hl2_src-leak-2017/src/game/shared/tf2/techtree_parse.cpp

184 lines
5.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Shared code that parse the Technology Tree on the client & server.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "utlvector.h"
#include "tf_shareddefs.h"
#include "techtree.h"
#include <KeyValues.h>
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Parse a class result chunk inside a technology keyvalue
//-----------------------------------------------------------------------------
void ParseClassResult( CBaseTechnology *pTechnology, KeyValues *pkvResult, int iClass )
{
if ( !pkvResult )
return;
// All is a special case, used by general technologies
if ( iClass == TFCLASS_CLASS_COUNT )
{
for (int i = TFCLASS_RECON; i < TFCLASS_CLASS_COUNT; i++)
{
pTechnology->SetClassResultSound( i, pkvResult->GetString( "sound", NULL ) );
pTechnology->SetClassResultDescription( i, pkvResult->GetString( "description", NULL ) );
pTechnology->SetClassResultAssociateWeapons( i, pkvResult->GetInt( "associateweapons", 0 ) ? true : false );
}
}
else
{
pTechnology->SetClassResultSound( iClass, pkvResult->GetString( "sound", NULL ) );
pTechnology->SetClassResultDescription( iClass, pkvResult->GetString( "description", NULL ) );
pTechnology->SetClassResultAssociateWeapons( iClass, pkvResult->GetInt( "associateweapons", 0 ) ? true : false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Parse a technology from a keyvalues chunk in the data file
//-----------------------------------------------------------------------------
void ParseTechnology( CBaseTechnology *pTechnology, KeyValues *pkvTech )
{
// Get the general data
pTechnology->SetName( pkvTech->GetName() );
pTechnology->SetPrintName( pkvTech->GetString( "printname", "" ) );
// Use the print name if no button name specified
pTechnology->SetButtonName( pkvTech->GetString( "buttonname", pTechnology->GetPrintName() ) );
pTechnology->SetDescription( pkvTech->GetString( "description", "" ) );
pTechnology->SetTextureName( pkvTech->GetString( "texture", "" ) );
pTechnology->SetLevel( pkvTech->GetInt( "level", 0 ) );
pTechnology->SetGoalTechnology( pkvTech->GetInt( "goal", 0 ) > 0 );
pTechnology->SetHidden( pkvTech->GetInt( "hidden", 0 ) != 0 );
// Retrieve weapon associations
KeyValues *pkvWeaponAssociations = pkvTech->FindKey( "associated_weapons" );
if ( pkvWeaponAssociations )
{
KeyValues *pkvWA = pkvWeaponAssociations->GetFirstSubKey();
while ( pkvWA )
{
const char *weaponname = pkvWA->GetString();
if ( weaponname && weaponname[ 0 ] )
{
pTechnology->AddAssociatedWeapon( weaponname );
}
pkvWA = pkvWA->GetNextKey();
}
}
// Get the cost
pTechnology->SetCost( pkvTech->GetFloat( "resourcecost", 0.0 ) );
// Get the class results
KeyValues *pkvClassResults = pkvTech->FindKey( "class_results" );
if ( pkvClassResults )
{
// Try and get each class result
for ( int iClass=0; iClass < TFCLASS_CLASS_COUNT; iClass++ )
{
ParseClassResult( pTechnology, pkvClassResults->FindKey( GetTFClassInfo( iClass )->m_pClassName ), iClass );
}
ParseClassResult( pTechnology, pkvClassResults->FindKey( "all" ), TFCLASS_CLASS_COUNT );
}
// Get any technologies contained within this one
KeyValues *pkvTechnologies = pkvTech->FindKey( "technologies" );
if ( pkvTechnologies )
{
KeyValues *pkvTechnology = pkvTechnologies->GetFirstSubKey();
int iContainedTechs = 0;
while ( pkvTechnology )
{
if ( iContainedTechs >= MAX_CONTAINED_TECHNOLOGIES )
break;
pTechnology->AddContainedTechnology( pkvTechnology->GetString() );
iContainedTechs++;
pkvTechnology = pkvTechnology->GetNextKey();
}
}
// Get any dependencies for this tech
KeyValues *pkvDependencies = pkvTech->FindKey( "dependencies" );
if ( pkvDependencies )
{
KeyValues *pkvTechnology = pkvDependencies->GetFirstSubKey();
int iDependentTechs = 0;
while ( pkvTechnology )
{
if ( iDependentTechs >= MAX_DEPENDANT_TECHNOLOGIES )
break;
pTechnology->AddDependentTechnology( pkvTechnology->GetString() );
iDependentTechs++;
pkvTechnology = pkvTechnology->GetNextKey();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Parse the technology tree file and dump the data into the utlvector list
//-----------------------------------------------------------------------------
bool ParseTechnologyFile( CUtlVector< CBaseTechnology * > &pTechnologyList, IFileSystem* filesystem, int nTeamNumber, char *sFileName )
{
// Open the technology tree datafile
KeyValues *pkvTechTreeFile = new KeyValues( "TechTreeDataFile" );
if ( pkvTechTreeFile->LoadFromFile( filesystem, sFileName, "GAME" ) == false )
return false;
// Parse the list of techs
KeyValues *pkvTech = pkvTechTreeFile->GetFirstSubKey();
while ( pkvTech )
{
// Reached the maximum number of techs allowed?
if ( pTechnologyList.Size() >= MAX_TECHNOLOGIES )
{
pkvTechTreeFile->deleteThis();
return false;
}
// Create the technology
CBaseTechnology *pTechnology = NULL;
int nTeamTech = pkvTech->GetInt( "team", 0 );
if ((nTeamTech == 0) || (nTeamTech == nTeamNumber))
{
pTechnology = new CBaseTechnology();
ParseTechnology( pTechnology, pkvTech );
// Find out if it's already in the list
for ( int i = 0; i < pTechnologyList.Size(); i++ )
{
if ( !strcmp(pTechnologyList[i]->GetName(), pTechnology->GetName() ) )
{
// Found it in the tree already, so delete and continue
delete pTechnology;
pTechnology = NULL;
break;
}
}
}
// If we haven't deleted it, add it to the list
if ( pTechnology )
{
pTechnologyList.AddToTail( pTechnology );
}
pkvTech = pkvTech->GetNextKey();
}
pkvTechTreeFile->deleteThis();
return true;
}