163 lines
5.9 KiB
C++
163 lines
5.9 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon 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 WEAPON_PARSE_H
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#define WEAPON_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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typedef unsigned short WEAPON_FILE_INFO_HANDLE;
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// -----------------------------------------------------------
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// Weapon sound types
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// Used to play sounds defined in the weapon's classname.txt file
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// This needs to match pWeaponSoundCategories in weapon_parse.cpp
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// ------------------------------------------------------------
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typedef enum {
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EMPTY,
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SINGLE,
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SINGLE_NPC,
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WPN_DOUBLE, // Can't be "DOUBLE" because windows.h uses it.
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DOUBLE_NPC,
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BURST,
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RELOAD,
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RELOAD_NPC,
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MELEE_MISS,
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MELEE_HIT,
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MELEE_HIT_WORLD,
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SPECIAL1,
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SPECIAL2,
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SPECIAL3,
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TAUNT,
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FAST_RELOAD,
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// Add new shoot sound types here
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NUM_SHOOT_SOUND_TYPES,
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} WeaponSound_t;
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int GetWeaponSoundFromString( const char *pszString );
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#define MAX_SHOOT_SOUNDS 16 // Maximum number of shoot sounds per shoot type
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#define MAX_WEAPON_STRING 80
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#define MAX_WEAPON_PREFIX 16
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#define MAX_WEAPON_AMMO_NAME 32
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#define WEAPON_PRINTNAME_MISSING "!!! Missing printname on weapon"
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class CHudTexture;
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class KeyValues;
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//-----------------------------------------------------------------------------
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// Purpose: Contains the data read from the weapon's script file.
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// It's cached so we only read each weapon's script file once.
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// Each game provides a CreateWeaponInfo function so it can have game-specific
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// data (like CS move speeds) in the weapon script.
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//-----------------------------------------------------------------------------
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class FileWeaponInfo_t
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{
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public:
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FileWeaponInfo_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 *szWeaponName );
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public:
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bool bParsedScript;
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bool bLoadedHudElements;
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// SHARED
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char szClassName[MAX_WEAPON_STRING];
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char szPrintName[MAX_WEAPON_STRING]; // Name for showing in HUD, etc.
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char szViewModel[MAX_WEAPON_STRING]; // View model of this weapon
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char szWorldModel[MAX_WEAPON_STRING]; // Model of this weapon seen carried by the player
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char szAnimationPrefix[MAX_WEAPON_PREFIX]; // Prefix of the animations that should be used by the player carrying this weapon
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int iSlot; // inventory slot.
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int iPosition; // position in the inventory slot.
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int iMaxClip1; // max primary clip size (-1 if no clip)
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int iMaxClip2; // max secondary clip size (-1 if no clip)
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int iDefaultClip1; // amount of primary ammo in the gun when it's created
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int iDefaultClip2; // amount of secondary ammo in the gun when it's created
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int iWeight; // this value used to determine this weapon's importance in autoselection.
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int iRumbleEffect; // Which rumble effect to use when fired? (xbox)
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bool bAutoSwitchTo; // whether this weapon should be considered for autoswitching to
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bool bAutoSwitchFrom; // whether this weapon can be autoswitched away from when picking up another weapon or ammo
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int iFlags; // miscellaneous weapon flags
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char szAmmo1[MAX_WEAPON_AMMO_NAME]; // "primary" ammo type
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char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
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char szAIAddOn[MAX_WEAPON_STRING]; // addon that this weapon can become
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// Sound blocks
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char aShootSounds[NUM_SHOOT_SOUND_TYPES][MAX_WEAPON_STRING];
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int iAmmoType;
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int iAmmo2Type;
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bool m_bMeleeWeapon; // Melee weapons can always "fire" regardless of ammo.
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// This tells if the weapon was built right-handed (defaults to true).
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// This helps cl_righthand make the decision about whether to flip the model or not.
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bool m_bBuiltRightHanded;
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bool m_bAllowFlipping; // False to disallow flipping the model, regardless of whether
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// it is built left or right handed.
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// CLIENT DLL
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// Sprite data, read from the data file
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int iSpriteCount;
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CHudTexture *iconActive;
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CHudTexture *iconInactive;
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CHudTexture *iconAmmo;
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CHudTexture *iconAmmo2;
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CHudTexture *iconCrosshair;
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CHudTexture *iconAutoaim;
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CHudTexture *iconZoomedCrosshair;
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CHudTexture *iconZoomedAutoaim;
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CHudTexture *iconSmall;
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// TF2 specific
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bool bShowUsageHint; // if true, then when you receive the weapon, show a hint about it
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// SERVER DLL
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};
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// The weapon parse function
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bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName,
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WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
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// If weapon info has been loaded for the specified class name, this returns it.
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WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name );
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FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle );
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WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void );
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void PrecacheFileWeaponInfoDatabase( IFileSystem *filesystem, const unsigned char *pICEKey );
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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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KeyValues* ReadEncryptedKVFile( 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 FileWeaponInfo_t* CreateWeaponInfo();
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#endif // WEAPON_PARSE_H
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