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154 lines
4.6 KiB
154 lines
4.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "stdafx.h"
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#include "scriplib.h"
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#include "choreoscene.h"
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#include "iscenetokenprocessor.h"
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#include "filesystem_tools.h"
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//-----------------------------------------------------------------------------
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// Purpose: Helper to scene module for parsing the .vcd file
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//-----------------------------------------------------------------------------
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class CSceneTokenProcessor : public ISceneTokenProcessor
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{
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public:
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const char *CurrentToken( void );
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bool GetToken( bool crossline );
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bool TokenAvailable( void );
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void Error( const char *fmt, ... );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const
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//-----------------------------------------------------------------------------
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const char *CSceneTokenProcessor::CurrentToken( void )
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{
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return token;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : crossline -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::GetToken( bool crossline )
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{
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return ::GetToken( crossline ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::TokenAvailable( void )
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{
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return ::TokenAvailable() ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *fmt -
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// ... -
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//-----------------------------------------------------------------------------
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void CSceneTokenProcessor::Error( const char *fmt, ... )
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{
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char string[ 2048 ];
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va_list argptr;
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va_start( argptr, fmt );
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vsprintf( string, fmt, argptr );
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va_end( argptr );
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Warning( "%s", string );
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}
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static CSceneTokenProcessor g_TokenProcessor;
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//-----------------------------------------------------------------------------
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// Purpose: Normally implemented in cmdlib.cpp but we don't want that in Hammer.
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//-----------------------------------------------------------------------------
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char *ExpandPath (char *path)
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{
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static char fullpath[ 512 ];
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g_pFullFileSystem->RelativePathToFullPath( path, "GAME", fullpath, sizeof( fullpath ) );
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return fullpath;
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}
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//-----------------------------------------------------------------------------
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// This is here because scriplib.cpp is included in this project but cmdlib.cpp
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// is not, but scriplib.cpp uses some stuff from cmdlib.cpp, same with
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// LoadFile and ExpandPath above. The only thing that currently uses this
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// is $include in scriptlib, if this function returns 0, $include will
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// behave the way it did before this change
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//-----------------------------------------------------------------------------
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int CmdLib_ExpandWithBasePaths( CUtlVector< CUtlString > &expandedPathList, const char *pszPath )
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Normally implemented in cmdlib.cpp but we don't want that in Hammer.
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//-----------------------------------------------------------------------------
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int LoadFile( const char *filename, void **bufferptr )
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{
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FileHandle_t f = g_pFullFileSystem->Open( filename, "rb" );
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if ( FILESYSTEM_INVALID_HANDLE != f )
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{
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int length = g_pFullFileSystem->Size( f );
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void *buffer = malloc (length+1);
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((char *)buffer)[length] = 0;
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g_pFullFileSystem->Read( buffer, length, f );
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g_pFullFileSystem->Close (f);
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*bufferptr = buffer;
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return length;
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}
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else
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{
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*bufferptr = NULL;
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return 0;
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}
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}
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CChoreoScene* HammerLoadScene( const char *pFilename )
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{
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if ( g_pFullFileSystem->FileExists( pFilename ) )
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{
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LoadScriptFile( (char*)pFilename );
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CChoreoScene *scene = ChoreoLoadScene( pFilename, NULL, &g_TokenProcessor, Msg );
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return scene;
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}
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return NULL;
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}
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bool GetFirstSoundInScene( const char *pSceneFilename, char *pSoundName, int soundNameLen )
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{
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CChoreoScene *pScene = HammerLoadScene( pSceneFilename );
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if ( !pScene )
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return false;
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for ( int i = 0; i < pScene->GetNumEvents(); i++ )
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{
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CChoreoEvent *e = pScene->GetEvent( i );
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if ( !e || e->GetType() != CChoreoEvent::SPEAK )
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continue;
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const char *pParameters = e->GetParameters();
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V_strncpy( pSoundName, pParameters, soundNameLen );
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delete pScene;
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return true;
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}
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delete pScene;
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return false;
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}
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