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409 lines
14 KiB
409 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Point entity used to create templates out of other entities or groups of entities
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//
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//=============================================================================//
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#include "cbase.h"
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#include "entityinput.h"
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#include "entityoutput.h"
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#include "TemplateEntities.h"
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#include "point_template.h"
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#include "saverestore_utlvector.h"
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#include "mapentities.h"
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#include "tier0/icommandline.h"
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#include "mapentities_shared.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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#define SF_POINTTEMPLATE_DONTREMOVETEMPLATEENTITIES 0x0001
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// Level designers can suppress the uniquification of the spawned entity
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// names with a spawnflag, provided they guarantee that only one instance
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// of the entities will ever be spawned at a time.
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#define SF_POINTTEMPLATE_PRESERVE_NAMES 0x0002
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LINK_ENTITY_TO_CLASS(point_template, CPointTemplate);
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BEGIN_SIMPLE_DATADESC( template_t )
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DEFINE_FIELD( iTemplateIndex, FIELD_INTEGER ),
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DEFINE_FIELD( matEntityToTemplate, FIELD_VMATRIX ),
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END_DATADESC()
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BEGIN_DATADESC( CPointTemplate )
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// Keys
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// Silence, Classcheck!
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// DEFINE_ARRAY( m_iszTemplateEntityNames, FIELD_STRING, MAX_NUM_TEMPLATES ),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[0], FIELD_STRING, "Template01"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[1], FIELD_STRING, "Template02"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[2], FIELD_STRING, "Template03"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[3], FIELD_STRING, "Template04"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[4], FIELD_STRING, "Template05"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[5], FIELD_STRING, "Template06"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[6], FIELD_STRING, "Template07"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[7], FIELD_STRING, "Template08"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[8], FIELD_STRING, "Template09"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[9], FIELD_STRING, "Template10"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[10], FIELD_STRING, "Template11"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[11], FIELD_STRING, "Template12"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[12], FIELD_STRING, "Template13"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[13], FIELD_STRING, "Template14"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[14], FIELD_STRING, "Template15"),
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DEFINE_KEYFIELD( m_iszTemplateEntityNames[15], FIELD_STRING, "Template16"),
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DEFINE_UTLVECTOR( m_hTemplateEntities, FIELD_CLASSPTR ),
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DEFINE_UTLVECTOR( m_hTemplates, FIELD_EMBEDDED ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ),
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// Outputs
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DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: A simple system to help precache point_template entities ... ywb
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//-----------------------------------------------------------------------------
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class CPointTemplatePrecacher : public CAutoGameSystem
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{
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public:
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CPointTemplatePrecacher( char const *name ) : CAutoGameSystem( name )
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{
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}
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void AddToPrecache( CBaseEntity *ent )
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{
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m_Ents.AddToTail( EHANDLE( ent ) );
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}
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virtual void LevelInitPreEntity()
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{
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m_Ents.RemoveAll();
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}
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virtual void Shutdown()
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{
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m_Ents.RemoveAll();
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}
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void Precache()
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{
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int c = m_Ents.Count();
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for ( int i = 0 ; i < c; ++i )
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{
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CPointTemplate *ent = m_Ents[ i ].Get();
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if ( ent )
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{
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ent->PerformPrecache();
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}
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}
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m_Ents.RemoveAll();
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}
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private:
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CUtlVector< CHandle< CPointTemplate > > m_Ents;
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};
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CPointTemplatePrecacher g_PointTemplatePrecacher( "CPointTemplatePrecacher" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void PrecachePointTemplates()
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{
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g_PointTemplatePrecacher.Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointTemplate::Spawn( void )
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{
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Precache();
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}
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void CPointTemplate::Precache()
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{
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// We can't call precache right when we instance the template, we need to defer it until after all map entities have
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// been loaded, so add this template to a list which is cleared after map entity parsing is completed.
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g_PointTemplatePrecacher.AddToPrecache( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Level designers can suppress the uniquification of the spawned entity
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// names with a spawnflag, provided they guarantee that only one instance
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// of the entities will ever be spawned at a time.
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//-----------------------------------------------------------------------------
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bool CPointTemplate::AllowNameFixup()
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{
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return !HasSpawnFlags( SF_POINTTEMPLATE_PRESERVE_NAMES );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called at the start of template initialization for this point_template.
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// Find all the entities referenced by this point_template, which will
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// then be turned into templates by the map-parsing code.
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//-----------------------------------------------------------------------------
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void CPointTemplate::StartBuildingTemplates( void )
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{
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// Build our list of template entities
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for ( int i = 0; i < MAX_NUM_TEMPLATES; i++ )
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{
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if ( m_iszTemplateEntityNames[i] != NULL_STRING )
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{
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CBaseEntity *pEntity = NULL;
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int iOldNum = m_hTemplateEntities.Count();
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// Add all the entities with the matching targetname
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while ( (pEntity = gEntList.FindEntityByName( pEntity, STRING(m_iszTemplateEntityNames[i]) )) != NULL )
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{
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m_hTemplateEntities.AddToTail( pEntity );
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}
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// Useful mapmaker warning
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if ( iOldNum == m_hTemplateEntities.Count() )
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{
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Warning( "Couldn't find any entities named %s, which point_template %s is specifying.\n", STRING(m_iszTemplateEntityNames[i]), STRING(GetEntityName()) );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called at the end of template initialization for this point_template.
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// All of our referenced entities have now been destroyed.
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//-----------------------------------------------------------------------------
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void CPointTemplate::FinishBuildingTemplates( void )
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{
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// Our template entities are now gone, deleted by the server post turning them into templates.
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m_hTemplateEntities.Purge();
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// Now tell the template system to hook up all the Entity I/O connections within our set of templates.
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Templates_ReconnectIOForGroup( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointTemplate::AddTemplate( CBaseEntity *pEntity, const char *pszMapData, int nLen )
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{
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// Add it to the template list
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int iIndex = Templates_Add( pEntity, pszMapData, nLen );
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if ( iIndex == -1 )
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{
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Warning( "point_template %s failed to add template.\n", STRING(GetEntityName()) );
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return;
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}
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template_t newTemplate;
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newTemplate.iTemplateIndex = iIndex;
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// Store the entity's origin & angles in a matrix in the template's local space
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VMatrix matTemplateToWorld, matWorldToTemplate, matEntityToWorld, matEntityToTemplate;
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matTemplateToWorld.SetupMatrixOrgAngles( GetAbsOrigin(), GetAbsAngles() );
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matTemplateToWorld.InverseTR( matWorldToTemplate );
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matEntityToWorld.SetupMatrixOrgAngles( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles() );
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MatrixMultiply( matWorldToTemplate, matEntityToWorld, matEntityToTemplate );
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newTemplate.matEntityToTemplate = matEntityToTemplate;
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m_hTemplates.AddToTail( newTemplate );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPointTemplate::ShouldRemoveTemplateEntities( void )
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{
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return ( !(m_spawnflags & SF_POINTTEMPLATE_DONTREMOVETEMPLATEENTITIES) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointTemplate::GetNumTemplates( void )
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{
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return m_hTemplates.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointTemplate::GetTemplateIndexForTemplate( int iTemplate )
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{
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Assert( iTemplate < m_hTemplates.Count() );
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return m_hTemplates[iTemplate].iTemplateIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointTemplate::GetNumTemplateEntities( void )
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{
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return m_hTemplateEntities.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CPointTemplate::GetTemplateEntity( int iTemplateNumber )
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{
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Assert( iTemplateNumber < m_hTemplateEntities.Count() );
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return m_hTemplateEntities[iTemplateNumber];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointTemplate::PerformPrecache()
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{
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// Go through all our templated map data and precache all the entities in it
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int iTemplates = m_hTemplates.Count();
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if ( !iTemplates )
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{
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Msg("Precache called on a point_template that has no templates: %s\n", STRING(GetEntityName()) );
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return;
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}
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// Tell the template system we're about to start a new template
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Templates_StartUniqueInstance();
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//HierarchicalSpawn_t *pSpawnList = (HierarchicalSpawn_t*)stackalloc( iTemplates * sizeof(HierarchicalSpawn_t) );
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int i;
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for ( i = 0; i < iTemplates; i++ )
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{
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//CBaseEntity *pEntity = NULL;
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char *pMapData;
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int iTemplateIndex = m_hTemplates[i].iTemplateIndex;
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// Some templates have Entity I/O connecting the entities within the template.
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// Unique versions of these templates need to be created whenever they're instanced.
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int nStringSize;
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if ( AllowNameFixup() && Templates_IndexRequiresEntityIOFixup( iTemplateIndex ) )
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{
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// This template requires instancing.
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// Create a new mapdata block and ask the template system to fill it in with
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// a unique version (with fixed Entity I/O connections).
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pMapData = Templates_GetEntityIOFixedMapData( iTemplateIndex );
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}
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else
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{
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// Use the unmodified mapdata
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pMapData = (char*)STRING( Templates_FindByIndex( iTemplateIndex ) );
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}
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nStringSize = Templates_GetStringSize( iTemplateIndex );
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// Create the entity from the mapdata
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MapEntity_PrecacheEntity( pMapData, nStringSize );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the entities I contain
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// Input : &vecOrigin -
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// &vecAngles -
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// pEntities -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CPointTemplate::CreateInstance( const Vector &vecOrigin, const QAngle &vecAngles, CUtlVector<CBaseEntity*> *pEntities )
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{
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// Go through all our templated map data and spawn all the entities in it
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int iTemplates = m_hTemplates.Count();
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if ( !iTemplates )
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{
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Msg("CreateInstance called on a point_template that has no templates: %s\n", STRING(GetEntityName()) );
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return false;
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}
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// Tell the template system we're about to start a new template
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Templates_StartUniqueInstance();
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HierarchicalSpawn_t *pSpawnList = (HierarchicalSpawn_t*)stackalloc( iTemplates * sizeof(HierarchicalSpawn_t) );
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int i;
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for ( i = 0; i < iTemplates; i++ )
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{
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CBaseEntity *pEntity = NULL;
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char *pMapData;
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int iTemplateIndex = m_hTemplates[i].iTemplateIndex;
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// Some templates have Entity I/O connecting the entities within the template.
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// Unique versions of these templates need to be created whenever they're instanced.
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if ( AllowNameFixup() && Templates_IndexRequiresEntityIOFixup( iTemplateIndex ) )
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{
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// This template requires instancing.
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// Create a new mapdata block and ask the template system to fill it in with
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// a unique version (with fixed Entity I/O connections).
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pMapData = Templates_GetEntityIOFixedMapData( iTemplateIndex );
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}
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else
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{
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// Use the unmodified mapdata
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pMapData = (char*)STRING( Templates_FindByIndex( iTemplateIndex ) );
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}
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// Create the entity from the mapdata
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MapEntity_ParseEntity( pEntity, pMapData, NULL );
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if ( pEntity == NULL )
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{
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Msg("Failed to initialize templated entity with mapdata: %s\n", pMapData );
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return false;
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}
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// Get a matrix that'll convert from world to the new local space
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VMatrix matNewTemplateToWorld, matStoredLocalToWorld;
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matNewTemplateToWorld.SetupMatrixOrgAngles( vecOrigin, vecAngles );
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MatrixMultiply( matNewTemplateToWorld, m_hTemplates[i].matEntityToTemplate, matStoredLocalToWorld );
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// Get the world origin & angles from the stored local coordinates
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Vector vecNewOrigin;
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QAngle vecNewAngles;
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vecNewOrigin = matStoredLocalToWorld.GetTranslation();
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MatrixToAngles( matStoredLocalToWorld, vecNewAngles );
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// Set its origin & angles
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pEntity->SetAbsOrigin( vecNewOrigin );
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pEntity->SetAbsAngles( vecNewAngles );
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pSpawnList[i].m_hEntity = pEntity;
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pSpawnList[i].m_nDepth = 0;
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pSpawnList[i].m_pDeferredParent = NULL;
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}
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SpawnHierarchicalList( iTemplates, pSpawnList, true );
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for ( i = 0; i < iTemplates; ++i )
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{
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if ( pSpawnList[i].m_hEntity )
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{
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pEntities->AddToTail( pSpawnList[i].m_hEntity );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CPointTemplate::InputForceSpawn( inputdata_t &inputdata )
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{
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// Spawn our template
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CUtlVector<CBaseEntity*> hNewEntities;
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if ( !CreateInstance( GetAbsOrigin(), GetAbsAngles(), &hNewEntities ) )
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return;
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// Fire our output
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m_pOutputOnSpawned.FireOutput( this, this );
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}
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