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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "stdafx.h"
#include "collisionutils.h"
#include "fgdlib/gdclass.h"
#include "IEditorTexture.h"
#include "GlobalFunctions.h"
#include "hammer_mathlib.h"
#include "HelperFactory.h"
#include "MapAlignedBox.h"
#include "MapSweptPlayerHull.h"
#include "MapDefs.h"
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapAnimator.h"
#include "MapSolid.h"
#include "MapView2D.h" // dvs FIXME: For HitTest2D implementation
#include "MapViewLogical.h"
#include "MapWorld.h"
#include "Options.h"
#include "Render2D.h"
#include "SaveInfo.h"
#include "VisGroup.h"
#include "MapSprite.h"
#include "camera.h"
#include "hammer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS(CMapEntity)
#define LOGICAL_BOX_WIDTH 300
#define LOGICAL_BOX_HEIGHT 300
#define LOGICAL_BOX_INNER_OFFSET 10
#define LOGICAL_BOX_CONNECTOR_INPUT_WIDTH 50
#define LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH 50
#define LOGICAL_BOX_CONNECTOR_RADIUS 10
#define LOGICAL_BOX_ARROW_LENGTH 25
#define LOGICAL_BOX_ARROW_HEIGHT 10
class CMapAnimator; class CMapKeyFrame;
bool CMapEntity::s_bShowEntityNames = true; bool CMapEntity::s_bShowEntityConnections = false; bool CMapEntity::s_bShowUnconnectedEntities = true;
static CMapObjectList FoundEntities;
//-----------------------------------------------------------------------------
// Purpose:
// Input : pEntity -
// pKV -
// Output :
//-----------------------------------------------------------------------------
static BOOL FindKeyValue(CMapEntity *pEntity, MDkeyvalue *pKV) { LPCTSTR pszValue = pEntity->GetKeyValue(pKV->szKey); if (!pszValue || strcmpi(pszValue, pKV->szValue)) { return TRUE; }
FoundEntities.AddToTail(pEntity);
return TRUE; }
//-----------------------------------------------------------------------------
// Purpose: Compares two entity names, allowing wildcards in EITHER string.
// Assumes that the wildcard character '*' marks the end of comparison,
// in other words, these are identical:
//
// test*
// test*stuff
//
// Input : szName1 -
// szName2 -
// Output : int
//-----------------------------------------------------------------------------
int CompareEntityNames(const char *szName1, const char *szName2) { int nCompareLen = -1;
const char *pszWildcard1 = strchr(szName1, '*'); if (pszWildcard1) { nCompareLen = pszWildcard1 - szName1; }
const char *pszWildcard2 = strchr(szName2, '*'); if (pszWildcard2) { if (nCompareLen == -1) { nCompareLen = pszWildcard2 - szName2; } else { // Wildcards in both strings -- use the shorter pattern.
nCompareLen = min(nCompareLen, pszWildcard2 - szName2); } }
if (nCompareLen != -1) { if (nCompareLen > 0) { return strnicmp(szName1, szName2, nCompareLen); }
// One of the strings had a wildcard as the first character.
return 0; }
return stricmp(szName1, szName2); }
//-----------------------------------------------------------------------------
// Replaces references to the old node ID with references to the new node ID.
//-----------------------------------------------------------------------------
static void ReplaceNodeIDRecursive(CMapClass *pRoot, int nOldNodeID, int nNewNodeID) { CMapEntity *pEntity = dynamic_cast <CMapEntity *>(pRoot); if (pEntity) { GDclass *pClass = pEntity->GetClass(); if (!pClass) return; int nVarCount = pClass->GetVariableCount(); for (int i = 0; i < nVarCount; i++) { GDinputvariable *pVar = pClass->GetVariableAt(i); if (pVar->GetType() == ivNodeDest) { const char *pszValue = pEntity->GetKeyValue(pVar->GetName()); if (pszValue && (atoi(pszValue) == nOldNodeID)) { char szValue[100]; itoa(nNewNodeID, szValue, 10); pEntity->SetKeyValue(pVar->GetName(), szValue); } } } } else { const CMapObjectList *pChildren = pRoot->GetChildren(); FOR_EACH_OBJ( *pChildren, pos ) { ReplaceNodeIDRecursive(pChildren->Element(pos), nOldNodeID, nNewNodeID); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void ReplaceNodeIDRefs(CMapObjectList &newList, int nOldNodeID, int nNewNodeID) { // If they are the same, do nothing. This can happen when pasting from one
// map to another map.
if (nOldNodeID == nNewNodeID) return;
FOR_EACH_OBJ( newList, pos ) { CMapClass *pNew = newList.Element(pos); ReplaceNodeIDRecursive(pNew, nOldNodeID, nNewNodeID); } }
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CMapEntity::CMapEntity(void) : flags(0) { m_pMoveParent = NULL; m_pAnimatorChild = NULL; m_vecLogicalPosition.Init( COORD_NOTINIT, COORD_NOTINIT ); CalculateTypeFlags(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CMapEntity::~CMapEntity(void) { SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose: Adds a bounding box helper to this entity. If this entity's class
// specifies a bounding box, it will be the correct size.
// Input : pClass -
//-----------------------------------------------------------------------------
void CMapEntity::AddBoundBoxForClass(GDclass *pClass, bool bLoading) { Vector Mins; Vector Maxs;
//
// If we have a class and it specifies a class, use that bounding box.
//
if ((pClass != NULL) && (pClass->HasBoundBox())) { pClass->GetBoundBox(Mins, Maxs); } //
// Otherwise, use a default bounding box.
//
else { VectorFill(Mins, -8); VectorFill(Maxs, 8); }
//
// Create the box and add it as one of our children.
//
CMapAlignedBox *pBox = new CMapAlignedBox(Mins, Maxs); pBox->SetOrigin(m_Origin); pBox->SetSelectionState(GetSelectionState());
//
// HACK: Make sure that the new child gets properly linked into the world.
// This is not correct because it bypasses the doc's AddObjectToWorld code.
//
// Don't call AddObjectToWorld during VMF load because we don't want to call
// OnAddToWorld during VMF load. We update our helpers during PostloadWorld.
//
CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this); if ((!bLoading) && (pWorld != NULL)) { pWorld->AddObjectToWorld(pBox, this); } else { AddChild(pBox); } }
//-----------------------------------------------------------------------------
// Purpose: Sets our child's render color to our render color.
// Input : pChild - Child object being added.
//-----------------------------------------------------------------------------
void CMapEntity::AddChild(CMapClass *pChild) { CMapClass::AddChild(pChild);
//
// Notify the new child of all our keys. Don't bother for solids.
//
if (dynamic_cast<CMapSolid*>(pChild) == NULL) { for ( int i=GetFirstKeyValue(); i != GetInvalidKeyValue(); i=GetNextKeyValue( i ) ) { MDkeyvalue KeyValue = m_KeyValues.GetKeyValue(i); pChild->OnParentKeyChanged( KeyValue.szKey, KeyValue.szValue ); } } }
//-----------------------------------------------------------------------------
// Purpose: Adds a helper object as a child of this entity.
// Input : pHelper - The helper object.
// bLoading - True if this is being called from Postload, false otherwise.
//-----------------------------------------------------------------------------
void CMapEntity::AddHelper(CMapClass *pHelper, bool bLoading) { if (!IsPlaceholder()) { //
// Solid entities have no origin, so place the helper at our center.
//
Vector vecCenter; m_Render2DBox.GetBoundsCenter(vecCenter); pHelper->SetOrigin(vecCenter); } else { pHelper->SetOrigin(m_Origin); }
pHelper->SetSelectionState(GetSelectionState());
//
// If we have a game data class, set the child's render color to the color
// dictated by the game data class.
//
// Note: in AddChild, where it calls OnParentKeyChanged for everything, the color in the helper can
// get set to something else based on the entity's properties (CMapLightCone does this, for example).
//
GDclass *pClass = GetClass(); if ( pClass ) { color32 rgbColor = pClass->GetColor(); pHelper->SetRenderColor(rgbColor); }
//
// HACK: Make sure that the new child gets properly linked into the world.
// This is not correct because it bypasses the doc's AddObjectToWorld code.
//
// Don't call AddObjectToWorld during VMF load because we don't want to call
// OnAddToWorld during VMF load. We update our helpers during PostloadWorld.
//
CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this); if ((!bLoading) && (pWorld != NULL)) { pWorld->AddObjectToWorld(pHelper, this); } else { AddChild(pHelper); } //
// dvs: HACK for animator children. Better for CMapEntity to have a SetAnimatorChild
// function that the CMapAnimator could call. Better still, eliminate the knowledge
// that CMapEntity has about its animator child.
//
CMapAnimator *pAnim = dynamic_cast<CMapAnimator *>(pHelper); if (pAnim != NULL) { m_pAnimatorChild = pAnim; } }
//-----------------------------------------------------------------------------
// Purpose: Creates all helper objects defined by the FGD and adds them as
// children of this entity. Helper objects perform rendering, UI, and
// bookkeeping functions for their parent entities. If the class
// definition does not specify any helpers, or none of the helpers
// could be added, a box helper is added so that the entity has some
// visual representation.
// Inputs : pClass -
// bLoading - True if this is being called from Postload, false otherwise.
//-----------------------------------------------------------------------------
void CMapEntity::AddHelpersForClass(GDclass *pClass, bool bLoading) { bool bAddedOneVisual = false;
if (((pClass != NULL) && (pClass->HasBoundBox()))) { AddBoundBoxForClass(pClass, bLoading); bAddedOneVisual = true; }
//
// If we have a game class from the FGD, add whatever helpers are declared in that
// class definition.
//
if (pClass != NULL) { //
// Add all the helpers that this class declares in the FGD.
//
GDclass *pClassLocal = GetClass(); //
// For every helper in the class definition...
//
int nHelperCount = pClassLocal->GetHelperCount(); for (int i = 0; i < nHelperCount; i++) { CHelperInfo *pHelperInfo = pClassLocal->GetHelper(i);
//
// Create the helper and attach it to this entity.
//
CMapClass *pHelper = CHelperFactory::CreateHelper(pHelperInfo, this); if (pHelper != NULL) { AddHelper(pHelper, bLoading); if (pHelper->IsVisualElement()) { bAddedOneVisual = true; } } } //
// Look for keys that define helpers.
//
// FIXME: make this totally data driven like the helper factory, or better
// yet, like the LINK_ENTITY_TO_CLASS stuff in the game DLL
int nVarCount = pClassLocal->GetVariableCount(); for (int i = 0; i < nVarCount; i++) { GDinputvariable *pVar = pClassLocal->GetVariableAt(i); GDIV_TYPE eType = pVar->GetType(); CHelperInfo HelperInfo; bool bCreate = false; switch (eType) { case ivOrigin: { const char *pszKey = pVar->GetName(); HelperInfo.SetName("origin"); HelperInfo.AddParameter(pszKey); bCreate = true; break; }
case ivVecLine: { const char *pszKey = pVar->GetName(); HelperInfo.SetName("vecline"); HelperInfo.AddParameter(pszKey); bCreate = true; break; }
case ivAxis: { const char *pszKey = pVar->GetName(); HelperInfo.SetName("axis"); HelperInfo.AddParameter(pszKey); bCreate = true; break; } }
//
// Create the helper and attach it to this entity.
//
if (bCreate) { CMapClass *pHelper = CHelperFactory::CreateHelper(&HelperInfo, this); if (pHelper != NULL) { AddHelper(pHelper, bLoading); if (pHelper->IsVisualElement()) { bAddedOneVisual = true; } } } } }
//
// Any solid children we have will also work as visual elements.
//
if (!IsPlaceholder()) { bAddedOneVisual = true; } //
// If we have no game class and we are a point entity, add an "obsolete" sprite helper
// so level designers know to update the entity.
//
else if (pClass == NULL) { CHelperInfo HelperInfo; HelperInfo.SetName("iconsprite"); HelperInfo.AddParameter("sprites/obsolete.spr");
CMapClass *pSprite = CHelperFactory::CreateHelper(&HelperInfo, this); if (pSprite != NULL) { AddHelper(pSprite, bLoading); bAddedOneVisual = true; } } //
// If we still haven't added any visible helpers, we need to add a bounding box so that there
// is some visual representation for this entity. We also add the bounding box if the
// entity's class specifies a bounding box.
//
if (!bAddedOneVisual) { AddBoundBoxForClass(pClass, bLoading); }
if ( !CMapClass::s_bLoadingVMF ) { CalcBounds(TRUE); PostUpdate(Notify_Changed); } }
//-----------------------------------------------------------------------------
// Purpose: Returns a deep copy of this object.
// Output : Returns a pointer to the new allocated object.
//-----------------------------------------------------------------------------
CMapClass *CMapEntity::Copy(bool bUpdateDependencies) { CMapEntity *pNew = new CMapEntity; pNew->CopyFrom(this, bUpdateDependencies); return pNew; }
//-----------------------------------------------------------------------------
// Purpose: Performs a deep copy of a given object into this object.
// Input : pobj - Object to copy from.
// Output : Returns a pointer to this object.
//-----------------------------------------------------------------------------
CMapClass *CMapEntity::CopyFrom(CMapClass *pobj, bool bUpdateDependencies) { Assert(pobj->IsMapClass(MAPCLASS_TYPE(CMapEntity))); CMapEntity *pFrom = (CMapEntity*) pobj; flags = pFrom->flags; m_Origin = pFrom->m_Origin; m_vecLogicalPosition = pFrom->m_vecLogicalPosition;
CMapClass::CopyFrom(pobj, bUpdateDependencies);
//
// Copy our keys. If our targetname changed we must relink all targetname pointers.
//
const char *pszOldTargetName = CEditGameClass::GetKeyValue("targetname"); char szOldTargetName[MAX_IO_NAME_LEN]; if (pszOldTargetName != NULL) { strcpy(szOldTargetName, pszOldTargetName); }
CEditGameClass::CopyFrom(pFrom); const char *pszNewTargetName = CEditGameClass::GetKeyValue("targetname");
if ((bUpdateDependencies) && (pszNewTargetName != NULL)) { if (stricmp(szOldTargetName, pszNewTargetName) != 0) { UpdateAllDependencies(this); } } CalculateTypeFlags(); SignalChanged(); return(this); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bFullUpdate -
//-----------------------------------------------------------------------------
void CMapEntity::CalcBounds(BOOL bFullUpdate) { CMapClass::CalcBounds(bFullUpdate);
//
// If we are a solid entity, set our origin to our bounds center.
//
if (IsSolidClass()) { m_Render2DBox.GetBoundsCenter(m_Origin); } }
//-----------------------------------------------------------------------------
// Purpose: Debugging hook.
//-----------------------------------------------------------------------------
#pragma warning (disable:4189)
void CMapEntity::Debug(void) { int i = m_KeyValues.GetFirst(); MDkeyvalue &KeyValue = m_KeyValues.GetKeyValue(i); } #pragma warning (default:4189)
//-----------------------------------------------------------------------------
// Purpose: If this entity has a name key, returns a string with "<name> <classname>"
// in it. Otherwise returns a buffer with "<classname>" in it.
// Output : String description of the entity.
//-----------------------------------------------------------------------------
const char* CMapEntity::GetDescription(void) { static char szBuf[128]; const char *pszName = GetKeyValue("targetname");
if (pszName != NULL) { sprintf(szBuf, "%s - %s", pszName, GetClassName()); } else { V_strcpy_safe( szBuf, GetClassName() ); }
return(szBuf); }
//-----------------------------------------------------------------------------
// Purpose: Returns the color that this entity should use for rendering.
//-----------------------------------------------------------------------------
void CMapEntity::GetRenderColor( CRender2D *pRender, unsigned char &red, unsigned char &green, unsigned char &blue ) { if ( IsSelected() ) { red = GetRValue(Options.colors.clrSelection); green = GetGValue(Options.colors.clrSelection); blue = GetBValue(Options.colors.clrSelection); } else { GDclass *pClass = GetClass(); if (pClass) { color32 rgbColor = pClass->GetColor();
red = rgbColor.r; green = rgbColor.g; blue = rgbColor.b; } else { red = GetRValue(Options.colors.clrEntity); green = GetGValue(Options.colors.clrEntity); blue = GetBValue(Options.colors.clrEntity); } } }
//-----------------------------------------------------------------------------
// Purpose: Returns the color that this entity should use for rendering.
//-----------------------------------------------------------------------------
color32 CMapEntity::GetRenderColor( CRender2D *pRender ) { color32 clr;
GetRenderColor( pRender, clr.r, clr.g, clr.b ); return clr; }
//-----------------------------------------------------------------------------
// Purpose: Returns the size of this object.
// Output : Size, in bytes, of this object, not including any dynamically
// allocated data members.
//-----------------------------------------------------------------------------
size_t CMapEntity::GetSize(void) { return(sizeof(*this)); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::LoadVMF(CChunkFile *pFile) { //
// Set up handlers for the subchunks that we are interested in.
//
CChunkHandlerMap Handlers; Handlers.AddHandler("solid", (ChunkHandler_t)LoadSolidCallback, this); Handlers.AddHandler("hidden", (ChunkHandler_t)LoadHiddenCallback, this); Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, this); Handlers.AddHandler("connections", (ChunkHandler_t)LoadConnectionsCallback, (CEditGameClass *)this);
pFile->PushHandlers(&Handlers); ChunkFileResult_t eResult = pFile->ReadChunk((KeyHandler_t)LoadKeyCallback, this); pFile->PopHandlers();
return(eResult); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szKey -
// *szValue -
// *pEntity -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::LoadKeyCallback(const char *szKey, const char *szValue, CMapEntity *pEntity) { if (!stricmp(szKey, "id")) { pEntity->SetID(atoi(szValue)); } else { //
// While loading, set key values directly rather than via SetKeyValue. This avoids
// all the unnecessary bookkeeping that goes on in SetKeyValue.
//
pEntity->m_KeyValues.SetValue(szKey, szValue); }
pEntity->CalculateTypeFlags(); pEntity->SignalChanged(); return(ChunkFile_Ok); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bVisible -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::LoadHiddenCallback(CChunkFile *pFile, CMapEntity *pEntity) { //
// Set up handlers for the subchunks that we are interested in.
//
CChunkHandlerMap Handlers; Handlers.AddHandler("solid", (ChunkHandler_t)LoadSolidCallback, pEntity); Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, pEntity);
pFile->PushHandlers(&Handlers); ChunkFileResult_t eResult = pFile->ReadChunk(); pFile->PopHandlers();
return(eResult); }
ChunkFileResult_t CMapEntity::LoadEditorKeyCallback( const char *szKey, const char *szValue, CMapEntity *pMapEntity ) { if ( !stricmp( szKey, "logicalpos" ) ) { CChunkFile::ReadKeyValueVector2(szValue, pMapEntity->m_vecLogicalPosition ); return ChunkFile_Ok; } return CMapClass::LoadEditorKeyCallback( szKey, szValue, pMapEntity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::LoadEditorCallback(CChunkFile *pFile, CMapEntity *pObject) { return pFile->ReadChunk( (KeyHandler_t)LoadEditorKeyCallback, pObject ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFile -
// *pEntity -
// Output : ChunkFileResult_t
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::LoadSolidCallback(CChunkFile *pFile, CMapEntity *pEntity) { CMapSolid *pSolid = new CMapSolid;
bool bValid; ChunkFileResult_t eResult = pSolid->LoadVMF(pFile, bValid);
if ((eResult == ChunkFile_Ok) && (bValid)) { pEntity->AddChild(pSolid); } else { delete pSolid; }
return(eResult); }
//-----------------------------------------------------------------------------
// Purpose: Sets this entity's origin and updates the bounding box.
// Input : o - Origin to set.
//-----------------------------------------------------------------------------
void CMapEntity::SetOrigin(Vector& o) { Vector vecOrigin; GetOrigin(vecOrigin); if (vecOrigin == o) return;
CMapClass::SetOrigin(o);
// dvs: is this still necessary?
if (!(flags & flagPlaceholder)) { // not a placeholder.. no origin.
return; }
if ( !CMapClass::s_bLoadingVMF ) { CalcBounds( TRUE ); PostUpdate(Notify_Changed); SignalChanged(); } }
//-----------------------------------------------------------------------------
// Purpose: Removes all of this entity's helpers.
// Input : bRemoveSolidChildren - Whether to also remove any solid children. This
// is true when changing from a solid entity to a point entity.
//-----------------------------------------------------------------------------
void CMapEntity::RemoveHelpers(bool bRemoveSolids) { for( int pos=m_Children.Count()-1; pos>=0; pos-- ) { CMapClass *pChild = m_Children[pos]; if (bRemoveSolids || ((dynamic_cast <CMapSolid *> (pChild)) == NULL)) { m_Children.FastRemove(pos); } // LEAKLEAK: need to KeepForDestruction to avoid undo crashes, but how? where?
//delete pChild;
} }
//-----------------------------------------------------------------------------
// Building targetnames which deal with *
//-----------------------------------------------------------------------------
static inline void BuildNewTargetName( const char *pOldName, const char *pNewName, char *pBuffer ) { strcpy(pBuffer, pNewName);
// If we matched a key value that contains wildcards, preserve the
// wildcards when we replace the name.
//
// For example, "oldname*" would become "newname*" instead of just "newname"
// FIXME: ??? handle different-length names with wildcards, eg. "old_vort*" => "new_weasel*"
const char *pszWildcard = strchr(pOldName, '*'); if (pszWildcard) { strcpy(&pBuffer[pszWildcard - pOldName], "*"); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CMapEntity::ReplaceTargetname(const char *szOldName, const char *szNewName) { // NOTE: Case-sensitive compare because people might want to replace one case with another.
if ( !Q_strcmp( szOldName, szNewName ) ) { // The names already match. There is nothing to do!
return; }
char szTempName[MAX_KEYVALUE_LEN];
//
// Replace any keys whose value matches the old name.
//
for ( int i=GetFirstKeyValue(); i != GetInvalidKeyValue(); i=GetNextKeyValue( i ) ) { MDkeyvalue KeyValue = m_KeyValues.GetKeyValue(i); if (!CompareEntityNames(KeyValue.szValue, szOldName)) { BuildNewTargetName( KeyValue.szValue, szNewName, szTempName ); SetKeyValue( KeyValue.szKey, szTempName ); } }
//
// Replace any connections that target the old name.
//
int nConnCount = Connections_GetCount(); for (int i = 0; i < nConnCount; i++) { CEntityConnection *pConn = Connections_Get(i); if (!CompareEntityNames( pConn->GetTargetName(), szOldName )) { BuildNewTargetName( pConn->GetTargetName(), szNewName, szTempName ); pConn->SetTargetName(szTempName); }
if (!CompareEntityNames( pConn->GetSourceName(), szOldName )) { BuildNewTargetName( pConn->GetSourceName(), szNewName, szTempName ); pConn->SetSourceName(szTempName); }
if ( !CompareEntityNames( pConn->GetParam(), szOldName )) { BuildNewTargetName( pConn->GetParam(), szNewName, szTempName ); pConn->SetParam(szTempName); } } CMapClass::ReplaceTargetname(szOldName, szNewName); }
//-----------------------------------------------------------------------------
// Purpose:
// Inputs : pszClass -
// bLoading - True if this is being called from Postload, false otherwise.
//-----------------------------------------------------------------------------
void CMapEntity::SetClass(LPCTSTR pszClass, bool bLoading) { Assert(pszClass);
//
// If we are just setting to the same class, don't do anything.
//
if (IsClass(pszClass)) { return; }
//
// Copy class name & resolve GDclass pointer.
//
CEditGameClass::SetClass(pszClass, bLoading); UpdateObjectColor();
//
// If our new class is defined in the FGD, set our color and our default keys
// from the class.
//
if (IsClass()) { SetPlaceholder(!IsSolidClass()); GetDefaultKeys();
if (IsNodeClass() && (GetNodeID() == 0)) { AssignNodeID(); } } //
// If not, use whether or not we have solid children to determine whether
// we are a point entity or a solid entity.
//
else { SetPlaceholder(HasSolidChildren() ? FALSE : TRUE); }
//
// Add whatever helpers our class requires, or a default bounding box if
// our class is unknown and we are a point entity.
//
UpdateHelpers(bLoading); CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if ( !pDoc->IsLoading() ) { pDoc->RemoveFromAutoVisGroups( this ); pDoc->AddToAutoVisGroup( this ); }
//
// HACK: If we are now a decal, make sure we have a valid texture.
//
if (!strcmp(pszClass, "infodecal")) { if (!GetKeyValue("texture")) { SetKeyValue("texture", "clip"); } } CalculateTypeFlags(); SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose: Assigns the next unique node ID to this entity.
//-----------------------------------------------------------------------------
void CMapEntity::AssignNodeID(void) { char szID[80]; CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); itoa(pDoc->GetNextNodeID(), szID, 10); SetKeyValue("nodeid", szID); }
struct CClassNameFlagsMatcher { char const *m_pClassname; int m_nFlagsToOR; };
static CClassNameFlagsMatcher s_ClassFlagsTable[]={ { "light_environment", ENTITY_FLAG_IS_LIGHT }, { "light", ENTITY_FLAG_IS_LIGHT }, { "light_spot", ENTITY_FLAG_IS_LIGHT }, { "prop_static", ENTITY_FLAG_SHOW_IN_LPREVIEW2 }, { "func_instance", ENTITY_FLAG_IS_INSTANCE }, };
void CMapEntity::CalculateTypeFlags( void ) { m_EntityTypeFlags = 0; const char *pszClassName = GetClassName(); if (pszClassName != NULL) for(int i=0; i<NELEMS( s_ClassFlagsTable ); i++) if ( ! stricmp( pszClassName, s_ClassFlagsTable[i].m_pClassname ) ) m_EntityTypeFlags |= s_ClassFlagsTable[i].m_nFlagsToOR; }
void CMapEntity::SignalChanged( void ) { if ( m_EntityTypeFlags & ENTITY_FLAG_IS_LIGHT ) SignalUpdate( EVTYPE_LIGHTING_CHANGED ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapEntity::EnsureUniqueNodeID(CMapWorld *pWorld) { bool bBuildNewNodeID = true; int nOurNodeID = GetNodeID(); if (nOurNodeID != 0) { //
// We already have a node ID. Make sure that it is unique. If not,
// we need to generate a new one.
//
bBuildNewNodeID = false;
EnumChildrenPos_t pos; CMapClass *pChild = pWorld->GetFirstDescendent(pos); while (pChild != NULL) { CMapEntity *pEntity = dynamic_cast <CMapEntity *> (pChild); if ((pEntity != NULL) && (pEntity != this)) { int nThisNodeID = pEntity->GetNodeID(); if (nThisNodeID) { if (nThisNodeID == nOurNodeID) { bBuildNewNodeID = true; break; } } }
pChild = pWorld->GetNextDescendent(pos); } }
if (bBuildNewNodeID) { AssignNodeID(); } }
//-----------------------------------------------------------------------------
// Purpose: Called after the entire map has been loaded. This allows the object
// to perform any linking with other map objects or to do other operations
// that require all world objects to be present.
//-----------------------------------------------------------------------------
void CMapEntity::PostloadWorld(CMapWorld *pWorld) { int nIndex;
//
// Set our origin from our "origin" key and discard the key.
//
const char *pszValue = m_KeyValues.GetValue("origin", &nIndex); if (pszValue != NULL) { Vector Origin; sscanf(pszValue, "%f %f %f", &Origin[0], &Origin[1], &Origin[2]); SetOrigin(Origin); }
//
// Set our angle from our "angle" key and discard the key.
//
pszValue = m_KeyValues.GetValue("angle", &nIndex); if (pszValue != NULL) { ImportAngle(atoi(pszValue)); RemoveKey(nIndex); }
//
// Set the class name from our "classname" key and discard the key.
// This also adds the helpers appropriate for the class.
//
pszValue = m_KeyValues.GetValue("classname", &nIndex); if (pszValue != NULL) { //
// Copy the classname to a temp buffer because SetClass mucks with the
// keyvalues and our pointer might become bad.
//
char szClassName[MAX_CLASS_NAME_LEN]; strcpy(szClassName, pszValue); SetClass(szClassName, true);
//
// Need to re-get the index of the classname key since it may have changed
// as a result of the above SetClass call.
//
pszValue = m_KeyValues.GetValue("classname", &nIndex); if (pszValue != NULL) { RemoveKey(nIndex); } }
//
// Now that we have set the class, remove the origin key if this entity isn't
// supposed to expose it in the keyvalues list.
//
if (IsPlaceholder() && (!IsClass() || GetClass()->VarForName("origin") == NULL)) { pszValue = m_KeyValues.GetValue("origin", &nIndex); if (pszValue != NULL) { RemoveKey(nIndex); } }
//
// Must do this after assigning the class.
//
if (IsNodeClass() && (GetKeyValue("nodeid") == NULL)) { AssignNodeID(); }
// Set a reasonable default
Vector2D vecLogicalPos = GetLogicalPosition(); if ( vecLogicalPos.x == COORD_NOTINIT ) { CMapDoc::GetActiveMapDoc()->GetDefaultNewLogicalPosition( vecLogicalPos ); SetLogicalPosition( vecLogicalPos ); }
//
// Call in all our children (some of which were created above).
//
CMapClass::PostloadWorld(pWorld);
CalculateTypeFlags(); }
//-----------------------------------------------------------------------------
// Purpose: Insures that the entity has all the helpers that it needs (and no more
// than it should) given its class.
//-----------------------------------------------------------------------------
void CMapEntity::UpdateHelpers(bool bLoading) { //
// If we have any helpers, delete them. Delete any solid children if we are
// a point class.
//
RemoveHelpers(IsPlaceholder() == TRUE);
//
// Add the helpers appropriate for our current class.
//
AddHelpersForClass(GetClass(), bLoading); }
//-----------------------------------------------------------------------------
// Safely sets the move parent. Will assert and not set it if pEnt is equal to this ent,
// or if this ent is already a parent of pEnt.
//-----------------------------------------------------------------------------
void CMapEntity::SetMoveParent( CMapEntity *pEnt ) { // Make sure pEnt is not already parented to (or identical to) me.
CMapEntity *pCur = pEnt; for ( int i=0; i < 300; i++ ) { if ( pCur == NULL ) { break; } else if ( pCur == this ) { Assert( !"SetMoveParent: recursive parenting!" ); m_pMoveParent = NULL; return; } pCur = pCur->m_pMoveParent; } m_pMoveParent = pEnt; }
//-----------------------------------------------------------------------------
// Purpose: Allows the entity to update its key values based on a change in one
// of its children. The child exposes the property as a key value pair.
// Input : pChild - The child whose property changed.
// szKey - The name of the property that changed.
// szValue - The new value of the property.
//-----------------------------------------------------------------------------
void CMapEntity::NotifyChildKeyChanged(CMapClass *pChild, const char *szKey, const char *szValue) { m_KeyValues.SetValue(szKey, szValue);
//
// Notify all our other non-solid children that a key has changed.
//
FOR_EACH_OBJ( m_Children, pos ) { CMapClass *pObject = m_Children.Element(pos); if ((pObject != pChild) && (pChild != NULL) && (dynamic_cast<CMapSolid *>(pObject) == NULL)) { pObject->OnParentKeyChanged(szKey, szValue); } }
CalcBounds(); CalculateTypeFlags(); SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapEntity::DeleteKeyValue(LPCSTR pszKey) { char szOldValue[KEYVALUE_MAX_VALUE_LENGTH]; const char *pszOld = GetKeyValue(pszKey); if (pszOld != NULL) { strcpy(szOldValue, pszOld); } else { szOldValue[0] = '\0'; }
CEditGameClass::DeleteKeyValue(pszKey);
OnKeyValueChanged(pszKey, szOldValue, ""); CalculateTypeFlags(); SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapEntity::SetKeyValue(LPCSTR pszKey, LPCSTR pszValue) { //
// Get the current value so we can tell if it is changing.
//
char szOldValue[KEYVALUE_MAX_VALUE_LENGTH]; const char *pszOld = GetKeyValue(pszKey); if (pszOld != NULL) { V_strcpy_safe(szOldValue, pszOld); } else { szOldValue[0] = '\0'; }
CEditGameClass::SetKeyValue(pszKey, pszValue);
OnKeyValueChanged(pszKey, szOldValue, pszValue); SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose: Notifies the entity that it has been cloned.
// Input : pClone -
//-----------------------------------------------------------------------------
void CMapEntity::OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList) { CMapClass::OnPreClone(pClone, pWorld, OriginalList, NewList);
if (OriginalList.Count() == 1) { // dvs: TODO: make this FGD-driven instead of hardcoded, see also MapKeyFrame.cpp
// dvs: TODO: use letters of the alphabet between adjacent numbers, ie path2a path2b, etc.
if (!stricmp(GetClassName(), "path_corner") || !stricmp(GetClassName(), "path_track")) { //
// Generate a new name for the clone.
//
CMapEntity *pNewEntity = dynamic_cast<CMapEntity*>(pClone); Assert(pNewEntity != NULL); if (!pNewEntity) return;
// create a new targetname for the clone
char newName[128]; const char *oldName = GetKeyValue("targetname"); if (!oldName || oldName[0] == 0) oldName = "path";
pWorld->GenerateNewTargetname(oldName, newName, sizeof(newName), true, NULL); pNewEntity->SetKeyValue("targetname", newName); } } if (IsNodeClass()) { ((CMapEntity *)pClone)->AssignNodeID(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pClone -
// pWorld -
// OriginalList -
// NewList -
//-----------------------------------------------------------------------------
void CMapEntity::OnClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList) { CMapClass::OnClone(pClone, pWorld, OriginalList, NewList);
if (OriginalList.Count() == 1) { if (!stricmp(GetClassName(), "path_corner") || !stricmp(GetClassName(), "path_track")) { // dvs: TODO: make this FGD-driven instead of hardcoded, see also MapKeyFrame.cpp
// dvs: TODO: use letters of the alphabet between adjacent numbers, ie path2a path2b, etc.
CMapEntity *pNewEntity = dynamic_cast<CMapEntity*>(pClone); Assert(pNewEntity != NULL); if (!pNewEntity) return;
// Point the clone at what we were pointing at.
const char *pszNext = GetKeyValue("target"); if (pszNext) { pNewEntity->SetKeyValue("target", pszNext); }
// Point this path corner at the clone.
SetKeyValue("target", pNewEntity->GetKeyValue("targetname")); } }
if (IsNodeClass()) { ReplaceNodeIDRefs(NewList, GetNodeID(), ((CMapEntity *)pClone)->GetNodeID()); } }
//-----------------------------------------------------------------------------
// Purpose: Notifies the object that a copy of it is being pasted from the
// clipboard before the copy is added to the world.
// Input : pCopy - The copy of this object that is being added to the world.
// pSourceWorld - The world that the originals were in.
// pDestWorld - The world that the copies are being added to.
// OriginalList - The list of original objects that were copied.
// NewList - The list of copied.
//-----------------------------------------------------------------------------
void CMapEntity::OnPrePaste( CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList ) { if (IsNodeClass()) { // Generate a new node ID.
((CMapEntity *)pCopy)->AssignNodeID(); }
CMapClass::OnPrePaste(pCopy, pSourceWorld, pDestWorld, OriginalList, NewList); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pCopy -
// pSourceWorld -
// pDestWorld -
// OriginalList -
// NewList -
//-----------------------------------------------------------------------------
void CMapEntity::OnPaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList) { if (IsNodeClass()) { ReplaceNodeIDRefs(NewList, GetNodeID(), ((CMapEntity *)pCopy)->GetNodeID()); }
CMapClass::OnPaste(pCopy, pSourceWorld, pDestWorld, OriginalList, NewList); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszKey -
// pszOldValue -
// pszValue -
//-----------------------------------------------------------------------------
void CMapEntity::OnKeyValueChanged(const char *pszKey, const char *pszOldValue, const char *pszValue) { // notify all our children that a key has changed
FOR_EACH_OBJ( m_Children, pos ) { CMapClass *pChild = m_Children.Element( pos ); if ( pChild != NULL ) { pChild->OnParentKeyChanged( pszKey, pszValue ); } }
//
// Changing our movement parent. Store a pointer to the movement parent
// for when we're playing animations.
//
if ( !stricmp(pszKey, "parentname") ) { CMapWorld *pWorld = (CMapWorld *)GetWorldObject( this ); if (pWorld != NULL) { CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszValue)); SetMoveParent( pMoveParent ); } } //
// Changing our model - rebuild the helpers from scratch.
// dvs: this could probably go away - move support into the helper code.
//
else if (!stricmp(pszKey, "model")) { if (stricmp(pszOldValue, pszValue) != 0) { // We don't call SetKeyValue during VMF load.
UpdateHelpers(false); } } //
// If our targetname has changed, we have to relink EVERYTHING, not
// just our dependents, because someone else may point to our new targetname.
//
else if (!stricmp(pszKey, "targetname") && (stricmp(pszOldValue, pszValue) != 0)) { UpdateAllDependencies(this); } SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose: Returns true if this entity has any solid children. Entities of
// classes that are not in the FGD are considered solid entities if
// they have at least one solid child, point entities if not.
//-----------------------------------------------------------------------------
bool CMapEntity::HasSolidChildren(void) { FOR_EACH_OBJ( m_Children, pos ) { CMapClass *pChild = m_Children.Element(pos); if ((dynamic_cast <CMapSolid *> (pChild)) != NULL) { return(true); } }
return(false); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMapEntity::OnApply( void ) { FOR_EACH_OBJ( m_Children, pos ) { CMapClass *pChild = m_Children.Element(pos); if ( pChild ) { pChild->OnApply(); } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Called after this object is added to the world.
//
// NOTE: This function is NOT called during serialization. Use PostloadWorld
// to do similar bookkeeping after map load.
//
// Input : pWorld - The world that we have been added to.
//-----------------------------------------------------------------------------
void CMapEntity::OnAddToWorld(CMapWorld *pWorld) { CMapClass::OnAddToWorld(pWorld);
//
// If we are a node class, we must insure that we have a valid unique ID.
//
if (IsNodeClass()) { EnsureUniqueNodeID(pWorld); }
//
// If we have a targetname, relink all the targetname pointers in the world
// because someone might be looking for our targetname.
//
if (GetKeyValue("targetname") != NULL) { UpdateAllDependencies(this); } }
//-----------------------------------------------------------------------------
// Purpose: Called before this object is deleted from the world.
//
// Input : pWorld - The world that we have been added to.
// b
//-----------------------------------------------------------------------------
void CMapEntity::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren) { // Disconnect this now removed entity from the rest of the world
Connections_FixBad(false); Upstream_FixBad(); CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject - The object that changed.
//-----------------------------------------------------------------------------
void CMapEntity::OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType) { CMapClass::OnNotifyDependent(pObject, eNotifyType);
if (eNotifyType == Notify_Removed) { //
// Check for our move parent going away.
//
if (pObject == m_pMoveParent) { CMapWorld *pWorld = (CMapWorld *)GetWorldObject(this); const char *pszParentName = CEditGameClass::GetKeyValue("parentname"); if ((pWorld != NULL) && (pszParentName != NULL)) { CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszParentName)); SetMoveParent( pMoveParent ); } else { CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, NULL); SetMoveParent( pMoveParent ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Iterates through an object, and all it's children, looking for an
// entity with a matching key and value
// Input : key -
// value -
// Output : Returns a pointer to the entity found.
//-----------------------------------------------------------------------------
CMapEntity *CMapEntity::FindChildByKeyValue( LPCSTR key, LPCSTR value, bool *bIsInInstance, VMatrix *InstanceMatrix ) { if ((key == NULL) || (value == NULL)) { return(NULL); }
int index; LPCSTR val = CEditGameClass::GetKeyValue(key, &index);
if ( val && value && !stricmp(value, val) ) { return this; }
return CMapClass::FindChildByKeyValue( key, value, bIsInInstance, InstanceMatrix ); }
//-----------------------------------------------------------------------------
// Purpose: Returns a coordinate frame to render in, if the entity is animating
// Input : matrix -
// Output : returns true if a new matrix is returned, false if it is just the identity
//-----------------------------------------------------------------------------
bool CMapEntity::GetTransformMatrix( VMatrix& matrix ) { bool gotMatrix = false;
// if we have a move parent, get its transformation matrix
if ( m_pMoveParent ) { if ( m_pMoveParent == this ) { Assert( !"Recursive parenting." ); } else { gotMatrix = m_pMoveParent->GetTransformMatrix( matrix ); } }
if ( m_pAnimatorChild ) { // return a matrix that will transform any vector into our (animated) space
if ( gotMatrix ) { // return ParentMatrix * OurMatrix
VMatrix tmpMat, animatorMat; bool gotAnimMatrix = m_pAnimatorChild->GetTransformMatrix( animatorMat ); if ( !gotAnimMatrix ) { // since we didn't get a new matrix from our child just return our parent's
return true; }
matrix = matrix * animatorMat; } else { // no parent, we're at the top of the game
gotMatrix = m_pAnimatorChild->GetTransformMatrix( matrix ); } }
return gotMatrix; }
//-----------------------------------------------------------------------------
// Saves editor data
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::SaveEditorData(CChunkFile *pFile) { #ifndef SDK_BUILD
ChunkFileResult_t eResult = pFile->WriteKeyValueVector2("logicalpos", m_vecLogicalPosition); if (eResult != ChunkFile_Ok) return eResult; #endif // SDK_BUILD
return BaseClass::SaveEditorData( pFile ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ChunkFileResult_t CMapEntity::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo) { //
// Check rules before saving this object.
//
if (!pSaveInfo->ShouldSaveObject(this)) { return(ChunkFile_Ok); }
ChunkFileResult_t eResult = ChunkFile_Ok;
//
// If it's a solidentity but it doesn't have any solids,
// don't save it.
//
if (!IsPlaceholder() && !m_Children.Count()) { return(ChunkFile_Ok); }
//
// If we are hidden, place this object inside of a hidden chunk.
//
if (!IsVisible()) { eResult = pFile->BeginChunk("hidden"); }
//
// Begin this entity's scope.
//
eResult = pFile->BeginChunk("entity");
//
// Save the entity's ID.
//
if (eResult == ChunkFile_Ok) { eResult = pFile->WriteKeyValueInt("id", GetID()); }
//
// Save our keys.
//
if (eResult == ChunkFile_Ok) { eResult = CEditGameClass::SaveVMF(pFile, pSaveInfo); }
//
// If this is a point entity of an unknown type or a point entity that doesn't
// declare an origin key, save our origin.
//
if (IsPlaceholder() && (!IsClass() || GetClass()->VarForName("origin") == NULL)) { char szOrigin[80]; sprintf(szOrigin, "%g %g %g", (double)m_Origin[0], (double)m_Origin[1], (double)m_Origin[2]); pFile->WriteKeyValue("origin", szOrigin); }
//
// Save all our descendents.
//
eResult = ChunkFile_Ok; EnumChildrenPos_t pos; CMapClass *pChild = GetFirstDescendent(pos); while ((pChild != NULL) && (eResult == ChunkFile_Ok)) { if ( pChild->ShouldSerialize() ) { eResult = pChild->SaveVMF(pFile, pSaveInfo); } pChild = GetNextDescendent(pos); }
//
// Save our base class' information within our chunk.
//
if (eResult == ChunkFile_Ok) { eResult = CMapClass::SaveVMF(pFile, pSaveInfo); } //
// End this entity's scope.
//
if (eResult == ChunkFile_Ok) { pFile->EndChunk(); }
//
// End the hidden chunk if we began it.
//
if (!IsVisible()) { eResult = pFile->EndChunk(); }
return(eResult); }
//-----------------------------------------------------------------------------
// Purpose: Overloaded to use the color from our FGD definition.
// Output : Returns true if the color was specified by this call, false if not.
//-----------------------------------------------------------------------------
bool CMapEntity::UpdateObjectColor() { if (!BaseClass::UpdateObjectColor()) { if (IsClass()) { color32 rgbColor = m_pClass->GetColor(); SetRenderColor(rgbColor); return true; } } else { return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pWorld -
// pObject -
//-----------------------------------------------------------------------------
void CMapEntity::UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject) { CMapClass::UpdateDependencies(pWorld, pObject);
//
// If we have a movement parent, relink to our movement parent.
//
const char *pszParentName = CEditGameClass::GetKeyValue("parentname"); if (pszParentName != NULL) { CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, pWorld->FindEntityByName( pszParentName)); SetMoveParent( pMoveParent ); } else { CMapEntity *pMoveParent = (CMapEntity *)UpdateDependency(m_pMoveParent, NULL); SetMoveParent( pMoveParent ); }
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if ( pDoc && !pDoc->IsLoading() ) { // Update any downstream/upstream connections objects associated with this entity
Connections_FixBad(); Upstream_FixBad(); } }
//-----------------------------------------------------------------------------
// Purpose: Places the entity properly on a plane surface, at a given location
// Input: pos - position on the plane
// plane - surface plane to align to
// align - alignment type (top, bottom)
// Output:
//-----------------------------------------------------------------------------
#define ALIGN_EPSILON 1 // World units
void CMapEntity::AlignOnPlane( Vector& pos, PLANE *plane, alignType_e align ) { float fOffset = 0.0f; Vector vecNewPos;
//Depending on the alignment type, get the offset from the surface
switch ( align ) { case ALIGN_BOTTOM: fOffset = m_Origin[2] - m_Render2DBox.bmins[2]; break;
case ALIGN_TOP: fOffset = m_Render2DBox.bmaxs[2] - m_Origin[2]; break; }
//Push our point out and away from this surface
VectorMA( pos, fOffset + ALIGN_EPSILON, plane->normal, vecNewPos ); //Update the entity and children
SetOrigin( vecNewPos ); SignalChanged(); }
//-----------------------------------------------------------------------------
// Purpose: Looks for an input with a given name in the entity list. ALL entities
// in the list must have the given input for a match to be found.
// Input : szInput - Name of the input.
// Output : Returns true if the input name was found in all entities, false if not.
//-----------------------------------------------------------------------------
bool MapEntityList_HasInput(const CMapEntityList *pList, const char *szInput, InputOutputType_t eType) { GDclass *pLastClass = NULL; FOR_EACH_OBJ( *pList, pos ) { CMapEntity *pEntity = pList->Element(pos); GDclass *pClass = pEntity->GetClass(); if ((pClass != pLastClass) && (pClass != NULL)) { CClassInput *pInput = pClass->FindInput(szInput); if (!pInput) { return false; }
if ((eType != iotInvalid) && (pInput->GetType() != eType)) { return false; }
//
// Cheap optimization to help minimize redundant checks.
//
pLastClass = pClass; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Returns a pointer to the object that should be added to the selection
// list because this object was clicked on with a given selection mode.
// Input : eSelectMode -
//-----------------------------------------------------------------------------
CMapClass *CMapEntity::PrepareSelection(SelectMode_t eSelectMode) { //
// Select up the hierarchy when in Groups selection mode if we belong to a group.
//
if ((eSelectMode == selectGroups) && (m_pParent != NULL) && !IsWorldObject(m_pParent)) { return GetParent()->PrepareSelection(eSelectMode); }
//
// Don't select solid entities when in Solids selection mode. We'll select
// their solid children.
//
if ((eSelectMode == selectSolids) && !IsPlaceholder()) { return NULL; }
return this; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pRender -
//-----------------------------------------------------------------------------
void CMapEntity::Render2D(CRender2D *pRender) { // Render all our children (helpers & solids)
BaseClass::Render2D(pRender);
CMapView2D *pView = (CMapView2D*)pRender->GetView();
Vector vecMins, vecMaxs; GetRender2DBox(vecMins, vecMaxs); if ( pRender->GetInstanceRendering() ) { Vector vecExpandedMins, vecExpandedMaxs;
pRender->TransformInstanceAABB( vecMins, vecMaxs, vecExpandedMins, vecExpandedMaxs ); vecMins = vecExpandedMins; vecMaxs = vecExpandedMaxs; }
Vector2D pt, pt2; pView->WorldToClient(pt, vecMins); pView->WorldToClient(pt2, vecMaxs);
color32 rgbColor = GetRenderColor( pRender );
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
// Render the entity's name and class name if enabled.
if (s_bShowEntityNames && pView->GetZoom() >= 1) { pRender->SetTextColor( rgbColor.r, rgbColor.g, rgbColor.b );
const char *pszTargetName = GetKeyValue("targetname"); if (pszTargetName != NULL) { pRender->DrawText(pszTargetName, pt.x, pt.y + 2, CRender2D::TEXT_JUSTIFY_BOTTOM ); }
const char *pszClassName = GetClassName(); if (pszClassName != NULL) { pRender->DrawText(pszClassName, pt.x, pt2.y - 2, CRender2D::TEXT_JUSTIFY_TOP ); }
}
//
// Draw the connections between entities and their targets if enabled.
//
if (s_bShowEntityConnections) { LPCTSTR pszTarget = GetKeyValue("target"); if (pszTarget != NULL) { CMapWorld *pWorld = GetWorldObject(this); MDkeyvalue kv("targetname", pszTarget);
CMapObjectList FoundEntitiesTarget; FoundEntitiesTarget.RemoveAll(); pWorld->EnumChildren((ENUMMAPCHILDRENPROC)FindKeyValue, (DWORD)&kv, MAPCLASS_TYPE(CMapEntity));
Vector vCenter1,vCenter2; GetBoundsCenter( vCenter1 ); FOR_EACH_OBJ( FoundEntitiesTarget, p ) { CMapClass *pEntity = (CMapEntity *)FoundEntitiesTarget.Element(p); pEntity->GetBoundsCenter(vCenter2); pRender->DrawLine( vCenter1, vCenter2 ); } } }
// Draw the forward vector if we have an "angles" key and we're selected.
// HACK: don't draw the forward vector for lights, they negate pitch. The model helper will handle it.
if ((GetSelectionState() != SELECT_NONE) && (!GetClassName() || (strnicmp(GetClassName(), "light_", 6) != 0)) && (GetKeyValue("angles") != NULL)) { Vector vecOrigin; GetOrigin(vecOrigin);
QAngle vecAngles; GetAngles(vecAngles); Vector vecForward; AngleVectors(vecAngles, &vecForward);
pRender->SetDrawColor( 255, 255, 0 ); pRender->DrawLine(vecOrigin, vecOrigin + vecForward * 24); } }
//-----------------------------------------------------------------------------
// Gets the 2D logical view bounding box
//-----------------------------------------------------------------------------
void CMapEntity::GetRenderLogicalBox( Vector2D &mins, Vector2D &maxs ) { mins.x = m_vecLogicalPosition.x; maxs.x = m_vecLogicalPosition.x + LOGICAL_BOX_WIDTH + LOGICAL_BOX_CONNECTOR_INPUT_WIDTH + LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH; mins.y = m_vecLogicalPosition.y; maxs.y = m_vecLogicalPosition.y + LOGICAL_BOX_HEIGHT; }
//-----------------------------------------------------------------------------
// Logical position accessor
//-----------------------------------------------------------------------------
const Vector2D& CMapEntity::GetLogicalPosition( ) { return m_vecLogicalPosition; }
void CMapEntity::SetLogicalPosition( const Vector2D &vecPosition ) { m_vecLogicalPosition = vecPosition; }
//-----------------------------------------------------------------------------
// Returns a logical position
//-----------------------------------------------------------------------------
void CMapEntity::GetLogicalConnectionPosition( LogicalConnection_t i, Vector2D &vecPosition ) { Vector2D vecMins, vecMaxs; GetRenderLogicalBox( vecMins, vecMaxs ); vecPosition.y = ( vecMins.y + vecMaxs.y ) * 0.5f;
if ( i == LOGICAL_CONNECTION_INPUT ) { vecPosition.x = vecMins.x; } else { vecPosition.x = vecMaxs.x; } }
//-----------------------------------------------------------------------------
// Renders into the logical view
//-----------------------------------------------------------------------------
void CMapEntity::RenderLogical( CRender2D *pRender ) { // Render all our children (helpers & solids)
BaseClass::RenderLogical(pRender);
Vector2D vecMins, vecMaxs; GetRenderLogicalBox( vecMins, vecMaxs );
Vector2D vecBoxMins = vecMins; Vector2D vecBoxMaxs = vecMaxs; vecBoxMins.x += LOGICAL_BOX_CONNECTOR_INPUT_WIDTH; vecBoxMaxs.x -= LOGICAL_BOX_CONNECTOR_OUTPUT_WIDTH; // Define the entity highlight/lowlight edges
Vector2D vecInnerMins = vecBoxMins, vecInnerMaxs = vecBoxMaxs; vecInnerMins.x += LOGICAL_BOX_INNER_OFFSET; vecInnerMins.y += LOGICAL_BOX_INNER_OFFSET; vecInnerMaxs.x -= LOGICAL_BOX_INNER_OFFSET; vecInnerMaxs.y -= LOGICAL_BOX_INNER_OFFSET;
// Get the entity render color
color32 rgbColor = GetRenderColor( pRender ); color32 rgbHighlight = {(byte)(7*rgbColor.r/8), (byte)(7*rgbColor.g/8), (byte)(7*rgbColor.b/8), (byte)255 }; color32 rgbLowlight = { (byte)(5*rgbColor.r/8), (byte)(5*rgbColor.g/8), (byte)(5*rgbColor.b/8), (byte)255 }; color32 rgbEdgeColor = { (byte)(3*rgbColor.r/8), (byte)(3*rgbColor.g/8), (byte)(3*rgbColor.b/8), (byte)255 }; color32 rgbInterior = { (byte)(2*rgbColor.r/8), (byte)(2*rgbColor.g/8), (byte)(2*rgbColor.b/8), (byte)255 };
// Draw an inside UpperLeft highlight rect (leading edge highlight)
pRender->SetDrawColor( rgbHighlight.r, rgbHighlight.g, rgbHighlight.b ); pRender->DrawRectangle( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ), true, 0 );
// Draw an inside LowerRight lowlight rect (trailing edge lowlight)
pRender->SetDrawColor( rgbLowlight.r, rgbLowlight.g, rgbLowlight.b ); pRender->DrawRectangle( Vector( vecInnerMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
// Draw an outside border rect in the entities render color
pRender->SetDrawColor( rgbEdgeColor.r, rgbEdgeColor.g, rgbEdgeColor.b ); pRender->DrawRectangle( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ), false, 0 );
// Draw the small diagonals connecting the outer and inner corners
pRender->DrawLine( Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ) ); pRender->DrawLine( Vector( vecBoxMins.x, vecBoxMaxs.y, 0.0f ), Vector( vecBoxMaxs.x, vecBoxMins.y, 0.0f ) );
// Draw interior background first
pRender->SetDrawColor( rgbInterior.r, rgbInterior.g, rgbInterior.b ); pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
// Draws the sprite helper(s) (if it has them)
bool bFoundSpriteHelper = false;
FOR_EACH_OBJ( m_Children, pos ) { CMapSprite *pSprite = dynamic_cast<CMapSprite*>( m_Children[pos] ); if ( pSprite ) { // Render the sprite on top of the background
pSprite->RenderLogicalAt( pRender, vecInnerMins, vecInnerMaxs ); bFoundSpriteHelper = true; } }
// Fill in the interior with entity color if no sprite was found
if ( !bFoundSpriteHelper ) { // Redraw the interior with the entity's render color
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b ); pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), true, 0 );
// Put an inner border around the entity color block
pRender->SetDrawColor( rgbEdgeColor.r, rgbEdgeColor.g, rgbEdgeColor.b ); pRender->DrawRectangle( Vector( vecInnerMins.x, vecInnerMins.y, 0.0f ), Vector( vecInnerMaxs.x, vecInnerMaxs.y, 0.0f ), false, 0 ); }
// Draw the rest of the entity in the entity color
pRender->SetDrawColor( rgbColor.r, rgbColor.g, rgbColor.b );
// Draws the connectors
float flConnectorY = ( vecMins.y + vecMaxs.y ) * 0.5f; pRender->DrawCircle( Vector( vecMins.x + LOGICAL_BOX_CONNECTOR_RADIUS, flConnectorY, 0.0f ), LOGICAL_BOX_CONNECTOR_RADIUS ); pRender->MoveTo( Vector( vecMins.x + 2 * LOGICAL_BOX_CONNECTOR_RADIUS, flConnectorY, 0.0f ) ); pRender->DrawLineTo( Vector( vecBoxMins.x, flConnectorY, 0.0f ) ); pRender->MoveTo( Vector( vecBoxMaxs.x, flConnectorY, 0.0f ) ); pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY, 0.0f ) ); pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY + LOGICAL_BOX_ARROW_HEIGHT, 0.0f ) ); pRender->DrawLineTo( Vector( vecMaxs.x, flConnectorY, 0.0f ) ); pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY - LOGICAL_BOX_ARROW_HEIGHT, 0.0f ) ); pRender->DrawLineTo( Vector( vecMaxs.x - LOGICAL_BOX_ARROW_LENGTH, flConnectorY, 0.0f ) ); // Stop drawing the text once the entity itself gets too small.
Vector2D pt, pt2; pRender->GetView()->WorldToClient( pt, Vector( vecBoxMins.x, vecBoxMins.y, 0.0f ) ); pRender->GetView()->WorldToClient( pt2, Vector( vecBoxMaxs.x, vecBoxMaxs.y, 0.0f ) ); if ( fabs( pt.y - pt2.y ) < 32 ) return; // Render the entity's name and class name if enabled.
pRender->SetTextColor( rgbColor.r, rgbColor.g, rgbColor.b );
// Draw the inputs and outputs
const char *pszTargetName = GetKeyValue("targetname"); if (pszTargetName != NULL) { pRender->DrawText( pszTargetName, Vector2D( (vecMins.x+vecMaxs.x)/2, vecMaxs.y ), 0, -1, CRender2D::TEXT_JUSTIFY_TOP | CRender2D::TEXT_JUSTIFY_HORZ_CENTER ); }
if ( fabs( pt.y - pt2.y ) < 50 ) return; const char *pszClassName = GetClassName(); if (pszClassName != NULL) { pRender->DrawText( pszClassName, Vector2D( (vecMins.x+vecMaxs.x)/2, vecMins.y ), 0, 1, CRender2D::TEXT_JUSTIFY_BOTTOM | CRender2D::TEXT_JUSTIFY_HORZ_CENTER ); } }
//-----------------------------------------------------------------------------
// Purpose: Returns whether this entity snaps to half grid or not. Some entities,
// such as hinges, need to snap to a 0.5 grid to center on geometry.
//-----------------------------------------------------------------------------
bool CMapEntity::ShouldSnapToHalfGrid() { return (GetClass() && GetClass()->ShouldSnapToHalfGrid()); }
//-----------------------------------------------------------------------------
// Purpose: Returns the integer value of the nodeid key of this entity.
//-----------------------------------------------------------------------------
int CMapEntity::GetNodeID(void) { int nNodeID = 0; const char *pszNodeID = GetKeyValue("nodeid"); if (pszNodeID) { nNodeID = atoi(pszNodeID); } return nNodeID; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether this object should be hidden based on the given
// cordon bounds.
// Output : Returns true to cull the object, false to keep it.
//-----------------------------------------------------------------------------
bool CMapEntity::IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs) { // Point entities are culled by their origin, not by their bounding box.
// An exception to that is swept hulls, such as ladders, that are more like solid ents.
if ( IsPointClass() && !IsSweptHullClass( this ) ) { Vector vecOrigin; GetOrigin(vecOrigin); return !IsPointInBox(vecOrigin, vecMins, vecMaxs); }
return !IsIntersectingBox(vecMins, vecMaxs); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView -
// vecPoint -
// nHitData -
// Output :
//-----------------------------------------------------------------------------
bool CMapEntity::HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData) { if ( !IsVisible() ) return false; if ( BaseClass::HitTest2D(pView, point, HitData) ) return true;
//
// Only check point entities; brush entities are selected via their brushes.
//
if ( !IsPointClass() ) return false; // First check center X.
Vector vecCenter, vecViewPoint; GetBoundsCenter(vecCenter);
Vector2D vecClientCenter; pView->WorldToClient(vecClientCenter, vecCenter); pView->GetCamera()->GetViewPoint( vecViewPoint );
HitData.pObject = this; HitData.nDepth = vecViewPoint[pView->axThird]-vecCenter[pView->axThird];
if ( pView->CheckDistance( point, vecClientCenter, HANDLE_RADIUS) ) { HitData.uData = 0; return true; } else if (!Options.view2d.bSelectbyhandles) { //
// See if any edges of the bbox are within a certain distance from the the point.
//
int iSelUnits = 2; int x1 = point.x - iSelUnits; int x2 = point.x + iSelUnits; int y1 = point.y - iSelUnits; int y2 = point.y + iSelUnits;
Vector vecMins; Vector vecMaxs; GetRender2DBox(vecMins, vecMaxs);
Vector2D vecClientMins; Vector2D vecClientMaxs; pView->WorldToClient(vecClientMins, vecMins); pView->WorldToClient(vecClientMaxs, vecMaxs);
Vector2D vecEdges[4] = { Vector2D(vecClientMins.x, vecClientMins.y), Vector2D(vecClientMaxs.x, vecClientMins.y), Vector2D(vecClientMaxs.x, vecClientMaxs.y), Vector2D(vecClientMins.x, vecClientMaxs.y), };
for (int i = 0; i < 4; i++) { if (IsLineInside(vecEdges[i], vecEdges[(i + 1) % 4], x1, y1, x2, y2)) { HitData.uData = i+1; return true; } } }
return false; }
//-----------------------------------------------------------------------------
// Hit test for the logical view
//-----------------------------------------------------------------------------
bool CMapEntity::HitTestLogical( CMapViewLogical *pView, const Vector2D &vecPoint, HitInfo_t &hitData ) { if ( !IsVisible() || !IsLogical() || !IsVisibleLogical() ) return false;
if ( BaseClass::HitTestLogical( pView, vecPoint, hitData ) ) return true;
// Is the point inside the box?
Vector2D vecMins; Vector2D vecMaxs; GetRenderLogicalBox( vecMins, vecMaxs );
Vector2D vecClientMins; Vector2D vecClientMaxs; pView->WorldToClient(vecClientMins, vecMins); pView->WorldToClient(vecClientMaxs, vecMaxs); NormalizeBox( vecClientMins, vecClientMaxs );
if ( IsPointInside( vecPoint, vecClientMins, vecClientMaxs ) ) { hitData.pObject = this; hitData.uData = 0; hitData.nDepth = 0.0f; return true; }
return false; }
//-----------------------------------------------------------------------------
// Is this logical?
//-----------------------------------------------------------------------------
bool CMapEntity::IsLogical(void) { GDclass *pClass = GetClass(); return pClass && (( pClass->GetInputCount() > 0 ) || ( pClass->GetOutputCount() > 0 )) || (m_Connections.Count() || m_Upstream.Count()); }
//-----------------------------------------------------------------------------
// Is it visible in the logical view?
//-----------------------------------------------------------------------------
bool CMapEntity::IsVisibleLogical(void) { return IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose: Returns true if this entity's name matches the given name, considering
// wildcards.
// Input : szName -
//-----------------------------------------------------------------------------
bool CMapEntity::NameMatches(const char *szName) { const char *pszTargetName = GetKeyValue( "targetname" ); if (pszTargetName) { return !CompareEntityNames(pszTargetName, szName); }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if this entity's classname matches the given name, considering
// wildcards.
// Input : szName -
//-----------------------------------------------------------------------------
bool CMapEntity::ClassNameMatches(const char *szName) { const char *pszClassName = GetClassName(); if (pszClassName) { return !CompareEntityNames(pszClassName, szName); }
return false; }
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