Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include "cs_weapon_parse.h"
#include "cs_shareddefs.h"
#include "weapon_csbase.h"
#include "icvar.h"
#include "cs_gamerules.h"
#include "cs_blackmarket.h"
//--------------------------------------------------------------------------------------------------------
struct WeaponTypeInfo
{
CSWeaponType type;
const char * name;
};
//--------------------------------------------------------------------------------------------------------
WeaponTypeInfo s_weaponTypeInfo[] =
{
{ WEAPONTYPE_KNIFE, "Knife" },
{ WEAPONTYPE_PISTOL, "Pistol" },
{ WEAPONTYPE_SUBMACHINEGUN, "Submachine Gun" }, // First match is printable
{ WEAPONTYPE_SUBMACHINEGUN, "submachinegun" },
{ WEAPONTYPE_SUBMACHINEGUN, "smg" },
{ WEAPONTYPE_RIFLE, "Rifle" },
{ WEAPONTYPE_SHOTGUN, "Shotgun" },
{ WEAPONTYPE_SNIPER_RIFLE, "Sniper Rifle" }, // First match is printable
{ WEAPONTYPE_SNIPER_RIFLE, "SniperRifle" },
{ WEAPONTYPE_MACHINEGUN, "Machine Gun" }, // First match is printable
{ WEAPONTYPE_MACHINEGUN, "machinegun" },
{ WEAPONTYPE_MACHINEGUN, "mg" },
{ WEAPONTYPE_C4, "C4" },
{ WEAPONTYPE_GRENADE, "Grenade" },
};
struct WeaponNameInfo
{
CSWeaponID id;
const char *name;
};
WeaponNameInfo s_weaponNameInfo[] =
{
{ WEAPON_P228, "weapon_p228" },
{ WEAPON_GLOCK, "weapon_glock" },
{ WEAPON_SCOUT, "weapon_scout" },
{ WEAPON_HEGRENADE, "weapon_hegrenade" },
{ WEAPON_XM1014, "weapon_xm1014" },
{ WEAPON_C4, "weapon_c4" },
{ WEAPON_MAC10, "weapon_mac10" },
{ WEAPON_AUG, "weapon_aug" },
{ WEAPON_SMOKEGRENADE, "weapon_smokegrenade" },
{ WEAPON_ELITE, "weapon_elite" },
{ WEAPON_FIVESEVEN, "weapon_fiveseven" },
{ WEAPON_UMP45, "weapon_ump45" },
{ WEAPON_SG550, "weapon_sg550" },
{ WEAPON_GALIL, "weapon_galil" },
{ WEAPON_FAMAS, "weapon_famas" },
{ WEAPON_USP, "weapon_usp" },
{ WEAPON_AWP, "weapon_awp" },
{ WEAPON_MP5NAVY, "weapon_mp5navy" },
{ WEAPON_M249, "weapon_m249" },
{ WEAPON_M3, "weapon_m3" },
{ WEAPON_M4A1, "weapon_m4a1" },
{ WEAPON_TMP, "weapon_tmp" },
{ WEAPON_G3SG1, "weapon_g3sg1" },
{ WEAPON_FLASHBANG, "weapon_flashbang" },
{ WEAPON_DEAGLE, "weapon_deagle" },
{ WEAPON_SG552, "weapon_sg552" },
{ WEAPON_AK47, "weapon_ak47" },
{ WEAPON_KNIFE, "weapon_knife" },
{ WEAPON_P90, "weapon_p90" },
// not sure any of these are needed
{ WEAPON_SHIELDGUN, "weapon_shieldgun" },
{ WEAPON_KEVLAR, "weapon_kevlar" },
{ WEAPON_ASSAULTSUIT, "weapon_assaultsuit" },
{ WEAPON_NVG, "weapon_nvg" },
{ WEAPON_NONE, "weapon_none" },
};
//--------------------------------------------------------------------------------------------------------------
CCSWeaponInfo g_EquipmentInfo[MAX_EQUIPMENT];
void PrepareEquipmentInfo( void )
{
memset( g_EquipmentInfo, 0, ARRAYSIZE( g_EquipmentInfo ) );
g_EquipmentInfo[2].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR ) );
g_EquipmentInfo[2].SetDefaultPrice( KEVLAR_PRICE );
g_EquipmentInfo[2].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_KEVLAR ) );
g_EquipmentInfo[2].m_iTeam = TEAM_UNASSIGNED;
Q_strcpy( g_EquipmentInfo[2].szClassName, "weapon_vest" );
#ifdef CLIENT_DLL
g_EquipmentInfo[2].iconActive = new CHudTexture;
g_EquipmentInfo[2].iconActive->cCharacterInFont = 't';
#endif
g_EquipmentInfo[1].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT ) );
g_EquipmentInfo[1].SetDefaultPrice( ASSAULTSUIT_PRICE );
g_EquipmentInfo[1].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_ASSAULTSUIT ) );
g_EquipmentInfo[1].m_iTeam = TEAM_UNASSIGNED;
Q_strcpy( g_EquipmentInfo[1].szClassName, "weapon_vesthelm" );
#ifdef CLIENT_DLL
g_EquipmentInfo[1].iconActive = new CHudTexture;
g_EquipmentInfo[1].iconActive->cCharacterInFont = 'u';
#endif
g_EquipmentInfo[0].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG ) );
g_EquipmentInfo[0].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_NVG ) );
g_EquipmentInfo[0].SetDefaultPrice( NVG_PRICE );
g_EquipmentInfo[0].m_iTeam = TEAM_UNASSIGNED;
Q_strcpy( g_EquipmentInfo[0].szClassName, "weapon_nvgs" );
#ifdef CLIENT_DLL
g_EquipmentInfo[0].iconActive = new CHudTexture;
g_EquipmentInfo[0].iconActive->cCharacterInFont = 's';
#endif
}
//--------------------------------------------------------------------------------------------------------------
CCSWeaponInfo * GetWeaponInfo( CSWeaponID weaponID )
{
if ( weaponID == WEAPON_NONE )
return NULL;
if ( weaponID >= WEAPON_KEVLAR )
{
int iIndex = (WEAPON_MAX - weaponID) - 1;
return &g_EquipmentInfo[iIndex];
}
const char *weaponName = WeaponIdAsString(weaponID);
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( weaponName );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
return NULL;
}
CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
return pWeaponInfo;
}
//--------------------------------------------------------------------------------------------------------
const char* WeaponClassAsString( CSWeaponType weaponType )
{
for ( int i = 0; i < ARRAYSIZE(s_weaponTypeInfo); ++i )
{
if ( s_weaponTypeInfo[i].type == weaponType )
{
return s_weaponTypeInfo[i].name;
}
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
CSWeaponType WeaponClassFromString( const char* weaponType )
{
for ( int i = 0; i < ARRAYSIZE(s_weaponTypeInfo); ++i )
{
if ( !Q_stricmp( s_weaponTypeInfo[i].name, weaponType ) )
{
return s_weaponTypeInfo[i].type;
}
}
return WEAPONTYPE_UNKNOWN;
}
//--------------------------------------------------------------------------------------------------------
CSWeaponType WeaponClassFromWeaponID( CSWeaponID weaponID )
{
const char *weaponStr = WeaponIDToAlias( weaponID );
const char *translatedAlias = GetTranslatedWeaponAlias( weaponStr );
char wpnName[128];
Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias );
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
if ( hWpnInfo != GetInvalidWeaponInfoHandle() )
{
CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
if ( pWeaponInfo )
{
return pWeaponInfo->m_WeaponType;
}
}
return WEAPONTYPE_UNKNOWN;
}
//--------------------------------------------------------------------------------------------------------
const char * WeaponIdAsString( CSWeaponID weaponID )
{
for ( int i = 0; i < ARRAYSIZE(s_weaponNameInfo); ++i )
{
if (s_weaponNameInfo[i].id == weaponID )
return s_weaponNameInfo[i].name;
}
return NULL;
}
//--------------------------------------------------------------------------------------------------------
CSWeaponID WeaponIdFromString( const char *szWeaponName )
{
for ( int i = 0; i < ARRAYSIZE(s_weaponNameInfo); ++i )
{
if ( Q_stricmp(s_weaponNameInfo[i].name, szWeaponName) == 0 )
return s_weaponNameInfo[i].id;
}
return WEAPON_NONE;
}
//--------------------------------------------------------------------------------------------------------
void ParseVector( KeyValues *keyValues, const char *keyName, Vector& vec )
{
vec.x = vec.y = vec.z = 0.0f;
if ( !keyValues || !keyName )
return;
const char *vecString = keyValues->GetString( keyName, "0 0 0" );
if ( vecString && *vecString )
{
float x = 0.0f, y = 0.0f, z = 0.0f;
if ( 3 == sscanf( vecString, "%f %f %f", &x, &y, &z ) )
{
vec.x = x;
vec.y = y;
vec.z = z;
}
}
}
FileWeaponInfo_t* CreateWeaponInfo()
{
return new CCSWeaponInfo;
}
CCSWeaponInfo::CCSWeaponInfo()
{
m_flMaxSpeed = 1; // This should always be set in the script.
m_szAddonModel[0] = 0;
}
int CCSWeaponInfo::GetWeaponPrice( void ) const
{
return m_iWeaponPrice;
}
int CCSWeaponInfo::GetDefaultPrice( void )
{
return m_iDefaultPrice;
}
int CCSWeaponInfo::GetPrevousPrice( void )
{
return m_iPreviousPrice;
}
void CCSWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
BaseClass::Parse( pKeyValuesData, szWeaponName );
m_flMaxSpeed = (float)pKeyValuesData->GetInt( "MaxPlayerSpeed", 1 );
m_iDefaultPrice = m_iWeaponPrice = pKeyValuesData->GetInt( "WeaponPrice", -1 );
if ( m_iWeaponPrice == -1 )
{
// This weapon should have the price in its script.
Assert( false );
}
if ( CSGameRules()->IsBlackMarket() )
{
CSWeaponID iWeaponID = AliasToWeaponID( GetTranslatedWeaponAlias ( szWeaponName ) );
m_iDefaultPrice = m_iWeaponPrice;
m_iPreviousPrice = CSGameRules()->GetBlackMarketPreviousPriceForWeapon( iWeaponID );
m_iWeaponPrice = CSGameRules()->GetBlackMarketPriceForWeapon( iWeaponID );
}
m_flArmorRatio = pKeyValuesData->GetFloat( "WeaponArmorRatio", 1 );
m_iCrosshairMinDistance = pKeyValuesData->GetInt( "CrosshairMinDistance", 4 );
m_iCrosshairDeltaDistance = pKeyValuesData->GetInt( "CrosshairDeltaDistance", 3 );
m_bCanUseWithShield = !!pKeyValuesData->GetInt( "CanEquipWithShield", false );
m_flMuzzleScale = pKeyValuesData->GetFloat( "MuzzleFlashScale", 1 );
const char *pMuzzleFlashStyle = pKeyValuesData->GetString( "MuzzleFlashStyle", "CS_MUZZLEFLASH_NORM" );
if( pMuzzleFlashStyle )
{
if ( Q_stricmp( pMuzzleFlashStyle, "CS_MUZZLEFLASH_X" ) == 0 )
{
m_iMuzzleFlashStyle = CS_MUZZLEFLASH_X;
}
else if ( Q_stricmp( pMuzzleFlashStyle, "CS_MUZZLEFLASH_NONE" ) == 0 )
{
m_iMuzzleFlashStyle = CS_MUZZLEFLASH_NONE;
}
else
{
m_iMuzzleFlashStyle = CS_MUZZLEFLASH_NORM;
}
}
else
{
Assert( false );
}
m_iPenetration = pKeyValuesData->GetInt( "Penetration", 1 );
m_iDamage = pKeyValuesData->GetInt( "Damage", 42 ); // Douglas Adams 1952 - 2001
m_flRange = pKeyValuesData->GetFloat( "Range", 8192.0f );
m_flRangeModifier = pKeyValuesData->GetFloat( "RangeModifier", 0.98f );
m_iBullets = pKeyValuesData->GetInt( "Bullets", 1 );
m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 );
m_bAccuracyQuadratic= pKeyValuesData->GetInt( "AccuracyQuadratic", 0 );
m_flAccuracyDivisor = pKeyValuesData->GetFloat( "AccuracyDivisor", -1 ); // -1 = off
m_flAccuracyOffset = pKeyValuesData->GetFloat( "AccuracyOffset", 0 );
m_flMaxInaccuracy = pKeyValuesData->GetFloat( "MaxInaccuracy", 0 );
// new accuracy model parameters
m_fSpread[0] = pKeyValuesData->GetFloat("Spread", 0.0f);
m_fInaccuracyCrouch[0] = pKeyValuesData->GetFloat("InaccuracyCrouch", 0.0f);
m_fInaccuracyStand[0] = pKeyValuesData->GetFloat("InaccuracyStand", 0.0f);
m_fInaccuracyJump[0] = pKeyValuesData->GetFloat("InaccuracyJump", 0.0f);
m_fInaccuracyLand[0] = pKeyValuesData->GetFloat("InaccuracyLand", 0.0f);
m_fInaccuracyLadder[0] = pKeyValuesData->GetFloat("InaccuracyLadder", 0.0f);
m_fInaccuracyImpulseFire[0] = pKeyValuesData->GetFloat("InaccuracyFire", 0.0f);
m_fInaccuracyMove[0] = pKeyValuesData->GetFloat("InaccuracyMove", 0.0f);
m_fSpread[1] = pKeyValuesData->GetFloat("SpreadAlt", 0.0f);
m_fInaccuracyCrouch[1] = pKeyValuesData->GetFloat("InaccuracyCrouchAlt", 0.0f);
m_fInaccuracyStand[1] = pKeyValuesData->GetFloat("InaccuracyStandAlt", 0.0f);
m_fInaccuracyJump[1] = pKeyValuesData->GetFloat("InaccuracyJumpAlt", 0.0f);
m_fInaccuracyLand[1] = pKeyValuesData->GetFloat("InaccuracyLandAlt", 0.0f);
m_fInaccuracyLadder[1] = pKeyValuesData->GetFloat("InaccuracyLadderAlt", 0.0f);
m_fInaccuracyImpulseFire[1] = pKeyValuesData->GetFloat("InaccuracyFireAlt", 0.0f);
m_fInaccuracyMove[1] = pKeyValuesData->GetFloat("InaccuracyMoveAlt", 0.0f);
m_fInaccuracyReload = pKeyValuesData->GetFloat("InaccuracyReload", 0.0f);
m_fInaccuracyAltSwitch = pKeyValuesData->GetFloat("InaccuracyAltSwitch", 0.0f);
m_fRecoveryTimeCrouch = pKeyValuesData->GetFloat("RecoveryTimeCrouch", 1.0f);
m_fRecoveryTimeStand = pKeyValuesData->GetFloat("RecoveryTimeStand", 1.0f);
m_flTimeToIdleAfterFire = pKeyValuesData->GetFloat( "TimeToIdle", 2 );
m_flIdleInterval = pKeyValuesData->GetFloat( "IdleInterval", 20 );
// Figure out what team can have this weapon.
m_iTeam = TEAM_UNASSIGNED;
const char *pTeam = pKeyValuesData->GetString( "Team", NULL );
if ( pTeam )
{
if ( Q_stricmp( pTeam, "CT" ) == 0 )
{
m_iTeam = TEAM_CT;
}
else if ( Q_stricmp( pTeam, "TERRORIST" ) == 0 )
{
m_iTeam = TEAM_TERRORIST;
}
else if ( Q_stricmp( pTeam, "ANY" ) == 0 )
{
m_iTeam = TEAM_UNASSIGNED;
}
else
{
Assert( false );
}
}
else
{
Assert( false );
}
const char *pWrongTeamMsg = pKeyValuesData->GetString( "WrongTeamMsg", "" );
Q_strncpy( m_WrongTeamMsg, pWrongTeamMsg, sizeof( m_WrongTeamMsg ) );
const char *pShieldViewModel = pKeyValuesData->GetString( "shieldviewmodel", "" );
Q_strncpy( m_szShieldViewModel, pShieldViewModel, sizeof( m_szShieldViewModel ) );
const char *pAnimEx = pKeyValuesData->GetString( "PlayerAnimationExtension", "m4" );
Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( m_szAnimExtension ) );
// Default is 2000.
m_flBotAudibleRange = pKeyValuesData->GetFloat( "BotAudibleRange", 2000.0f );
const char *pTypeString = pKeyValuesData->GetString( "WeaponType", "" );
m_WeaponType = WeaponClassFromString(pTypeString);
m_bFullAuto = pKeyValuesData->GetBool("FullAuto");
// Read the addon model.
Q_strncpy( m_szAddonModel, pKeyValuesData->GetString( "AddonModel" ), sizeof( m_szAddonModel ) );
// Read the dropped model.
Q_strncpy( m_szDroppedModel, pKeyValuesData->GetString( "DroppedModel" ), sizeof( m_szDroppedModel ) );
// Read the silencer model.
Q_strncpy( m_szSilencerModel, pKeyValuesData->GetString( "SilencerModel" ), sizeof( m_szSilencerModel ) );
#ifndef CLIENT_DLL
// Enforce consistency for the weapon here, since that way we don't need to save off the model bounds
// for all time.
// Moved to pure_server_minimal.txt
// engine->ForceExactFile( UTIL_VarArgs("scripts/%s.ctx", szWeaponName ) );
// Model bounds are rounded to the nearest integer, then extended by 1
engine->ForceModelBounds( szWorldModel, Vector( -15, -12, -18 ), Vector( 44, 16, 19 ) );
if ( m_szAddonModel[0] )
{
engine->ForceModelBounds( m_szAddonModel, Vector( -5, -5, -6 ), Vector( 13, 5, 7 ) );
}
if ( m_szSilencerModel[0] )
{
engine->ForceModelBounds( m_szSilencerModel, Vector( -15, -12, -18 ), Vector( 44, 16, 19 ) );
}
#endif // !CLIENT_DLL
}