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nekohook/modules/source2013/sdk/game/shared/playerclass_info_parse.h
2020-08-04 13:13:01 -04:00

90 lines
3.1 KiB
C++

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