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511 lines
17 KiB
C++
511 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Template entities are used by spawners to create copies of entities
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// that were configured by the level designer. This allows us to spawn
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// entities with arbitrary sets of key/value data and entity I/O
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// connections.
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//
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// Template entities are marked with a special spawnflag which causes
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// them not to spawn, but to be saved as a string containing all the
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// map data (keyvalues and I/O connections) from the BSP. Template
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// entities are looked up by name by the spawner, which copies the
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// map data into a local string (that's how the template data is saved
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// and restored). Once all the entities in the map have been activated,
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// the template database is freed.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "igamesystem.h"
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#include "mapentities_shared.h"
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#include "point_template.h"
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#include "eventqueue.h"
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#include "TemplateEntities.h"
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#include "utldict.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar template_debug( "template_debug", "0" );
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// This is appended to key's values that will need to be unique in template instances
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const char *ENTITYIO_FIXUP_STRING = "&0000";
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int MapEntity_GetNumKeysInEntity( const char *pEntData );
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struct TemplateEntityData_t
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{
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const char *pszName;
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char *pszMapData;
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string_t iszMapData;
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int iMapDataLength;
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bool bNeedsEntityIOFixup; // If true, this template has entity I/O in its mapdata that needs fixup before spawning.
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char *pszFixedMapData; // A single copy of this template that we used to fix up the Entity I/O whenever someone wants a fixed version of this template
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DECLARE_SIMPLE_DATADESC();
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};
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BEGIN_SIMPLE_DATADESC( TemplateEntityData_t )
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//DEFINE_FIELD( pszName, FIELD_STRING ), // Saved custom, see below
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//DEFINE_FIELD( pszMapData, FIELD_STRING ), // Saved custom, see below
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DEFINE_FIELD( iszMapData, FIELD_STRING ),
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DEFINE_FIELD( iMapDataLength, FIELD_INTEGER ),
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DEFINE_FIELD( bNeedsEntityIOFixup, FIELD_BOOLEAN ),
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//DEFINE_FIELD( pszFixedMapData, FIELD_STRING ), // Not saved at all
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END_DATADESC()
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struct grouptemplate_t
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{
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CEntityMapData *pMapDataParser;
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char pszName[MAPKEY_MAXLENGTH];
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int iIndex;
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bool bChangeTargetname;
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};
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static CUtlVector<TemplateEntityData_t *> g_Templates;
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int g_iCurrentTemplateInstance;
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//-----------------------------------------------------------------------------
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// Purpose: Saves the given entity's keyvalue data for later use by a spawner.
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// Returns the index into the templates.
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//-----------------------------------------------------------------------------
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int Templates_Add(CBaseEntity *pEntity, const char *pszMapData, int nLen)
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{
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const char *pszName = STRING(pEntity->GetEntityName());
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if ((!pszName) || (!strlen(pszName)))
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{
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DevWarning(1, "RegisterTemplateEntity: template entity with no name, class %s\n", pEntity->GetClassname());
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return -1;
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}
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TemplateEntityData_t *pEntData = (TemplateEntityData_t *)malloc(sizeof(TemplateEntityData_t));
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pEntData->pszName = strdup( pszName );
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// We may modify the values of the keys in this mapdata chunk later on to fix Entity I/O
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// connections. For this reason, we need to ensure we have enough memory to do that.
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int iKeys = MapEntity_GetNumKeysInEntity( pszMapData );
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int iExtraSpace = (strlen(ENTITYIO_FIXUP_STRING)+1) * iKeys;
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// Extra 1 because the mapdata passed in isn't null terminated
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pEntData->iMapDataLength = nLen + iExtraSpace + 1;
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pEntData->pszMapData = (char *)malloc( pEntData->iMapDataLength );
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memcpy(pEntData->pszMapData, pszMapData, nLen + 1);
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pEntData->pszMapData[nLen] = '\0';
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// We don't alloc these suckers right now because that gives us no time to
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// tweak them for Entity I/O purposes.
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pEntData->iszMapData = NULL_STRING;
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pEntData->bNeedsEntityIOFixup = false;
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pEntData->pszFixedMapData = NULL;
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return g_Templates.AddToTail(pEntData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the specified index needs to be fixed up to be unique
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// when the template is spawned.
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//-----------------------------------------------------------------------------
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bool Templates_IndexRequiresEntityIOFixup( int iIndex )
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{
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Assert( iIndex < g_Templates.Count() );
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return g_Templates[iIndex]->bNeedsEntityIOFixup;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Looks up a template entity by its index in the templates
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// Used by point_templates because they often have multiple templates with the same name
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//-----------------------------------------------------------------------------
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string_t Templates_FindByIndex( int iIndex )
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{
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Assert( iIndex < g_Templates.Count() );
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// First time through we alloc the mapdata onto the pool.
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// It's safe to do it now because this isn't called until post Entity I/O cleanup.
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if ( g_Templates[iIndex]->iszMapData == NULL_STRING )
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{
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g_Templates[iIndex]->iszMapData = AllocPooledString( g_Templates[iIndex]->pszMapData );
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}
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return g_Templates[iIndex]->iszMapData;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int Templates_GetStringSize( int iIndex )
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{
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Assert( iIndex < g_Templates.Count() );
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return g_Templates[iIndex]->iMapDataLength;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Looks up a template entity by name, returning the map data blob as
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// a null-terminated string containing key/value pairs.
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// NOTE: This can't handle multiple templates with the same targetname.
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//-----------------------------------------------------------------------------
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string_t Templates_FindByTargetName(const char *pszName)
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{
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int nCount = g_Templates.Count();
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for (int i = 0; i < nCount; i++)
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{
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TemplateEntityData_t *pTemplate = g_Templates.Element(i);
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if ( !stricmp(pTemplate->pszName, pszName) )
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return Templates_FindByIndex( i );
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}
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return NULL_STRING;
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}
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//-----------------------------------------------------------------------------
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// Purpose: A CPointTemplate has asked us to reconnect all the entity I/O links
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// inside it's templates. Go through the keys and add look for values
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// that match a name within the group's entity names. Append %d to any
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// found values, which will later be filled out by a unique identifier
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// whenever the template is instanced.
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//-----------------------------------------------------------------------------
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void Templates_ReconnectIOForGroup( CPointTemplate *pGroup )
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{
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int iCount = pGroup->GetNumTemplates();
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if ( !iCount )
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return;
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// First assemble a list of the targetnames of all the templates in the group.
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// We need to store off the original names here, because we're going to change
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// them as we go along.
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CUtlVector< grouptemplate_t > GroupTemplates;
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int i;
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for ( i = 0; i < iCount; i++ )
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{
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grouptemplate_t newGroupTemplate;
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newGroupTemplate.iIndex = pGroup->GetTemplateIndexForTemplate(i);
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newGroupTemplate.pMapDataParser = new CEntityMapData( g_Templates[ newGroupTemplate.iIndex ]->pszMapData, g_Templates[ newGroupTemplate.iIndex ]->iMapDataLength );
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Assert( newGroupTemplate.pMapDataParser );
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newGroupTemplate.pMapDataParser->ExtractValue( "targetname", newGroupTemplate.pszName );
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newGroupTemplate.bChangeTargetname = false;
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GroupTemplates.AddToTail( newGroupTemplate );
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}
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if (pGroup->AllowNameFixup())
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{
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char keyName[MAPKEY_MAXLENGTH];
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char value[MAPKEY_MAXLENGTH];
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char valueclipped[MAPKEY_MAXLENGTH];
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// Now go through all the entities in the group and parse their mapdata keyvalues.
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// We're looking for any values that match targetnames of any of the group entities.
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for ( i = 0; i < iCount; i++ )
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{
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// We need to know what instance of each key we're changing.
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// Store a table of the count of the keys we've run into.
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CUtlDict< int, int > KeyInstanceCount;
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CEntityMapData *mapData = GroupTemplates[i].pMapDataParser;
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// Loop through our keys
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if ( !mapData->GetFirstKey(keyName, value) )
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continue;
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do
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{
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// Ignore targetnames
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if ( !stricmp( keyName, "targetname" ) )
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continue;
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// Add to the count for this
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int idx = KeyInstanceCount.Find( keyName );
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if ( idx == KeyInstanceCount.InvalidIndex() )
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{
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idx = KeyInstanceCount.Insert( keyName, 0 );
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}
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KeyInstanceCount[idx]++;
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// Entity I/O values are stored as "Targetname,<data>", so we need to see if there's a ',' in the string
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char *sValue = value;
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// FIXME: This is very brittle. Any key with a , will not be found.
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char *s = strchr( value, ',' );
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if ( s )
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{
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// Grab just the targetname of the receiver
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Q_strncpy( valueclipped, value, (s - value+1) );
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sValue = valueclipped;
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}
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// Loop through our group templates
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for ( int iTName = 0; iTName < iCount; iTName++ )
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{
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char *pName = GroupTemplates[iTName].pszName;
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if ( stricmp( pName, sValue ) )
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continue;
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if ( template_debug.GetInt() )
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{
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Msg("Template Connection Found: Key %s (\"%s\") in entity named \"%s\"(%d) matches entity %d's targetname\n", keyName, sValue, GroupTemplates[i].pszName, i, iTName );
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}
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char newvalue[MAPKEY_MAXLENGTH];
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// Get the current key instance. (-1 because it's this one we're changing)
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int nKeyInstance = KeyInstanceCount[idx] - 1;
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// Add our IO value to the targetname
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// We need to append it if this isn't an Entity I/O value, or prepend it to the ',' if it is
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if ( s )
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{
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Q_strncpy( newvalue, valueclipped, MAPKEY_MAXLENGTH );
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Q_strncat( newvalue, ENTITYIO_FIXUP_STRING, sizeof(newvalue), COPY_ALL_CHARACTERS );
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Q_strncat( newvalue, s, sizeof(newvalue), COPY_ALL_CHARACTERS );
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mapData->SetValue( keyName, newvalue, nKeyInstance );
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}
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else
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{
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Q_strncpy( newvalue, sValue, MAPKEY_MAXLENGTH );
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Q_strncat( newvalue, ENTITYIO_FIXUP_STRING, sizeof(newvalue), COPY_ALL_CHARACTERS );
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mapData->SetValue( keyName, newvalue, nKeyInstance );
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}
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// Remember we changed this targetname
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GroupTemplates[iTName].bChangeTargetname = true;
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// Set both entity's flags telling them their template needs fixup when it's spawned
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g_Templates[ GroupTemplates[i].iIndex ]->bNeedsEntityIOFixup = true;
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g_Templates[ GroupTemplates[iTName].iIndex ]->bNeedsEntityIOFixup = true;
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}
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}
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while ( mapData->GetNextKey(keyName, value) );
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}
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// Now change targetnames for all entities that need them changed
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for ( i = 0; i < iCount; i++ )
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{
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char value[MAPKEY_MAXLENGTH];
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if ( GroupTemplates[i].bChangeTargetname )
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{
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CEntityMapData *mapData = GroupTemplates[i].pMapDataParser;
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mapData->ExtractValue( "targetname", value );
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Q_strncat( value, ENTITYIO_FIXUP_STRING, sizeof(value), COPY_ALL_CHARACTERS );
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mapData->SetValue( "targetname", value );
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}
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}
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}
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// Delete our group parsers
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for ( i = 0; i < iCount; i++ )
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{
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delete GroupTemplates[i].pMapDataParser;
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}
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GroupTemplates.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Someone's about to start instancing a new group of entities.
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// Generate a unique identifier for this group.
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//-----------------------------------------------------------------------------
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void Templates_StartUniqueInstance( void )
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{
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g_iCurrentTemplateInstance++;
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// Make sure there's enough room to fit it into the string
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int iMax = pow(10.0f, (int)((strlen(ENTITYIO_FIXUP_STRING) - 1))); // -1 for the &
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if ( g_iCurrentTemplateInstance >= iMax )
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{
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// We won't hit this.
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Assert(0);
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// Hopefully there were still be instance number 0 around.
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g_iCurrentTemplateInstance = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Someone wants to spawn an instance of a template that requires
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// entity IO fixup. Fill out the pMapData with a copy of the template
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// with unique key/values where the template requires them.
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//-----------------------------------------------------------------------------
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char *Templates_GetEntityIOFixedMapData( int iIndex )
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{
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Assert( Templates_IndexRequiresEntityIOFixup( iIndex ) );
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// First time through?
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if ( !g_Templates[iIndex]->pszFixedMapData )
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{
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g_Templates[iIndex]->pszFixedMapData = new char[g_Templates[iIndex]->iMapDataLength];
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Q_strncpy( g_Templates[iIndex]->pszFixedMapData, g_Templates[iIndex]->pszMapData, g_Templates[iIndex]->iMapDataLength );
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}
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int iFixupSize = strlen(ENTITYIO_FIXUP_STRING); // don't include \0 when copying in the fixup
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char *sOurFixup = new char[iFixupSize+1]; // do alloc room here for the null terminator
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Q_snprintf( sOurFixup, iFixupSize+1, "%c%.4d", ENTITYIO_FIXUP_STRING[0], g_iCurrentTemplateInstance );
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// Now rip through the map data string and replace any instances of the fixup string with our unique identifier
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char *c = g_Templates[iIndex]->pszFixedMapData;
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do
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{
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if ( *c == ENTITYIO_FIXUP_STRING[0] )
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{
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// Make sure it's our fixup string
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bool bValid = true;
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for ( int i = 1; i < iFixupSize; i++ )
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{
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// Look for any number, because we've already used this string
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if ( !(*(c+i) >= '0' && *(c+i) <= '9') )
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{
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// Some other string
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bValid = false;
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break;
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}
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}
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// Stomp it with our unique string
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if ( bValid )
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{
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memcpy( c, sOurFixup, iFixupSize );
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c += iFixupSize;
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}
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}
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c++;
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} while (*c);
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return g_Templates[iIndex]->pszFixedMapData;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Frees all the template data. Called on level shutdown.
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//-----------------------------------------------------------------------------
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void Templates_RemoveAll(void)
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{
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int nCount = g_Templates.Count();
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for (int i = 0; i < nCount; i++)
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{
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TemplateEntityData_t *pTemplate = g_Templates.Element(i);
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free((void *)pTemplate->pszName);
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free(pTemplate->pszMapData);
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if ( pTemplate->pszFixedMapData )
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{
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free(pTemplate->pszFixedMapData);
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}
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free(pTemplate);
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}
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g_Templates.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hooks in the template manager's callbacks.
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//-----------------------------------------------------------------------------
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class CTemplatesHook : public CAutoGameSystem
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{
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public:
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CTemplatesHook( char const *name ) : CAutoGameSystem( name )
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{
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}
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virtual void LevelShutdownPostEntity( void )
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{
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Templates_RemoveAll();
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}
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};
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CTemplatesHook g_TemplateEntityHook( "CTemplatesHook" );
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//-----------------------------------------------------------------------------
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// TEMPLATE SAVE / RESTORE
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//-----------------------------------------------------------------------------
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static short TEMPLATE_SAVE_RESTORE_VERSION = 1;
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class CTemplate_SaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
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{
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public:
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const char *GetBlockName()
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{
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return "Templates";
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}
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//---------------------------------
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void Save( ISave *pSave )
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{
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pSave->WriteInt( &g_iCurrentTemplateInstance );
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short nCount = g_Templates.Count();
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pSave->WriteShort( &nCount );
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for ( int i = 0; i < nCount; i++ )
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{
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TemplateEntityData_t *pTemplate = g_Templates[i];
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pSave->WriteAll( pTemplate );
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pSave->WriteString( pTemplate->pszName );
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pSave->WriteString( pTemplate->pszMapData );
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}
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}
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//---------------------------------
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void WriteSaveHeaders( ISave *pSave )
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{
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pSave->WriteShort( &TEMPLATE_SAVE_RESTORE_VERSION );
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}
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//---------------------------------
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void ReadRestoreHeaders( IRestore *pRestore )
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{
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// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
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short version;
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pRestore->ReadShort( &version );
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m_fDoLoad = ( version == TEMPLATE_SAVE_RESTORE_VERSION );
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}
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//---------------------------------
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void Restore( IRestore *pRestore, bool createPlayers )
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{
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if ( m_fDoLoad )
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{
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Templates_RemoveAll();
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g_Templates.Purge();
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g_iCurrentTemplateInstance = pRestore->ReadInt();
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int iTemplates = pRestore->ReadShort();
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while ( iTemplates-- )
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{
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TemplateEntityData_t *pNewTemplate = (TemplateEntityData_t *)malloc(sizeof(TemplateEntityData_t));
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pRestore->ReadAll( pNewTemplate );
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int sizeData = 0;//pRestore->SkipHeader();
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char szName[MAPKEY_MAXLENGTH];
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pRestore->ReadString( szName, MAPKEY_MAXLENGTH, sizeData );
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pNewTemplate->pszName = strdup( szName );
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//sizeData = pRestore->SkipHeader();
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pNewTemplate->pszMapData = (char *)malloc( pNewTemplate->iMapDataLength );
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pRestore->ReadString( pNewTemplate->pszMapData, pNewTemplate->iMapDataLength, sizeData );
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// Set this to NULL so it'll be created the first time it gets used
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pNewTemplate->pszFixedMapData = NULL;
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g_Templates.AddToTail( pNewTemplate );
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}
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}
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}
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private:
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bool m_fDoLoad;
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};
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//-----------------------------------------------------------------------------
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CTemplate_SaveRestoreBlockHandler g_Template_SaveRestoreBlockHandler;
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//-------------------------------------
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ISaveRestoreBlockHandler *GetTemplateSaveRestoreBlockHandler()
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{
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return &g_Template_SaveRestoreBlockHandler;
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}
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