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 "dod_playerclass_info_parse.h"
#include "dod_shareddefs.h"
#include "weapon_dodbase.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
FilePlayerClassInfo_t* CreatePlayerClassInfo()
{
return new CDODPlayerClassInfo;
}
CDODPlayerClassInfo::CDODPlayerClassInfo()
{
m_iTeam= TEAM_UNASSIGNED;
m_iPrimaryWeapon= WEAPON_NONE;
m_iSecondaryWeapon= WEAPON_NONE;
m_iMeleeWeapon= WEAPON_NONE;
m_iNumGrensType1 = 0;
m_iGrenType1 = WEAPON_NONE;
m_iNumGrensType2 = 0;
m_iGrenType2 = WEAPON_NONE;
m_iNumBandages = 0;
m_iHelmetGroup= HELMET_GROUP_0;
m_iHairGroup= HELMET_GROUP_0;
m_iDropHelmet = HELMET_ALLIES;
m_szLimitCvar[0] = '\0';
m_bClassLimitMGMerge = false;
}
int AliasToWeaponID( const char *alias )
{
if (alias)
{
for( int i=0; s_WeaponAliasInfo[i] != NULL; ++i )
if (!Q_stricmp( s_WeaponAliasInfo[i], alias ))
return i;
}
return WEAPON_NONE;
}
void CDODPlayerClassInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
BaseClass::Parse( pKeyValuesData, szWeaponName );
m_iTeam= pKeyValuesData->GetInt( "team", TEAM_UNASSIGNED );
// Figure out what team can have this player class
m_iTeam = TEAM_UNASSIGNED;
const char *pTeam = pKeyValuesData->GetString( "team", NULL );
if ( pTeam )
{
if ( Q_stricmp( pTeam, "ALLIES" ) == 0 )
{
m_iTeam = TEAM_ALLIES;
}
else if ( Q_stricmp( pTeam, "AXIS" ) == 0 )
{
m_iTeam = TEAM_AXIS;
}
else
{
Assert( false );
}
}
else
{
Assert( false );
}
const char *pszPrimaryWeapon = pKeyValuesData->GetString( "primaryweapon", NULL );
m_iPrimaryWeapon = AliasToWeaponID( pszPrimaryWeapon );
Assert( m_iPrimaryWeapon != WEAPON_NONE ); // require player to have a primary weapon
const char *pszSecondaryWeapon = pKeyValuesData->GetString( "secondaryweapon", NULL );
if ( pszSecondaryWeapon )
{
m_iSecondaryWeapon = AliasToWeaponID( pszSecondaryWeapon );
Assert( m_iSecondaryWeapon != WEAPON_NONE );
}
else
m_iSecondaryWeapon = WEAPON_NONE;
const char *pszMeleeWeapon = pKeyValuesData->GetString( "meleeweapon", NULL );
if ( pszMeleeWeapon )
{
m_iMeleeWeapon = AliasToWeaponID( pszMeleeWeapon );
Assert( m_iMeleeWeapon != WEAPON_NONE );
}
else
m_iMeleeWeapon = WEAPON_NONE;
m_iNumGrensType1 = pKeyValuesData->GetInt( "numgrens", 0 );
if ( m_iNumGrensType1 > 0 )
{
const char *pszGrenType1 = pKeyValuesData->GetString( "grenadetype", NULL );
m_iGrenType1 = AliasToWeaponID( pszGrenType1 );
Assert( m_iGrenType1 != WEAPON_NONE );
}
m_iNumGrensType2 = pKeyValuesData->GetInt( "numgrens2", 0 );
if ( m_iNumGrensType2 > 0 )
{
const char *pszGrenType2 = pKeyValuesData->GetString( "grenadetype2", NULL );
m_iGrenType2 = AliasToWeaponID( pszGrenType2 );
Assert( m_iGrenType2 != WEAPON_NONE );
}
m_iNumBandages = pKeyValuesData->GetInt( "numbandages", 0 );
m_iHelmetGroup = pKeyValuesData->GetInt( "helmetgroup", 0 );
m_iHairGroup = pKeyValuesData->GetInt( "hairgroup", 0 );
// Which helmet model to generate
const char *pszHelmetModel = pKeyValuesData->GetString( "drophelmet", "HELMET_ALLIES" );
if( pszHelmetModel )
{
if ( Q_stricmp( pszHelmetModel, "HELMET_ALLIES" ) == 0 )
{
m_iDropHelmet = HELMET_ALLIES;
}
else if ( Q_stricmp( pszHelmetModel, "HELMET_AXIS" ) == 0 )
{
m_iDropHelmet = HELMET_AXIS;
}
else
{
Assert( false );
}
}
else
{
Assert( false );
}
Q_strncpy( m_szLimitCvar, pKeyValuesData->GetString( "limitcvar", "!! Missing limit cvar on Player Class" ), sizeof(m_szLimitCvar) );
Assert( Q_strlen( m_szLimitCvar ) > 0 && "Every class must specify a limitcvar" );
m_bClassLimitMGMerge = ( pKeyValuesData->GetInt( "mergemgclass" ) > 0 );
// HUD player status health images (when the player is hurt)
Q_strncpy( m_szClassHealthImage, pKeyValuesData->GetString( "healthimage", "white" ), sizeof( m_szClassHealthImage ) );
Q_strncpy( m_szClassHealthImageBG, pKeyValuesData->GetString( "healthimagebg", "white" ), sizeof( m_szClassHealthImageBG ) );
}