source-engine/game/shared/mapbase/mapbase_shared.cpp
2025-02-02 01:43:34 +05:00

881 lines
28 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Carries the Mapbase CAutoGameSystem that loads manifest among other things.
// Also includes code that does not fit anywhere else.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tier0/icommandline.h"
#include "tier1/mapbase_con_groups.h"
#include "igamesystem.h"
#include "filesystem.h"
#include <vgui_controls/Controls.h>
#include <vgui/ILocalize.h>
#include "saverestore_utlvector.h"
#include "props_shared.h"
#include "utlbuffer.h"
#include "usermessages.h"
#ifdef CLIENT_DLL
#include "hud_closecaption.h"
#include "panelmetaclassmgr.h"
#include "c_soundscape.h"
#include "hud_macros.h"
#include "clientmode_shared.h"
#else
#include "soundscape_system.h"
#include "AI_ResponseSystem.h"
#include "mapbase/SystemConvarMod.h"
#include "gameinterface.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef EZ2
// This is here for easy access to gameinfo.txt
ConVar ez2_version( "ez2_version", "", FCVAR_REPLICATED );
#endif
#define GENERIC_MANIFEST_FILE "scripts/mapbase_default_manifest.txt"
#ifdef CLIENT_DLL
#define AUTOLOADED_MANIFEST_FILE VarArgs("maps/%s_manifest.txt", g_MapName)
#else
#define AUTOLOADED_MANIFEST_FILE UTIL_VarArgs("maps/%s_manifest.txt", g_MapName)
#endif
const char *g_MapName;
extern ISoundEmitterSystemBase *soundemitterbase;
ConVar mapbase_load_default_manifest("mapbase_load_default_manifest", "1", FCVAR_ARCHIVE, "Should we automatically load our default manifest file? (\"maps/%mapname%_manifest.txt\")");
#ifdef GAME_DLL
// This constant should change with each Mapbase update
ConVar mapbase_version( "mapbase_version", MAPBASE_VERSION, FCVAR_NONE, "The version of Mapbase currently being used in this mod's server.dll" );
ConVar mapbase_flush_talker("mapbase_flush_talker", "1", FCVAR_NONE, "Normally, when a map with custom talker files is unloaded, the response system resets to rid itself of the custom file(s). Turn this convar off to prevent that from happening.");
extern void MapbaseGameLog_Init();
extern void ParseCustomActbusyFile(const char *file);
extern bool LoadResponseSystemFile(const char *scriptfile);
extern void ReloadResponseSystem();
// Reloads the response system when the map changes to avoid custom talker leaking
static bool g_bMapContainsCustomTalker;
#ifdef EZ2
extern bool LoadCustomXenRecipeFile(const char *scriptfile);
#endif
#else
// This constant should change with each Mapbase update
ConVar mapbase_version_client( "mapbase_version_client", MAPBASE_VERSION, FCVAR_NONE, "The version of Mapbase currently being used in this mod's client.dll" );
// This is from the vgui_controls library
extern vgui::HScheme g_iCustomClientSchemeOverride;
extern bool g_bUsingCustomHudAnimations;
bool g_bUsingCustomHudLayout = false;
#endif
extern void AddSurfacepropFile( const char *pFileName, IPhysicsSurfaceProps *pProps, IFileSystem *pFileSystem );
// Indicates this is a core Mapbase mod and not a mod using its code.
static bool g_bMapbaseCore;
// The game's name found in gameinfo.txt. Mostly used for Discord RPC.
char g_iszGameName[128];
#ifdef GAME_DLL
// Default player configuration
char g_szDefaultPlayerModel[MAX_PATH];
bool g_bDefaultPlayerDrawExternally;
char g_szDefaultHandsModel[MAX_PATH];
int g_iDefaultHandsSkin;
int g_iDefaultHandsBody;
#endif
enum
{
MANIFEST_SOUNDSCRIPTS,
//MANIFEST_PROPDATA,
//MANIFEST_SOUNDSCAPES,
MANIFEST_LOCALIZATION,
MANIFEST_SURFACEPROPS,
#ifdef CLIENT_DLL
MANIFEST_CLOSECAPTION,
MANIFEST_VGUI,
MANIFEST_CLIENTSCHEME,
MANIFEST_HUDANIMATIONS,
MANIFEST_HUDLAYOUT,
#else
MANIFEST_TALKER,
//MANIFEST_SENTENCES,
MANIFEST_ACTBUSY,
#ifdef EZ2
MANIFEST_XENRECIPES,
#endif
#endif
#ifdef MAPBASE_VSCRIPT
MANIFEST_VSCRIPT,
#endif
// Must always be kept below
MANIFEST_NUM_TYPES,
};
struct ManifestType_t
{
ManifestType_t( const char *_string, const char *cvarname, const char *cvardesc ) : cvar( cvarname, "1", FCVAR_ARCHIVE, cvardesc )
{
string = _string;
}
//int type;
const char *string;
ConVar cvar;
};
#define DECLARE_MANIFEST_TYPE(name, cvar, desc) { #name, ConVar(#cvar, "1", FCVAR_ARCHIVE, #desc) }
// KEEP THS IN SYNC WITH THE ENUM!
static const ManifestType_t gm_szManifestFileStrings[MANIFEST_NUM_TYPES] = {
{ "soundscripts", "mapbase_load_soundscripts", "Should we load map-specific soundscripts? e.g. \"maps/<mapname>_level_sounds.txt\"" },
//{ "propdata", "mapbase_load_propdata", "Should we load map-specific soundscripts? e.g. \"maps/<mapname>_level_sounds.txt\"" },
//{ "soundscapes", "mapbase_load_soundscapes", "Should we load map-specific soundscapes? e.g. \"maps/<mapname>_soundscapes.txt\"" },
{ "localization", "mapbase_load_localization", "Should we load map-specific localized text files? e.g. \"maps/<mapname>_english.txt\"" },
{ "surfaceprops", "mapbase_load_surfaceprops", "Should we load map-specific surfaceproperties files? e.g. \"maps/<mapname>_surfaceproperties.txt\"" },
#ifdef CLIENT_DLL
{ "closecaption", "mapbase_load_closecaption", "Should we load map-specific closed captioning? e.g. \"maps/<mapname>_closecaption_english.txt\" and \"maps/<mapname>_closecaption_english.dat\"" },
{ "vgui", "mapbase_load_vgui", "Should we load map-specific VGUI screens? e.g. \"maps/<mapname>_screens.txt\"" },
{ "clientscheme", "mapbase_load_clientscheme", "Should we load map-specific ClientScheme.res overrides? e.g. \"maps/<mapname>_clientscheme.res\"" },
{ "hudanimations", "mapbase_load_hudanimations", "Should we load map-specific HUD animation overrides? e.g. \"maps/<mapname>_hudanimations.txt\"" },
{ "hudlayout", "mapbase_load_hudlayout", "Should we load map-specific HUD layout overrides? e.g. \"maps/<mapname>_hudlayout.res\"" },
#else
{ "talker", "mapbase_load_talker", "Should we load map-specific talker files? e.g. \"maps/<mapname>_talker.txt\"" },
//{ "sentences", "mapbase_load_sentences", "Should we load map-specific sentences? e.g. \"maps/<mapname>_sentences.txt\"" },
{ "actbusy", "mapbase_load_actbusy", "Should we load map-specific actbusy files? e.g. \"maps/<mapname>_actbusy.txt\"" },
#ifdef EZ2
{ "xen_recipes", "ez2_load_custom_xen_recipes", "Should we load map-specific Xen recipes? e.g. \"maps/mapname_xen_recipes.txt\"" },
#endif
#endif
#ifdef MAPBASE_VSCRIPT
{ "vscript", "mapbase_load_vscript", "Should we load map-specific VScript map spawn files? e.g. \"maps/<mapname>_mapspawn.nut\"" },
#endif
};
//-----------------------------------------------------------------------------
// Purpose: System used to load map-specific files, etc.
//-----------------------------------------------------------------------------
class CMapbaseSystem : public CAutoGameSystem
{
public:
DECLARE_DATADESC();
CMapbaseSystem() : CAutoGameSystem( "CMapbaseSystem" )
{
}
inline bool GetGameInfoKeyValues(KeyValues *pKeyValues)
{
return pKeyValues->LoadFromFile( filesystem, "gameinfo.txt", "MOD" );
}
virtual bool Init()
{
InitConsoleGroups( g_pFullFileSystem );
// Checks gameinfo.txt for additional command line options
KeyValues *gameinfo = new KeyValues("GameInfo");
if (GetGameInfoKeyValues(gameinfo))
{
KeyValues *pCommandLineList = gameinfo->FindKey("CommandLine", false);
if (pCommandLineList)
{
for (KeyValues *pKey = pCommandLineList->GetFirstSubKey(); pKey; pKey = pKey->GetNextKey())
{
CommandLine()->AppendParm( pKey->GetName(), pKey->GetString() );
}
}
#ifdef EZ2
ez2_version.SetValue( gameinfo->GetString( "ez2_version" ) );
#endif
}
gameinfo->deleteThis();
#ifdef CLIENT_DLL
InitializeRTs();
#endif
return true;
}
void RefreshCustomTalker()
{
#ifdef GAME_DLL
if (g_bMapContainsCustomTalker && mapbase_flush_talker.GetBool())
{
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "Mapbase: Reloading response system to flush custom talker\n" );
ReloadResponseSystem();
g_bMapContainsCustomTalker = false;
}
#endif
}
virtual void LevelInitPreEntity()
{
#ifdef GAME_DLL
CGMsg( 0, CON_GROUP_MAPBASE_MISC, "Mapbase system loaded\n" );
#endif
// Checks gameinfo.txt for Mapbase-specific options
KeyValues *gameinfo = new KeyValues("GameInfo");
if (GetGameInfoKeyValues(gameinfo))
{
// Indicates this is a core Mapbase mod and not a mod using its code
g_bMapbaseCore = gameinfo->GetBool("mapbase_core", false);
if (!gameinfo->GetBool("hide_mod_name", false))
{
// Store the game's name
const char *pszGameName = gameinfo->GetString("game_rpc", NULL);
if (pszGameName == NULL)
pszGameName = gameinfo->GetString("game");
Q_strncpy(g_iszGameName, pszGameName, sizeof(g_iszGameName));
}
#ifdef GAME_DLL
Q_strncpy( g_szDefaultPlayerModel, gameinfo->GetString( "player_default_model", "models/player.mdl" ), sizeof( g_szDefaultPlayerModel ) );
g_bDefaultPlayerDrawExternally = gameinfo->GetBool( "player_default_draw_externally", false );
Q_strncpy( g_szDefaultHandsModel, gameinfo->GetString( "player_default_hands", "models/weapons/v_hands.mdl" ), sizeof( g_szDefaultHandsModel ) );
g_iDefaultHandsSkin = gameinfo->GetInt( "player_default_hands_skin", 0 );
g_iDefaultHandsBody = gameinfo->GetInt( "player_default_hands_body", 0 );
#endif
#ifdef EZ2
if (ez2_version.GetString()[0] == '\0')
{
// There wasn't a version number in gameinfo, fall back to the old localized stamp
static const char *pszToken = "#EZ2_Version_Stamp";
const char *pszVersion = g_pVGuiLocalize->FindAsUTF8( pszToken );
if (pszVersion != pszToken)
{
ez2_version.SetValue( pszVersion );
#ifdef GAME_DLL
Msg( "ez2_version falling back to #EZ2_Version_Stamp (%s)\n", ez2_version.GetString() );
#endif
}
}
#endif
}
gameinfo->deleteThis();
RefreshMapName();
// Shared Mapbase scripts to avoid overwriting mod files
g_pVGuiLocalize->AddFile( "resource/mapbase_%language%.txt" );
#ifdef CLIENT_DLL
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( "scripts/vgui_screens_mapbase.txt" );
#endif
}
virtual void OnRestore()
{
RefreshMapName();
}
virtual void LevelInitPostEntity()
{
// Check for a generic "mapname_manifest.txt" file and load it.
if (filesystem->FileExists( AUTOLOADED_MANIFEST_FILE, "GAME" ))
{
AddManifestFile( AUTOLOADED_MANIFEST_FILE );
}
else
{
// Load the generic script instead.
ParseGenericManifest();
}
#ifdef GAME_DLL
MapbaseGameLog_Init();
#endif
}
virtual void LevelShutdownPreEntity()
{
// How would we make sure they don't last between maps?
// TODO: Investigate ReloadLocalizationFiles()
//g_pVGuiLocalize->RemoveAll();
//g_pVGuiLocalize->ReloadLocalizationFiles();
}
virtual void LevelShutdownPostEntity()
{
g_MapName = NULL;
RefreshCustomTalker();
#ifdef CLIENT_DLL
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
FOR_EACH_VEC( m_CloseCaptionFileNames, i )
{
hudCloseCaption->RemoveCaptionDictionary( m_CloseCaptionFileNames[i] );
}
m_CloseCaptionFileNames.RemoveAll();
if (g_iCustomClientSchemeOverride != 0 || g_bUsingCustomHudAnimations || g_bUsingCustomHudLayout)
{
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "Mapbase: Reloading client mode and viewport scheme\n" );
// TODO: We currently have no way of actually cleaning up custom schemes upon level unload.
// That may or may not be sustainable if there's a ton of custom schemes loaded at once
g_iCustomClientSchemeOverride = 0;
g_bUsingCustomHudAnimations = false;
g_bUsingCustomHudLayout = false;
// Reload scheme
ClientModeShared *mode = ( ClientModeShared * )GetClientModeNormal();
if ( mode )
{
mode->ReloadScheme();
// We need to reload default values, so load a special "hudlayout_mapbase.res" file that only contains
// default Mapbase definitions identical to the defaults in the code
CBaseViewport *pViewport = dynamic_cast<CBaseViewport *>(g_pClientMode->GetViewport());
if (pViewport)
{
KeyValuesAD pConditions( "conditions" );
g_pClientMode->ComputeVguiResConditions( pConditions );
// reload the .res file from disk
pViewport->LoadControlSettings( "scripts/hudlayout_mapbase.res", NULL, NULL, pConditions );
}
}
}
#endif
}
bool RefreshMapName()
{
#ifdef GAME_DLL
const char *pszMapName = STRING(gpGlobals->mapname);
#else
//char mapname[128];
//Q_StripExtension(MapName(), mapname, sizeof(mapname));
const char *pszMapName = MapName();
#endif
if (g_MapName == NULL || !FStrEq(pszMapName, g_MapName))
{
g_MapName = pszMapName;
return true;
}
return false;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Initialize custom RT textures if necessary
//-----------------------------------------------------------------------------
void InitializeRTs()
{
if (!m_bInitializedRTs)
{
int iNumCameras = CommandLine()->ParmValue( "-numcameratextures", 3 );
materials->BeginRenderTargetAllocation();
for (int i = 0; i < iNumCameras; i++)
{
char szName[32];
Q_snprintf( szName, sizeof(szName), "_rt_Camera%i", i );
int iRefIndex = m_CameraTextures.AddToTail();
//m_CameraTextures[iRefIndex].InitRenderTarget(
// 256, 256, RT_SIZE_DEFAULT,
// g_pMaterialSystem->GetBackBufferFormat(),
// MATERIAL_RT_DEPTH_SHARED, true, szName );
m_CameraTextures[iRefIndex].Init( g_pMaterialSystem->CreateNamedRenderTargetTextureEx2(
szName,
256, 256, RT_SIZE_DEFAULT,
g_pMaterialSystem->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
0,
CREATERENDERTARGETFLAGS_HDR ) );
}
materials->EndRenderTargetAllocation();
m_bInitializedRTs = true;
}
}
void Shutdown()
{
if (m_bInitializedRTs)
{
for (int i = 0; i < m_CameraTextures.Count(); i++)
{
m_CameraTextures[i].Shutdown();
}
m_bInitializedRTs = false;
}
}
#endif
// Get a generic, hardcoded manifest with hardcoded names.
void ParseGenericManifest()
{
if (!mapbase_load_default_manifest.GetBool())
return;
KeyValues *pKV = new KeyValues("DefaultManifest");
pKV->LoadFromFile(filesystem, GENERIC_MANIFEST_FILE);
AddManifestFile(pKV, g_MapName/*, true*/);
pKV->deleteThis();
}
void AddManifestFile( const char *file )
{
KeyValues *pKV = new KeyValues(file);
if ( !pKV->LoadFromFile( filesystem, file ) )
{
Warning("Mapbase Manifest: \"%s\" is unreadable or missing (can't load KV, check for syntax errors)\n", file);
pKV->deleteThis();
return;
}
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "===== Mapbase Manifest: Loading manifest file %s =====\n", file );
AddManifestFile(pKV, g_MapName, false);
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "==============================================================================\n" );
pKV->deleteThis();
}
void LoadFromValue( const char *value, int type, bool bDontWarn )
{
#ifdef MAPBASE_VSCRIPT
if ( type != MANIFEST_VSCRIPT && !filesystem->FileExists(value, "MOD"))
#else
if ( !filesystem->FileExists(value, "MOD") )
#endif
{
if (!bDontWarn)
{
Warning("Mapbase Manifest: WARNING! \"%s\" does not exist!\n", value);
}
return;
}
switch (type)
{
case MANIFEST_SOUNDSCRIPTS: { soundemitterbase->AddSoundOverrides(value); } break;
//case MANIFEST_PROPDATA: { g_PropDataSystem.ParsePropDataFile(value); } break;
case MANIFEST_LOCALIZATION: { g_pVGuiLocalize->AddFile( value, "MOD", true ); } break;
case MANIFEST_SURFACEPROPS: { AddSurfacepropFile( value, physprops, filesystem ); } break;
#ifdef CLIENT_DLL
case MANIFEST_CLOSECAPTION: { ManifestLoadCustomCloseCaption( value ); } break;
case MANIFEST_VGUI: { PanelMetaClassMgr()->LoadMetaClassDefinitionFile( value ); } break;
case MANIFEST_CLIENTSCHEME: { ManifestLoadCustomScheme( value ); } break;
case MANIFEST_HUDANIMATIONS: { ManifestLoadCustomHudAnimations( value ); } break;
case MANIFEST_HUDLAYOUT: { ManifestLoadCustomHudLayout( value ); } break;
//case MANIFEST_SOUNDSCAPES: { Soundscape_AddFile(value); } break;
#else
case MANIFEST_TALKER: {
g_bMapContainsCustomTalker = true;
LoadResponseSystemFile(value); //PrecacheCustomResponseSystem( value );
} break;
//case MANIFEST_SOUNDSCAPES: { g_SoundscapeSystem.AddSoundscapeFile(value); } break;
//case MANIFEST_SENTENCES: { engine->PrecacheSentenceFile(value); } break;
case MANIFEST_ACTBUSY: { ParseCustomActbusyFile(value); } break;
#ifdef EZ2
case MANIFEST_XENRECIPES: { g_bMapContainsCustomTalker = true; LoadCustomXenRecipeFile(value); } break;
#endif
#endif
#ifdef MAPBASE_VSCRIPT
case MANIFEST_VSCRIPT: { VScriptRunScript(value, false); } break;
#endif
}
}
// This doesn't call deleteThis()!
void AddManifestFile(KeyValues *pKV, const char *pszMapName, bool bDontWarn = false)
{
char value[MAX_PATH];
const char *name;
for (KeyValues *pKey = pKV->GetFirstSubKey(); pKey; pKey = pKey->GetNextKey())
{
value[0] = '\0';
name = pKey->GetName();
// Parse %mapname%, etc.
bool inparam = false;
CUtlStringList outStrings;
V_SplitString( pKey->GetString(), "%", outStrings );
FOR_EACH_VEC( outStrings, i )
{
if (inparam)
{
if (FStrEq( outStrings[i], "mapname" ))
{
Q_strncat( value, pszMapName, sizeof( value ) );
}
else if (FStrEq( outStrings[i], "language" ))
{
#ifdef CLIENT_DLL
char uilanguage[64];
engine->GetUILanguage(uilanguage, sizeof(uilanguage));
Q_strncat( value, uilanguage, sizeof( value ) );
#else
// Give up, use English
Q_strncat( value, "english", sizeof( value ) );
#endif
}
}
else
{
Q_strncat( value, outStrings[i], sizeof( value ) );
}
inparam = !inparam;
}
outStrings.PurgeAndDeleteElements();
if (FStrEq(name, "NoErrors"))
{
bDontWarn = pKey->GetBool();
}
for (int i = 0; i < MANIFEST_NUM_TYPES; i++)
{
if (FStrEq(name, gm_szManifestFileStrings[i].string))
{
if (gm_szManifestFileStrings[i].cvar.GetBool())
{
LoadFromValue(value, i, bDontWarn);
}
break;
}
}
}
}
private:
#ifdef CLIENT_DLL
void ManifestLoadCustomCloseCaption( const char *pszFile )
{
if (GET_HUDELEMENT( CHudCloseCaption ))
(GET_HUDELEMENT( CHudCloseCaption ))->AddCustomCaptionFile( pszFile, m_CloseCaptionFileNames );
}
// Custom scheme loading
void ManifestLoadCustomScheme( const char *pszFile )
{
g_iCustomClientSchemeOverride = vgui::scheme()->LoadSchemeFromFile( pszFile, "CustomClientScheme" );
// Reload scheme
ClientModeShared *mode = ( ClientModeShared * )GetClientModeNormal();
if ( mode )
{
mode->ReloadScheme();
}
}
void ManifestLoadCustomHudAnimations( const char *pszFile )
{
CBaseViewport *pViewport = dynamic_cast<CBaseViewport *>(g_pClientMode->GetViewport());
if (pViewport)
{
g_bUsingCustomHudAnimations = true;
if (!pViewport->LoadCustomHudAnimations( pszFile ))
{
g_bUsingCustomHudAnimations = false;
CGWarning( 0, CON_GROUP_MAPBASE_MISC, "Custom HUD animations file \"%s\" failed to load\n", pszFile );
pViewport->ReloadHudAnimations();
}
else
{
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "Loaded custom HUD animations file \"%s\"\n", pszFile );;
}
}
}
void ManifestLoadCustomHudLayout( const char *pszFile )
{
CBaseViewport *pViewport = dynamic_cast<CBaseViewport *>(g_pClientMode->GetViewport());
if (pViewport)
{
g_bUsingCustomHudLayout = true;
KeyValuesAD pConditions( "conditions" );
g_pClientMode->ComputeVguiResConditions( pConditions );
// reload the .res file from disk
pViewport->LoadControlSettings( pszFile, NULL, NULL, pConditions );
CGMsg( 1, CON_GROUP_MAPBASE_MISC, "Loaded custom HUD layout file \"%s\"\n", pszFile );;
}
}
#endif
public:
void LoadCustomSoundscriptFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_SOUNDSCRIPTS, false ); }
void LoadCustomLocalizationFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_LOCALIZATION, false ); }
void LoadCustomSurfacePropsFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_SURFACEPROPS, false ); }
#ifdef CLIENT_DLL
void LoadCustomCloseCaptionFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_CLOSECAPTION, false ); }
void LoadCustomVGUIFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_VGUI, false ); }
void LoadCustomClientSchemeFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_CLIENTSCHEME, false ); }
void LoadCustomHUDAnimationsFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_HUDANIMATIONS, false ); }
void LoadCustomHUDLayoutFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_HUDLAYOUT, false ); }
#else
void LoadCustomTalkerFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_TALKER, false ); }
void LoadCustomActbusyFile( const char *szScript ) { LoadFromValue( szScript, MANIFEST_ACTBUSY, false ); }
#endif
const char *GetModName() { return g_iszGameName; }
bool IsCoreMapbase() { return g_bMapbaseCore; }
#ifdef MAPBASE_VSCRIPT
void ScriptAddManifestFile( const char *szScript ) { AddManifestFile( szScript ); }
virtual void RegisterVScript()
{
g_pScriptVM->RegisterInstance( this, "Mapbase" );
}
#endif
private:
#ifdef CLIENT_DLL
bool m_bInitializedRTs = false;
CUtlVector<CTextureReference> m_CameraTextures;
CUtlVector<CUtlSymbol> m_CloseCaptionFileNames;
#endif
};
CMapbaseSystem g_MapbaseSystem;
BEGIN_DATADESC_NO_BASE( CMapbaseSystem )
//DEFINE_UTLVECTOR( m_StoredManifestFiles, FIELD_STRING ),
END_DATADESC()
#ifdef MAPBASE_VSCRIPT
BEGIN_SCRIPTDESC_ROOT( CMapbaseSystem, SCRIPT_SINGLETON "All-purpose Mapbase system primarily used for map-specific files." )
DEFINE_SCRIPTFUNC_NAMED( ScriptAddManifestFile, "AddManifestFile", "Loads a manifest file." )
DEFINE_SCRIPTFUNC( LoadCustomSoundscriptFile, "Loads a custom soundscript file." )
DEFINE_SCRIPTFUNC( LoadCustomLocalizationFile, "Loads a custom localization file." )
DEFINE_SCRIPTFUNC( LoadCustomSurfacePropsFile, "Loads a custom surface properties file." )
#ifdef CLIENT_DLL
DEFINE_SCRIPTFUNC( LoadCustomCloseCaptionFile, "Loads a custom closed captions file." )
DEFINE_SCRIPTFUNC( LoadCustomVGUIFile, "Loads a custom VGUI definitions file." )
DEFINE_SCRIPTFUNC( LoadCustomClientSchemeFile, "Loads a custom ClientScheme.res override file." )
DEFINE_SCRIPTFUNC( LoadCustomHUDAnimationsFile, "Loads a custom HUD animations override file." )
DEFINE_SCRIPTFUNC( LoadCustomHUDLayoutFile, "Loads a custom HUD layout override file." )
#else
DEFINE_SCRIPTFUNC( LoadCustomTalkerFile, "Loads a custom talker file." )
DEFINE_SCRIPTFUNC( LoadCustomActbusyFile, "Loads a custom actbusy file." )
#endif
DEFINE_SCRIPTFUNC( GetModName, "Gets the name of the mod. This is the name which shows up on Steam, RPC, etc." )
DEFINE_SCRIPTFUNC( IsCoreMapbase, "Indicates whether this is one of the original Mapbase mods or just a separate mod using its code." )
// Legacy
DEFINE_SCRIPTFUNC_NAMED( LoadCustomSoundscriptFile, "LoadSoundscriptFile", SCRIPT_HIDE )
#ifndef CLIENT_DLL
DEFINE_SCRIPTFUNC_NAMED( LoadCustomTalkerFile, "LoadTalkerFile", SCRIPT_HIDE )
DEFINE_SCRIPTFUNC_NAMED( LoadCustomActbusyFile, "LoadActbusyFile", SCRIPT_HIDE )
#endif
END_SCRIPTDESC();
#endif
static void CC_Mapbase_LoadManifestFile( const CCommand& args )
{
g_MapbaseSystem.AddManifestFile(args[1]);
}
#ifdef CLIENT_DLL
static ConCommand mapbase_loadmanifestfile("mapbase_loadmanifestfile_client", CC_Mapbase_LoadManifestFile, "Loads a Mapbase manifest file on the client. If you don't want this to be saved and found when reloaded, type a '1' after the file path." );
#else
static ConCommand mapbase_loadmanifestfile("mapbase_loadmanifestfile", CC_Mapbase_LoadManifestFile, "Loads a Mapbase manifest file. If you don't want this to be saved and found when reloaded, type a '1' after the file path." );
#endif
#ifdef GAME_DLL
static CUtlVector<MODTITLECOMMENT> g_MapbaseChapterMaps;
static CUtlVector<MODCHAPTER> g_MapbaseChapterList;
CUtlVector<MODTITLECOMMENT> *Mapbase_GetChapterMaps()
{
if (g_MapbaseChapterMaps.Count() == 0)
{
// Check the chapter list
KeyValues *chapterlist = new KeyValues("ChapterList");
if (chapterlist->LoadFromFile(filesystem, "scripts/chapters.txt", "MOD"))
{
KeyValues *pKey = chapterlist->GetFirstSubKey();
if (pKey)
{
if (Q_stricmp( pKey->GetName(), "Chapters" ) == 0)
{
for (KeyValues *pChapters = pKey->GetFirstSubKey(); pChapters; pChapters = pChapters->GetNextKey())
{
int index = g_MapbaseChapterList.AddToTail();
g_MapbaseChapterList[index].iChapter = atoi(pChapters->GetName());
Q_strncpy(g_MapbaseChapterList[index].pChapterName, pChapters->GetString(), sizeof(g_MapbaseChapterList[index]));
}
}
for (pKey = pKey->GetNextKey(); pKey; pKey = pKey->GetNextKey())
{
int index = g_MapbaseChapterMaps.AddToTail();
Q_strncpy(g_MapbaseChapterMaps[index].pBSPName, pKey->GetName(), sizeof(g_MapbaseChapterMaps[index].pBSPName));
Q_strncpy(g_MapbaseChapterMaps[index].pTitleName, pKey->GetString(), sizeof(g_MapbaseChapterMaps[index].pTitleName));
//comment.pBSPName = pKey->GetName();
//comment.pTitleName = pKey->GetString();
}
}
}
chapterlist->deleteThis();
}
return &g_MapbaseChapterMaps;
}
CUtlVector<MODCHAPTER> *Mapbase_GetChapterList()
{
return &g_MapbaseChapterList;
}
int Mapbase_GetChapterCount()
{
return g_MapbaseChapterList.Count();
}
ThreeState_t Flashlight_GetLegacyVersionKey()
{
KeyValues *gameinfo = new KeyValues( "GameInfo" );
if (g_MapbaseSystem.GetGameInfoKeyValues( gameinfo ))
{
// -1 = default
int iUseLegacyFlashlight = gameinfo->GetInt( "use_legacy_flashlight", -1 );
if (iUseLegacyFlashlight > -1)
return iUseLegacyFlashlight != 0 ? TRS_TRUE : TRS_FALSE;
}
gameinfo->deleteThis();
return TRS_NONE;
}
#define SF_MANIFEST_START_ACTIVATED (1 << 0)
class CMapbaseManifestEntity : public CPointEntity
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CMapbaseManifestEntity, CPointEntity );
void Spawn( void )
{
BaseClass::Spawn();
if (HasSpawnFlags(SF_MANIFEST_START_ACTIVATED))
{
LoadManifestFile();
}
}
void LoadManifestFile( void )
{
const char *scriptfile = STRING(m_target);
if ( filesystem->FileExists( scriptfile, "MOD" ) )
{
CGMsg(0, CON_GROUP_MAPBASE_MISC, "Mapbase: Adding manifest file \"%s\"\n", scriptfile);
g_MapbaseSystem.AddManifestFile(scriptfile);
}
else
{
Warning("Mapbase: Manifest file \"%s\" does not exist!", scriptfile);
}
}
void InputActivate(inputdata_t &inputdata)
{
LoadManifestFile();
}
};
LINK_ENTITY_TO_CLASS( mapbase_manifest, CMapbaseManifestEntity );
BEGIN_DATADESC( CMapbaseManifestEntity )
// Needs to be set up in the Activate methods of derived classes
//DEFINE_CUSTOM_FIELD( m_pInstancedResponseSystem, responseSystemSaveRestoreOps ),
// Function Pointers
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
void CV_IncludeNameChanged( IConVar *pConVar, const char *pOldString, float flOldValue );
#ifdef CLIENT_DLL
ConVar con_group_include_name_client( "con_group_include_name_client", "0", FCVAR_NONE, "Includes groups when printing on the client.", CV_IncludeNameChanged );
void CV_IncludeNameChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
{
SetConsoleGroupIncludeNames( con_group_include_name_client.GetBool() );
}
#else
ConVar con_group_include_name( "con_group_include_name", "0", FCVAR_NONE, "Includes groups when printing.", CV_IncludeNameChanged );
void CV_IncludeNameChanged( IConVar *pConVar, const char *pOldString, float flOldValue )
{
SetConsoleGroupIncludeNames( con_group_include_name.GetBool() );
}
#endif
CON_COMMAND_SHARED( con_group_reload, "Reloads all console groups." )
{
InitConsoleGroups( g_pFullFileSystem );
}
CON_COMMAND_SHARED( con_group_list, "Prints a list of all console groups." )
{
PrintAllConsoleGroups();
}
CON_COMMAND_SHARED( con_group_toggle, "Toggles a console group." )
{
ToggleConsoleGroups( args.Arg( 1 ) );
}