diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/weapon_parse.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/weapon_parse.cpp')
| -rw-r--r-- | mp/src/game/shared/weapon_parse.cpp | 928 |
1 files changed, 464 insertions, 464 deletions
diff --git a/mp/src/game/shared/weapon_parse.cpp b/mp/src/game/shared/weapon_parse.cpp index 0ad2d3b4..514da202 100644 --- a/mp/src/game/shared/weapon_parse.cpp +++ b/mp/src/game/shared/weapon_parse.cpp @@ -1,464 +1,464 @@ -//========= 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 );
- }
- }
- }
-}
-
+//========= 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 ); + } + } + } +} + |