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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/mapentities.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/mapentities.cpp')
-rw-r--r--mp/src/game/server/mapentities.cpp601
1 files changed, 601 insertions, 0 deletions
diff --git a/mp/src/game/server/mapentities.cpp b/mp/src/game/server/mapentities.cpp
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+++ b/mp/src/game/server/mapentities.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Controls the loading, parsing and creation of the entities from the BSP.
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "entitylist.h"
+#include "mapentities_shared.h"
+#include "soundent.h"
+#include "TemplateEntities.h"
+#include "point_template.h"
+#include "ai_initutils.h"
+#include "lights.h"
+#include "mapentities.h"
+#include "wcedit.h"
+#include "stringregistry.h"
+#include "datacache/imdlcache.h"
+#include "world.h"
+#include "toolframework/iserverenginetools.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+struct HierarchicalSpawnMapData_t
+{
+ const char *m_pMapData;
+ int m_iMapDataLength;
+};
+
+static CStringRegistry *g_pClassnameSpawnPriority = NULL;
+extern edict_t *g_pForceAttachEdict;
+
+// creates an entity by string name, but does not spawn it
+CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex )
+{
+ if ( iForceEdictIndex != -1 )
+ {
+ g_pForceAttachEdict = engine->CreateEdict( iForceEdictIndex );
+ if ( !g_pForceAttachEdict )
+ Error( "CreateEntityByName( %s, %d ) - CreateEdict failed.", className, iForceEdictIndex );
+ }
+
+ IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className );
+ g_pForceAttachEdict = NULL;
+
+ if ( !pNetwork )
+ return NULL;
+
+ CBaseEntity *pEntity = pNetwork->GetBaseEntity();
+ Assert( pEntity );
+ return pEntity;
+}
+
+CBaseNetworkable *CreateNetworkableByName( const char *className )
+{
+ IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className );
+ if ( !pNetwork )
+ return NULL;
+
+ CBaseNetworkable *pNetworkable = pNetwork->GetBaseNetworkable();
+ Assert( pNetworkable );
+ return pNetworkable;
+}
+
+void FreeContainingEntity( edict_t *ed )
+{
+ if ( ed )
+ {
+ CBaseEntity *ent = GetContainingEntity( ed );
+ if ( ent )
+ {
+ ed->SetEdict( NULL, false );
+ CBaseEntity::PhysicsRemoveTouchedList( ent );
+ CBaseEntity::PhysicsRemoveGroundList( ent );
+ UTIL_RemoveImmediate( ent );
+ }
+ }
+}
+
+// parent name may have a , in it to include an attachment point
+string_t ExtractParentName(string_t parentName)
+{
+ if ( !strchr(STRING(parentName), ',') )
+ return parentName;
+
+ char szToken[256];
+ nexttoken(szToken, STRING(parentName), ',');
+ return AllocPooledString(szToken);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Callback function for qsort, used to sort entities by their depth
+// in the movement hierarchy.
+// Input : pEnt1 -
+// pEnt2 -
+// Output : Returns -1, 0, or 1 per qsort spec.
+//-----------------------------------------------------------------------------
+static int __cdecl CompareSpawnOrder(HierarchicalSpawn_t *pEnt1, HierarchicalSpawn_t *pEnt2)
+{
+ if (pEnt1->m_nDepth == pEnt2->m_nDepth)
+ {
+ if ( g_pClassnameSpawnPriority )
+ {
+ int o1 = pEnt1->m_pEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt1->m_pEntity->GetClassname() ) : -1;
+ int o2 = pEnt2->m_pEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt2->m_pEntity->GetClassname() ) : -1;
+ if ( o1 < o2 )
+ return 1;
+ if ( o2 < o1 )
+ return -1;
+ }
+ return 0;
+ }
+
+ if (pEnt1->m_nDepth > pEnt2->m_nDepth)
+ return 1;
+
+ return -1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes the hierarchical depth of the entities to spawn..
+//-----------------------------------------------------------------------------
+static int ComputeSpawnHierarchyDepth_r( CBaseEntity *pEntity )
+{
+ if ( !pEntity )
+ return 1;
+
+ if (pEntity->m_iParent == NULL_STRING)
+ return 1;
+
+ CBaseEntity *pParent = gEntList.FindEntityByName( NULL, ExtractParentName(pEntity->m_iParent) );
+ if (!pParent)
+ return 1;
+
+ if (pParent == pEntity)
+ {
+ Warning( "LEVEL DESIGN ERROR: Entity %s is parented to itself!\n", pEntity->GetDebugName() );
+ return 1;
+ }
+
+ return 1 + ComputeSpawnHierarchyDepth_r( pParent );
+}
+
+static void ComputeSpawnHierarchyDepth( int nEntities, HierarchicalSpawn_t *pSpawnList )
+{
+ // NOTE: This isn't particularly efficient, but so what? It's at the beginning of time
+ // I did it this way because it simplified the parent setting in hierarchy (basically
+ // eliminated questions about whether you should transform origin from global to local or not)
+ int nEntity;
+ for (nEntity = 0; nEntity < nEntities; nEntity++)
+ {
+ CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
+ if (pEntity && !pEntity->IsDormant())
+ {
+ pSpawnList[nEntity].m_nDepth = ComputeSpawnHierarchyDepth_r( pEntity );
+ }
+ else
+ {
+ pSpawnList[nEntity].m_nDepth = 1;
+ }
+ }
+}
+
+static void SortSpawnListByHierarchy( int nEntities, HierarchicalSpawn_t *pSpawnList )
+{
+ MEM_ALLOC_CREDIT();
+ g_pClassnameSpawnPriority = new CStringRegistry;
+ // this will cause the entities to be spawned in the indicated order
+ // Highest string ID spawns first. String ID is spawn priority.
+ // by default, anything not in this list has priority -1
+ g_pClassnameSpawnPriority->AddString( "func_wall", 10 );
+ g_pClassnameSpawnPriority->AddString( "scripted_sequence", 9 );
+ g_pClassnameSpawnPriority->AddString( "phys_hinge", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_ballsocket", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_slideconstraint", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_constraint", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_pulleyconstraint", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_lengthconstraint", 8 );
+ g_pClassnameSpawnPriority->AddString( "phys_ragdollconstraint", 8 );
+ g_pClassnameSpawnPriority->AddString( "info_mass_center", 8 ); // spawn these before physbox/prop_physics
+ g_pClassnameSpawnPriority->AddString( "trigger_vphysics_motion", 8 ); // spawn these before physbox/prop_physics
+
+ g_pClassnameSpawnPriority->AddString( "prop_physics", 7 );
+ g_pClassnameSpawnPriority->AddString( "prop_ragdoll", 7 );
+ // Sort the entities (other than the world) by hierarchy depth, in order to spawn them in
+ // that order. This insures that each entity's parent spawns before it does so that
+ // it can properly set up anything that relies on hierarchy.
+#ifdef _WIN32
+ qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (__cdecl *)(const void *, const void *))CompareSpawnOrder);
+#elif POSIX
+ qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (*)(const void *, const void *))CompareSpawnOrder);
+#endif
+ delete g_pClassnameSpawnPriority;
+ g_pClassnameSpawnPriority = NULL;
+}
+
+void SetupParentsForSpawnList( int nEntities, HierarchicalSpawn_t *pSpawnList )
+{
+ int nEntity;
+ for (nEntity = nEntities - 1; nEntity >= 0; nEntity--)
+ {
+ CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
+ if ( pEntity )
+ {
+ if ( strchr(STRING(pEntity->m_iParent), ',') )
+ {
+ char szToken[256];
+ const char *pAttachmentName = nexttoken(szToken, STRING(pEntity->m_iParent), ',');
+ pEntity->m_iParent = AllocPooledString(szToken);
+ CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent );
+
+ // setparent in the spawn pass instead - so the model will have been set & loaded
+ pSpawnList[nEntity].m_pDeferredParent = pParent;
+ pSpawnList[nEntity].m_pDeferredParentAttachment = pAttachmentName;
+ }
+ else
+ {
+ CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent );
+
+ if ((pParent != NULL) && (pParent->edict() != NULL))
+ {
+ pEntity->SetParent( pParent );
+ }
+ }
+ }
+ }
+}
+
+// this is a hook for edit mode
+void RememberInitialEntityPositions( int nEntities, HierarchicalSpawn_t *pSpawnList )
+{
+ for (int nEntity = 0; nEntity < nEntities; nEntity++)
+ {
+ CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
+
+ if ( pEntity )
+ {
+ NWCEdit::RememberEntityPosition( pEntity );
+ }
+ }
+}
+
+
+void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )
+{
+ int nEntity;
+ for (nEntity = 0; nEntity < nEntities; nEntity++)
+ {
+ VPROF( "MapEntity_ParseAllEntities_Spawn");
+ CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
+
+ if ( pSpawnList[nEntity].m_pDeferredParent )
+ {
+ // UNDONE: Promote this up to the root of this function?
+ MDLCACHE_CRITICAL_SECTION();
+ CBaseEntity *pParent = pSpawnList[nEntity].m_pDeferredParent;
+ int iAttachment = -1;
+ CBaseAnimating *pAnim = pParent->GetBaseAnimating();
+ if ( pAnim )
+ {
+ iAttachment = pAnim->LookupAttachment(pSpawnList[nEntity].m_pDeferredParentAttachment);
+ }
+ pEntity->SetParent( pParent, iAttachment );
+ }
+ if ( pEntity )
+ {
+ if (DispatchSpawn(pEntity) < 0)
+ {
+ for ( int i = nEntity+1; i < nEntities; i++ )
+ {
+ // this is a child object that will be deleted now
+ if ( pSpawnList[i].m_pEntity && pSpawnList[i].m_pEntity->IsMarkedForDeletion() )
+ {
+ pSpawnList[i].m_pEntity = NULL;
+ }
+ }
+ // Spawn failed.
+ gEntList.CleanupDeleteList();
+ // Remove the entity from the spawn list
+ pSpawnList[nEntity].m_pEntity = NULL;
+ }
+ }
+ }
+
+ if ( bActivateEntities )
+ {
+ VPROF( "MapEntity_ParseAllEntities_Activate");
+ bool bAsyncAnims = mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, false );
+ for (nEntity = 0; nEntity < nEntities; nEntity++)
+ {
+ CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
+
+ if ( pEntity )
+ {
+ MDLCACHE_CRITICAL_SECTION();
+ pEntity->Activate();
+ }
+ }
+ mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, bAsyncAnims );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
+// Input : pMapData - Pointer to the entity data block to parse.
+//-----------------------------------------------------------------------------
+void MapEntity_ParseAllEntities(const char *pMapData, IMapEntityFilter *pFilter, bool bActivateEntities)
+{
+ VPROF("MapEntity_ParseAllEntities");
+
+ HierarchicalSpawnMapData_t *pSpawnMapData = new HierarchicalSpawnMapData_t[NUM_ENT_ENTRIES];
+ HierarchicalSpawn_t *pSpawnList = new HierarchicalSpawn_t[NUM_ENT_ENTRIES];
+
+ CUtlVector< CPointTemplate* > pPointTemplates;
+ int nEntities = 0;
+
+ char szTokenBuffer[MAPKEY_MAXLENGTH];
+
+ // Allow the tools to spawn different things
+ if ( serverenginetools )
+ {
+ pMapData = serverenginetools->GetEntityData( pMapData );
+ }
+
+ // Loop through all entities in the map data, creating each.
+ for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
+ {
+ //
+ // Parse the opening brace.
+ //
+ char token[MAPKEY_MAXLENGTH];
+ pMapData = MapEntity_ParseToken( pMapData, token );
+
+ //
+ // Check to see if we've finished or not.
+ //
+ if (!pMapData)
+ break;
+
+ if (token[0] != '{')
+ {
+ Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
+ continue;
+ }
+
+ //
+ // Parse the entity and add it to the spawn list.
+ //
+ CBaseEntity *pEntity;
+ const char *pCurMapData = pMapData;
+ pMapData = MapEntity_ParseEntity(pEntity, pMapData, pFilter);
+ if (pEntity == NULL)
+ continue;
+
+ if (pEntity->IsTemplate())
+ {
+ // It's a template entity. Squirrel away its keyvalue text so that we can
+ // recreate the entity later via a spawner. pMapData points at the '}'
+ // so we must add one to include it in the string.
+ Templates_Add(pEntity, pCurMapData, (pMapData - pCurMapData) + 2);
+
+ // Remove the template entity so that it does not show up in FindEntityXXX searches.
+ UTIL_Remove(pEntity);
+ gEntList.CleanupDeleteList();
+ continue;
+ }
+
+ // To
+ if ( dynamic_cast<CWorld*>( pEntity ) )
+ {
+ VPROF( "MapEntity_ParseAllEntities_SpawnWorld");
+
+ pEntity->m_iParent = NULL_STRING; // don't allow a parent on the first entity (worldspawn)
+
+ DispatchSpawn(pEntity);
+ continue;
+ }
+
+ CNodeEnt *pNode = dynamic_cast<CNodeEnt*>(pEntity);
+ if ( pNode )
+ {
+ VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
+
+ // We overflow the max edicts on large maps that have lots of entities.
+ // Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
+ // spawn now, to free up the slot inside this loop.
+ // NOTE: This solution prevents nodes & lights from being used inside point_templates.
+ //
+ // NOTE: Nodes spawn other entities (ai_hint) if they need to have a persistent presence.
+ // To ensure keys are copied over into the new entity, we pass the mapdata into the
+ // node spawn function.
+ if ( pNode->Spawn( pCurMapData ) < 0 )
+ {
+ gEntList.CleanupDeleteList();
+ }
+ continue;
+ }
+
+ if ( dynamic_cast<CLight*>(pEntity) )
+ {
+ VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
+
+ // We overflow the max edicts on large maps that have lots of entities.
+ // Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
+ // spawn now, to free up the slot inside this loop.
+ // NOTE: This solution prevents nodes & lights from being used inside point_templates.
+ if (DispatchSpawn(pEntity) < 0)
+ {
+ gEntList.CleanupDeleteList();
+ }
+ continue;
+ }
+
+ // Build a list of all point_template's so we can spawn them before everything else
+ CPointTemplate *pTemplate = dynamic_cast< CPointTemplate* >(pEntity);
+ if ( pTemplate )
+ {
+ pPointTemplates.AddToTail( pTemplate );
+ }
+ else
+ {
+ // Queue up this entity for spawning
+ pSpawnList[nEntities].m_pEntity = pEntity;
+ pSpawnList[nEntities].m_nDepth = 0;
+ pSpawnList[nEntities].m_pDeferredParentAttachment = NULL;
+ pSpawnList[nEntities].m_pDeferredParent = NULL;
+
+ pSpawnMapData[nEntities].m_pMapData = pCurMapData;
+ pSpawnMapData[nEntities].m_iMapDataLength = (pMapData - pCurMapData) + 2;
+ nEntities++;
+ }
+ }
+
+ // Now loop through all our point_template entities and tell them to make templates of everything they're pointing to
+ int iTemplates = pPointTemplates.Count();
+ for ( int i = 0; i < iTemplates; i++ )
+ {
+ VPROF( "MapEntity_ParseAllEntities_SpawnTemplates");
+ CPointTemplate *pPointTemplate = pPointTemplates[i];
+
+ // First, tell the Point template to Spawn
+ if ( DispatchSpawn(pPointTemplate) < 0 )
+ {
+ UTIL_Remove(pPointTemplate);
+ gEntList.CleanupDeleteList();
+ continue;
+ }
+
+ pPointTemplate->StartBuildingTemplates();
+
+ // Now go through all it's templates and turn the entities into templates
+ int iNumTemplates = pPointTemplate->GetNumTemplateEntities();
+ for ( int iTemplateNum = 0; iTemplateNum < iNumTemplates; iTemplateNum++ )
+ {
+ // Find it in the spawn list
+ CBaseEntity *pEntity = pPointTemplate->GetTemplateEntity( iTemplateNum );
+ for ( int iEntNum = 0; iEntNum < nEntities; iEntNum++ )
+ {
+ if ( pSpawnList[iEntNum].m_pEntity == pEntity )
+ {
+ // Give the point_template the mapdata
+ pPointTemplate->AddTemplate( pEntity, pSpawnMapData[iEntNum].m_pMapData, pSpawnMapData[iEntNum].m_iMapDataLength );
+
+ if ( pPointTemplate->ShouldRemoveTemplateEntities() )
+ {
+ // Remove the template entity so that it does not show up in FindEntityXXX searches.
+ UTIL_Remove(pEntity);
+ gEntList.CleanupDeleteList();
+
+ // Remove the entity from the spawn list
+ pSpawnList[iEntNum].m_pEntity = NULL;
+ }
+ break;
+ }
+ }
+ }
+
+ pPointTemplate->FinishBuildingTemplates();
+ }
+
+ SpawnHierarchicalList( nEntities, pSpawnList, bActivateEntities );
+
+ delete [] pSpawnMapData;
+ delete [] pSpawnList;
+}
+
+void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )
+{
+ // Compute the hierarchical depth of all entities hierarchically attached
+ ComputeSpawnHierarchyDepth( nEntities, pSpawnList );
+
+ // Sort the entities (other than the world) by hierarchy depth, in order to spawn them in
+ // that order. This insures that each entity's parent spawns before it does so that
+ // it can properly set up anything that relies on hierarchy.
+ SortSpawnListByHierarchy( nEntities, pSpawnList );
+
+ // save off entity positions if in edit mode
+ if ( engine->IsInEditMode() )
+ {
+ RememberInitialEntityPositions( nEntities, pSpawnList );
+ }
+ // Set up entity movement hierarchy in reverse hierarchy depth order. This allows each entity
+ // to use its parent's world spawn origin to calculate its local origin.
+ SetupParentsForSpawnList( nEntities, pSpawnList );
+
+ // Spawn all the entities in hierarchy depth order so that parents spawn before their children.
+ SpawnAllEntities( nEntities, pSpawnList, bActivateEntities );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pEntData -
+//-----------------------------------------------------------------------------
+void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize )
+{
+ CEntityMapData entData( (char*)pEntData, nStringSize );
+ char className[MAPKEY_MAXLENGTH];
+
+ if (!entData.ExtractValue("classname", className))
+ {
+ Error( "classname missing from entity!\n" );
+ }
+
+ // Construct via the LINK_ENTITY_TO_CLASS factory.
+ CBaseEntity *pEntity = CreateEntityByName(className);
+
+ //
+ // Set up keyvalues, which can set the model name, which is why we don't just do UTIL_PrecacheOther here...
+ //
+ if ( pEntity != NULL )
+ {
+ pEntity->ParseMapData(&entData);
+ pEntity->Precache();
+ UTIL_RemoveImmediate( pEntity );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Takes a block of character data as the input
+// Input : pEntity - Receives the newly constructed entity, NULL on failure.
+// pEntData - Data block to parse to extract entity keys.
+// Output : Returns the current position in the entity data block.
+//-----------------------------------------------------------------------------
+const char *MapEntity_ParseEntity(CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter)
+{
+ CEntityMapData entData( (char*)pEntData );
+ char className[MAPKEY_MAXLENGTH];
+
+ if (!entData.ExtractValue("classname", className))
+ {
+ Error( "classname missing from entity!\n" );
+ }
+
+ pEntity = NULL;
+ if ( !pFilter || pFilter->ShouldCreateEntity( className ) )
+ {
+ //
+ // Construct via the LINK_ENTITY_TO_CLASS factory.
+ //
+ if ( pFilter )
+ pEntity = pFilter->CreateNextEntity( className );
+ else
+ pEntity = CreateEntityByName(className);
+
+ //
+ // Set up keyvalues.
+ //
+ if (pEntity != NULL)
+ {
+ pEntity->ParseMapData(&entData);
+ }
+ else
+ {
+ Warning("Can't init %s\n", className);
+ }
+ }
+ else
+ {
+ // Just skip past all the keys.
+ char keyName[MAPKEY_MAXLENGTH];
+ char value[MAPKEY_MAXLENGTH];
+ if ( entData.GetFirstKey(keyName, value) )
+ {
+ do
+ {
+ }
+ while ( entData.GetNextKey(keyName, value) );
+ }
+ }
+
+ //
+ // Return the current parser position in the data block
+ //
+ return entData.CurrentBufferPosition();
+}
+
+