mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
465 lines
13 KiB
C++
465 lines
13 KiB
C++
//========= 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[7];
|
|
#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] = { 0 };
|
|
|
|
#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 *filesystem, const unsigned char *pICEKey )
|
|
{
|
|
if ( m_WeaponInfoDatabase.Count() )
|
|
return;
|
|
|
|
KeyValues *manifest = new KeyValues( "weaponscripts" );
|
|
if ( manifest->LoadFromFile( filesystem, "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( filesystem, fileBase, &tmp, pICEKey ) )
|
|
{
|
|
gWR.LoadWeaponSprites( tmp );
|
|
}
|
|
#else
|
|
ReadWeaponDataFromFileForSlot( filesystem, fileBase, &tmp, pICEKey );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
Error( "Expecting 'file', got %s\n", sub->GetName() );
|
|
}
|
|
}
|
|
}
|
|
manifest->deleteThis();
|
|
}
|
|
|
|
KeyValues* ReadEncryptedKVFile( IFileSystem *filesystem, 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( filesystem, 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 = filesystem->Open( szFullName, "rb", pSearchPath );
|
|
|
|
if (!f)
|
|
{
|
|
pKV->deleteThis();
|
|
return NULL;
|
|
}
|
|
// load file into a null-terminated buffer
|
|
int fileSize = filesystem->Size(f);
|
|
char *buffer = (char*)MemAllocScratch(fileSize + 1);
|
|
|
|
Assert(buffer);
|
|
|
|
filesystem->Read(buffer, fileSize, f); // read into local buffer
|
|
buffer[fileSize] = 0; // null terminate file as EOF
|
|
filesystem->Close( f ); // close file after reading
|
|
|
|
UTIL_DecodeICE( (unsigned char*)buffer, fileSize, pICEKey );
|
|
|
|
bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem );
|
|
|
|
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* filesystem, 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( filesystem, 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 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|