Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "stdafx.h"
#include "scriplib.h"
#include "choreoscene.h"
#include "iscenetokenprocessor.h"
#include "filesystem_tools.h"
//-----------------------------------------------------------------------------
// Purpose: Helper to scene module for parsing the .vcd file
//-----------------------------------------------------------------------------
class CSceneTokenProcessor : public ISceneTokenProcessor
{
public:
const char *CurrentToken( void );
bool GetToken( bool crossline );
bool TokenAvailable( void );
void Error( const char *fmt, ... );
};
//-----------------------------------------------------------------------------
// Purpose:
// Output : const
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void )
{
return token;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline )
{
return ::GetToken( crossline ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void )
{
return ::TokenAvailable() ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... )
{
char string[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
vsprintf( string, fmt, argptr );
va_end( argptr );
Warning( "%s", string );
}
static CSceneTokenProcessor g_TokenProcessor;
//-----------------------------------------------------------------------------
// Purpose: Normally implemented in cmdlib.cpp but we don't want that in Hammer.
//-----------------------------------------------------------------------------
char *ExpandPath (char *path)
{
static char fullpath[ 512 ];
g_pFullFileSystem->RelativePathToFullPath( path, "GAME", fullpath, sizeof( fullpath ) );
return fullpath;
}
//-----------------------------------------------------------------------------
// This is here because scriplib.cpp is included in this project but cmdlib.cpp
// is not, but scriplib.cpp uses some stuff from cmdlib.cpp, same with
// LoadFile and ExpandPath above. The only thing that currently uses this
// is $include in scriptlib, if this function returns 0, $include will
// behave the way it did before this change
//-----------------------------------------------------------------------------
int CmdLib_ExpandWithBasePaths( CUtlVector< CUtlString > &expandedPathList, const char *pszPath )
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Normally implemented in cmdlib.cpp but we don't want that in Hammer.
//-----------------------------------------------------------------------------
int LoadFile( const char *filename, void **bufferptr )
{
FileHandle_t f = g_pFullFileSystem->Open( filename, "rb" );
if ( FILESYSTEM_INVALID_HANDLE != f )
{
int length = g_pFullFileSystem->Size( f );
void *buffer = malloc (length+1);
((char *)buffer)[length] = 0;
g_pFullFileSystem->Read( buffer, length, f );
g_pFullFileSystem->Close (f);
*bufferptr = buffer;
return length;
}
else
{
*bufferptr = NULL;
return 0;
}
}
CChoreoScene* HammerLoadScene( const char *pFilename )
{
if ( g_pFullFileSystem->FileExists( pFilename ) )
{
LoadScriptFile( (char*)pFilename );
CChoreoScene *scene = ChoreoLoadScene( pFilename, NULL, &g_TokenProcessor, Msg );
return scene;
}
return NULL;
}
bool GetFirstSoundInScene( const char *pSceneFilename, char *pSoundName, int soundNameLen )
{
CChoreoScene *pScene = HammerLoadScene( pSceneFilename );
if ( !pScene )
return false;
for ( int i = 0; i < pScene->GetNumEvents(); i++ )
{
CChoreoEvent *e = pScene->GetEvent( i );
if ( !e || e->GetType() != CChoreoEvent::SPEAK )
continue;
const char *pParameters = e->GetParameters();
V_strncpy( pSoundName, pParameters, soundNameLen );
delete pScene;
return true;
}
delete pScene;
return false;
}