added ability to load waypoints & config files from PAK files
This commit is contained in:
parent
cbac5da0b7
commit
8d6b315fa5
8 changed files with 425 additions and 110 deletions
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@ -324,6 +324,22 @@ enum PickupType
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PICKUP_DEFUSEKIT
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};
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// fight style type
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enum FightStyle
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{
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FIGHT_NONE,
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FIGHT_STRAFE,
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FIGHT_STAY
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};
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// dodge type
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enum StrafeDir
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{
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STRAFE_DIR_NONE,
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STRAFE_DIR_LEFT,
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STRAFE_DIR_RIGHT
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};
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// reload state
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enum ReloadState
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{
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@ -836,8 +852,8 @@ private:
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bool m_checkWeaponSwitch; // is time to check weapon switch
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bool m_isUsingGrenade; // bot currently using grenade??
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unsigned char m_combatStrafeDir; // direction to strafe
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unsigned char m_fightStyle; // combat style to use
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StrafeDir m_combatStrafeDir; // direction to strafe
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FightStyle m_fightStyle; // combat style to use
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float m_lastFightStyleCheck; // time checked style
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float m_strafeSetTime; // time strafe direction was set
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@ -1524,7 +1540,7 @@ extern bool IsInViewCone (const Vector &origin, edict_t *ent);
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extern bool IsValidBot (edict_t *ent);
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extern bool IsValidPlayer (edict_t *ent);
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extern bool IsPlayerVIP (edict_t *ent);
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extern bool OpenConfig (const char *fileName, const char *errorIfNotExists, File *outFile, bool languageDependant = false);
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extern bool OpenConfig (const char *fileName, const char *errorIfNotExists, MemoryFile *outFile, bool languageDependant = false);
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extern bool FindNearestPlayer (void **holder, edict_t *to, float searchDistance = 4096.0, bool sameTeam = false, bool needBot = false, bool needAlive = false, bool needDrawn = false);
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extern void FreeLibraryMemory (void);
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@ -3694,6 +3694,287 @@ public:
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}
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};
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//
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// Class: MemoryFile
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// Simple Memory file wrapper class. (RO)
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//
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class MemoryFile
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{
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public:
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typedef unsigned char *(*MF_Loader) (const char *, int *);
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typedef void (*MF_Unloader) (unsigned char *);
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public:
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static MF_Loader Loader;
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static MF_Unloader Unloader;
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protected:
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String m_fileName;
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int m_fileSize;
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int m_filePos;
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unsigned char *m_fileBuffer;
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//
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// Group: (Con/De)structors
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//
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public:
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//
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// Function: File
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// Default file class, constructor.
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//
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MemoryFile (void)
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{
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m_fileSize = 0;
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m_filePos = 0;
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m_fileBuffer = NULL;
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m_fileName.Empty ();
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}
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//
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// Function: File
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// Default file class, constructor, with file opening.
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//
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MemoryFile (const String &fileName)
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{
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m_fileSize = 0;
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m_filePos = 0;
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m_fileBuffer = NULL;
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m_fileName.Empty ();
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Open (fileName);
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}
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//
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// Function: ~File
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// Default file class, destructor.
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//
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~MemoryFile (void)
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{
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Close ();
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}
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//
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// Function: Open
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// Opens file and gets it's size.
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//
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// Parameters:
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// fileName - String containing file name.
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//
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// Returns:
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// True if operation succeeded, false otherwise.
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//
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bool Open (const String &fileName)
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{
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if (fileName.IsEmpty () || Loader == NULL)
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return false;
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m_fileSize = 0;
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m_filePos = 0;
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m_fileName = fileName;
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m_fileBuffer = Loader (fileName.GetBuffer (), &m_fileSize);
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if (m_fileBuffer == NULL || m_fileSize < 0)
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return false;
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return true;
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}
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//
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// Function: Close
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// Closes file, and destroys STDIO file object.
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//
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void Close (void)
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{
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if (Unloader != NULL)
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Unloader (m_fileBuffer);
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m_fileSize = 0;
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m_filePos = 0;
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m_fileBuffer = NULL;
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m_fileName.Empty ();
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}
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//
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// Function: GetChar
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// Pops one character from the file stream.
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//
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// Returns:
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// Popped from stream character
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//
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int GetChar (void)
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{
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if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
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return -1;
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int readCh = m_fileBuffer[m_filePos];
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m_filePos++;
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return readCh;
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}
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//
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// Function: GetBuffer
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// Gets the single line, from the non-binary stream.
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//
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// Parameters:
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// buffer - Pointer to buffer, that should receive string.
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// count - Max. size of buffer.
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//
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// Returns:
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// Pointer to string containing popped line.
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//
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char *GetBuffer (char *buffer, int count)
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{
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if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
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return NULL;
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int lineStartOffset = m_filePos;
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int lineEndOffset = (m_fileSize - m_filePos > count - 1) ? (lineEndOffset = m_filePos + count - 1) : lineEndOffset = m_fileSize - 1;
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while (m_filePos < lineEndOffset)
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{
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if (m_fileBuffer[m_filePos] == 0x0a)
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lineEndOffset = m_filePos;
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m_filePos++;
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}
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if (m_filePos == lineStartOffset)
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return NULL;
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int pos = lineStartOffset;
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for (; pos <= lineEndOffset; pos++)
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buffer[pos - lineStartOffset] = m_fileBuffer[pos];
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if (buffer[pos - lineStartOffset - 2] == 0x0d)
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{
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buffer[pos - lineStartOffset - 2] = '\n';
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pos--;
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}
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if (buffer[pos - lineStartOffset - 1] == 0x0d || buffer[pos - lineStartOffset - 1] == 0x0a)
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buffer[pos - lineStartOffset - 1] = '\n';
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buffer[pos - lineStartOffset] = 0;
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return buffer;
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}
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//
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// Function: GetBuffer
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// Gets the line from file stream, and stores it inside string class.
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//
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// Parameters:
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// buffer - String buffer, that should receive line.
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// count - Max. size of buffer.
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//
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// Returns:
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// True if operation succeeded, false otherwise.
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//
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bool GetBuffer (String &buffer, int count)
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{
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return !String (GetBuffer (buffer, count)).IsEmpty ();
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}
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//
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// Function: Read
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// Reads buffer from file stream in binary format.
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//
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// Parameters:
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// buffer - Holder for read buffer.
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// size - Size of the buffer to read.
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// count - Number of buffer chunks to read.
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//
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// Returns:
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// Number of bytes red from file.
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//
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int Read (void *buffer, int size, int count = 1)
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{
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if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
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return 0;
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if (buffer == NULL || size == 0 || count == 0 || m_fileBuffer == NULL)
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return 0;
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int blocksRead = min ((m_fileSize - m_filePos) / size, count);
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memcpy (buffer, &m_fileBuffer[m_filePos], blocksRead * size);
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m_filePos += blocksRead * size;
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return blocksRead;
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}
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//
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// Function: Seek
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// Seeks file stream with specified parameters.
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//
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// Parameters:
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// offset - Offset where cursor should be set.
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// origin - Type of offset set.
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//
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// Returns:
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// True if operation success, false otherwise.
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//
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bool Seek (long offset, int origin)
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{
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if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
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return false;
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if (origin == SEEK_SET)
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{
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if (offset >= m_fileSize)
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return false;
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m_filePos = offset;
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}
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else if (origin == SEEK_END)
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{
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if (offset >= m_fileSize)
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return false;
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m_filePos = m_fileSize - offset;
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}
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else
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{
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if (m_filePos + offset >= m_fileSize)
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return false;
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m_filePos += offset;
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}
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return true;
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}
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//
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// Function: GetSize
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// Gets the file size of opened file stream.
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//
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// Returns:
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// Number of bytes in file.
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//
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int GetSize (void)
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{
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return m_fileSize;
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}
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//
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// Function: IsValid
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// Checks whether file stream is valid.
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//
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// Returns:
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// True if file stream valid, false otherwise.
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//
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bool IsValid (void)
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{
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return m_fileBuffer != NULL && m_fileSize > 0;
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}
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};
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//
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// Type: StrVec
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// Array of strings.
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@ -4457,17 +4457,17 @@ void Bot::RunTask_PickupItem ()
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if (id < 7)
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{
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// secondary weapon. i.e., pistol
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int weaponID = 0;
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int wid = 0;
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for (id = 0; id < 7; id++)
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{
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if (pev->weapons & (1 << g_weaponSelect[id].id))
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weaponID = id;
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wid = id;
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}
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if (weaponID > 0)
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if (wid > 0)
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{
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SelectWeaponbyNumber (weaponID);
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SelectWeaponbyNumber (wid);
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engine.IssueBotCommand (GetEntity (), "drop");
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if (HasShield ()) // If we have the shield...
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@ -4478,11 +4478,11 @@ void Bot::RunTask_PickupItem ()
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else
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{
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// primary weapon
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int weaponID = GetHighestWeapon ();
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int wid = GetHighestWeapon ();
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if ((weaponID > 6) || HasShield ())
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if (wid > 6 || HasShield ())
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{
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SelectWeaponbyNumber (weaponID);
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SelectWeaponbyNumber (wid);
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engine.IssueBotCommand (GetEntity (), "drop");
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}
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EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
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@ -4502,11 +4502,11 @@ void Bot::RunTask_PickupItem ()
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else if (itemDistance < 50.0f) // near to shield?
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{
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// get current best weapon to check if it's a primary in need to be dropped
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int weaponID = GetHighestWeapon ();
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int wid = GetHighestWeapon ();
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if (weaponID > 6)
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if (wid > 6)
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{
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SelectWeaponbyNumber (weaponID);
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SelectWeaponbyNumber (wid);
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engine.IssueBotCommand (GetEntity (), "drop");
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}
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}
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@ -5117,12 +5117,12 @@ void Bot::DisplayDebugOverlay (void)
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else
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strcpy (pickupName, " (null)");
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WeaponSelect *selectTab = &g_weaponSelect[0];
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WeaponSelect *tab = &g_weaponSelect[0];
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char weaponCount = 0;
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while (m_currentWeapon != selectTab->id && weaponCount < NUM_WEAPONS)
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while (m_currentWeapon != tab->id && weaponCount < NUM_WEAPONS)
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{
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selectTab++;
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tab++;
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weaponCount++;
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}
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memset (aimFlags, 0, sizeof (aimFlags));
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@ -5169,7 +5169,7 @@ void Bot::DisplayDebugOverlay (void)
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}
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}
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else
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strncpy (weaponName, selectTab->weaponName, SIZEOF_CHAR (weaponName));
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strncpy (weaponName, tab->weaponName, SIZEOF_CHAR (weaponName));
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char outputBuffer[512];
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memset (outputBuffer, 0, sizeof (outputBuffer));
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@ -5326,8 +5326,7 @@ void Bot::TakeDamage (edict_t *inflictor, int damage, int armor, int bits)
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void Bot::TakeBlinded (const Vector &fade, int alpha)
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{
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// this function gets called by network message handler, when screenfade message get's send
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// it's used to make bot blind froumd the grenade.
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// it's used to make bot blind from the grenade.
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if (fade.x != 255.0f || fade.y != 255.0f || fade.z != 255.0f || alpha <= 170.0f)
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return;
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@ -5342,9 +5341,10 @@ void Bot::TakeBlinded (const Vector &fade, int alpha)
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m_blindMoveSpeed = 0.0f;
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m_blindSidemoveSpeed = 0.0f;
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m_blindButton = IN_DUCK;
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return;
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}
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else if (m_difficulty > 2)
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{
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m_blindMoveSpeed = -pev->maxspeed;
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m_blindSidemoveSpeed = 0.0f;
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@ -5365,7 +5365,6 @@ void Bot::TakeBlinded (const Vector &fade, int alpha)
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else
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m_blindMoveSpeed = walkSpeed;
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}
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}
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void Bot::CollectGoalExperience (int damage, int team)
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{
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@ -735,13 +735,13 @@ void Bot::FireWeapon (void)
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{
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if (IsFriendInLineOfFire (distance))
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{
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m_fightStyle = 0;
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m_fightStyle = FIGHT_STRAFE;
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m_lastFightStyleCheck = engine.Time ();
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return;
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}
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}
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WeaponSelect *selectTab = &g_weaponSelect[0];
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WeaponSelect *tab = &g_weaponSelect[0];
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edict_t *enemy = m_enemy;
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@ -757,18 +757,18 @@ void Bot::FireWeapon (void)
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goto WeaponSelectEnd;
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// loop through all the weapons until terminator is found...
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while (selectTab[selectIndex].id)
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while (tab[selectIndex].id)
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{
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// is the bot carrying this weapon?
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if (weapons & (1 << selectTab[selectIndex].id))
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if (weapons & (1 << tab[selectIndex].id))
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{
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// is enough ammo available to fire AND check is better to use pistol in our current situation...
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if (m_ammoInClip[selectTab[selectIndex].id] > 0 && !IsWeaponBadInDistance (selectIndex, distance))
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if (m_ammoInClip[tab[selectIndex].id] > 0 && !IsWeaponBadInDistance (selectIndex, distance))
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chosenWeaponIndex = selectIndex;
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}
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selectIndex++;
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}
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selectId = selectTab[chosenWeaponIndex].id;
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selectId = tab[chosenWeaponIndex].id;
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// if no available weapon...
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if (chosenWeaponIndex == 0)
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@ -776,14 +776,14 @@ void Bot::FireWeapon (void)
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selectIndex = 0;
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// loop through all the weapons until terminator is found...
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while (selectTab[selectIndex].id)
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while (tab[selectIndex].id)
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{
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int id = selectTab[selectIndex].id;
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int id = tab[selectIndex].id;
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// is the bot carrying this weapon?
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if (weapons & (1 << id))
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{
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if ( g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= selectTab[selectIndex].minPrimaryAmmo)
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if ( g_weaponDefs[id].ammo1 != -1 && g_weaponDefs[id].ammo1 < 32 && m_ammo[g_weaponDefs[id].ammo1] >= tab[selectIndex].minPrimaryAmmo)
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{
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// available ammo found, reload weapon
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if (m_reloadState == RELOAD_NONE || m_reloadCheckTime > engine.Time ())
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@ -823,14 +823,14 @@ WeaponSelectEnd:
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return;
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}
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if (selectTab[chosenWeaponIndex].id != selectId)
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if (tab[chosenWeaponIndex].id != selectId)
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{
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chosenWeaponIndex = 0;
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// loop through all the weapons until terminator is found...
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while (selectTab[chosenWeaponIndex].id)
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while (tab[chosenWeaponIndex].id)
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{
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if (selectTab[chosenWeaponIndex].id == selectId)
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if (tab[chosenWeaponIndex].id == selectId)
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break;
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chosenWeaponIndex++;
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|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -479,9 +479,19 @@ void ParseVoiceEvent (const String &base, int type, float timeToRepeat)
|
|||
temp.RemoveAll ();
|
||||
}
|
||||
|
||||
// forwards for MemoryFile
|
||||
MemoryFile::MF_Loader MemoryFile::Loader = NULL;
|
||||
MemoryFile::MF_Unloader MemoryFile::Unloader = NULL;
|
||||
|
||||
void InitConfig (void)
|
||||
{
|
||||
File fp;
|
||||
// assign engine loaders to memoryfile handler
|
||||
if (MemoryFile::Loader == NULL || MemoryFile::Unloader == NULL)
|
||||
{
|
||||
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;
|
||||
|
|
@ -2994,6 +3004,15 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t
|
|||
// register our cvars
|
||||
ConVarWrapper::GetReference ().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);
|
||||
|
||||
|
|
@ -3001,13 +3020,13 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t
|
|||
return; // we should stop the attempt for loading the real gamedll, since metamod handle this for us
|
||||
|
||||
#ifdef LOAD_HARDFP
|
||||
#define GAME_SERVER_DLL "libserver_hardfp.so"
|
||||
const char *serverDLL = "libserver_hardfp.so";
|
||||
#else
|
||||
#define GAME_SERVER_DLL "libserver.so"
|
||||
const char *serverDLL = "libserver.so";
|
||||
#endif
|
||||
|
||||
char gameDLLName[256];
|
||||
snprintf (gameDLLName, SIZEOF_CHAR (gameDLLName), "%s/%s", getenv ("XASH3D_GAMELIBDIR"), GAME_SERVER_DLL);
|
||||
snprintf (gameDLLName, SIZEOF_CHAR (gameDLLName), "%s/%s", getenv ("XASH3D_GAMELIBDIR"), serverDLL);
|
||||
|
||||
g_gameLib = new Library (gameDLLName);
|
||||
|
||||
|
|
|
|||
|
|
@ -1204,8 +1204,8 @@ void Bot::NewRound (void)
|
|||
m_shieldCheckTime = 0.0f;
|
||||
m_zoomCheckTime = 0.0f;
|
||||
m_strafeSetTime = 0.0f;
|
||||
m_combatStrafeDir = 0;
|
||||
m_fightStyle = 0;
|
||||
m_combatStrafeDir = STRAFE_DIR_NONE;
|
||||
m_fightStyle = FIGHT_NONE;
|
||||
m_lastFightStyleCheck = 0.0f;
|
||||
|
||||
m_checkWeaponSwitch = true;
|
||||
|
|
|
|||
|
|
@ -452,7 +452,7 @@ bool IsValidBot (edict_t *ent)
|
|||
return false;
|
||||
}
|
||||
|
||||
bool OpenConfig (const char *fileName, const char *errorIfNotExists, File *outFile, bool languageDependant /*= false*/)
|
||||
bool OpenConfig (const char *fileName, const char *errorIfNotExists, MemoryFile *outFile, bool languageDependant /*= false*/)
|
||||
{
|
||||
if (outFile->IsValid ())
|
||||
outFile->Close ();
|
||||
|
|
@ -469,12 +469,12 @@ bool OpenConfig (const char *fileName, const char *errorIfNotExists, File *outFi
|
|||
|
||||
// check is file is exists for this language
|
||||
if (File::Accessible (languageDependantConfigFile))
|
||||
outFile->Open (languageDependantConfigFile, "rt");
|
||||
outFile->Open (languageDependantConfigFile);
|
||||
else
|
||||
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/lang/en_%s", mod, fileName), "rt");
|
||||
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/lang/en_%s", mod, fileName));
|
||||
}
|
||||
else
|
||||
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/%s", engine.GetModName (), fileName), "rt");
|
||||
outFile->Open (FormatBuffer ("%s/addons/yapb/conf/%s", engine.GetModName (), fileName));
|
||||
|
||||
if (!outFile->IsValid ())
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1052,7 +1052,7 @@ void Waypoint::InitTypes (void)
|
|||
|
||||
bool Waypoint::Load (void)
|
||||
{
|
||||
File fp (CheckSubfolderFile (), "rb");
|
||||
MemoryFile fp (CheckSubfolderFile ());
|
||||
|
||||
WaypointHeader header;
|
||||
memset (&header, 0, sizeof (header));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue