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

@ -324,6 +324,22 @@ enum PickupType
PICKUP_DEFUSEKIT
};
// fight style type
enum FightStyle
{
FIGHT_NONE,
FIGHT_STRAFE,
FIGHT_STAY
};
// dodge type
enum StrafeDir
{
STRAFE_DIR_NONE,
STRAFE_DIR_LEFT,
STRAFE_DIR_RIGHT
};
// reload state
enum ReloadState
{
@ -836,8 +852,8 @@ private:
bool m_checkWeaponSwitch; // is time to check weapon switch
bool m_isUsingGrenade; // bot currently using grenade??
unsigned char m_combatStrafeDir; // direction to strafe
unsigned char m_fightStyle; // combat style to use
StrafeDir m_combatStrafeDir; // direction to strafe
FightStyle m_fightStyle; // combat style to use
float m_lastFightStyleCheck; // time checked style
float m_strafeSetTime; // time strafe direction was set
@ -1524,7 +1540,7 @@ extern bool IsInViewCone (const Vector &origin, edict_t *ent);
extern bool IsValidBot (edict_t *ent);
extern bool IsValidPlayer (edict_t *ent);
extern bool IsPlayerVIP (edict_t *ent);
extern bool OpenConfig (const char *fileName, const char *errorIfNotExists, File *outFile, bool languageDependant = false);
extern bool OpenConfig (const char *fileName, const char *errorIfNotExists, MemoryFile *outFile, bool languageDependant = false);
extern bool FindNearestPlayer (void **holder, edict_t *to, float searchDistance = 4096.0, bool sameTeam = false, bool needBot = false, bool needAlive = false, bool needDrawn = false);
extern void FreeLibraryMemory (void);

View file

@ -3694,6 +3694,287 @@ public:
}
};
//
// Class: MemoryFile
// Simple Memory file wrapper class. (RO)
//
class MemoryFile
{
public:
typedef unsigned char *(*MF_Loader) (const char *, int *);
typedef void (*MF_Unloader) (unsigned char *);
public:
static MF_Loader Loader;
static MF_Unloader Unloader;
protected:
String m_fileName;
int m_fileSize;
int m_filePos;
unsigned char *m_fileBuffer;
//
// Group: (Con/De)structors
//
public:
//
// Function: File
// Default file class, constructor.
//
MemoryFile (void)
{
m_fileSize = 0;
m_filePos = 0;
m_fileBuffer = NULL;
m_fileName.Empty ();
}
//
// Function: File
// Default file class, constructor, with file opening.
//
MemoryFile (const String &fileName)
{
m_fileSize = 0;
m_filePos = 0;
m_fileBuffer = NULL;
m_fileName.Empty ();
Open (fileName);
}
//
// Function: ~File
// Default file class, destructor.
//
~MemoryFile (void)
{
Close ();
}
//
// Function: Open
// Opens file and gets it's size.
//
// Parameters:
// fileName - String containing file name.
//
// Returns:
// True if operation succeeded, false otherwise.
//
bool Open (const String &fileName)
{
if (fileName.IsEmpty () || Loader == NULL)
return false;
m_fileSize = 0;
m_filePos = 0;
m_fileName = fileName;
m_fileBuffer = Loader (fileName.GetBuffer (), &m_fileSize);
if (m_fileBuffer == NULL || m_fileSize < 0)
return false;
return true;
}
//
// Function: Close
// Closes file, and destroys STDIO file object.
//
void Close (void)
{
if (Unloader != NULL)
Unloader (m_fileBuffer);
m_fileSize = 0;
m_filePos = 0;
m_fileBuffer = NULL;
m_fileName.Empty ();
}
//
// Function: GetChar
// Pops one character from the file stream.
//
// Returns:
// Popped from stream character
//
int GetChar (void)
{
if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
return -1;
int readCh = m_fileBuffer[m_filePos];
m_filePos++;
return readCh;
}
//
// Function: GetBuffer
// Gets the single line, from the non-binary stream.
//
// Parameters:
// buffer - Pointer to buffer, that should receive string.
// count - Max. size of buffer.
//
// Returns:
// Pointer to string containing popped line.
//
char *GetBuffer (char *buffer, int count)
{
if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
return NULL;
int lineStartOffset = m_filePos;
int lineEndOffset = (m_fileSize - m_filePos > count - 1) ? (lineEndOffset = m_filePos + count - 1) : lineEndOffset = m_fileSize - 1;
while (m_filePos < lineEndOffset)
{
if (m_fileBuffer[m_filePos] == 0x0a)
lineEndOffset = m_filePos;
m_filePos++;
}
if (m_filePos == lineStartOffset)
return NULL;
int pos = lineStartOffset;
for (; pos <= lineEndOffset; pos++)
buffer[pos - lineStartOffset] = m_fileBuffer[pos];
if (buffer[pos - lineStartOffset - 2] == 0x0d)
{
buffer[pos - lineStartOffset - 2] = '\n';
pos--;
}
if (buffer[pos - lineStartOffset - 1] == 0x0d || buffer[pos - lineStartOffset - 1] == 0x0a)
buffer[pos - lineStartOffset - 1] = '\n';
buffer[pos - lineStartOffset] = 0;
return buffer;
}
//
// Function: GetBuffer
// Gets the line from file stream, and stores it inside string class.
//
// Parameters:
// buffer - String buffer, that should receive line.
// count - Max. size of buffer.
//
// Returns:
// True if operation succeeded, false otherwise.
//
bool GetBuffer (String &buffer, int count)
{
return !String (GetBuffer (buffer, count)).IsEmpty ();
}
//
// Function: Read
// Reads buffer from file stream in binary format.
//
// Parameters:
// buffer - Holder for read buffer.
// size - Size of the buffer to read.
// count - Number of buffer chunks to read.
//
// Returns:
// Number of bytes red from file.
//
int Read (void *buffer, int size, int count = 1)
{
if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
return 0;
if (buffer == NULL || size == 0 || count == 0 || m_fileBuffer == NULL)
return 0;
int blocksRead = min ((m_fileSize - m_filePos) / size, count);
memcpy (buffer, &m_fileBuffer[m_filePos], blocksRead * size);
m_filePos += blocksRead * size;
return blocksRead;
}
//
// Function: Seek
// Seeks file stream with specified parameters.
//
// Parameters:
// offset - Offset where cursor should be set.
// origin - Type of offset set.
//
// Returns:
// True if operation success, false otherwise.
//
bool Seek (long offset, int origin)
{
if (m_fileBuffer == NULL || m_filePos >= m_fileSize)
return false;
if (origin == SEEK_SET)
{
if (offset >= m_fileSize)
return false;
m_filePos = offset;
}
else if (origin == SEEK_END)
{
if (offset >= m_fileSize)
return false;
m_filePos = m_fileSize - offset;
}
else
{
if (m_filePos + offset >= m_fileSize)
return false;
m_filePos += offset;
}
return true;
}
//
// Function: GetSize
// Gets the file size of opened file stream.
//
// Returns:
// Number of bytes in file.
//
int GetSize (void)
{
return m_fileSize;
}
//
// Function: IsValid
// Checks whether file stream is valid.
//
// Returns:
// True if file stream valid, false otherwise.
//
bool IsValid (void)
{
return m_fileBuffer != NULL && m_fileSize > 0;
}
};
//
// Type: StrVec
// Array of strings.

View file

@ -4457,17 +4457,17 @@ void Bot::RunTask_PickupItem ()
if (id < 7)
{
// secondary weapon. i.e., pistol
int weaponID = 0;
int wid = 0;
for (id = 0; id < 7; id++)
{
if (pev->weapons & (1 << g_weaponSelect[id].id))
weaponID = id;
wid = id;
}
if (weaponID > 0)
if (wid > 0)
{
SelectWeaponbyNumber (weaponID);
SelectWeaponbyNumber (wid);
engine.IssueBotCommand (GetEntity (), "drop");
if (HasShield ()) // If we have the shield...
@ -4478,11 +4478,11 @@ void Bot::RunTask_PickupItem ()
else
{
// primary weapon
int weaponID = GetHighestWeapon ();
int wid = GetHighestWeapon ();
if ((weaponID > 6) || HasShield ())
if (wid > 6 || HasShield ())
{
SelectWeaponbyNumber (weaponID);
SelectWeaponbyNumber (wid);
engine.IssueBotCommand (GetEntity (), "drop");
}
EquipInBuyzone (BUYSTATE_PRIMARY_WEAPON);
@ -4502,11 +4502,11 @@ void Bot::RunTask_PickupItem ()
else if (itemDistance < 50.0f) // near to shield?
{
// get current best weapon to check if it's a primary in need to be dropped
int weaponID = GetHighestWeapon ();
int wid = GetHighestWeapon ();
if (weaponID > 6)
if (wid > 6)
{
SelectWeaponbyNumber (weaponID);
SelectWeaponbyNumber (wid);
engine.IssueBotCommand (GetEntity (), "drop");
}
}
@ -5117,12 +5117,12 @@ void Bot::DisplayDebugOverlay (void)
else
strcpy (pickupName, " (null)");
WeaponSelect *selectTab = &g_weaponSelect[0];
WeaponSelect *tab = &g_weaponSelect[0];
char weaponCount = 0;
while (m_currentWeapon != selectTab->id && weaponCount < NUM_WEAPONS)
while (m_currentWeapon != tab->id && weaponCount < NUM_WEAPONS)
{
selectTab++;
tab++;
weaponCount++;
}
memset (aimFlags, 0, sizeof (aimFlags));
@ -5169,7 +5169,7 @@ void Bot::DisplayDebugOverlay (void)
}
}
else
strncpy (weaponName, selectTab->weaponName, SIZEOF_CHAR (weaponName));
strncpy (weaponName, tab->weaponName, SIZEOF_CHAR (weaponName));
char outputBuffer[512];
memset (outputBuffer, 0, sizeof (outputBuffer));
@ -5326,8 +5326,7 @@ void Bot::TakeDamage (edict_t *inflictor, int damage, int armor, int bits)
void Bot::TakeBlinded (const Vector &fade, int alpha)
{
// this function gets called by network message handler, when screenfade message get's send
// it's used to make bot blind froumd the grenade.
// it's used to make bot blind from the grenade.
if (fade.x != 255.0f || fade.y != 255.0f || fade.z != 255.0f || alpha <= 170.0f)
return;
@ -5342,9 +5341,10 @@ void Bot::TakeBlinded (const Vector &fade, int alpha)
m_blindMoveSpeed = 0.0f;
m_blindSidemoveSpeed = 0.0f;
m_blindButton = IN_DUCK;
return;
}
else if (m_difficulty > 2)
{
m_blindMoveSpeed = -pev->maxspeed;
m_blindSidemoveSpeed = 0.0f;
@ -5364,7 +5364,6 @@ void Bot::TakeBlinded (const Vector &fade, int alpha)
}
else
m_blindMoveSpeed = walkSpeed;
}
}
void Bot::CollectGoalExperience (int damage, int team)

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;
}

View file

@ -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);

View file

@ -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;

View file

@ -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 ())
{

View file

@ -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));