1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/game/shared/playerclass_info_parse.h
2013-06-26 15:22:04 -07:00

85 lines
2.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player class data file parsing, shared by game & client dlls.
//
// $NoKeywords: $
//=============================================================================//
#ifndef PLAYERCLASS_INFO_PARSE_H
#define PLAYERCLASS_INFO_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
class IFileSystem;
class KeyValues;
typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE;
#define MAX_PLAYERCLASS_NAME_LENGTH 128
//-----------------------------------------------------------------------------
// Purpose: Contains the data read from the player class script files.
// It's cached so we only read each script file once.
// Each game provides a CreatePlayerClassInfo function so it can have game-specific
// data in the player class scripts.
//-----------------------------------------------------------------------------
class FilePlayerClassInfo_t
{
public:
FilePlayerClassInfo_t();
// Each game can override this to get whatever values it wants from the script.
virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName );
public:
bool m_bParsedScript;
public:
// Class properties
// todo : better lengths for these arrays ?
char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH];
char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name
char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH];
char m_szSelectCmd[32]; //command the player can issue to switch to this class
};
// The weapon parse function
bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName,
PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
// If player class info has been loaded for the specified class name, this returns it.
PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name );
// Given a handle to the player class info, return the class data
FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle );
// Get the null Player Class object
PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void );
// Initialize all player class info
void ResetFilePlayerClassInfoDatabase( void );
//
// Read a possibly-encrypted KeyValues file in.
// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
//
// (This should be moved into a more appropriate place).
//
extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
// Each game implements this. It can return a derived class and override Parse() if it wants.
extern FilePlayerClassInfo_t* CreatePlayerClassInfo();
#endif // PLAYERCLASS_INFO_PARSE_H