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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon data file parsing, shared by game & client dlls.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <keyvalues.h>
#include <tier0/mem.h>
#include "filesystem.h"
#include "utldict.h"
#include "ammodef.h"
#include "util_shared.h"
#include "weapon_parse.h"
#include "econ_item_view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CWeaponDatabase g_WeaponDatabase;
extern void LoadEquipmentData();
// The sound categories found in the weapon classname.txt files
// This needs to match the WeaponSound_t enum in weapon_parse.h
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ] = { "empty", "single_shot", "single_shot_accurate", "single_shot_npc", "double_shot", "double_shot_npc", "burst", "reload", "reload_npc", "melee_miss", "melee_hit", "melee_hit_world", "special1", "special2", "special3", "taunt", "nearlyempty", "fastreload" }; #else
extern const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ]; #endif
int GetWeaponSoundFromString( const char *pszString ) { for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { if ( !Q_stricmp(pszString,pWeaponSoundCategories[i]) ) return (WeaponSound_t)i; } return -1; }
// Item flags that we parse out of the file.
typedef struct { const char *m_pFlagName; int m_iFlagValue; } itemFlags_t; #if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
itemFlags_t g_ItemFlags[8] = { { "ITEM_FLAG_SELECTONEMPTY", ITEM_FLAG_SELECTONEMPTY }, { "ITEM_FLAG_NOAUTORELOAD", ITEM_FLAG_NOAUTORELOAD }, { "ITEM_FLAG_NOAUTOSWITCHEMPTY", ITEM_FLAG_NOAUTOSWITCHEMPTY }, { "ITEM_FLAG_LIMITINWORLD", ITEM_FLAG_LIMITINWORLD }, { "ITEM_FLAG_EXHAUSTIBLE", ITEM_FLAG_EXHAUSTIBLE }, { "ITEM_FLAG_DOHITLOCATIONDMG", ITEM_FLAG_DOHITLOCATIONDMG }, { "ITEM_FLAG_NOAMMOPICKUPS", ITEM_FLAG_NOAMMOPICKUPS }, { "ITEM_FLAG_NOITEMPICKUP", ITEM_FLAG_NOITEMPICKUP } }; #else
extern itemFlags_t g_ItemFlags[7]; #endif
#ifdef _DEBUG
// used to track whether or not two weapons have been mistakenly assigned the wrong slot
bool g_bUsedWeaponSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS] = { 0 };
#endif
// Find a weapon slot, assuming the weapon's data has already been loaded.
WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name ) { return g_WeaponDatabase.FindWeaponInfo( name ); }
FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle ) { return g_WeaponDatabase.GetFileWeaponInfoFromHandle( handle ); }
void PrecacheFileWeaponInfoDatabase() { g_WeaponDatabase.PrecacheAllWeapons(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : WEAPON_FILE_INFO_HANDLE
//-----------------------------------------------------------------------------
WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void ) { return (WEAPON_FILE_INFO_HANDLE)-1; }
KeyValues* ReadEncryptedKVFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey, bool bForceReadEncryptedFile ) { Assert( strchr( szFilenameWithoutExtension, '.' ) == NULL ); char szFullName[512];
const char *pSearchPath = "GAME";
// Open the weapon data file, and abort if we can't
KeyValues *pKV = new KeyValues( "WeaponDatafile" ); pKV->UsesEscapeSequences( true );
Q_snprintf(szFullName,sizeof(szFullName), "%s.txt", szFilenameWithoutExtension);
if ( bForceReadEncryptedFile || !pKV->LoadFromFile( filesystem, szFullName, pSearchPath ) ) // try to load the normal .txt file first
{ if ( pICEKey ) { Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", szFilenameWithoutExtension); // fall back to the .ctx file
FileHandle_t f = filesystem->Open( szFullName, "rb", pSearchPath );
if (!f) { pKV->deleteThis(); return NULL; } // load file into a null-terminated buffer
int fileSize = filesystem->Size(f); char *buffer = (char*)MemAllocScratch(fileSize + 1); Assert(buffer); filesystem->Read(buffer, fileSize, f); // read into local buffer
buffer[fileSize] = 0; // null terminate file as EOF
filesystem->Close( f ); // close file after reading
UTIL_DecodeICE( (unsigned char*)buffer, fileSize, pICEKey );
bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem );
MemFreeScratch();
if ( !retOK ) { pKV->deleteThis(); return NULL; } } else { pKV->deleteThis(); return NULL; } }
return pKV; }
CUtlSortVector< WeaponInfoLookup*, CWeaponInfoLookupListLess > FileWeaponInfo_t::ms_vecWeaponInfoLookup;
bool FileWeaponInfo_t::ms_bWeaponInfoLookupInitialized;
WeaponInfoLookup::WeaponInfoLookup( size_t offset, _fieldtypes p_fieldType, const char *szAttribClassName ) { m_nWeaponParseDataOffset = offset; m_fieldType = p_fieldType; m_iszAttribClassName.Set( szAttribClassName ); }
WeaponInfoLookup::WeaponInfoLookup( const WeaponInfoLookup &WepInfoLookup ) { m_nWeaponParseDataOffset = WepInfoLookup.m_nWeaponParseDataOffset; m_fieldType = WepInfoLookup.m_fieldType; m_iszAttribClassName.Set( STRING( WepInfoLookup.m_iszAttribClassName.Get() ) ); }
//-----------------------------------------------------------------------------
// FileWeaponInfo_t implementation.
//-----------------------------------------------------------------------------
FileWeaponInfo_t::FileWeaponInfo_t() { bParsedScript = false; bLoadedHudElements = false; szClassName[0] = 0; szPrintName[0] = 0;
szViewModel[0] = 0; szWorldModel[0] = 0; szAnimationPrefix[0] = 0; iSlot = 0; iPosition = 0; iMaxClip1 = 0; iMaxClip2 = 0; iDefaultClip1 = 0; iDefaultClip2 = 0; iWeight = 0; iRumbleEffect = -1; bAutoSwitchTo = false; bAutoSwitchFrom = false; iFlags = 0; szAmmo1[0] = 0; szAmmo2[0] = 0; szAIAddOn[0] = 0; memset( aShootSounds, 0, sizeof( aShootSounds ) ); iAmmoType = 0; iAmmo2Type = 0; m_bMeleeWeapon = false; iSpriteCount = 0; iconActive = 0; iconInactive = 0; iconAmmo = 0; iconAmmo2 = 0; iconCrosshair = 0; iconAutoaim = 0; iconZoomedCrosshair = 0; iconZoomedAutoaim = 0; bShowUsageHint = false; m_bAllowFlipping = true; m_bBuiltRightHanded = true;
if ( !ms_bWeaponInfoLookupInitialized ) { ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iMaxClip1 ), FIELD_INTEGER, "primary clip size" ) ); ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iMaxClip2 ), FIELD_INTEGER, "secondary clip size" ) ); ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iDefaultClip1 ), FIELD_INTEGER, "primary default clip size" ) ); ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iDefaultClip2 ), FIELD_INTEGER, "secondary default clip size" ) ); ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iSlot ), FIELD_INTEGER, "bucket slot" ) );
ms_bWeaponInfoLookupInitialized = true; } }
#ifdef CLIENT_DLL
extern ConVar hud_fastswitch; #endif
void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) { // Okay, we tried at least once to look this up...
bParsedScript = true;
// Classname
Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING ); // Printable name
Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING ); // View model & world model
Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING ); Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING );
V_StripExtension( szWorldModel, szWorldDroppedModel, sizeof( szWorldDroppedModel ) ); V_strcat_safe( szWorldDroppedModel, "_dropped.mdl" ); Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX ); iSlot = pKeyValuesData->GetInt( "bucket", 0 ); iPosition = pKeyValuesData->GetInt( "bucket_position", 0 ); // Use the console (X360) buckets if hud_fastswitch is set to 2.
#ifdef CLIENT_DLL
if ( hud_fastswitch.GetInt() == 2 ) #else
if ( IsGameConsole() ) #endif
{ iSlot = pKeyValuesData->GetInt( "bucket_360", iSlot ); iPosition = pKeyValuesData->GetInt( "bucket_position_360", iPosition ); } iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default)
iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default)
iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up
iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up
iWeight = pKeyValuesData->GetInt( "weight", 0 );
iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 ); // LAME old way to specify item flags.
// Weapon scripts should use the flag names.
iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD );
for ( int i=0; i < ARRAYSIZE( g_ItemFlags ); i++ ) { int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 ); if ( iVal == 0 ) { iFlags &= ~g_ItemFlags[i].m_iFlagValue; } else if ( iVal == 1 ) { iFlags |= g_ItemFlags[i].m_iFlagValue; } }
bShowUsageHint = pKeyValuesData->GetBool( "showusagehint", false ); bAutoSwitchTo = pKeyValuesData->GetBool( "autoswitchto", true ); bAutoSwitchFrom = pKeyValuesData->GetBool( "autoswitchfrom", true ); m_bBuiltRightHanded = pKeyValuesData->GetBool( "BuiltRightHanded", true ); m_bAllowFlipping = pKeyValuesData->GetBool( "AllowFlipping", true ); m_bMeleeWeapon = pKeyValuesData->GetBool( "MeleeWeapon", false );
#if defined(_DEBUG) && defined(HL2_CLIENT_DLL)
// make sure two weapons aren't in the same slot & position
if ( iSlot >= MAX_WEAPON_SLOTS || iPosition >= MAX_WEAPON_POSITIONS ) { Warning( "Invalid weapon slot or position [slot %d/%d max], pos[%d/%d max]\n", iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 ); } else { if (g_bUsedWeaponSlots[iSlot][iPosition]) { Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition ); } g_bUsedWeaponSlots[iSlot][iPosition] = true; } #endif
// Primary ammo used
const char *pAmmo = pKeyValuesData->GetString( "primary_ammo", "None" ); if ( strcmp("None", pAmmo) == 0 ) Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) ); else Q_strncpy( szAmmo1, pAmmo, sizeof( szAmmo1 ) ); iAmmoType = GetAmmoDef()->Index( szAmmo1 ); // Secondary ammo used
pAmmo = pKeyValuesData->GetString( "secondary_ammo", "None" ); if ( strcmp("None", pAmmo) == 0) Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) ); else Q_strncpy( szAmmo2, pAmmo, sizeof( szAmmo2 ) ); iAmmo2Type = GetAmmoDef()->Index( szAmmo2 );
// AI AddOn
const char *pAIAddOn = pKeyValuesData->GetString( "ai_addon", "ai_addon_basecombatweapon" ); if ( strcmp("None", pAIAddOn) == 0) Q_strncpy( szAIAddOn, "", sizeof( szAIAddOn ) ); else Q_strncpy( szAIAddOn, pAIAddOn, sizeof( szAIAddOn ) );
// Now read the weapon sounds
memset( aShootSounds, 0, sizeof( aShootSounds ) ); KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" ); if ( pSoundData ) { for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] ); if ( soundname && soundname[0] ) { Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING ); } else { // FIXME: find a better way to populate defaults
if ( i == NEARLYEMPTY ) // explicit check because it looks like most weapon sound categories don't fall back by default
{ V_sprintf_safe( aShootSounds[i], "Default.%s", pWeaponSoundCategories[i] ); } } } } }
const char* FileWeaponInfo_t::GetWorldModel( const CEconItemView* pWepView, int iTeam ) const { if ( pWepView && pWepView->IsValid() ) { const char *pchWorldOverride = pWepView->GetStaticData()->GetEntityOverrideModel(); if ( pchWorldOverride ) { return pchWorldOverride; }
return pWepView->GetItemDefinition()->GetWorldDisplayModel(); } else { return szWorldModel; } }
const char* FileWeaponInfo_t::GetViewModel( const CEconItemView* pWepView, int iTeam ) const { if ( pWepView && pWepView->IsValid() ) { const char *pchViewOverride = pWepView->GetStaticData()->GetViewOverrideModel(); if ( pchViewOverride ) { return pchViewOverride; }
return pWepView->GetItemDefinition()->GetBasePlayerDisplayModel(); } else { return szViewModel; } }
const char* FileWeaponInfo_t::GetWorldDroppedModel( const CEconItemView* pWepView, int iTeam ) const { if ( pWepView && pWepView->IsValid() ) { const char *pchWorldDroppedModel = pWepView->GetItemDefinition()->GetWorldDroppedModel(); if ( pchWorldDroppedModel ) { return pchWorldDroppedModel; } } return szWorldDroppedModel; }
const char* FileWeaponInfo_t::GetPrimaryAmmo( const CEconItemView* pWepView ) const {
if ( pWepView && pWepView->IsValid() ) { // TODO: replace visual data with attributes when attributes support strings.
const char *pszString = pWepView->GetStaticData()->GetPrimaryAmmo();
if ( pszString ) { return pszString; } }
return szAmmo1; }
int FileWeaponInfo_t::GetPrimaryAmmoType( const CEconItemView* pWepView ) const {
if ( pWepView && pWepView->IsValid() ) { // TODO: replace visual data with attributes when attributes support strings.
const char *pszString = GetPrimaryAmmo( pWepView );
if ( pszString ) { return GetAmmoDef()->Index( pszString ); } }
return iAmmoType; }
static int WeaponInfoLookupCompare( WeaponInfoLookup * const * src1, WeaponInfoLookup * const * src2 ) { if ( ( *src1 )->m_iszAttribClassName.Get() == ( *src2 )->m_iszAttribClassName.Get() ) return 0;
if ( ( *src1 )->m_iszAttribClassName.Get() < ( *src2 )->m_iszAttribClassName.Get() ) return -1;
return 1; }
// Convert a schema attribute classname into an index of g_WeaponInfoTable
int FileWeaponInfo_t::GetIndexofAttribute( string_t iszAttribClassName ) const { if ( ms_vecWeaponInfoLookup.Count() == 0 ) return -1;
if ( ms_vecWeaponInfoLookup[ 0 ]->m_iszAttribClassName.IsSerialNumberOutOfDate() ) { // If the strings are out of date, rebuild and resort them
FOR_EACH_VEC( ms_vecWeaponInfoLookup, i ) { ms_vecWeaponInfoLookup[ i ]->m_iszAttribClassName.Get(); }
ms_vecWeaponInfoLookup.Sort( &WeaponInfoLookupCompare ); }
WeaponInfoLookup searchKey; searchKey.m_iszAttribClassName.SetFastNoCopy( iszAttribClassName ); return ms_vecWeaponInfoLookup.Find( &searchKey ); }
#if defined( GAME_DLL )
CON_COMMAND_F ( weapon_reload_database, "Reload the weapon database", FCVAR_CHEAT | FCVAR_GAMEDLL| FCVAR_SERVER_CAN_EXECUTE ) { g_WeaponDatabase.LoadManifest(); IGameEvent *event = gameeventmanager->CreateEvent( "weapon_reload_database" ); if ( event ) { gameeventmanager->FireEventClientSide( event ); } } #endif
CWeaponDatabase::CWeaponDatabase() : m_bPreCached( false ) { }
bool CWeaponDatabase::Init() { ListenForGameEvent( "weapon_reload_database" ); return LoadManifest(); }
bool CWeaponDatabase::LoadManifest() { // FIXME[pmf]: this is defined as a virtual in g_pGameRules, but it isn't construction yet...
const unsigned char szEncryptionKey[] = "d7NSuLq2";
// KeyValues::AutoDelete manifest = ReadEncryptedKVFile( filesystem, "scripts/weapon_manifest.txt", szEncryptionKey );
KeyValues::AutoDelete manifest( "weaponscripts" ); manifest->UsesEscapeSequences( true ); if ( manifest->LoadFromFile( filesystem, "scripts/weapon_manifest.txt", "GAME" ) ) { for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL ; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { char fileBase[512]; Q_FileBase( sub->GetString(), fileBase, sizeof(fileBase) );
LoadWeaponDataFromFile( filesystem, fileBase, szEncryptionKey ); } else { Error( "Expecting 'file', got %s\n", sub->GetName() ); } } }
LoadEquipmentData();
return true; }
void CWeaponDatabase::PrecacheAllWeapons() { // NOTE[pmf]: removed this precache check for now, since it seems that the caches are getting evicted on map change
// if ( m_bPreCached )
// return;
FOR_EACH_DICT( m_WeaponInfoDatabase, it ) { const char* szClassName = m_WeaponInfoDatabase.GetElementName( it );
#if defined( CLIENT_DLL )
// don't try to precache items that don't have entities (e.g. the items don't exist as entities on the client)
if ( GetClassMap().GetClassSize(szClassName) <= 0 ) // if ( V_strncasecmp(szClassName, "item_", 5) == 0)
continue; #endif
UTIL_PrecacheOther( szClassName ); } m_bPreCached = true; }
void CWeaponDatabase::RefreshAllWeapons() { FOR_EACH_DICT( m_WeaponInfoDatabase, it ) { FileWeaponInfo_t* pWeaponInfo = m_WeaponInfoDatabase[it]; if ( pWeaponInfo ) { pWeaponInfo->RefreshDynamicParameters(); } } }
WEAPON_FILE_INFO_HANDLE CWeaponDatabase::FindWeaponInfo( const char *name ) { return m_WeaponInfoDatabase.Find( name ); }
WEAPON_FILE_INFO_HANDLE CWeaponDatabase::FindOrCreateWeaponInfo( const char *name ) { // Complain about duplicately defined metaclass names...
unsigned short lookup = m_WeaponInfoDatabase.Find( name ); if ( lookup != m_WeaponInfoDatabase.InvalidIndex() ) { return lookup; }
FileWeaponInfo_t *insert = CreateWeaponInfo();
lookup = m_WeaponInfoDatabase.Insert( name, insert ); Assert( lookup != m_WeaponInfoDatabase.InvalidIndex() ); return lookup; }
static FileWeaponInfo_t * Helper_GetNullWeaponInfo() { static FileWeaponInfo_t gNullWeaponInfo; return &gNullWeaponInfo; }
FileWeaponInfo_t * CWeaponDatabase::GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle ) { if ( handle >= m_WeaponInfoDatabase.Count() ) { return Helper_GetNullWeaponInfo(); }
if ( handle == m_WeaponInfoDatabase.InvalidIndex() ) { return Helper_GetNullWeaponInfo(); }
return m_WeaponInfoDatabase[ handle ]; }
//-----------------------------------------------------------------------------
// Purpose: Read data on weapon from script file
// Output: true - if data2 successfully read
// false - if data load fails
//-----------------------------------------------------------------------------
bool CWeaponDatabase::LoadWeaponDataFromFile( IFileSystem* filesystem, const char *szWeaponName, const unsigned char *pICEKey ) { char sz[128]; Q_snprintf( sz, sizeof( sz ), "scripts/%s", szWeaponName ); KeyValues *pKV = ReadEncryptedKVFile( filesystem, sz, pICEKey ); if ( !pKV ) return false;
WEAPON_FILE_INFO_HANDLE handle = FindOrCreateWeaponInfo( szWeaponName ); FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( handle ); Assert( pFileInfo );
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
return true; }
void CWeaponDatabase::Reset() { int c = m_WeaponInfoDatabase.Count(); for ( int i = 0; i < c; ++i ) { delete m_WeaponInfoDatabase[ i ]; } m_WeaponInfoDatabase.RemoveAll();
#ifdef _DEBUG
memset(g_bUsedWeaponSlots, 0, sizeof(g_bUsedWeaponSlots)); #endif
m_bPreCached = false; }
void CWeaponDatabase::FireGameEvent( IGameEvent *pEvent ) { #if defined( CLIENT_DLL )
const char *pEventName = pEvent->GetName(); if ( 0 == Q_strcmp( pEventName, "weapon_reload_database" ) ) { LoadManifest(); } #endif
}
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