Example #1
0
//-----------------------------------------------------------------------------
// Purpose: Parse data found from npcData keyValue...
//-----------------------------------------------------------------------------
void CNPC_Monster::ParseNPCScript( const char *szScript )
{
	// Get our data and make sure it is not NULL...
	KeyValues *pkvMyNPCData = pkvNPCData(szScript);
	if (!pkvMyNPCData)
	{
		Warning("NPC_MONSTER linked to %s.txt was removed, no such script exist!\n", szScript);
		UTIL_Remove(this);
		return;
	}

	// Parse our data:
	KeyValues *pkvInfoField = pkvMyNPCData->FindKey("Info");
	KeyValues *pkvModelField = pkvMyNPCData->FindKey("Model");
	KeyValues *pkvRandomModelsField = pkvMyNPCData->FindKey("Models");

	bool bRandomModel = false;

	if (pkvInfoField)
	{
		cEntName = MAKE_STRING(ReadAndAllocStringValue(pkvInfoField, "Name"));
		cSoundScript = MAKE_STRING(ReadAndAllocStringValue(pkvInfoField, "SoundScript"));

		m_iHealth = pkvInfoField->GetInt("Health", 100);
		m_iDamage[0] = pkvInfoField->GetInt("DamageOneHand", 10);
		m_iDamage[1] = pkvInfoField->GetInt("DamageBothHands", 10);
		m_flAttackRange = pkvInfoField->GetFloat("AttackRange", 70.0f);
		m_iMaxHealth = m_iHealth;
		m_bCanOpenDoors = ((pkvInfoField->GetInt("CanOpenDoors") >= 1) ? true : false);
	}

	if (pkvModelField)
	{
		bRandomModel = (!pkvModelField->FindKey("Path"));

		if (!bRandomModel)
			cModel = MAKE_STRING(ReadAndAllocStringValue(pkvModelField, "Path"));

		m_fIsTorso = ((pkvModelField->GetInt("IsTorso") >= 1) ? true : false);

		if (!strcmp(pkvModelField->GetString("Skin"), "random"))
			m_iSkin = random->RandomInt(0, pkvModelField->GetInt("MaxSkins"));
		else
			m_iSkin = pkvModelField->GetInt("Skin");

		SetBloodColor(pkvModelField->GetInt("BloodType"));
	}

	if (pkvRandomModelsField && bRandomModel)
		cModel = MAKE_STRING(GetRandomModel(pkvRandomModelsField));

	Precache();

	pkvMyNPCData->deleteThis();
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Return a random model in the Models key.
//-----------------------------------------------------------------------------
const char *CNPC_Monster::GetRandomModel(KeyValues *pkvValues)
{
	const char *szModel = NULL;
	int iCount = 0, iFind = 0;

	for (KeyValues *sub = pkvValues->GetFirstSubKey(); sub; sub = sub->GetNextKey())
		iCount++;

	iFind = random->RandomInt(1, iCount);
	iCount = 0;

	for (KeyValues *sub = pkvValues->GetFirstSubKey(); sub; sub = sub->GetNextKey())
	{
		iCount++;
		if (iCount == iFind)
		{
			szModel = ReadAndAllocStringValue(pkvValues, sub->GetName());
			break;
		}
	}

	return szModel;
}
Example #3
0
void LoadObjectInfos( IBaseFileSystem *pFileSystem )
{
	const char *pFilename = "scripts/objects.txt";

	// Make sure this stuff hasn't already been loaded.
	Assert( !AreObjectInfosLoaded() );

	KeyValues *pValues = new KeyValues( "Object descriptions" );
	if ( !pValues->LoadFromFile( pFileSystem, pFilename, "GAME" ) )
	{
		Error( "Can't open %s for object info.", pFilename );
		pValues->deleteThis();
		return;
	}

	// Now read each class's information in.
	for ( int iObj=0; iObj < ARRAYSIZE( g_ObjectInfos ); iObj++ )
	{
		CObjectInfo *pInfo = &g_ObjectInfos[iObj];
		KeyValues *pSub = pValues->FindKey( pInfo->m_pObjectName );
		if ( !pSub )
		{
			Error( "Missing section '%s' from %s.", pInfo->m_pObjectName, pFilename );
			pValues->deleteThis();
			return;
		}

		// Read all the info in.
		if ( (pInfo->m_flBuildTime = pSub->GetFloat( "BuildTime", -999 )) == -999 ||
			(pInfo->m_nMaxObjects = pSub->GetInt( "MaxObjects", -999 )) == -999 ||
			(pInfo->m_Cost = pSub->GetInt( "Cost", -999 )) == -999 ||
			(pInfo->m_CostMultiplierPerInstance = pSub->GetFloat( "CostMultiplier", -999 )) == -999 ||
			(pInfo->m_UpgradeCost = pSub->GetInt( "UpgradeCost", -999 )) == -999 ||
			(pInfo->m_MaxUpgradeLevel = pSub->GetInt( "MaxUpgradeLevel", -999 )) == -999 ||
			(pInfo->m_SelectionSlot = pSub->GetInt( "SelectionSlot", -999 )) == -999 ||
			(pInfo->m_SelectionPosition = pSub->GetInt( "SelectionPosition", -999 )) == -999 )
		{
			Error( "Missing data for object '%s' in %s.", pInfo->m_pObjectName, pFilename );
			pValues->deleteThis();
			return;
		}

		pInfo->m_pClassName = ReadAndAllocStringValue( pSub, "ClassName", pFilename );
		pInfo->m_pStatusName = ReadAndAllocStringValue( pSub, "StatusName", pFilename );
		pInfo->m_pBuilderWeaponName = ReadAndAllocStringValue( pSub, "BuilderWeaponName", pFilename );
		pInfo->m_pBuilderPlacementString = ReadAndAllocStringValue( pSub, "BuilderPlacementString", pFilename );
		pInfo->m_bSolidToPlayerMovement = pSub->GetInt( "SolidToPlayerMovement", 0 ) ? true : false;
		pInfo->m_pIconActive = ReadAndAllocStringValue( pSub, "IconActive", pFilename );
		pInfo->m_pIconInactive = ReadAndAllocStringValue( pSub, "IconInactive", pFilename );
		pInfo->m_pViewModel = ReadAndAllocStringValue( pSub, "Viewmodel", pFilename );
		pInfo->m_pPlayerModel = ReadAndAllocStringValue( pSub, "Playermodel", pFilename );
		pInfo->m_iDisplayPriority = pSub->GetInt( "DisplayPriority", 0 );
		pInfo->m_pHudStatusIcon = ReadAndAllocStringValue( pSub, "HudStatusIcon", pFilename );
		pInfo->m_bVisibleInWeaponSelection = ( pSub->GetInt( "VisibleInWeaponSelection", 1 ) > 0 );
		pInfo->m_pExplodeSound = ReadAndAllocStringValue( pSub, "ExplodeSound", pFilename );
		pInfo->m_pExplosionParticleEffect = ReadAndAllocStringValue( pSub, "ExplodeEffect", pFilename );
		pInfo->m_bAutoSwitchTo = ( pSub->GetInt( "autoswitchto", 0 ) > 0 );

		pInfo->m_iMetalToDropInGibs = pSub->GetInt( "MetalToDropInGibs", 0 );
	}

	pValues->deleteThis();
}
Example #4
0
void LoadObjectInfos( IBaseFileSystem *pFileSystem )
{
	const char *pFilename = "scripts/objects.txt";

	// Make sure this stuff hasn't already been loaded.
	Assert( !AreObjectInfosLoaded() );

	KeyValues *pValues = new KeyValues( "Object descriptions" );
	if ( !pValues->LoadFromFile( pFileSystem, pFilename, "GAME" ) )
	{
		Error( "Can't open %s for object info.", pFilename );
		pValues->deleteThis();
		return;
	}

	// Now read each class's information in.
	for ( int iObj=0; iObj < ARRAYSIZE( g_ObjectInfos ); iObj++ )
	{
		CObjectInfo *pInfo = &g_ObjectInfos[iObj];
		KeyValues *pSub = pValues->FindKey( pInfo->m_pObjectName );
		if ( !pSub )
		{
			Error( "Missing section '%s' from %s.", pInfo->m_pObjectName, pFilename );
			pValues->deleteThis();
			return;
		}

		// Read all the info in.
		if ( (pInfo->m_flBuildTime = pSub->GetFloat( "BuildTime", -999 )) == -999 ||
			(pInfo->m_nMaxObjects = pSub->GetInt( "MaxObjects", -999 )) == -999 ||
			(pInfo->m_Cost = pSub->GetInt( "Cost", -999 )) == -999 ||
			(pInfo->m_CostMultiplierPerInstance = pSub->GetFloat( "CostMultiplier", -999 )) == -999 ||
			(pInfo->m_UpgradeCost = pSub->GetInt( "UpgradeCost", -999 )) == -999 ||
			(pInfo->m_flUpgradeDuration = pSub->GetFloat( "UpgradeDuration", -999)) == -999 ||
			(pInfo->m_MaxUpgradeLevel = pSub->GetInt( "MaxUpgradeLevel", -999 )) == -999 ||
			(pInfo->m_SelectionSlot = pSub->GetInt( "SelectionSlot", -999 )) == -999 ||
			(pInfo->m_BuildCount = pSub->GetInt( "BuildCount", -999 )) == -999 ||
			(pInfo->m_SelectionPosition = pSub->GetInt( "SelectionPosition", -999 )) == -999 )
		{
			Error( "Missing data for object '%s' in %s.", pInfo->m_pObjectName, pFilename );
			pValues->deleteThis();
			return;
		}

		pInfo->m_pClassName = ReadAndAllocStringValue( pSub, "ClassName", pFilename );
		pInfo->m_pStatusName = ReadAndAllocStringValue( pSub, "StatusName", pFilename );
		pInfo->m_pBuilderWeaponName = ReadAndAllocStringValue( pSub, "BuilderWeaponName", pFilename );
		pInfo->m_pBuilderPlacementString = ReadAndAllocStringValue( pSub, "BuilderPlacementString", pFilename );
		pInfo->m_bSolidToPlayerMovement = pSub->GetInt( "SolidToPlayerMovement", 0 ) ? true : false;
		pInfo->m_pIconActive = ReadAndAllocStringValue( pSub, "IconActive", pFilename );
		pInfo->m_pIconInactive = ReadAndAllocStringValue( pSub, "IconInactive", pFilename );
		pInfo->m_pIconMenu = ReadAndAllocStringValue( pSub, "IconMenu", pFilename );
		pInfo->m_bUseItemInfo = pSub->GetInt( "UseItemInfo", 0 ) ? true : false;
		pInfo->m_pViewModel = ReadAndAllocStringValue( pSub, "Viewmodel", pFilename );
		pInfo->m_pPlayerModel = ReadAndAllocStringValue( pSub, "Playermodel", pFilename );
		pInfo->m_iDisplayPriority = pSub->GetInt( "DisplayPriority", 0 );
		pInfo->m_pHudStatusIcon = ReadAndAllocStringValue( pSub, "HudStatusIcon", pFilename );
		pInfo->m_bVisibleInWeaponSelection = ( pSub->GetInt( "VisibleInWeaponSelection", 1 ) > 0 );
		pInfo->m_pExplodeSound = ReadAndAllocStringValue( pSub, "ExplodeSound", pFilename );
		pInfo->m_pUpgradeSound = ReadAndAllocStringValue( pSub, "UpgradeSound", pFilename );
		pInfo->m_pExplosionParticleEffect = ReadAndAllocStringValue( pSub, "ExplodeEffect", pFilename );
		pInfo->m_bAutoSwitchTo = ( pSub->GetInt( "autoswitchto", 0 ) > 0 );

		pInfo->m_iMetalToDropInGibs = pSub->GetInt( "MetalToDropInGibs", 0 );
		pInfo->m_bRequiresOwnBuilder = pSub->GetBool( "RequiresOwnBuilder", 0 );
		// PistonMiner: Added Object Mode key
		KeyValues *pAltModes = pSub->FindKey("AltModes");
		if (pAltModes)
		{
			for (int i = 0; i < 4; ++i) // load at most 4 object modes
			{
				char altModeBuffer[256]; // Max size of 0x100
				V_snprintf(altModeBuffer, ARRAYSIZE(altModeBuffer), "AltMode%d", i);
				KeyValues *pCurAltMode = pAltModes->FindKey(altModeBuffer);
				if (!pCurAltMode)
					break;

				// Save logic here
				pInfo->m_AltModes.AddToTail(ReadAndAllocStringValue( pCurAltMode, "StatusName", pFilename ));
				pInfo->m_AltModes.AddToTail(ReadAndAllocStringValue( pCurAltMode, "ModeName", pFilename ));
				pInfo->m_AltModes.AddToTail(ReadAndAllocStringValue( pCurAltMode, "IconMenu", pFilename ));
			}
		}
	}

	pValues->deleteThis();
}