mirror of
https://github.com/alliedmodders/hl2sdk.git
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453 lines
13 KiB
C++
453 lines
13 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon data file parsing, shared by game & client dlls.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <KeyValues.h>
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#include <tier0/mem.h>
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#include "filesystem.h"
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#include "utldict.h"
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#include "ammodef.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// The sound categories found in the weapon classname.txt files
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// This needs to match the WeaponSound_t enum in weapon_parse.h
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#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
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const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ] =
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{
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"empty",
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"single_shot",
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"single_shot_npc",
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"double_shot",
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"double_shot_npc",
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"burst",
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"reload",
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"reload_npc",
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"melee_miss",
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"melee_hit",
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"melee_hit_world",
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"special1",
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"special2",
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"special3"
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};
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#else
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extern const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ];
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#endif
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// Item flags that we parse out of the file.
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typedef struct
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{
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const char *m_pFlagName;
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int m_iFlagValue;
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} itemFlags_t;
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#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
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itemFlags_t g_ItemFlags[7] =
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{
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{ "ITEM_FLAG_SELECTONEMPTY", ITEM_FLAG_SELECTONEMPTY },
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{ "ITEM_FLAG_NOAUTORELOAD", ITEM_FLAG_NOAUTORELOAD },
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{ "ITEM_FLAG_NOAUTOSWITCHEMPTY", ITEM_FLAG_NOAUTOSWITCHEMPTY },
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{ "ITEM_FLAG_LIMITINWORLD", ITEM_FLAG_LIMITINWORLD },
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{ "ITEM_FLAG_EXHAUSTIBLE", ITEM_FLAG_EXHAUSTIBLE },
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{ "ITEM_FLAG_DOHITLOCATIONDMG", ITEM_FLAG_DOHITLOCATIONDMG },
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{ "ITEM_FLAG_NOAMMOPICKUPS", ITEM_FLAG_NOAMMOPICKUPS }
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};
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#else
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extern itemFlags_t g_ItemFlags[7];
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#endif
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static CUtlDict< FileWeaponInfo_t*, unsigned short > m_WeaponInfoDatabase;
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#ifdef _DEBUG
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// used to track whether or not two weapons have been mistakenly assigned the wrong slot
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bool g_bUsedWeaponSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS] = { {false} };
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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// Output : FileWeaponInfo_t
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//-----------------------------------------------------------------------------
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static WEAPON_FILE_INFO_HANDLE FindWeaponInfoSlot( const char *name )
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{
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// Complain about duplicately defined metaclass names...
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unsigned short lookup = m_WeaponInfoDatabase.Find( name );
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if ( lookup != m_WeaponInfoDatabase.InvalidIndex() )
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{
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return lookup;
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}
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FileWeaponInfo_t *insert = CreateWeaponInfo();
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lookup = m_WeaponInfoDatabase.Insert( name, insert );
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Assert( lookup != m_WeaponInfoDatabase.InvalidIndex() );
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return lookup;
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}
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// Find a weapon slot, assuming the weapon's data has already been loaded.
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WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name )
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{
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return m_WeaponInfoDatabase.Find( name );
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}
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// FIXME, handle differently?
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static FileWeaponInfo_t gNullWeaponInfo;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : handle -
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// Output : FileWeaponInfo_t
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//-----------------------------------------------------------------------------
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FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle )
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{
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if ( handle >= m_WeaponInfoDatabase.Count() )
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{
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return &gNullWeaponInfo;
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}
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if ( handle == m_WeaponInfoDatabase.InvalidIndex() )
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{
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return &gNullWeaponInfo;
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}
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return m_WeaponInfoDatabase[ handle ];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : WEAPON_FILE_INFO_HANDLE
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//-----------------------------------------------------------------------------
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WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void )
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{
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return (WEAPON_FILE_INFO_HANDLE)m_WeaponInfoDatabase.InvalidIndex();
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}
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#if 0
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void ResetFileWeaponInfoDatabase( void )
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{
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int c = m_WeaponInfoDatabase.Count();
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for ( int i = 0; i < c; ++i )
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{
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delete m_WeaponInfoDatabase[ i ];
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}
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m_WeaponInfoDatabase.RemoveAll();
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#ifdef _DEBUG
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memset(g_bUsedWeaponSlots, 0, sizeof(g_bUsedWeaponSlots));
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#endif
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}
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#endif
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void PrecacheFileWeaponInfoDatabase( IFileSystem *filesystem, const unsigned char *pICEKey )
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{
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if ( m_WeaponInfoDatabase.Count() )
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return;
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#if !defined( _XBOX )
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FileFindHandle_t findHandle;
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const char *pFilename = filesystem->FindFirstEx( "scripts/weapon_*.txt", IsXbox() ? "XGAME" : "GAME", &findHandle );
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while ( pFilename != NULL )
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{
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char fileBase[512];
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Q_FileBase( pFilename, fileBase, sizeof(fileBase) );
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WEAPON_FILE_INFO_HANDLE tmp;
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#ifdef CLIENT_DLL
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if ( ReadWeaponDataFromFileForSlot( filesystem, fileBase, &tmp, pICEKey ) )
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{
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gWR.LoadWeaponSprites( tmp );
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}
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#else
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ReadWeaponDataFromFileForSlot( filesystem, fileBase, &tmp, pICEKey );
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#endif
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pFilename = filesystem->FindNext( findHandle );
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}
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filesystem->FindClose( findHandle );
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#else
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#define WEAPON_SCRIPT_MANIFEST_FILE "scripts/_weapon_manifest.txt"
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// Use a manifest file on the xbox
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KeyValues *manifest = new KeyValues( "weaponscripts" );
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if ( manifest->LoadFromFile( filesystem, WEAPON_SCRIPT_MANIFEST_FILE, "XGAME" ) )
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{
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for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL ; sub = sub->GetNextKey() )
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{
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if ( !Q_stricmp( sub->GetName(), "file" ) )
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{
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char fileBase[512];
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Q_FileBase( sub->GetString(), fileBase, sizeof(fileBase) );
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WEAPON_FILE_INFO_HANDLE tmp;
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#ifdef CLIENT_DLL
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if ( ReadWeaponDataFromFileForSlot( filesystem, fileBase, &tmp, pICEKey ) )
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{
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gWR.LoadWeaponSprites( tmp );
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}
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#else
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ReadWeaponDataFromFileForSlot( filesystem, fileBase, &tmp, pICEKey );
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#endif
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}
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else
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{
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Error( "Expecting 'file', got %s\n", sub->GetName() );
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}
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}
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}
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manifest->deleteThis();
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#endif
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}
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KeyValues* ReadEncryptedKVFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey )
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{
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Assert( strchr( szFilenameWithoutExtension, '.' ) == NULL );
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char szFullName[512];
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const char *pSearchPath = "MOD";
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if ( pICEKey == NULL )
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{
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pSearchPath = "GAME";
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}
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// Open the weapon data file, and abort if we can't
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KeyValues *pKV = new KeyValues( "WeaponDatafile" );
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Q_snprintf(szFullName,sizeof(szFullName), "%s.txt", szFilenameWithoutExtension);
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if ( !pKV->LoadFromFile( filesystem, szFullName, pSearchPath ) ) // try to load the normal .txt file first
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{
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#ifndef _XBOX
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if ( pICEKey )
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{
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Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", szFilenameWithoutExtension); // fall back to the .ctx file
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FileHandle_t f = filesystem->Open( szFullName, "rb", pSearchPath );
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if (!f)
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{
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pKV->deleteThis();
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return NULL;
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}
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// load file into a null-terminated buffer
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int fileSize = filesystem->Size(f);
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char *buffer = (char*)MemAllocScratch(fileSize + 1);
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Assert(buffer);
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filesystem->Read(buffer, fileSize, f); // read into local buffer
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buffer[fileSize] = 0; // null terminate file as EOF
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filesystem->Close( f ); // close file after reading
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UTIL_DecodeICE( (unsigned char*)buffer, fileSize, pICEKey );
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bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem );
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MemFreeScratch();
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if ( !retOK )
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{
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pKV->deleteThis();
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return NULL;
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}
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}
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else
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{
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pKV->deleteThis();
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return NULL;
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}
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#else
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pKV->deleteThis();
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return NULL;
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#endif
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}
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return pKV;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Read data on weapon from script file
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// Output: true - if data2 successfully read
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// false - if data load fails
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//-----------------------------------------------------------------------------
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bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName, WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey )
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{
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if ( !phandle )
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{
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Assert( 0 );
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return false;
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}
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*phandle = FindWeaponInfoSlot( szWeaponName );
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FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( *phandle );
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Assert( pFileInfo );
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if ( pFileInfo->bParsedScript )
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return true;
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char sz[128];
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Q_snprintf( sz, sizeof( sz ), "scripts/%s", szWeaponName );
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KeyValues *pKV = ReadEncryptedKVFile( filesystem, sz, pICEKey );
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if ( !pKV )
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return false;
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pFileInfo->Parse( pKV, szWeaponName );
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pKV->deleteThis();
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return true;
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}
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//-----------------------------------------------------------------------------
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// FileWeaponInfo_t implementation.
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//-----------------------------------------------------------------------------
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FileWeaponInfo_t::FileWeaponInfo_t()
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{
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bParsedScript = false;
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bLoadedHudElements = false;
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szClassName[0] = 0;
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szPrintName[0] = 0;
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szViewModel[0] = 0;
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szWorldModel[0] = 0;
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szAnimationPrefix[0] = 0;
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iSlot = 0;
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iPosition = 0;
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iMaxClip1 = 0;
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iMaxClip2 = 0;
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iDefaultClip1 = 0;
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iDefaultClip2 = 0;
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iWeight = 0;
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iRumbleEffect = -1;
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bAutoSwitchTo = false;
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bAutoSwitchFrom = false;
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iFlags = 0;
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szAmmo1[0] = 0;
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szAmmo2[0] = 0;
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memset( aShootSounds, 0, sizeof( aShootSounds ) );
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iAmmoType = 0;
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iAmmo2Type = 0;
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m_bMeleeWeapon = false;
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iSpriteCount = 0;
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iconActive = 0;
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iconInactive = 0;
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iconAmmo = 0;
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iconAmmo2 = 0;
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iconCrosshair = 0;
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iconAutoaim = 0;
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iconZoomedCrosshair = 0;
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iconZoomedAutoaim = 0;
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bShowUsageHint = false;
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m_bAllowFlipping = true;
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m_bBuiltRightHanded = true;
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}
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void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
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{
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// Okay, we tried at least once to look this up...
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bParsedScript = true;
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// Classname
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Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING );
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// Printable name
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Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING );
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// View model & world model
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Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING );
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Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING );
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Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX );
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iSlot = pKeyValuesData->GetInt( "bucket", 0 );
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iPosition = pKeyValuesData->GetInt( "bucket_position", 0 );
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iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default)
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iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default)
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iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up
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iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up
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iWeight = pKeyValuesData->GetInt( "weight", 0 );
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iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 );
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// LAME old way to specify item flags.
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// Weapon scripts should use the flag names.
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iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD );
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for ( size_t i = 0; i < ARRAYSIZE( g_ItemFlags ); i++ )
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{
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int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 );
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if ( iVal == 0 )
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{
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iFlags &= ~g_ItemFlags[i].m_iFlagValue;
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}
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else if ( iVal == 1 )
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{
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iFlags |= g_ItemFlags[i].m_iFlagValue;
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}
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}
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bShowUsageHint = ( pKeyValuesData->GetInt( "showusagehint", 0 ) != 0 ) ? true : false;
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bAutoSwitchTo = ( pKeyValuesData->GetInt( "autoswitchto", 1 ) != 0 ) ? true : false;
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bAutoSwitchFrom = ( pKeyValuesData->GetInt( "autoswitchfrom", 1 ) != 0 ) ? true : false;
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m_bBuiltRightHanded = ( pKeyValuesData->GetInt( "BuiltRightHanded", 1 ) != 0 ) ? true : false;
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m_bAllowFlipping = ( pKeyValuesData->GetInt( "AllowFlipping", 1 ) != 0 ) ? true : false;
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m_bMeleeWeapon = ( pKeyValuesData->GetInt( "MeleeWeapon", 0 ) != 0 ) ? true : false;
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#if defined(_DEBUG) && defined(HL2_CLIENT_DLL)
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// make sure two weapons aren't in the same slot & position
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if ( iSlot >= MAX_WEAPON_SLOTS ||
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iPosition >= MAX_WEAPON_POSITIONS )
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{
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Warning( "Invalid weapon slot or position [slot %d/%d max], pos[%d/%d max]\n",
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iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 );
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}
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else
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{
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if (g_bUsedWeaponSlots[iSlot][iPosition])
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{
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Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition );
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}
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g_bUsedWeaponSlots[iSlot][iPosition] = true;
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}
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#endif
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// Primary ammo used
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const char *pAmmo = pKeyValuesData->GetString( "primary_ammo", "None" );
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if ( strcmp("None", pAmmo) == 0 )
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Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) );
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else
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Q_strncpy( szAmmo1, pAmmo, sizeof( szAmmo1 ) );
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iAmmoType = GetAmmoDef()->Index( szAmmo1 );
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// Secondary ammo used
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pAmmo = pKeyValuesData->GetString( "secondary_ammo", "None" );
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if ( strcmp("None", pAmmo) == 0)
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Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) );
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else
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Q_strncpy( szAmmo2, pAmmo, sizeof( szAmmo2 ) );
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iAmmo2Type = GetAmmoDef()->Index( szAmmo2 );
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// Now read the weapon sounds
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memset( aShootSounds, 0, sizeof( aShootSounds ) );
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KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" );
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if ( pSoundData )
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{
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for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ )
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{
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const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] );
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if ( soundname && soundname[0] )
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{
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Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING );
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}
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}
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}
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}
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