csgo-2018-source/dmserializers/importactbusy.cpp

186 lines
7.3 KiB
C++
Raw Permalink Normal View History

2021-07-25 12:11:47 +08:00
//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "importkeyvaluebase.h"
#include "dmserializers.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattributevar.h"
#include "tier1/KeyValues.h"
#include "tier1/UtlBuffer.h"
#include "datamodel/dmattribute.h"
//-----------------------------------------------------------------------------
// Serialization class for Key Values
//-----------------------------------------------------------------------------
class CImportActBusy : public CImportKeyValueBase
{
public:
virtual const char *GetName() const { return "actbusy"; }
virtual const char *GetDescription() const { return "ActBusy Script File"; }
virtual int GetCurrentVersion() const { return 0; } // doesn't store a version
virtual const char *GetImportedFormat() const { return "actbusy"; }
virtual int GetImportedVersion() const { return 1; }
bool Serialize( CUtlBuffer &outBuf, CDmElement *pRoot );
CDmElement* UnserializeFromKeyValues( KeyValues *pKeyValues );
private:
// Reads a single element
bool UnserializeActBusyKey( CDmAttribute *pChildren, KeyValues *pKeyValues );
// Writes out the actbusy header
void SerializeHeader( CUtlBuffer &buf );
};
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CImportActBusy s_ImportActBusy;
void InstallActBusyImporter( IDataModel *pFactory )
{
pFactory->AddSerializer( &s_ImportActBusy );
}
//-----------------------------------------------------------------------------
// Writes out the actbusy header
//-----------------------------------------------------------------------------
void CImportActBusy::SerializeHeader( CUtlBuffer &buf )
{
buf.Printf( "// \"act busy name\"\t\tThis is the name that a mapmaker must specify in the hint node.\n" );
buf.Printf( "// {\n" );
buf.Printf( "// \t\"busy_anim\"\t\t\t\"Activity Name\".\n" );
buf.Printf( "// \t\"entry_anim\"\t\t\"Activity Name\"\n" );
buf.Printf( "// \t\"exit_anim\"\t\t\t\"Activity Name\"\n" );
buf.Printf( "// \t\"busy_sequence\"\t\t\"Sequence Name\". If specified, this is used over the activity name. Specify it in the hint node.\n" );
buf.Printf( "// \t\"entry_sequence\"\t\"Sequence Name\". If specified, this is used over the entry anim.\n" );
buf.Printf( "// \t\"exit_sequence\"\t\t\"Sequence Name\". If specified, this is used over the exit anim.\n" );
buf.Printf( "// \t\"min_time\"\t\t\t\"Minimum time to spend in this busy anim\"\n" );
buf.Printf( "// \t\"max_time\"\t\t\t\"Maximum time to spend in this busy anim\" 0 = only stop when interrupted by external event\n" );
buf.Printf( "// \t\"interrupts\"\t\tOne of:\n" );
buf.Printf( "// \t\t\t\t\t\t\"BA_INT_NONE\"\t\tbreak out only when time runs out. No external influence will break me out.\n" );
buf.Printf( "// \t\t\t\t\t\t\"BA_INT_DANGER\"\t\tbreak out of this anim only if threatened\n" );
buf.Printf( "// \t\t\t\t\t\t\"BA_INT_PLAYER\"\t\tbreak out of this anim if I can see the player, or I'm threatened\n" );
buf.Printf( "// \t\t\t\t\t\t\"BA_INT_AMBUSH\"\t\tsomeone please define this - I have no idea what it does\n" );
buf.Printf( "// \t\t\t\t\t\t\"BA_INT_COMBAT\"\t\tbreak out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached\n" );
buf.Printf( "// }\n" );
buf.Printf( "//\n" );
}
//-----------------------------------------------------------------------------
// Writes out a new actbusy file
//-----------------------------------------------------------------------------
bool CImportActBusy::Serialize( CUtlBuffer &buf, CDmElement *pRoot )
{
SerializeHeader( buf );
buf.Printf( "\"ActBusy.txt\"\n" );
buf.Printf( "{\n" );
CDmAttribute *pChildren = pRoot->GetAttribute( "children" );
if ( !pChildren || pChildren->GetType() != AT_ELEMENT_ARRAY )
return NULL;
CDmrElementArray<> children( pChildren );
int nCount = children.Count();
buf.PushTab();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pChild = children[i];
buf.Printf( "\"%s\"\n", pChild->GetName() );
buf.Printf( "{\n" );
buf.PushTab();
PrintStringAttribute( pChild, buf, "busy_anim", true );
PrintStringAttribute( pChild, buf, "entry_anim", true );
PrintStringAttribute( pChild, buf, "exit_anim", true );
PrintStringAttribute( pChild, buf, "busy_sequence", true );
PrintStringAttribute( pChild, buf, "entry_sequence", true );
PrintStringAttribute( pChild, buf, "exit_sequence", true );
PrintFloatAttribute( pChild, buf, "min_time" );
PrintFloatAttribute( pChild, buf, "max_time" );
PrintStringAttribute( pChild, buf, "interrupts" );
buf.PopTab();
buf.Printf( "}\n" );
}
buf.PopTab();
buf.Printf( "}\n" );
return true;
}
//-----------------------------------------------------------------------------
// Reads a single element
//-----------------------------------------------------------------------------
bool CImportActBusy::UnserializeActBusyKey( CDmAttribute *pChildren, KeyValues *pKeyValues )
{
CDmElement *pActBusy = CreateDmElement( "DmElement", pKeyValues->GetName(), NULL );
if ( !pActBusy )
return false;
// Each act busy needs to have an editortype associated with it so it displays nicely in editors
pActBusy->SetValue( "editorType", "actBusy" );
float flZero = 0.0f;
AddStringAttribute( pActBusy, pKeyValues, "busy_anim", "" );
AddStringAttribute( pActBusy, pKeyValues, "entry_anim", "" );
AddStringAttribute( pActBusy, pKeyValues, "exit_anim", "" );
AddStringAttribute( pActBusy, pKeyValues, "busy_sequence", "" );
AddStringAttribute( pActBusy, pKeyValues, "entry_sequence", "" );
AddStringAttribute( pActBusy, pKeyValues, "exit_sequence", "" );
AddFloatAttribute( pActBusy, pKeyValues, "min_time", &flZero );
AddFloatAttribute( pActBusy, pKeyValues, "max_time", &flZero );
AddStringAttribute( pActBusy, pKeyValues, "interrupts", "BA_INT_NONE" );
CDmrElementArray<> children( pChildren );
children.AddToTail( pActBusy );
return true;
}
//-----------------------------------------------------------------------------
// Main entry point for the unserialization
//-----------------------------------------------------------------------------
CDmElement* CImportActBusy::UnserializeFromKeyValues( KeyValues *pKeyValues )
{
// Create the main element
CDmElement *pElement = CreateDmElement( "DmElement", "ActBusyList", NULL );
if ( !pElement )
return NULL;
// Each act busy list needs to have an editortype associated with it so it displays nicely in editors
pElement->SetValue( "editorType", "actBusyList" );
// All actbusy keys are elements of a single element array attribute 'children'
CDmAttribute *pChildren = pElement->AddAttribute( "children", AT_ELEMENT_ARRAY );
if ( !pChildren )
return NULL;
// Under the root are all the actbusy keys
for ( KeyValues *pActBusyKey = pKeyValues->GetFirstTrueSubKey(); pActBusyKey != NULL; pActBusyKey = pActBusyKey->GetNextTrueSubKey() )
{
if ( !UnserializeActBusyKey( pChildren, pActBusyKey ) )
{
Warning( "Error importing actbusy element %s\n", pActBusyKey->GetName() );
return NULL;
}
}
// Resolve all element references recursively
RecursivelyResolveElement( pElement );
return pElement;
}