upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462900 additions and 495155 deletions
+214 -142
View File
@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Controls the loading, parsing and creation of the entities from the BSP.
//
@@ -23,17 +23,11 @@
#include "tier0/memdbgon.h"
struct HierarchicalSpawnMapData_t
{
const char *m_pMapData;
int m_iMapDataLength;
};
static CStringRegistry *g_pClassnameSpawnPriority = NULL;
extern edict_t *g_pForceAttachEdict;
// creates an entity by string name, but does not spawn it
CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex )
CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex, bool bNotify )
{
if ( iForceEdictIndex != -1 )
{
@@ -50,6 +44,10 @@ CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex )
CBaseEntity *pEntity = pNetwork->GetBaseEntity();
Assert( pEntity );
if ( bNotify )
{
gEntList.NotifyCreateEntity( pEntity );
}
return pEntity;
}
@@ -269,7 +267,9 @@ void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bAct
{
if (DispatchSpawn(pEntity) < 0)
{
for ( int i = nEntity+1; i < nEntities; i++ )
// Walk through all entities in this list in case spawning an entity
// resulted in another one being UTIL_Remove'd
for ( int i = 0; i < nEntities; i++ )
{
// this is a child object that will be deleted now
if ( pSpawnList[i].m_pEntity && pSpawnList[i].m_pEntity->IsMarkedForDeletion() )
@@ -303,6 +303,207 @@ void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bAct
}
}
// --------------------------------------------------------------------------------------------------- //
// CMapEntitySpawner implementation.
// --------------------------------------------------------------------------------------------------- //
CMapEntitySpawner::CMapEntitySpawner()
{
m_nEntities = 0;
m_pSpawnMapData = new HierarchicalSpawnMapData_t[NUM_ENT_ENTRIES];
m_pSpawnList = new HierarchicalSpawn_t[NUM_ENT_ENTRIES];
m_bFoundryMode = false;
}
CMapEntitySpawner::~CMapEntitySpawner()
{
delete [] m_pSpawnMapData;
delete [] m_pSpawnList;
}
void CMapEntitySpawner::AddEntity( CBaseEntity *pEntity, const char *pCurMapData, int iMapDataLength )
{
if (pEntity->IsTemplate())
{
if ( m_bFoundryMode )
Templates_RemoveByHammerID( pEntity->GetHammerID() );
// It's a template entity. Squirrel away its keyvalue text so that we can
// recreate the entity later via a spawner. pMapData points at the '}'
// so we must add one to include it in the string.
Templates_Add( pEntity, pCurMapData, iMapDataLength, pEntity->GetHammerID() );
// Remove the template entity so that it does not show up in FindEntityXXX searches.
UTIL_Remove(pEntity);
PurgeRemovedEntities();
return;
}
// To
if ( dynamic_cast<CWorld*>( pEntity ) )
{
Assert( !m_bFoundryMode );
VPROF( "MapEntity_ParseAllEntities_SpawnWorld");
pEntity->m_iParent = NULL_STRING; // don't allow a parent on the first entity (worldspawn)
DispatchSpawn(pEntity);
return;
}
CNodeEnt *pNode = dynamic_cast<CNodeEnt*>(pEntity);
if ( pNode )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
// We overflow the max edicts on large maps that have lots of entities.
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
// spawn now, to free up the slot inside this loop.
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
//
// NOTE: Nodes spawn other entities (ai_hint) if they need to have a persistent presence.
// To ensure keys are copied over into the new entity, we pass the mapdata into the
// node spawn function.
if ( pNode->Spawn( pCurMapData ) < 0 )
{
PurgeRemovedEntities();
}
return;
}
if ( dynamic_cast<CLight*>(pEntity) )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
// We overflow the max edicts on large maps that have lots of entities.
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
// spawn now, to free up the slot inside this loop.
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
if (DispatchSpawn(pEntity) < 0)
{
PurgeRemovedEntities();
}
return;
}
// Build a list of all point_template's so we can spawn them before everything else
CPointTemplate *pTemplate = dynamic_cast< CPointTemplate* >(pEntity);
if ( pTemplate )
{
m_PointTemplates.AddToTail( pTemplate );
}
else
{
// Queue up this entity for spawning
m_pSpawnList[m_nEntities].m_pEntity = pEntity;
m_pSpawnList[m_nEntities].m_nDepth = 0;
m_pSpawnList[m_nEntities].m_pDeferredParentAttachment = NULL;
m_pSpawnList[m_nEntities].m_pDeferredParent = NULL;
m_pSpawnMapData[m_nEntities].m_pMapData = pCurMapData;
m_pSpawnMapData[m_nEntities].m_iMapDataLength = iMapDataLength;
m_nEntities++;
}
}
void MapEntity_ParseAllEntites_SpawnTemplates( CPointTemplate **pTemplates, int iTemplateCount, CBaseEntity **pSpawnedEntities, HierarchicalSpawnMapData_t *pSpawnMapData, int iSpawnedEntityCount )
{
// Now loop through all our point_template entities and tell them to make templates of everything they're pointing to
for ( int i = 0; i < iTemplateCount; i++ )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTemplates");
CPointTemplate *pPointTemplate = pTemplates[i];
// First, tell the Point template to Spawn
if ( DispatchSpawn(pPointTemplate) < 0 )
{
UTIL_Remove(pPointTemplate);
gEntList.CleanupDeleteList();
continue;
}
pPointTemplate->StartBuildingTemplates();
// Now go through all it's templates and turn the entities into templates
int iNumTemplates = pPointTemplate->GetNumTemplateEntities();
for ( int iTemplateNum = 0; iTemplateNum < iNumTemplates; iTemplateNum++ )
{
// Find it in the spawn list
CBaseEntity *pEntity = pPointTemplate->GetTemplateEntity( iTemplateNum );
for ( int iEntNum = 0; iEntNum < iSpawnedEntityCount; iEntNum++ )
{
if ( pSpawnedEntities[iEntNum] == pEntity )
{
// Give the point_template the mapdata
pPointTemplate->AddTemplate( pEntity, pSpawnMapData[iEntNum].m_pMapData, pSpawnMapData[iEntNum].m_iMapDataLength );
if ( pPointTemplate->ShouldRemoveTemplateEntities() )
{
// Remove the template entity so that it does not show up in FindEntityXXX searches.
UTIL_Remove(pEntity);
gEntList.CleanupDeleteList();
// Remove the entity from the spawn list
pSpawnedEntities[iEntNum] = NULL;
}
break;
}
}
}
pPointTemplate->FinishBuildingTemplates();
}
}
void CMapEntitySpawner::HandleTemplates()
{
if( m_PointTemplates.Count() == 0 )
return;
CBaseEntity **pSpawnedEntities = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * m_nEntities );
for( int i = 0; i != m_nEntities; ++i )
{
pSpawnedEntities[i] = m_pSpawnList[i].m_pEntity;
}
PurgeRemovedEntities();
MapEntity_ParseAllEntites_SpawnTemplates( m_PointTemplates.Base(), m_PointTemplates.Count(), pSpawnedEntities, m_pSpawnMapData, m_nEntities );
//copy the entity list back since some entities may have been removed and nulled out
for( int i = 0; i != m_nEntities; ++i )
{
m_pSpawnList[i].m_pEntity = pSpawnedEntities[i];
}
}
void CMapEntitySpawner::SpawnAndActivate( bool bActivateEntities )
{
SpawnHierarchicalList( m_nEntities, m_pSpawnList, bActivateEntities );
}
void CMapEntitySpawner::PurgeRemovedEntities()
{
// Walk through spawn list and NULL out any soon-to-be-stale pointers
for ( int i = 0; i < m_nEntities; ++ i )
{
if ( m_pSpawnList[i].m_pEntity && m_pSpawnList[i].m_pEntity->IsMarkedForDeletion() )
{
#ifdef _DEBUG
// Catch a specific error that bit us
if ( dynamic_cast< CGameRulesProxy * >( m_pSpawnList[i].m_pEntity ) != NULL )
{
Warning( "Map-placed game rules entity is being deleted; does the map contain more than one?\n" );
}
#endif
m_pSpawnList[i].m_pEntity = NULL;
}
}
gEntList.CleanupDeleteList();
}
//-----------------------------------------------------------------------------
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
// Input : pMapData - Pointer to the entity data block to parse.
@@ -311,11 +512,7 @@ void MapEntity_ParseAllEntities(const char *pMapData, IMapEntityFilter *pFilter,
{
VPROF("MapEntity_ParseAllEntities");
HierarchicalSpawnMapData_t *pSpawnMapData = new HierarchicalSpawnMapData_t[NUM_ENT_ENTRIES];
HierarchicalSpawn_t *pSpawnList = new HierarchicalSpawn_t[NUM_ENT_ENTRIES];
CUtlVector< CPointTemplate* > pPointTemplates;
int nEntities = 0;
CMapEntitySpawner spawner;
char szTokenBuffer[MAPKEY_MAXLENGTH];
@@ -355,136 +552,11 @@ void MapEntity_ParseAllEntities(const char *pMapData, IMapEntityFilter *pFilter,
if (pEntity == NULL)
continue;
if (pEntity->IsTemplate())
{
// It's a template entity. Squirrel away its keyvalue text so that we can
// recreate the entity later via a spawner. pMapData points at the '}'
// so we must add one to include it in the string.
Templates_Add(pEntity, pCurMapData, (pMapData - pCurMapData) + 2);
// Remove the template entity so that it does not show up in FindEntityXXX searches.
UTIL_Remove(pEntity);
gEntList.CleanupDeleteList();
continue;
}
// To
if ( dynamic_cast<CWorld*>( pEntity ) )
{
VPROF( "MapEntity_ParseAllEntities_SpawnWorld");
pEntity->m_iParent = NULL_STRING; // don't allow a parent on the first entity (worldspawn)
DispatchSpawn(pEntity);
continue;
}
CNodeEnt *pNode = dynamic_cast<CNodeEnt*>(pEntity);
if ( pNode )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
// We overflow the max edicts on large maps that have lots of entities.
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
// spawn now, to free up the slot inside this loop.
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
//
// NOTE: Nodes spawn other entities (ai_hint) if they need to have a persistent presence.
// To ensure keys are copied over into the new entity, we pass the mapdata into the
// node spawn function.
if ( pNode->Spawn( pCurMapData ) < 0 )
{
gEntList.CleanupDeleteList();
}
continue;
}
if ( dynamic_cast<CLight*>(pEntity) )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
// We overflow the max edicts on large maps that have lots of entities.
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
// spawn now, to free up the slot inside this loop.
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
if (DispatchSpawn(pEntity) < 0)
{
gEntList.CleanupDeleteList();
}
continue;
}
// Build a list of all point_template's so we can spawn them before everything else
CPointTemplate *pTemplate = dynamic_cast< CPointTemplate* >(pEntity);
if ( pTemplate )
{
pPointTemplates.AddToTail( pTemplate );
}
else
{
// Queue up this entity for spawning
pSpawnList[nEntities].m_pEntity = pEntity;
pSpawnList[nEntities].m_nDepth = 0;
pSpawnList[nEntities].m_pDeferredParentAttachment = NULL;
pSpawnList[nEntities].m_pDeferredParent = NULL;
pSpawnMapData[nEntities].m_pMapData = pCurMapData;
pSpawnMapData[nEntities].m_iMapDataLength = (pMapData - pCurMapData) + 2;
nEntities++;
}
spawner.AddEntity( pEntity, pCurMapData, pMapData - pCurMapData + 2 );
}
// Now loop through all our point_template entities and tell them to make templates of everything they're pointing to
int iTemplates = pPointTemplates.Count();
for ( int i = 0; i < iTemplates; i++ )
{
VPROF( "MapEntity_ParseAllEntities_SpawnTemplates");
CPointTemplate *pPointTemplate = pPointTemplates[i];
// First, tell the Point template to Spawn
if ( DispatchSpawn(pPointTemplate) < 0 )
{
UTIL_Remove(pPointTemplate);
gEntList.CleanupDeleteList();
continue;
}
pPointTemplate->StartBuildingTemplates();
// Now go through all it's templates and turn the entities into templates
int iNumTemplates = pPointTemplate->GetNumTemplateEntities();
for ( int iTemplateNum = 0; iTemplateNum < iNumTemplates; iTemplateNum++ )
{
// Find it in the spawn list
CBaseEntity *pEntity = pPointTemplate->GetTemplateEntity( iTemplateNum );
for ( int iEntNum = 0; iEntNum < nEntities; iEntNum++ )
{
if ( pSpawnList[iEntNum].m_pEntity == pEntity )
{
// Give the point_template the mapdata
pPointTemplate->AddTemplate( pEntity, pSpawnMapData[iEntNum].m_pMapData, pSpawnMapData[iEntNum].m_iMapDataLength );
if ( pPointTemplate->ShouldRemoveTemplateEntities() )
{
// Remove the template entity so that it does not show up in FindEntityXXX searches.
UTIL_Remove(pEntity);
gEntList.CleanupDeleteList();
// Remove the entity from the spawn list
pSpawnList[iEntNum].m_pEntity = NULL;
}
break;
}
}
}
pPointTemplate->FinishBuildingTemplates();
}
SpawnHierarchicalList( nEntities, pSpawnList, bActivateEntities );
delete [] pSpawnMapData;
delete [] pSpawnList;
spawner.HandleTemplates();
spawner.SpawnAndActivate( bActivateEntities );
}
void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )