Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Point entity used to create templates out of other entities or groups of entities
//
//=============================================================================//
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "TemplateEntities.h"
#include "point_template.h"
#include "saverestore_utlvector.h"
#include "mapentities.h"
#include "tier0/icommandline.h"
#include "mapentities_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_POINTTEMPLATE_DONTREMOVETEMPLATEENTITIES 0x0001
// Level designers can suppress the uniquification of the spawned entity
// names with a spawnflag, provided they guarantee that only one instance
// of the entities will ever be spawned at a time.
#define SF_POINTTEMPLATE_PRESERVE_NAMES 0x0002
LINK_ENTITY_TO_CLASS(point_template, CPointTemplate);
BEGIN_SIMPLE_DATADESC( template_t )
DEFINE_FIELD( iTemplateIndex, FIELD_INTEGER ),
DEFINE_FIELD( matEntityToTemplate, FIELD_VMATRIX ),
END_DATADESC()
BEGIN_DATADESC( CPointTemplate )
// Keys
// Silence, Classcheck!
// DEFINE_ARRAY( m_iszTemplateEntityNames, FIELD_STRING, MAX_NUM_TEMPLATES ),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[0], FIELD_STRING, "Template01"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[1], FIELD_STRING, "Template02"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[2], FIELD_STRING, "Template03"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[3], FIELD_STRING, "Template04"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[4], FIELD_STRING, "Template05"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[5], FIELD_STRING, "Template06"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[6], FIELD_STRING, "Template07"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[7], FIELD_STRING, "Template08"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[8], FIELD_STRING, "Template09"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[9], FIELD_STRING, "Template10"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[10], FIELD_STRING, "Template11"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[11], FIELD_STRING, "Template12"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[12], FIELD_STRING, "Template13"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[13], FIELD_STRING, "Template14"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[14], FIELD_STRING, "Template15"),
DEFINE_KEYFIELD( m_iszTemplateEntityNames[15], FIELD_STRING, "Template16"),
DEFINE_UTLVECTOR( m_hTemplateEntities, FIELD_CLASSPTR ),
DEFINE_UTLVECTOR( m_hTemplates, FIELD_EMBEDDED ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ),
// Outputs
DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: A simple system to help precache point_template entities ... ywb
//-----------------------------------------------------------------------------
class CPointTemplatePrecacher : public CAutoGameSystem
{
public:
CPointTemplatePrecacher( char const *name ) : CAutoGameSystem( name )
{
}
void AddToPrecache( CBaseEntity *ent )
{
m_Ents.AddToTail( EHANDLE( ent ) );
}
virtual void LevelInitPreEntity()
{
m_Ents.RemoveAll();
}
virtual void Shutdown()
{
m_Ents.RemoveAll();
}
void Precache()
{
int c = m_Ents.Count();
for ( int i = 0 ; i < c; ++i )
{
CPointTemplate *ent = m_Ents[ i ].Get();
if ( ent )
{
ent->PerformPrecache();
}
}
m_Ents.RemoveAll();
}
private:
CUtlVector< CHandle< CPointTemplate > > m_Ents;
};
CPointTemplatePrecacher g_PointTemplatePrecacher( "CPointTemplatePrecacher" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void PrecachePointTemplates()
{
g_PointTemplatePrecacher.Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointTemplate::Spawn( void )
{
Precache();
}
void CPointTemplate::Precache()
{
// We can't call precache right when we instance the template, we need to defer it until after all map entities have
// been loaded, so add this template to a list which is cleared after map entity parsing is completed.
g_PointTemplatePrecacher.AddToPrecache( this );
}
//-----------------------------------------------------------------------------
// Purpose: Level designers can suppress the uniquification of the spawned entity
// names with a spawnflag, provided they guarantee that only one instance
// of the entities will ever be spawned at a time.
//-----------------------------------------------------------------------------
bool CPointTemplate::AllowNameFixup()
{
return !HasSpawnFlags( SF_POINTTEMPLATE_PRESERVE_NAMES );
}
//-----------------------------------------------------------------------------
// Purpose: Called at the start of template initialization for this point_template.
// Find all the entities referenced by this point_template, which will
// then be turned into templates by the map-parsing code.
//-----------------------------------------------------------------------------
void CPointTemplate::StartBuildingTemplates( void )
{
// Build our list of template entities
for ( int i = 0; i < MAX_NUM_TEMPLATES; i++ )
{
if ( m_iszTemplateEntityNames[i] != NULL_STRING )
{
CBaseEntity *pEntity = NULL;
int iOldNum = m_hTemplateEntities.Count();
// Add all the entities with the matching targetname
while ( (pEntity = gEntList.FindEntityByName( pEntity, STRING(m_iszTemplateEntityNames[i]) )) != NULL )
{
m_hTemplateEntities.AddToTail( pEntity );
}
// Useful mapmaker warning
if ( iOldNum == m_hTemplateEntities.Count() )
{
Warning( "Couldn't find any entities named %s, which point_template %s is specifying.\n", STRING(m_iszTemplateEntityNames[i]), STRING(GetEntityName()) );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called at the end of template initialization for this point_template.
// All of our referenced entities have now been destroyed.
//-----------------------------------------------------------------------------
void CPointTemplate::FinishBuildingTemplates( void )
{
// Our template entities are now gone, deleted by the server post turning them into templates.
m_hTemplateEntities.Purge();
// Now tell the template system to hook up all the Entity I/O connections within our set of templates.
Templates_ReconnectIOForGroup( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointTemplate::AddTemplate( CBaseEntity *pEntity, const char *pszMapData, int nLen )
{
// Add it to the template list
int iIndex = Templates_Add( pEntity, pszMapData, nLen );
if ( iIndex == -1 )
{
Warning( "point_template %s failed to add template.\n", STRING(GetEntityName()) );
return;
}
template_t newTemplate;
newTemplate.iTemplateIndex = iIndex;
// Store the entity's origin & angles in a matrix in the template's local space
VMatrix matTemplateToWorld, matWorldToTemplate, matEntityToWorld, matEntityToTemplate;
matTemplateToWorld.SetupMatrixOrgAngles( GetAbsOrigin(), GetAbsAngles() );
matTemplateToWorld.InverseTR( matWorldToTemplate );
matEntityToWorld.SetupMatrixOrgAngles( pEntity->GetAbsOrigin(), pEntity->GetAbsAngles() );
MatrixMultiply( matWorldToTemplate, matEntityToWorld, matEntityToTemplate );
newTemplate.matEntityToTemplate = matEntityToTemplate;
m_hTemplates.AddToTail( newTemplate );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPointTemplate::ShouldRemoveTemplateEntities( void )
{
return ( !(m_spawnflags & SF_POINTTEMPLATE_DONTREMOVETEMPLATEENTITIES) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointTemplate::GetNumTemplates( void )
{
return m_hTemplates.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointTemplate::GetTemplateIndexForTemplate( int iTemplate )
{
Assert( iTemplate < m_hTemplates.Count() );
return m_hTemplates[iTemplate].iTemplateIndex;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointTemplate::GetNumTemplateEntities( void )
{
return m_hTemplateEntities.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CPointTemplate::GetTemplateEntity( int iTemplateNumber )
{
Assert( iTemplateNumber < m_hTemplateEntities.Count() );
return m_hTemplateEntities[iTemplateNumber];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPointTemplate::PerformPrecache()
{
// Go through all our templated map data and precache all the entities in it
int iTemplates = m_hTemplates.Count();
if ( !iTemplates )
{
Msg("Precache called on a point_template that has no templates: %s\n", STRING(GetEntityName()) );
return;
}
// Tell the template system we're about to start a new template
Templates_StartUniqueInstance();
//HierarchicalSpawn_t *pSpawnList = (HierarchicalSpawn_t*)stackalloc( iTemplates * sizeof(HierarchicalSpawn_t) );
int i;
for ( i = 0; i < iTemplates; i++ )
{
//CBaseEntity *pEntity = NULL;
char *pMapData;
int iTemplateIndex = m_hTemplates[i].iTemplateIndex;
// Some templates have Entity I/O connecting the entities within the template.
// Unique versions of these templates need to be created whenever they're instanced.
int nStringSize;
if ( AllowNameFixup() && Templates_IndexRequiresEntityIOFixup( iTemplateIndex ) )
{
// This template requires instancing.
// Create a new mapdata block and ask the template system to fill it in with
// a unique version (with fixed Entity I/O connections).
pMapData = Templates_GetEntityIOFixedMapData( iTemplateIndex );
}
else
{
// Use the unmodified mapdata
pMapData = (char*)STRING( Templates_FindByIndex( iTemplateIndex ) );
}
nStringSize = Templates_GetStringSize( iTemplateIndex );
// Create the entity from the mapdata
MapEntity_PrecacheEntity( pMapData, nStringSize );
}
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the entities I contain
// Input : &vecOrigin -
// &vecAngles -
// pEntities -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPointTemplate::CreateInstance( const Vector &vecOrigin, const QAngle &vecAngles, CUtlVector<CBaseEntity*> *pEntities )
{
// Go through all our templated map data and spawn all the entities in it
int iTemplates = m_hTemplates.Count();
if ( !iTemplates )
{
Msg("CreateInstance called on a point_template that has no templates: %s\n", STRING(GetEntityName()) );
return false;
}
// Tell the template system we're about to start a new template
Templates_StartUniqueInstance();
HierarchicalSpawn_t *pSpawnList = (HierarchicalSpawn_t*)stackalloc( iTemplates * sizeof(HierarchicalSpawn_t) );
int i;
for ( i = 0; i < iTemplates; i++ )
{
CBaseEntity *pEntity = NULL;
char *pMapData;
int iTemplateIndex = m_hTemplates[i].iTemplateIndex;
// Some templates have Entity I/O connecting the entities within the template.
// Unique versions of these templates need to be created whenever they're instanced.
if ( AllowNameFixup() && Templates_IndexRequiresEntityIOFixup( iTemplateIndex ) )
{
// This template requires instancing.
// Create a new mapdata block and ask the template system to fill it in with
// a unique version (with fixed Entity I/O connections).
pMapData = Templates_GetEntityIOFixedMapData( iTemplateIndex );
}
else
{
// Use the unmodified mapdata
pMapData = (char*)STRING( Templates_FindByIndex( iTemplateIndex ) );
}
// Create the entity from the mapdata
MapEntity_ParseEntity( pEntity, pMapData, NULL );
if ( pEntity == NULL )
{
Msg("Failed to initialize templated entity with mapdata: %s\n", pMapData );
return false;
}
// Get a matrix that'll convert from world to the new local space
VMatrix matNewTemplateToWorld, matStoredLocalToWorld;
matNewTemplateToWorld.SetupMatrixOrgAngles( vecOrigin, vecAngles );
MatrixMultiply( matNewTemplateToWorld, m_hTemplates[i].matEntityToTemplate, matStoredLocalToWorld );
// Get the world origin & angles from the stored local coordinates
Vector vecNewOrigin;
QAngle vecNewAngles;
vecNewOrigin = matStoredLocalToWorld.GetTranslation();
MatrixToAngles( matStoredLocalToWorld, vecNewAngles );
// Set its origin & angles
pEntity->SetAbsOrigin( vecNewOrigin );
pEntity->SetAbsAngles( vecNewAngles );
pSpawnList[i].m_hEntity = pEntity;
pSpawnList[i].m_nDepth = 0;
pSpawnList[i].m_pDeferredParent = NULL;
}
SpawnHierarchicalList( iTemplates, pSpawnList, true );
for ( i = 0; i < iTemplates; ++i )
{
if ( pSpawnList[i].m_hEntity )
{
pEntities->AddToTail( pSpawnList[i].m_hEntity );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CPointTemplate::InputForceSpawn( inputdata_t &inputdata )
{
// Spawn our template
CUtlVector<CBaseEntity*> hNewEntities;
if ( !CreateInstance( GetAbsOrigin(), GetAbsAngles(), &hNewEntities ) )
return;
// Fire our output
m_pOutputOnSpawned.FireOutput( this, this );
}