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247 lines
6.9 KiB
247 lines
6.9 KiB
//========= Copyright 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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#include "playerclass_info_parse.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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static CUtlDict< FilePlayerClassInfo_t*, unsigned short > m_PlayerClassInfoDatabase; |
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#define MAX_PLAYERCLASSES 32 |
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#ifdef _DEBUG |
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// used to track whether or not two player classes have been mistakenly assigned the same slot |
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bool g_bUsedPlayerClassSlots[MAX_PLAYERCLASSES] = { 0 }; |
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#endif |
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#ifdef DEBUG |
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void CC_ReloadPlayerClasses_f (void) |
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{ |
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//ResetFilePlayerClassInfoDatabase(); |
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} |
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static ConCommand dod_reloadplayerclasses("dod_reloadplayerclasses", CC_ReloadPlayerClasses_f, "Reset player class info cache" ); |
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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 : FilePlayerClassInfo_t |
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//----------------------------------------------------------------------------- |
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static PLAYERCLASS_FILE_INFO_HANDLE FindPlayerClassInfoSlot( 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_PlayerClassInfoDatabase.Find( name ); |
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if ( lookup != m_PlayerClassInfoDatabase.InvalidIndex() ) |
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{ |
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return lookup; |
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} |
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FilePlayerClassInfo_t *insert = CreatePlayerClassInfo(); |
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lookup = m_PlayerClassInfoDatabase.Insert( name, insert ); |
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Assert( lookup != m_PlayerClassInfoDatabase.InvalidIndex() ); |
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return lookup; |
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} |
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// Find a class slot, assuming the weapon's data has already been loaded. |
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PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name ) |
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{ |
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return m_PlayerClassInfoDatabase.Find( name ); |
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} |
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// FIXME, handle differently? |
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static FilePlayerClassInfo_t gNullPlayerClassInfo; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : handle - |
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// Output : FilePlayerClassInfo_t |
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//----------------------------------------------------------------------------- |
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FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle ) |
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{ |
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if ( handle == GetInvalidPlayerClassInfoHandle() ) |
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{ |
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Assert( !"bad index into playerclass info UtlDict" ); |
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return &gNullPlayerClassInfo; |
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} |
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return m_PlayerClassInfoDatabase[ handle ]; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : PLAYERCLASS_FILE_INFO_HANDLE |
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//----------------------------------------------------------------------------- |
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PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void ) |
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{ |
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return (PLAYERCLASS_FILE_INFO_HANDLE)m_PlayerClassInfoDatabase.InvalidIndex(); |
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} |
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void ResetFilePlayerClassInfoDatabase( void ) |
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{ |
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m_PlayerClassInfoDatabase.PurgeAndDeleteElements(); |
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#ifdef _DEBUG |
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memset(g_bUsedPlayerClassSlots, 0, sizeof(g_bUsedPlayerClassSlots)); |
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#endif |
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} |
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#ifndef _XBOX |
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KeyValues* ReadEncryptedKVPlayerClassFile( 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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// Open the weapon data file, and abort if we can't |
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KeyValues *pKV = new KeyValues( "PlayerClassDatafile" ); |
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Q_snprintf(szFullName,sizeof(szFullName), "%s.txt", szFilenameWithoutExtension); |
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if ( !pKV->LoadFromFile( filesystem, szFullName, "GAME" ) ) // try to load the normal .txt file first |
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{ |
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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", "GAME"); |
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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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} |
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return pKV; |
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} |
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#endif |
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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 ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szPlayerClassName, PLAYERCLASS_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 = FindPlayerClassInfoSlot( szPlayerClassName ); |
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FilePlayerClassInfo_t *pFileInfo = GetFilePlayerClassInfoFromHandle( *phandle ); |
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Assert( pFileInfo ); |
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if ( pFileInfo->m_bParsedScript ) |
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return true; |
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char sz[128]; |
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Q_snprintf( sz, sizeof( sz ), "scripts/playerclass_%s", szPlayerClassName ); |
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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, szPlayerClassName ); |
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pKV->deleteThis(); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// FilePlayerClassInfo_t implementation. |
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//----------------------------------------------------------------------------- |
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FilePlayerClassInfo_t::FilePlayerClassInfo_t() |
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{ |
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m_bParsedScript = false; |
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m_szPlayerClassName[0] = 0; |
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m_szPrintName[0] = 0; |
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m_szPlayerModel[0] = 0; |
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m_szSelectCmd[0] = 0; |
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} |
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void FilePlayerClassInfo_t::Parse( KeyValues *pKeyValuesData, const char *szPlayerClassName ) |
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{ |
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// Okay, we tried at least once to look this up... |
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m_bParsedScript = true; |
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// Classname |
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Q_strncpy( m_szPlayerClassName, szPlayerClassName, MAX_WEAPON_STRING ); |
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// Printable name |
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Q_strncpy( m_szPrintName, pKeyValuesData->GetString( "printname", "!! Missing printname on Player Class" ), MAX_PLAYERCLASS_NAME_LENGTH ); |
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// Player Model |
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Q_strncpy( m_szPlayerModel, pKeyValuesData->GetString( "playermodel", "!! Missing playermodel on Player Class" ), MAX_PLAYERCLASS_NAME_LENGTH ); |
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// Select command |
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Q_strncpy( m_szSelectCmd, pKeyValuesData->GetString( "selectcmd", "!! Missing selectcmd on Player Class" ), 32 ); |
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#if defined(_DEBUG) && defined(HL2_CLIENT_DLL) |
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// Use this for class select keys |
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/* |
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// make sure two weapons aren't in the same slot & position |
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if (g_bUsedPlayerClassSlots[iSlot]) |
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{ |
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Msg( "Weapon slot info: %s (%d, %d)\n", szPrintName, iSlot, iPosition ); |
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Warning( "Duplicately assigned weapon to slots in selection hud\n" ); |
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} |
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g_bUsedPlayerClassSlots[iSlot][iPosition] = true; |
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*/ |
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#endif |
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} |
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