diff options
Diffstat (limited to 'mp/src/game/server/mapentities.cpp')
| -rw-r--r-- | mp/src/game/server/mapentities.cpp | 1202 |
1 files changed, 601 insertions, 601 deletions
diff --git a/mp/src/game/server/mapentities.cpp b/mp/src/game/server/mapentities.cpp index 4b90e640..a08ad1ec 100644 --- a/mp/src/game/server/mapentities.cpp +++ b/mp/src/game/server/mapentities.cpp @@ -1,601 +1,601 @@ -//========= 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();
-}
-
-
+//========= 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(); +} + + |