//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Weapon data file parsing, shared by game & client dlls. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include #include #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 *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 ); } } } }