source-engine/game/shared/weapon_parse.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon data file parsing, shared by game & client dlls.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include <tier0/mem.h>
#include "filesystem.h"
#include "utldict.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The sound categories found in the weapon classname.txt files
// This needs to match the WeaponSound_t enum in weapon_parse.h
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ] =
{
"empty",
"single_shot",
"single_shot_npc",
"double_shot",
"double_shot_npc",
"burst",
"reload",
"reload_npc",
"melee_miss",
"melee_hit",
"melee_hit_world",
"special1",
"special2",
"special3",
"taunt",
"deploy"
};
#else
extern const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ];
#endif
int GetWeaponSoundFromString( const char *pszString )
{
for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ )
{
if ( !Q_stricmp(pszString,pWeaponSoundCategories[i]) )
return (WeaponSound_t)i;
}
return -1;
}
// Item flags that we parse out of the file.
typedef struct
{
const char *m_pFlagName;
int m_iFlagValue;
} itemFlags_t;
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
itemFlags_t g_ItemFlags[8] =
{
{ "ITEM_FLAG_SELECTONEMPTY", ITEM_FLAG_SELECTONEMPTY },
{ "ITEM_FLAG_NOAUTORELOAD", ITEM_FLAG_NOAUTORELOAD },
{ "ITEM_FLAG_NOAUTOSWITCHEMPTY", ITEM_FLAG_NOAUTOSWITCHEMPTY },
{ "ITEM_FLAG_LIMITINWORLD", ITEM_FLAG_LIMITINWORLD },
{ "ITEM_FLAG_EXHAUSTIBLE", ITEM_FLAG_EXHAUSTIBLE },
{ "ITEM_FLAG_DOHITLOCATIONDMG", ITEM_FLAG_DOHITLOCATIONDMG },
{ "ITEM_FLAG_NOAMMOPICKUPS", ITEM_FLAG_NOAMMOPICKUPS },
{ "ITEM_FLAG_NOITEMPICKUP", ITEM_FLAG_NOITEMPICKUP }
};
#else
extern itemFlags_t g_ItemFlags[8];
#endif
static CUtlDict< FileWeaponInfo_t*, unsigned short > m_WeaponInfoDatabase;
#ifdef _DEBUG
// used to track whether or not two weapons have been mistakenly assigned the wrong slot
bool g_bUsedWeaponSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS] = { { false } };
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output : FileWeaponInfo_t
//-----------------------------------------------------------------------------
static WEAPON_FILE_INFO_HANDLE FindWeaponInfoSlot( const char *name )
{
// Complain about duplicately defined metaclass names...
unsigned short lookup = m_WeaponInfoDatabase.Find( name );
if ( lookup != m_WeaponInfoDatabase.InvalidIndex() )
{
return lookup;
}
FileWeaponInfo_t *insert = CreateWeaponInfo();
lookup = m_WeaponInfoDatabase.Insert( name, insert );
Assert( lookup != m_WeaponInfoDatabase.InvalidIndex() );
return lookup;
}
// Find a weapon slot, assuming the weapon's data has already been loaded.
WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name )
{
return m_WeaponInfoDatabase.Find( name );
}
// FIXME, handle differently?
static FileWeaponInfo_t gNullWeaponInfo;
//-----------------------------------------------------------------------------
// Purpose:
// Input : handle -
// Output : FileWeaponInfo_t
//-----------------------------------------------------------------------------
FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle )
{
if ( handle < 0 || handle >= m_WeaponInfoDatabase.Count() )
{
return &gNullWeaponInfo;
}
if ( handle == m_WeaponInfoDatabase.InvalidIndex() )
{
return &gNullWeaponInfo;
}
return m_WeaponInfoDatabase[ handle ];
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : WEAPON_FILE_INFO_HANDLE
//-----------------------------------------------------------------------------
WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void )
{
return (WEAPON_FILE_INFO_HANDLE)m_WeaponInfoDatabase.InvalidIndex();
}
#if 0
void ResetFileWeaponInfoDatabase( void )
{
int c = m_WeaponInfoDatabase.Count();
for ( int i = 0; i < c; ++i )
{
delete m_WeaponInfoDatabase[ i ];
}
m_WeaponInfoDatabase.RemoveAll();
#ifdef _DEBUG
memset(g_bUsedWeaponSlots, 0, sizeof(g_bUsedWeaponSlots));
#endif
}
#endif
void PrecacheFileWeaponInfoDatabase( IFileSystem *pFilesystem, const unsigned char *pICEKey )
{
if ( m_WeaponInfoDatabase.Count() )
return;
KeyValues *manifest = new KeyValues( "weaponscripts" );
if ( manifest->LoadFromFile( pFilesystem, "scripts/weapon_manifest.txt", "GAME" ) )
{
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL ; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
char fileBase[512];
Q_FileBase( sub->GetString(), fileBase, sizeof(fileBase) );
WEAPON_FILE_INFO_HANDLE tmp;
#ifdef CLIENT_DLL
if ( ReadWeaponDataFromFileForSlot( pFilesystem, fileBase, &tmp, pICEKey ) )
{
gWR.LoadWeaponSprites( tmp );
}
#else
ReadWeaponDataFromFileForSlot( pFilesystem, fileBase, &tmp, pICEKey );
#endif
}
else
{
Error( "Expecting 'file', got %s\n", sub->GetName() );
}
}
}
manifest->deleteThis();
}
KeyValues* ReadEncryptedKVFile( IFileSystem *pFilesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey, bool bForceReadEncryptedFile /*= false*/ )
{
Assert( strchr( szFilenameWithoutExtension, '.' ) == NULL );
char szFullName[512];
const char *pSearchPath = "MOD";
if ( pICEKey == NULL )
{
pSearchPath = "GAME";
}
// Open the weapon data file, and abort if we can't
KeyValues *pKV = new KeyValues( "WeaponDatafile" );
Q_snprintf(szFullName,sizeof(szFullName), "%s.txt", szFilenameWithoutExtension);
if ( bForceReadEncryptedFile || !pKV->LoadFromFile( pFilesystem, szFullName, pSearchPath ) ) // try to load the normal .txt file first
{
#ifndef _XBOX
if ( pICEKey )
{
Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", szFilenameWithoutExtension); // fall back to the .ctx file
FileHandle_t f = pFilesystem->Open( szFullName, "rb", pSearchPath );
if (!f)
{
pKV->deleteThis();
return NULL;
}
// load file into a null-terminated buffer
int fileSize = pFilesystem->Size(f);
char *buffer = (char*)MemAllocScratch(fileSize + 1);
Assert(buffer);
pFilesystem->Read(buffer, fileSize, f); // read into local buffer
buffer[fileSize] = 0; // null terminate file as EOF
pFilesystem->Close( f ); // close file after reading
UTIL_DecodeICE( (unsigned char*)buffer, fileSize, pICEKey );
bool retOK = pKV->LoadFromBuffer( szFullName, buffer, pFilesystem );
MemFreeScratch();
if ( !retOK )
{
pKV->deleteThis();
return NULL;
}
}
else
{
pKV->deleteThis();
return NULL;
}
#else
pKV->deleteThis();
return NULL;
#endif
}
return pKV;
}
//-----------------------------------------------------------------------------
// Purpose: Read data on weapon from script file
// Output: true - if data2 successfully read
// false - if data load fails
//-----------------------------------------------------------------------------
bool ReadWeaponDataFromFileForSlot( IFileSystem* pFilesystem, const char *szWeaponName, WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey )
{
if ( !phandle )
{
Assert( 0 );
return false;
}
*phandle = FindWeaponInfoSlot( szWeaponName );
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
Assert( pFileInfo );
if ( pFileInfo->bParsedScript )
return true;
char sz[128];
Q_snprintf( sz, sizeof( sz ), "scripts/%s", szWeaponName );
KeyValues *pKV = ReadEncryptedKVFile( pFilesystem, sz, pICEKey,
#if defined( DOD_DLL )
true // Only read .ctx files!
#else
false
#endif
);
if ( !pKV )
return false;
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
return true;
}
//-----------------------------------------------------------------------------
// FileWeaponInfo_t implementation.
//-----------------------------------------------------------------------------
FileWeaponInfo_t::FileWeaponInfo_t()
{
bParsedScript = false;
bLoadedHudElements = false;
szClassName[0] = 0;
szPrintName[0] = 0;
szViewModel[0] = 0;
szWorldModel[0] = 0;
szAnimationPrefix[0] = 0;
iSlot = 0;
iPosition = 0;
iMaxClip1 = 0;
iMaxClip2 = 0;
iDefaultClip1 = 0;
iDefaultClip2 = 0;
iWeight = 0;
iRumbleEffect = -1;
bAutoSwitchTo = false;
bAutoSwitchFrom = false;
iFlags = 0;
szAmmo1[0] = 0;
szAmmo2[0] = 0;
memset( aShootSounds, 0, sizeof( aShootSounds ) );
iAmmoType = 0;
iAmmo2Type = 0;
m_bMeleeWeapon = false;
iSpriteCount = 0;
iconActive = 0;
iconInactive = 0;
iconAmmo = 0;
iconAmmo2 = 0;
iconCrosshair = 0;
iconAutoaim = 0;
iconZoomedCrosshair = 0;
iconZoomedAutoaim = 0;
bShowUsageHint = false;
m_bAllowFlipping = true;
m_bBuiltRightHanded = true;
}
#ifdef CLIENT_DLL
extern ConVar hud_fastswitch;
#endif
void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
// Okay, we tried at least once to look this up...
bParsedScript = true;
// Classname
Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING );
// Printable name
Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING );
// View model & world model
Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING );
Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING );
Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX );
iSlot = pKeyValuesData->GetInt( "bucket", 0 );
iPosition = pKeyValuesData->GetInt( "bucket_position", 0 );
// Use the console (X360) buckets if hud_fastswitch is set to 2.
#ifdef CLIENT_DLL
if ( hud_fastswitch.GetInt() == 2 )
#else
if ( IsX360() )
#endif
{
iSlot = pKeyValuesData->GetInt( "bucket_360", iSlot );
iPosition = pKeyValuesData->GetInt( "bucket_position_360", iPosition );
}
iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default)
iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default)
iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up
iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up
iWeight = pKeyValuesData->GetInt( "weight", 0 );
iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 );
// LAME old way to specify item flags.
// Weapon scripts should use the flag names.
iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD );
for ( int i=0; i < ARRAYSIZE( g_ItemFlags ); i++ )
{
int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 );
if ( iVal == 0 )
{
iFlags &= ~g_ItemFlags[i].m_iFlagValue;
}
else if ( iVal == 1 )
{
iFlags |= g_ItemFlags[i].m_iFlagValue;
}
}
bShowUsageHint = ( pKeyValuesData->GetInt( "showusagehint", 0 ) != 0 ) ? true : false;
bAutoSwitchTo = ( pKeyValuesData->GetInt( "autoswitchto", 1 ) != 0 ) ? true : false;
bAutoSwitchFrom = ( pKeyValuesData->GetInt( "autoswitchfrom", 1 ) != 0 ) ? true : false;
m_bBuiltRightHanded = ( pKeyValuesData->GetInt( "BuiltRightHanded", 1 ) != 0 ) ? true : false;
m_bAllowFlipping = ( pKeyValuesData->GetInt( "AllowFlipping", 1 ) != 0 ) ? true : false;
m_bMeleeWeapon = ( pKeyValuesData->GetInt( "MeleeWeapon", 0 ) != 0 ) ? true : false;
#if defined(_DEBUG) && defined(HL2_CLIENT_DLL)
// make sure two weapons aren't in the same slot & position
if ( iSlot >= MAX_WEAPON_SLOTS ||
iPosition >= MAX_WEAPON_POSITIONS )
{
Warning( "Invalid weapon slot or position [slot %d/%d max], pos[%d/%d max]\n",
iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 );
}
else
{
if (g_bUsedWeaponSlots[iSlot][iPosition])
{
Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition );
}
g_bUsedWeaponSlots[iSlot][iPosition] = true;
}
#endif
// Primary ammo used
const char *pAmmo = pKeyValuesData->GetString( "primary_ammo", "None" );
if ( strcmp("None", pAmmo) == 0 )
Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) );
else
Q_strncpy( szAmmo1, pAmmo, sizeof( szAmmo1 ) );
iAmmoType = GetAmmoDef()->Index( szAmmo1 );
// Secondary ammo used
pAmmo = pKeyValuesData->GetString( "secondary_ammo", "None" );
if ( strcmp("None", pAmmo) == 0)
Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) );
else
Q_strncpy( szAmmo2, pAmmo, sizeof( szAmmo2 ) );
iAmmo2Type = GetAmmoDef()->Index( szAmmo2 );
// Now read the weapon sounds
memset( aShootSounds, 0, sizeof( aShootSounds ) );
KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" );
if ( pSoundData )
{
for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ )
{
const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] );
if ( soundname && soundname[0] )
{
Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING );
}
}
}
}