//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "tf_shareddefs.h" #include "tf_classdata.h" extern bool UseHWMorphModels(); // Player class files #define TF_CLASS_UNDEFINED_FILE "" #define TF_CLASS_SCOUT_FILE "scripts/playerclasses/scout" #define TF_CLASS_SNIPER_FILE "scripts/playerclasses/sniper" #define TF_CLASS_SOLDIER_FILE "scripts/playerclasses/soldier" #define TF_CLASS_DEMOMAN_FILE "scripts/playerclasses/demoman" #define TF_CLASS_MEDIC_FILE "scripts/playerclasses/medic" #define TF_CLASS_HEAVYWEAPONS_FILE "scripts/playerclasses/heavyweapons" #define TF_CLASS_PYRO_FILE "scripts/playerclasses/pyro" #define TF_CLASS_SPY_FILE "scripts/playerclasses/spy" #define TF_CLASS_ENGINEER_FILE "scripts/playerclasses/engineer" #define TF_CLASS_CIVILIAN_FILE "scripts/playerclasses/civilian" const char *s_aPlayerClassFiles[] = { TF_CLASS_UNDEFINED_FILE, TF_CLASS_SCOUT_FILE, TF_CLASS_SNIPER_FILE, TF_CLASS_SOLDIER_FILE, TF_CLASS_DEMOMAN_FILE, TF_CLASS_MEDIC_FILE, TF_CLASS_HEAVYWEAPONS_FILE, TF_CLASS_PYRO_FILE, TF_CLASS_SPY_FILE, TF_CLASS_ENGINEER_FILE, TF_CLASS_CIVILIAN_FILE }; CTFPlayerClassDataMgr s_TFPlayerClassDataMgr; CTFPlayerClassDataMgr *g_pTFPlayerClassDataMgr = &s_TFPlayerClassDataMgr; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- TFPlayerClassData_t::TFPlayerClassData_t() { m_szClassName[0] = '\0'; m_szModelName[0] = '\0'; m_szHWMModelName[0] = '\0'; m_szHandModelName[0] = '\0'; m_szLocalizableName[0] = '\0'; m_flMaxSpeed = 0.0f; m_nMaxHealth = 0; m_nMaxArmor = 0; #ifdef GAME_DLL for ( int i = 0; i < ARRAYSIZE( m_szDeathSound ); ++i ) { m_szDeathSound[ i ][ 0 ] = '\0'; } #endif for ( int iWeapon = 0; iWeapon < TF_PLAYER_WEAPON_COUNT; ++iWeapon ) { m_aWeapons[iWeapon] = TF_WEAPON_NONE; } for ( int iGrenade = 0; iGrenade < TF_PLAYER_GRENADE_COUNT; ++iGrenade ) { m_aGrenades[iGrenade] = TF_WEAPON_NONE; } for ( int iAmmo = 0; iAmmo < TF_AMMO_COUNT; ++iAmmo ) { m_aAmmoMax[iAmmo] = TF_AMMO_DUMMY; } for ( int iBuildable = 0; iBuildable < TF_PLAYER_BLUEPRINT_COUNT; ++iBuildable ) { m_aBuildable[iBuildable] = OBJ_LAST; } m_bParsed = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *TFPlayerClassData_t::GetModelName() const { #ifdef CLIENT_DLL if ( UseHWMorphModels() ) { if ( m_szHWMModelName[0] != '\0' ) { return m_szHWMModelName; } } return m_szModelName; #else return m_szModelName; #endif } #ifdef GAME_DLL const char *TFPlayerClassData_t::GetDeathSound( int nType ) { return m_szDeathSound[ nType ]; } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFPlayerClassData_t::Parse( const char *szName ) { // Have we parsed this file already? if ( m_bParsed ) return; // Parse class file. const unsigned char *pKey = GetTFEncryptionKey(); KeyValues *pKV = ReadEncryptedKVFile( filesystem, szName, pKey ); if ( pKV ) { ParseData( pKV ); pKV->deleteThis(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFPlayerClassData_t::ParseData( KeyValues *pKeyValuesData ) { // Attributes. Q_strncpy( m_szClassName, pKeyValuesData->GetString( "name" ), TF_NAME_LENGTH ); // Load the high res model or the lower res model. if ( !IsX360() ) { Q_strncpy( m_szHWMModelName, pKeyValuesData->GetString( "model_hwm" ), TF_NAME_LENGTH ); } Q_strncpy( m_szModelName, pKeyValuesData->GetString( "model" ), TF_NAME_LENGTH ); Q_strncpy( m_szHandModelName, pKeyValuesData->GetString( "model_hands" ), TF_NAME_LENGTH ); Q_strncpy( m_szLocalizableName, pKeyValuesData->GetString( "localize_name" ), TF_NAME_LENGTH ); m_flMaxSpeed = pKeyValuesData->GetFloat( "speed_max" ); m_nMaxHealth = pKeyValuesData->GetInt( "health_max" ); m_nMaxArmor = pKeyValuesData->GetInt( "armor_max" ); // Weapons. int i; char buf[32]; for ( i=0;iGetString( buf ) ); } // Grenades. m_aGrenades[0] = GetWeaponId( pKeyValuesData->GetString( "grenade1" ) ); m_aGrenades[1] = GetWeaponId( pKeyValuesData->GetString( "grenade2" ) ); // Ammo Max. KeyValues *pAmmoKeyValuesData = pKeyValuesData->FindKey( "AmmoMax" ); if ( pAmmoKeyValuesData ) { for ( int iAmmo = 1; iAmmo < TF_AMMO_COUNT; ++iAmmo ) { m_aAmmoMax[iAmmo] = pAmmoKeyValuesData->GetInt( GetAmmoName( iAmmo ), 0 ); } } // Buildables for ( i=0;iGetString( buf ) ); } // Temp animation flags m_bDontDoAirwalk = ( pKeyValuesData->GetInt( "DontDoAirwalk", 0 ) > 0 ); m_bDontDoNewJump = ( pKeyValuesData->GetInt( "DontDoNewJump", 0 ) > 0 ); m_vecThirdPersonOffset.x = pKeyValuesData->GetFloat( "cameraoffset_forward" ); m_vecThirdPersonOffset.y = pKeyValuesData->GetFloat( "cameraoffset_right" ); m_vecThirdPersonOffset.z = pKeyValuesData->GetFloat( "cameraoffset_up" ); #ifdef GAME_DLL // right now we only emit these sounds from server. if that changes we can do this in both dlls // Death Sounds Q_strncpy( m_szDeathSound[ DEATH_SOUND_GENERIC ], pKeyValuesData->GetString( "sound_death", "Player.Death" ), MAX_PLAYERCLASS_SOUND_LENGTH ); Q_strncpy( m_szDeathSound[ DEATH_SOUND_CRIT ], pKeyValuesData->GetString( "sound_crit_death", "TFPlayer.CritDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH ); Q_strncpy( m_szDeathSound[ DEATH_SOUND_MELEE ], pKeyValuesData->GetString( "sound_melee_death", "Player.MeleeDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH ); Q_strncpy( m_szDeathSound[ DEATH_SOUND_EXPLOSION ], pKeyValuesData->GetString( "sound_explosion_death", "Player.ExplosionDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH ); #endif // The file has been parsed. m_bParsed = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void TFPlayerClassData_t::AddAdditionalPlayerDeathSounds( void ) { #ifdef GAME_DLL for ( int i = DEATH_SOUND_FIRST; i <= DEATH_SOUND_LAST; ++i ) { CopySoundNameWithModifierToken( m_szDeathSound[ i + DEATH_SOUND_MVM_FIRST ], m_szDeathSound[ i ], ARRAYSIZE( m_szDeathSound[0] ), "MVM_" ); CopySoundNameWithModifierToken( m_szDeathSound[ i + DEATH_SOUND_GIANT_MVM_FIRST ], m_szDeathSound[ i ], ARRAYSIZE( m_szDeathSound[0] ), "M_MVM_" ); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFPlayerClassDataMgr::CTFPlayerClassDataMgr() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFPlayerClassDataMgr::Init( void ) { // Special case the undefined class. TFPlayerClassData_t *pClassData = &m_aTFPlayerClassData[TF_CLASS_UNDEFINED]; Assert( pClassData ); Q_strncpy( pClassData->m_szClassName, "undefined", TF_NAME_LENGTH ); Q_strncpy( pClassData->m_szModelName, "models/player/scout.mdl", TF_NAME_LENGTH ); // Undefined players still need a model Q_strncpy( pClassData->m_szLocalizableName, "undefined", TF_NAME_LENGTH ); // Initialize the classes. for ( int iClass = 1; iClass < TF_CLASS_COUNT_ALL; ++iClass ) { COMPILE_TIME_ASSERT( ARRAYSIZE( s_aPlayerClassFiles ) == TF_CLASS_COUNT_ALL ); pClassData = &m_aTFPlayerClassData[iClass]; Assert( pClassData ); pClassData->Parse( s_aPlayerClassFiles[iClass] ); } return true; } //----------------------------------------------------------------------------- // Purpose: Helper function to get player class data. //----------------------------------------------------------------------------- TFPlayerClassData_t *CTFPlayerClassDataMgr::Get( unsigned int iClass ) { Assert ( iClass < TF_CLASS_COUNT_ALL ); return &m_aTFPlayerClassData[iClass]; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- TFPlayerClassData_t *GetPlayerClassData( unsigned int iClass ) { return g_pTFPlayerClassDataMgr->Get( iClass ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPlayerClassDataMgr::AddAdditionalPlayerDeathSounds( void ) { for ( int iClass = 1; iClass < TF_CLASS_COUNT_ALL; ++iClass ) { TFPlayerClassData_t *pClassData = &m_aTFPlayerClassData[iClass]; Assert( pClassData ); pClassData->AddAdditionalPlayerDeathSounds(); } }