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84 lines
2.8 KiB
84 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player class 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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#ifndef PLAYERCLASS_INFO_PARSE_H
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#define PLAYERCLASS_INFO_PARSE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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class IFileSystem;
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class KeyValues;
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typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE;
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#define MAX_PLAYERCLASS_NAME_LENGTH 128
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//-----------------------------------------------------------------------------
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// Purpose: Contains the data read from the player class script files.
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// It's cached so we only read each script file once.
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// Each game provides a CreatePlayerClassInfo function so it can have game-specific
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// data in the player class scripts.
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//-----------------------------------------------------------------------------
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class FilePlayerClassInfo_t
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{
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public:
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FilePlayerClassInfo_t();
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// Each game can override this to get whatever values it wants from the script.
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virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName );
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public:
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bool m_bParsedScript;
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public:
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// Class properties
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// todo : better lengths for these arrays ?
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char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH];
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char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name
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char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH];
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char m_szSelectCmd[32]; //command the player can issue to switch to this class
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};
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// The weapon parse function
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bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName,
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PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
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// If player class info has been loaded for the specified class name, this returns it.
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PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name );
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// Given a handle to the player class info, return the class data
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FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle );
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// Get the null Player Class object
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PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void );
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// Initialize all player class info
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void ResetFilePlayerClassInfoDatabase( void );
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//
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// Read a possibly-encrypted KeyValues file in.
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// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
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// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
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//
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// (This should be moved into a more appropriate place).
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//
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extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
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// Each game implements this. It can return a derived class and override Parse() if it wants.
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extern FilePlayerClassInfo_t* CreatePlayerClassInfo();
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#endif // PLAYERCLASS_INFO_PARSE_H
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