added ability to load waypoints & config files from PAK files

This commit is contained in:
jeefo 2016-03-09 19:17:56 +03:00
commit 8d6b315fa5
8 changed files with 425 additions and 110 deletions

View file

@ -735,13 +735,13 @@ void Bot::FireWeapon (void)
{
if (IsFriendInLineOfFire (distance))
{
m_fightStyle = 0;
m_fightStyle = FIGHT_STRAFE;
m_lastFightStyleCheck = engine.Time ();
return;
}
}
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
edict_t *enemy = m_enemy;
@ -757,18 +757,18 @@ void Bot::FireWeapon (void)
goto WeaponSelectEnd;
// loop through all the weapons until terminator is found...
while (selectTab[selectIndex].id)
while (tab[selectIndex].id)
{
// is the bot carrying this weapon?
if (weapons & (1 << selectTab[selectIndex].id))
if (weapons & (1 << tab[selectIndex].id))
{
// is enough ammo available to fire AND check is better to use pistol in our current situation...
if (m_ammoInClip[selectTab[selectIndex].id] > 0 && !IsWeaponBadInDistance (selectIndex, distance))
if (m_ammoInClip[tab[selectIndex].id] > 0 && !IsWeaponBadInDistance (selectIndex, distance))
chosenWeaponIndex = selectIndex;
}
selectIndex++;
}
selectId = selectTab[chosenWeaponIndex].id;
selectId = tab[chosenWeaponIndex].id;
// if no available weapon...
if (chosenWeaponIndex == 0)
@ -776,14 +776,14 @@ void Bot::FireWeapon (void)
selectIndex = 0;
// loop through all the weapons until terminator is found...
while (selectTab[selectIndex].id)
while (tab[selectIndex].id)
{
int id = selectTab[selectIndex].id;
int id = tab[selectIndex].id;
// is the bot carrying this weapon?
if (weapons & (1 << id))
{
if ( g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= selectTab[selectIndex].minPrimaryAmmo)
if ( g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo)
{
// available ammo found, reload weapon
if (m_reloadState == RELOAD_NONE || m_reloadCheckTime > engine.Time ())
@ -823,14 +823,14 @@ WeaponSelectEnd:
return;
}
if (selectTab[chosenWeaponIndex].id != selectId)
if (tab[chosenWeaponIndex].id != selectId)
{
chosenWeaponIndex = 0;
// loop through all the weapons until terminator is found...
while (selectTab[chosenWeaponIndex].id)
while (tab[chosenWeaponIndex].id)
{
if (selectTab[chosenWeaponIndex].id == selectId)
if (tab[chosenWeaponIndex].id == selectId)
break;
chosenWeaponIndex++;
@ -896,7 +896,7 @@ WeaponSelectEnd:
}
else
{
if (selectTab[chosenWeaponIndex].primaryFireHold && m_ammo[g_weaponDefs[selectTab[selectIndex].id].ammo1] > selectTab[selectIndex].minPrimaryAmmo) // if automatic weapon, just press attack
if (tab[chosenWeaponIndex].primaryFireHold && m_ammo[g_weaponDefs[tab[selectIndex].id].ammo1] > tab[selectIndex].minPrimaryAmmo) // if automatic weapon, just press attack
pev->button |= IN_ATTACK;
else // if not, toggle buttons
{
@ -918,7 +918,7 @@ WeaponSelectEnd:
return;
}
if (selectTab[chosenWeaponIndex].primaryFireHold)
if (tab[chosenWeaponIndex].primaryFireHold)
{
m_shootTime = engine.Time ();
m_zoomCheckTime = engine.Time ();
@ -943,9 +943,9 @@ bool Bot::IsWeaponBadInDistance (int weaponIndex, float distance)
if (m_difficulty < 2)
return false;
int weaponID = g_weaponSelect[weaponIndex].id;
int wid = g_weaponSelect[weaponIndex].id;
if (weaponID == WEAPON_KNIFE)
if (wid == WEAPON_KNIFE)
return false;
// check is ammo available for secondary weapon
@ -953,11 +953,11 @@ bool Bot::IsWeaponBadInDistance (int weaponIndex, float distance)
return false;
// better use pistol in short range distances, when using sniper weapons
if ((weaponID == WEAPON_SCOUT || weaponID == WEAPON_AWP || weaponID == WEAPON_G3SG1 || weaponID == WEAPON_SG550) && distance < 500.0f)
if ((wid == WEAPON_SCOUT || wid == WEAPON_AWP || wid == WEAPON_G3SG1 || wid == WEAPON_SG550) && distance < 500.0f)
return true;
// shotguns is too inaccurate at long distances, so weapon is bad
if ((weaponID == WEAPON_M3 || weaponID == WEAPON_XM1014) && distance > 750.0f)
if ((wid == WEAPON_M3 || wid == WEAPON_XM1014) && distance > 750.0f)
return true;
return false;
@ -1055,7 +1055,7 @@ void Bot::CombatFight (void)
if (UsesSniper ())
{
m_fightStyle = 1;
m_fightStyle = FIGHT_STAY;
m_lastFightStyleCheck = engine.Time ();
}
else if (UsesRifle () || UsesSubmachineGun ())
@ -1065,20 +1065,20 @@ void Bot::CombatFight (void)
int rand = Random.Long (1, 100);
if (distance < 450.0f)
m_fightStyle = 0;
m_fightStyle = FIGHT_STRAFE;
else if (distance < 1024.0f)
{
if (rand < (UsesSubmachineGun () ? 50 : 30))
m_fightStyle = 0;
m_fightStyle = FIGHT_STRAFE;
else
m_fightStyle = 1;
m_fightStyle = FIGHT_STAY;
}
else
{
if (rand < (UsesSubmachineGun () ? 80 : 93))
m_fightStyle = 1;
m_fightStyle = FIGHT_STAY;
else
m_fightStyle = 0;
m_fightStyle = FIGHT_STRAFE;
}
m_lastFightStyleCheck = engine.Time ();
}
@ -1088,15 +1088,15 @@ void Bot::CombatFight (void)
if (m_lastFightStyleCheck + 3.0f < engine.Time ())
{
if (Random.Long (0, 100) < 50)
m_fightStyle = 1;
m_fightStyle = FIGHT_STRAFE;
else
m_fightStyle = 0;
m_fightStyle = FIGHT_STAY;
m_lastFightStyleCheck = engine.Time ();
}
}
if (m_fightStyle == 0 || ((pev->button & IN_RELOAD) || m_isReloading) || (UsesPistol () && distance < 400.0f) || m_currentWeapon == WEAPON_KNIFE)
if (m_fightStyle == FIGHT_STRAFE || ((pev->button & IN_RELOAD) || m_isReloading) || (UsesPistol () && distance < 400.0f) || m_currentWeapon == WEAPON_KNIFE)
{
if (m_strafeSetTime < engine.Time ())
{
@ -1107,24 +1107,24 @@ void Bot::CombatFight (void)
const Vector &rightSide = g_pGlobals->v_right.Normalize2D ();
if ((dirToPoint | rightSide) < 0)
m_combatStrafeDir = 1;
m_combatStrafeDir = STRAFE_DIR_LEFT;
else
m_combatStrafeDir = 0;
m_combatStrafeDir = STRAFE_DIR_RIGHT;
if (Random.Long (1, 100) < 30)
m_combatStrafeDir ^= 1;
m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT;
m_strafeSetTime = engine.Time () + Random.Float (0.5f, 3.0f);
m_strafeSetTime = engine.Time () + Random.Float (1.5f, 3.0f);
}
if (m_combatStrafeDir == 0)
if (m_combatStrafeDir == STRAFE_DIR_LEFT)
{
if (!CheckWallOnLeft ())
m_strafeSpeed = -pev->maxspeed;
else
{
m_combatStrafeDir ^= 1;
m_strafeSetTime = engine.Time () + 1.0f;
m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT;
m_strafeSetTime = engine.Time () + 1.5f;
}
}
else
@ -1133,8 +1133,8 @@ void Bot::CombatFight (void)
m_strafeSpeed = pev->maxspeed;
else
{
m_combatStrafeDir ^= 1;
m_strafeSetTime = engine.Time () + 1.0f;
m_combatStrafeDir == STRAFE_DIR_LEFT ? STRAFE_DIR_RIGHT : STRAFE_DIR_LEFT;
m_strafeSetTime = engine.Time () + 1.5f;
}
}
@ -1147,9 +1147,9 @@ void Bot::CombatFight (void)
if (m_currentWeapon == WEAPON_KNIFE)
m_strafeSpeed = 0.0f;
}
else if (m_fightStyle == 1)
else if (m_fightStyle == FIGHT_STAY)
{
if (!(m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) && GetTaskId () != TASK_SEEKCOVER && GetTaskId () != TASK_HUNTENEMY && (m_visibility & VISIBLE_BODY) && !(m_visibility & VISIBLE_OTHER) && waypoints.IsDuckVisible (m_currentWaypointIndex, waypoints.FindNearest (m_enemy->v.origin)))
if ((m_visibility & (VISIBLE_HEAD | VISIBLE_BODY)) && GetTaskId () != TASK_SEEKCOVER && GetTaskId () != TASK_HUNTENEMY && waypoints.IsDuckVisible (m_currentWaypointIndex, waypoints.FindNearest (m_enemy->v.origin)))
m_duckTime = engine.Time () + 0.5f;
m_moveSpeed = 0.0f;
@ -1244,19 +1244,19 @@ bool Bot::UsesSniper (void)
bool Bot::UsesRifle (void)
{
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
int count = 0;
while (selectTab->id)
while (tab->id)
{
if (m_currentWeapon == selectTab->id)
if (m_currentWeapon == tab->id)
break;
selectTab++;
tab++;
count++;
}
if (selectTab->id && count > 13)
if (tab->id && count > 13)
return true;
return false;
@ -1264,20 +1264,20 @@ bool Bot::UsesRifle (void)
bool Bot::UsesPistol (void)
{
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
int count = 0;
// loop through all the weapons until terminator is found
while (selectTab->id)
while (tab->id)
{
if (m_currentWeapon == selectTab->id)
if (m_currentWeapon == tab->id)
break;
selectTab++;
tab++;
count++;
}
if (selectTab->id && count < 7)
if (tab->id && count < 7)
return true;
return false;
@ -1330,30 +1330,30 @@ void Bot::SelectBestWeapon (void)
if (m_isReloading)
return;
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
int selectIndex = 0;
int chosenWeaponIndex = 0;
// loop through all the weapons until terminator is found...
while (selectTab[selectIndex].id)
while (tab[selectIndex].id)
{
// is the bot NOT carrying this weapon?
if (!(pev->weapons & (1 << selectTab[selectIndex].id)))
if (!(pev->weapons & (1 << tab[selectIndex].id)))
{
selectIndex++; // skip to next weapon
continue;
}
int id = selectTab[selectIndex].id;
int id = tab[selectIndex].id;
bool ammoLeft = false;
// is the bot already holding this weapon and there is still ammo in clip?
if (selectTab[selectIndex].id == m_currentWeapon && (GetAmmoInClip () < 0 || GetAmmoInClip () >= selectTab[selectIndex].minPrimaryAmmo))
if (tab[selectIndex].id == m_currentWeapon && (GetAmmoInClip () < 0 || GetAmmoInClip () >= tab[selectIndex].minPrimaryAmmo))
ammoLeft = true;
// is no ammo required for this weapon OR enough ammo available to fire
if (g_weaponDefs[id].ammo1 < 0 || (g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= selectTab[selectIndex].minPrimaryAmmo))
if (g_weaponDefs[id].ammo1 < 0 || (g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo))
ammoLeft = true;
if (ammoLeft)
@ -1365,11 +1365,11 @@ void Bot::SelectBestWeapon (void)
chosenWeaponIndex %= NUM_WEAPONS + 1;
selectIndex = chosenWeaponIndex;
int id = selectTab[selectIndex].id;
int id = tab[selectIndex].id;
// select this weapon if it isn't already selected
if (m_currentWeapon != id)
SelectWeaponByName (selectTab[selectIndex].weaponName);
SelectWeaponByName (tab[selectIndex].weaponName);
m_isReloading = false;
m_reloadState = RELOAD_NONE;
@ -1387,21 +1387,21 @@ void Bot::SelectPistol (void)
int Bot::GetHighestWeapon (void)
{
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
int weapons = pev->weapons;
int num = 0;
int i = 0;
// loop through all the weapons until terminator is found...
while (selectTab->id)
while (tab->id)
{
// is the bot carrying this weapon?
if (weapons & (1 << selectTab->id))
if (weapons & (1 << tab->id))
num = i;
i++;
selectTab++;
tab++;
}
return num;
}