//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "importkeyvaluebase.h" #include "dmserializers.h" #include "datamodel/idatamodel.h" #include "datamodel/dmelement.h" #include "tier1/KeyValues.h" #include "tier1/utlbuffer.h" #include "datamodel/dmattribute.h" //----------------------------------------------------------------------------- // Serialization class for Key Values //----------------------------------------------------------------------------- class CImportActBusy : public CImportKeyValueBase { public: virtual const char *GetName() const { return "actbusy"; } virtual const char *GetDescription() const { return "ActBusy Script File"; } virtual int GetCurrentVersion() const { return 0; } // doesn't store a version bool Serialize( CUtlBuffer &outBuf, CDmElement *pRoot ); CDmElement* UnserializeFromKeyValues( KeyValues *pKeyValues ); private: // Reads a single element bool UnserializeActBusyKey( CDmAttribute *pChildren, KeyValues *pKeyValues ); // Writes out the actbusy header void SerializeHeader( CUtlBuffer &buf ); }; //----------------------------------------------------------------------------- // Singleton instance //----------------------------------------------------------------------------- static CImportActBusy s_ImportActBusy; void InstallActBusyImporter( IDataModel *pFactory ) { pFactory->AddSerializer( &s_ImportActBusy ); } //----------------------------------------------------------------------------- // Writes out the actbusy header //----------------------------------------------------------------------------- void CImportActBusy::SerializeHeader( CUtlBuffer &buf ) { buf.Printf( "// \"act busy name\"\t\tThis is the name that a mapmaker must specify in the hint node.\n" ); buf.Printf( "// {\n" ); buf.Printf( "// \t\"busy_anim\"\t\t\t\"Activity Name\".\n" ); buf.Printf( "// \t\"entry_anim\"\t\t\"Activity Name\"\n" ); buf.Printf( "// \t\"exit_anim\"\t\t\t\"Activity Name\"\n" ); buf.Printf( "// \t\"busy_sequence\"\t\t\"Sequence Name\". If specified, this is used over the activity name. Specify it in the hint node.\n" ); buf.Printf( "// \t\"entry_sequence\"\t\"Sequence Name\". If specified, this is used over the entry anim.\n" ); buf.Printf( "// \t\"exit_sequence\"\t\t\"Sequence Name\". If specified, this is used over the exit anim.\n" ); buf.Printf( "// \t\"min_time\"\t\t\t\"Minimum time to spend in this busy anim\"\n" ); buf.Printf( "// \t\"max_time\"\t\t\t\"Maximum time to spend in this busy anim\" 0 = only stop when interrupted by external event\n" ); buf.Printf( "// \t\"interrupts\"\t\tOne of:\n" ); buf.Printf( "// \t\t\t\t\t\t\"BA_INT_NONE\"\t\tbreak out only when time runs out. No external influence will break me out.\n" ); buf.Printf( "// \t\t\t\t\t\t\"BA_INT_DANGER\"\t\tbreak out of this anim only if threatened\n" ); buf.Printf( "// \t\t\t\t\t\t\"BA_INT_PLAYER\"\t\tbreak out of this anim if I can see the player, or I'm threatened\n" ); buf.Printf( "// \t\t\t\t\t\t\"BA_INT_AMBUSH\"\t\tsomeone please define this - I have no idea what it does\n" ); buf.Printf( "// \t\t\t\t\t\t\"BA_INT_COMBAT\"\t\tbreak out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached\n" ); buf.Printf( "// }\n" ); buf.Printf( "//\n" ); } //----------------------------------------------------------------------------- // Writes out a new actbusy file //----------------------------------------------------------------------------- bool CImportActBusy::Serialize( CUtlBuffer &buf, CDmElement *pRoot ) { SerializeHeader( buf ); buf.Printf( "\"ActBusy.txt\"\n" ); buf.Printf( "{\n" ); CDmAttribute *pChildren = pRoot->GetAttribute( "children" ); if ( !pChildren || pChildren->GetType() != AT_ELEMENT_ARRAY ) return NULL; CDmrElementArray<> children( pChildren ); int nCount = children.Count(); buf.PushTab(); for ( int i = 0; i < nCount; ++i ) { CDmElement *pChild = children[i]; buf.Printf( "\"%s\"\n", pChild->GetName() ); buf.Printf( "{\n" ); buf.PushTab(); PrintStringAttribute( pChild, buf, "busy_anim", true ); PrintStringAttribute( pChild, buf, "entry_anim", true ); PrintStringAttribute( pChild, buf, "exit_anim", true ); PrintStringAttribute( pChild, buf, "busy_sequence", true ); PrintStringAttribute( pChild, buf, "entry_sequence", true ); PrintStringAttribute( pChild, buf, "exit_sequence", true ); PrintFloatAttribute( pChild, buf, "min_time" ); PrintFloatAttribute( pChild, buf, "max_time" ); PrintStringAttribute( pChild, buf, "interrupts" ); buf.PopTab(); buf.Printf( "}\n" ); } buf.PopTab(); buf.Printf( "}\n" ); return true; } //----------------------------------------------------------------------------- // Reads a single element //----------------------------------------------------------------------------- bool CImportActBusy::UnserializeActBusyKey( CDmAttribute *pChildren, KeyValues *pKeyValues ) { CDmElement *pActBusy = CreateDmElement( "DmElement", pKeyValues->GetName(), NULL ); if ( !pActBusy ) return false; // Each act busy needs to have an editortype associated with it so it displays nicely in editors pActBusy->SetValue( "editorType", "actBusy" ); float flZero = 0.0f; AddStringAttribute( pActBusy, pKeyValues, "busy_anim", "" ); AddStringAttribute( pActBusy, pKeyValues, "entry_anim", "" ); AddStringAttribute( pActBusy, pKeyValues, "exit_anim", "" ); AddStringAttribute( pActBusy, pKeyValues, "busy_sequence", "" ); AddStringAttribute( pActBusy, pKeyValues, "entry_sequence", "" ); AddStringAttribute( pActBusy, pKeyValues, "exit_sequence", "" ); AddFloatAttribute( pActBusy, pKeyValues, "min_time", &flZero ); AddFloatAttribute( pActBusy, pKeyValues, "max_time", &flZero ); AddStringAttribute( pActBusy, pKeyValues, "interrupts", "BA_INT_NONE" ); CDmrElementArray<> children( pChildren ); children.AddToTail( pActBusy ); return true; } //----------------------------------------------------------------------------- // Main entry point for the unserialization //----------------------------------------------------------------------------- CDmElement* CImportActBusy::UnserializeFromKeyValues( KeyValues *pKeyValues ) { // Create the main element CDmElement *pElement = CreateDmElement( "DmElement", "ActBusyList", NULL ); if ( !pElement ) return NULL; // Each act busy list needs to have an editortype associated with it so it displays nicely in editors pElement->SetValue( "editorType", "actBusyList" ); // All actbusy keys are elements of a single element array attribute 'children' CDmAttribute *pChildren = pElement->AddAttribute( "children", AT_ELEMENT_ARRAY ); if ( !pChildren ) return NULL; // Under the root are all the actbusy keys for ( KeyValues *pActBusyKey = pKeyValues->GetFirstTrueSubKey(); pActBusyKey != NULL; pActBusyKey = pActBusyKey->GetNextTrueSubKey() ) { if ( !UnserializeActBusyKey( pChildren, pActBusyKey ) ) { Warning( "Error importing actbusy element %s\n", pActBusyKey->GetName() ); return NULL; } } // Resolve all element references recursively RecursivelyResolveElement( pElement ); return pElement; }