashSpent."+iStr, func(val int) { p.additionalPlayerInfo[i2].TotalCashSpent = val })
}
})
}
func (p *Parser) bindNewPlayer(playerEntity *st.Entity) {
var pl *common.Player
playerIndex := playerEntity.ID - 1
if p.entityIDToPlayers[playerIndex] != nil {
pl = p.entityIDToPlayers[playerIndex]
} else {
pl = common.NewPlayer()
p.entityIDToPlayers[playerIndex] = pl
pl.SteamID = -1
pl.Name = "unconnected"
}
pl.EntityID = playerEntity.ID
pl.Entity = playerEntity
playerEntity.FindProperty("cslocaldata.m_vecOrigin").RegisterPropertyUpdateHandler(func(val st.PropValue) {
pl.Position.X = val.VectorVal.X
pl.Position.Y = val.VectorVal.Y
})
playerEntity.FindProperty("cslocaldata.m_vecOrigin[2]").RegisterPropertyUpdateHandler(func(val st.PropValue) {
pl.Position.Z = val.VectorVal.Z
})
playerEntity.FindProperty("m_iTeamNum").RegisterPropertyUpdateHandler(func(val st.PropValue) {
pl.Team = common.Team(val.IntVal)
})
// Some helpers because I cant be arsed
setIntLazy := func(prop string, setter func(int)) {
playerEntity.FindProperty(prop).RegisterPropertyUpdateHandler(func(val st.PropValue) {
setter(val.IntVal)
})
}
setFloatLazy := func(prop string, setter func(float32)) {
playerEntity.FindProperty(prop).RegisterPropertyUpdateHandler(func(val st.PropValue) {
setter(val.FloatVal)
})
}
setFloat64Lazy := func(prop string, setter func(float64)) {
playerEntity.FindProperty(prop).RegisterPropertyUpdateHandler(func(val st.PropValue) {
setter(float64(val.FloatVal))
})
}
setIntLazy("m_iHealth", func(val int) { pl.Hp = val })
setIntLazy("m_ArmorValue", func(val int) { pl.Armor = val })
setIntLazy("m_bHasDefuser", func(val int) { pl.HasDefuseKit = val == 1 })
setIntLazy("m_bHasHelmet", func(val int) { pl.HasHelmet = val == 1 })
setIntLazy("localdata.m_Local.m_bDucking", func(val int) { pl.IsDucking = val == 1 })
setIntLazy("m_iAccount", func(val int) { pl.Money = val })
setFloatLazy("m_angEyeAngles[1]", func(val float32) { pl.ViewDirectionX = val })
setFloatLazy("m_angEyeAngles[0]", func(val float32) { pl.ViewDirectionY = val })
setFloatLazy("m_flFlashDuration", func(val float32) { pl.FlashDuration = val })
setFloat64Lazy("localdata.m_vecVelocity[0]", func(val float64) { pl.Velocity.X = val })
setFloat64Lazy("localdata.m_vecVelocity[1]", func(val float64) { pl.Velocity.Y = val })
setFloat64Lazy("localdata.m_vecVelocity[2]", func(val float64) { pl.Velocity.Z = val })
setIntLazy("m_unCurrentEquipmentValue", func(val int) { pl.CurrentEquipmentValue = val })
setIntLazy("m_unRoundStartEquipmentValue", func(val int) { pl.RoundStartEquipmentValue = val })
setIntLazy("m_unFreezetimeEndEquipmentValue", func(val int) { pl.FreezetimeEndEquipmentValue = val })
wepPrefix := playerWeaponPrePrefix + playerWeaponPrefix
for _, prop := range playerEntity.Props() {
if prop.Entry().Name() == playerWeaponPrefix+"000" {
wepPrefix = playerWeaponPrefix
break
}
}
var cache [maxWeapons]int
for i := range cache {
i2 := i // Copy for passing to handler
playerEntity.FindProperty(wepPrefix + fmt.Sprintf("%03d", i)).RegisterPropertyUpdateHandler(func(val st.PropValue) {
idx := val.IntVal & indexMask
if idx != indexMask {
if cache[i2] != 0 {
// Player already has a weapon in this slot.
pl.RawWeapons[cache[i2]] = nil
}
cache[i2] = idx
// Attribute weapon to player
wep := &p.weapons[idx]
wep.Owner = pl
pl.RawWeapons[idx] = wep
} else {
if cache[i2] != 0 && pl.RawWeapons[cache[i2]] != nil {
pl.RawWeapons[cache[i2]].Owner = nil
}
pl.RawWeapons[cache[i2]] = nil
}
cache[i2] = 0
})
}
setIntLazy("m_hActiveWeapon", func(val int) { pl.ActiveWeaponID = val & indexMask })
for i := 0; i < 32; i++ {
i2 := i // Copy so it stays the same
setIntLazy("m_iAmmo."+fmt.Sprintf("%03d", i2), func(val int) { pl.AmmoLeft[i2] = val })
}
}
func (p *Parser) bindWeapons() {
for i := 0; i < maxEntities; i++ {
p.weapons[i] = common.NewEquipment("")
}
for _, sc := range p.stParser.ServerClasses() {
for _, bc := range sc.BaseClasses {
if bc.Name == "CWeaponCSBase" {
sc.RegisterEntityCreatedHandler(p.bindWeapon)
}
}
}
}
func (p *Parser) bindWeapon(event st.EntityCreatedEvent) {
eq := &p.weapons[event.Entity.ID]
eq.EntityID = event.Entity.ID
eq.Weapon = p.equipmentMapping[event.ServerClass]
eq.AmmoInMagazine = -1
event.Entity.FindProperty("m_iClip1").RegisterPropertyUpdateHandler(func(val st.PropValue) {
eq.AmmoInMagazine = val.IntVal - 1
})
event.Entity.FindProperty("LocalWeaponData.m_iPrimaryAmmoType").RegisterPropertyUpdateHandler(func(val st.PropValue) {
eq.AmmoType = val.IntVal
})
wepFix := func(ok string, change string, changer func()) {
event.Entity.FindProperty("m_nModelIndex").RegisterPropertyUpdateHandler(func(val st.PropValue) {
eq.OriginalString = p.modelPreCache[val.IntVal]
if strings.Contains(eq.OriginalString, ok) {
// That's already ok!
} else if strings.Contains(eq.OriginalString, change) {
changer()
} else {
panic(fmt.Sprintf("Unknown weapon model %q", eq.OriginalString))
}
})
}
// FIXME: Deag/R8???
switch eq.Weapon {
case common.EqP2000:
wepFix("_pist_hkp2000", "_pist_223", func() { eq.Weapon = common.EqUSP })
case common.EqM4A4:
wepFix("_rif_m4a1", "_rif_m4a1_s", func() { eq.Weapon = common.EqM4A1 })
case common.EqP250:
wepFix("_pist_p250", "_pist_cz_75", func() { eq.Weapon = common.EqCZ })
}
}