Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Template entities are used by spawners to create copies of entities
// that were configured by the level designer. This allows us to spawn
// entities with arbitrary sets of key/value data and entity I/O
// connections.
//
// Template entities are marked with a special spawnflag which causes
// them not to spawn, but to be saved as a string containing all the
// map data (keyvalues and I/O connections) from the BSP. Template
// entities are looked up by name by the spawner, which copies the
// map data into a local string (that's how the template data is saved
// and restored). Once all the entities in the map have been activated,
// the template database is freed.
//
//=============================================================================//
#include "cbase.h"
#include "igamesystem.h"
#include "mapentities_shared.h"
#include "point_template.h"
#include "eventqueue.h"
#include "TemplateEntities.h"
#include "utldict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar template_debug( "template_debug", "0" );
// This is appended to key's values that will need to be unique in template instances
const char *ENTITYIO_FIXUP_STRING = "&0000";
int MapEntity_GetNumKeysInEntity( const char *pEntData );
struct TemplateEntityData_t
{
const char *pszName;
char *pszMapData;
string_t iszMapData;
int iMapDataLength;
bool bNeedsEntityIOFixup; // If true, this template has entity I/O in its mapdata that needs fixup before spawning.
char *pszFixedMapData; // A single copy of this template that we used to fix up the Entity I/O whenever someone wants a fixed version of this template
DECLARE_SIMPLE_DATADESC();
};
BEGIN_SIMPLE_DATADESC( TemplateEntityData_t )
//DEFINE_FIELD( pszName, FIELD_STRING ), // Saved custom, see below
//DEFINE_FIELD( pszMapData, FIELD_STRING ), // Saved custom, see below
DEFINE_FIELD( iszMapData, FIELD_STRING ),
DEFINE_FIELD( iMapDataLength, FIELD_INTEGER ),
DEFINE_FIELD( bNeedsEntityIOFixup, FIELD_BOOLEAN ),
//DEFINE_FIELD( pszFixedMapData, FIELD_STRING ), // Not saved at all
END_DATADESC()
struct grouptemplate_t
{
CEntityMapData *pMapDataParser;
char pszName[MAPKEY_MAXLENGTH];
int iIndex;
bool bChangeTargetname;
};
static CUtlVector<TemplateEntityData_t *> g_Templates;
int g_iCurrentTemplateInstance;
//-----------------------------------------------------------------------------
// Purpose: Saves the given entity's keyvalue data for later use by a spawner.
// Returns the index into the templates.
//-----------------------------------------------------------------------------
int Templates_Add(CBaseEntity *pEntity, const char *pszMapData, int nLen)
{
const char *pszName = STRING(pEntity->GetEntityName());
if ((!pszName) || (!strlen(pszName)))
{
DevWarning(1, "RegisterTemplateEntity: template entity with no name, class %s\n", pEntity->GetClassname());
return -1;
}
TemplateEntityData_t *pEntData = (TemplateEntityData_t *)malloc(sizeof(TemplateEntityData_t));
pEntData->pszName = strdup( pszName );
// We may modify the values of the keys in this mapdata chunk later on to fix Entity I/O
// connections. For this reason, we need to ensure we have enough memory to do that.
int iKeys = MapEntity_GetNumKeysInEntity( pszMapData );
int iExtraSpace = (strlen(ENTITYIO_FIXUP_STRING)+1) * iKeys;
// Extra 1 because the mapdata passed in isn't null terminated
pEntData->iMapDataLength = nLen + iExtraSpace + 1;
pEntData->pszMapData = (char *)malloc( pEntData->iMapDataLength );
memcpy(pEntData->pszMapData, pszMapData, nLen + 1);
pEntData->pszMapData[nLen] = '\0';
// We don't alloc these suckers right now because that gives us no time to
// tweak them for Entity I/O purposes.
pEntData->iszMapData = NULL_STRING;
pEntData->bNeedsEntityIOFixup = false;
pEntData->pszFixedMapData = NULL;
return g_Templates.AddToTail(pEntData);
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the specified index needs to be fixed up to be unique
// when the template is spawned.
//-----------------------------------------------------------------------------
bool Templates_IndexRequiresEntityIOFixup( int iIndex )
{
Assert( iIndex < g_Templates.Count() );
return g_Templates[iIndex]->bNeedsEntityIOFixup;
}
//-----------------------------------------------------------------------------
// Purpose: Looks up a template entity by its index in the templates
// Used by point_templates because they often have multiple templates with the same name
//-----------------------------------------------------------------------------
string_t Templates_FindByIndex( int iIndex )
{
Assert( iIndex < g_Templates.Count() );
// First time through we alloc the mapdata onto the pool.
// It's safe to do it now because this isn't called until post Entity I/O cleanup.
if ( g_Templates[iIndex]->iszMapData == NULL_STRING )
{
g_Templates[iIndex]->iszMapData = AllocPooledString( g_Templates[iIndex]->pszMapData );
}
return g_Templates[iIndex]->iszMapData;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int Templates_GetStringSize( int iIndex )
{
Assert( iIndex < g_Templates.Count() );
return g_Templates[iIndex]->iMapDataLength;
}
//-----------------------------------------------------------------------------
// Purpose: Looks up a template entity by name, returning the map data blob as
// a null-terminated string containing key/value pairs.
// NOTE: This can't handle multiple templates with the same targetname.
//-----------------------------------------------------------------------------
string_t Templates_FindByTargetName(const char *pszName)
{
int nCount = g_Templates.Count();
for (int i = 0; i < nCount; i++)
{
TemplateEntityData_t *pTemplate = g_Templates.Element(i);
if ( !stricmp(pTemplate->pszName, pszName) )
return Templates_FindByIndex( i );
}
return NULL_STRING;
}
//-----------------------------------------------------------------------------
// Purpose: A CPointTemplate has asked us to reconnect all the entity I/O links
// inside it's templates. Go through the keys and add look for values
// that match a name within the group's entity names. Append %d to any
// found values, which will later be filled out by a unique identifier
// whenever the template is instanced.
//-----------------------------------------------------------------------------
void Templates_ReconnectIOForGroup( CPointTemplate *pGroup )
{
int iCount = pGroup->GetNumTemplates();
if ( !iCount )
return;
// First assemble a list of the targetnames of all the templates in the group.
// We need to store off the original names here, because we're going to change
// them as we go along.
CUtlVector< grouptemplate_t > GroupTemplates;
int i;
for ( i = 0; i < iCount; i++ )
{
grouptemplate_t newGroupTemplate;
newGroupTemplate.iIndex = pGroup->GetTemplateIndexForTemplate(i);
newGroupTemplate.pMapDataParser = new CEntityMapData( g_Templates[ newGroupTemplate.iIndex ]->pszMapData, g_Templates[ newGroupTemplate.iIndex ]->iMapDataLength );
Assert( newGroupTemplate.pMapDataParser );
newGroupTemplate.pMapDataParser->ExtractValue( "targetname", newGroupTemplate.pszName );
newGroupTemplate.bChangeTargetname = false;
GroupTemplates.AddToTail( newGroupTemplate );
}
if (pGroup->AllowNameFixup())
{
char keyName[MAPKEY_MAXLENGTH];
char value[MAPKEY_MAXLENGTH];
char valueclipped[MAPKEY_MAXLENGTH];
// Now go through all the entities in the group and parse their mapdata keyvalues.
// We're looking for any values that match targetnames of any of the group entities.
for ( i = 0; i < iCount; i++ )
{
// We need to know what instance of each key we're changing.
// Store a table of the count of the keys we've run into.
CUtlDict< int, int > KeyInstanceCount;
CEntityMapData *mapData = GroupTemplates[i].pMapDataParser;
// Loop through our keys
if ( !mapData->GetFirstKey(keyName, value) )
continue;
do
{
// Ignore targetnames
if ( !stricmp( keyName, "targetname" ) )
continue;
// Add to the count for this
int idx = KeyInstanceCount.Find( keyName );
if ( idx == KeyInstanceCount.InvalidIndex() )
{
idx = KeyInstanceCount.Insert( keyName, 0 );
}
KeyInstanceCount[idx]++;
// Entity I/O values are stored as "Targetname,<data>", so we need to see if there's a ',' in the string
char *sValue = value;
// FIXME: This is very brittle. Any key with a , will not be found.
char *s = strchr( value, ',' );
if ( s )
{
// Grab just the targetname of the receiver
Q_strncpy( valueclipped, value, (s - value+1) );
sValue = valueclipped;
}
// Loop through our group templates
for ( int iTName = 0; iTName < iCount; iTName++ )
{
char *pName = GroupTemplates[iTName].pszName;
if ( stricmp( pName, sValue ) )
continue;
if ( template_debug.GetInt() )
{
Msg("Template Connection Found: Key %s (\"%s\") in entity named \"%s\"(%d) matches entity %d's targetname\n", keyName, sValue, GroupTemplates[i].pszName, i, iTName );
}
char newvalue[MAPKEY_MAXLENGTH];
// Get the current key instance. (-1 because it's this one we're changing)
int nKeyInstance = KeyInstanceCount[idx] - 1;
// Add our IO value to the targetname
// We need to append it if this isn't an Entity I/O value, or prepend it to the ',' if it is
if ( s )
{
Q_strncpy( newvalue, valueclipped, MAPKEY_MAXLENGTH );
Q_strncat( newvalue, ENTITYIO_FIXUP_STRING, sizeof(newvalue), COPY_ALL_CHARACTERS );
Q_strncat( newvalue, s, sizeof(newvalue), COPY_ALL_CHARACTERS );
mapData->SetValue( keyName, newvalue, nKeyInstance );
}
else
{
Q_strncpy( newvalue, sValue, MAPKEY_MAXLENGTH );
Q_strncat( newvalue, ENTITYIO_FIXUP_STRING, sizeof(newvalue), COPY_ALL_CHARACTERS );
mapData->SetValue( keyName, newvalue, nKeyInstance );
}
// Remember we changed this targetname
GroupTemplates[iTName].bChangeTargetname = true;
// Set both entity's flags telling them their template needs fixup when it's spawned
g_Templates[ GroupTemplates[i].iIndex ]->bNeedsEntityIOFixup = true;
g_Templates[ GroupTemplates[iTName].iIndex ]->bNeedsEntityIOFixup = true;
}
}
while ( mapData->GetNextKey(keyName, value) );
}
// Now change targetnames for all entities that need them changed
for ( i = 0; i < iCount; i++ )
{
char value[MAPKEY_MAXLENGTH];
if ( GroupTemplates[i].bChangeTargetname )
{
CEntityMapData *mapData = GroupTemplates[i].pMapDataParser;
mapData->ExtractValue( "targetname", value );
Q_strncat( value, ENTITYIO_FIXUP_STRING, sizeof(value), COPY_ALL_CHARACTERS );
mapData->SetValue( "targetname", value );
}
}
}
// Delete our group parsers
for ( i = 0; i < iCount; i++ )
{
delete GroupTemplates[i].pMapDataParser;
}
GroupTemplates.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: Someone's about to start instancing a new group of entities.
// Generate a unique identifier for this group.
//-----------------------------------------------------------------------------
void Templates_StartUniqueInstance( void )
{
g_iCurrentTemplateInstance++;
// Make sure there's enough room to fit it into the string
int iMax = pow(10.0f, (int)((strlen(ENTITYIO_FIXUP_STRING) - 1))); // -1 for the &
if ( g_iCurrentTemplateInstance >= iMax )
{
// We won't hit this.
Assert(0);
// Hopefully there were still be instance number 0 around.
g_iCurrentTemplateInstance = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Someone wants to spawn an instance of a template that requires
// entity IO fixup. Fill out the pMapData with a copy of the template
// with unique key/values where the template requires them.
//-----------------------------------------------------------------------------
char *Templates_GetEntityIOFixedMapData( int iIndex )
{
Assert( Templates_IndexRequiresEntityIOFixup( iIndex ) );
// First time through?
if ( !g_Templates[iIndex]->pszFixedMapData )
{
g_Templates[iIndex]->pszFixedMapData = new char[g_Templates[iIndex]->iMapDataLength];
Q_strncpy( g_Templates[iIndex]->pszFixedMapData, g_Templates[iIndex]->pszMapData, g_Templates[iIndex]->iMapDataLength );
}
int iFixupSize = strlen(ENTITYIO_FIXUP_STRING); // don't include \0 when copying in the fixup
char *sOurFixup = new char[iFixupSize+1]; // do alloc room here for the null terminator
Q_snprintf( sOurFixup, iFixupSize+1, "%c%.4d", ENTITYIO_FIXUP_STRING[0], g_iCurrentTemplateInstance );
// Now rip through the map data string and replace any instances of the fixup string with our unique identifier
char *c = g_Templates[iIndex]->pszFixedMapData;
do
{
if ( *c == ENTITYIO_FIXUP_STRING[0] )
{
// Make sure it's our fixup string
bool bValid = true;
for ( int i = 1; i < iFixupSize; i++ )
{
// Look for any number, because we've already used this string
if ( !(*(c+i) >= '0' && *(c+i) <= '9') )
{
// Some other string
bValid = false;
break;
}
}
// Stomp it with our unique string
if ( bValid )
{
memcpy( c, sOurFixup, iFixupSize );
c += iFixupSize;
}
}
c++;
} while (*c);
return g_Templates[iIndex]->pszFixedMapData;
}
//-----------------------------------------------------------------------------
// Purpose: Frees all the template data. Called on level shutdown.
//-----------------------------------------------------------------------------
void Templates_RemoveAll(void)
{
int nCount = g_Templates.Count();
for (int i = 0; i < nCount; i++)
{
TemplateEntityData_t *pTemplate = g_Templates.Element(i);
free((void *)pTemplate->pszName);
free(pTemplate->pszMapData);
if ( pTemplate->pszFixedMapData )
{
delete[] pTemplate->pszFixedMapData;
5 years ago
}
free(pTemplate);
}
g_Templates.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Hooks in the template manager's callbacks.
//-----------------------------------------------------------------------------
class CTemplatesHook : public CAutoGameSystem
{
public:
CTemplatesHook( char const *name ) : CAutoGameSystem( name )
{
}
virtual void LevelShutdownPostEntity( void )
{
Templates_RemoveAll();
}
};
CTemplatesHook g_TemplateEntityHook( "CTemplatesHook" );
//-----------------------------------------------------------------------------
// TEMPLATE SAVE / RESTORE
//-----------------------------------------------------------------------------
static short TEMPLATE_SAVE_RESTORE_VERSION = 1;
class CTemplate_SaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
{
public:
const char *GetBlockName()
{
return "Templates";
}
//---------------------------------
void Save( ISave *pSave )
{
pSave->WriteInt( &g_iCurrentTemplateInstance );
short nCount = g_Templates.Count();
pSave->WriteShort( &nCount );
for ( int i = 0; i < nCount; i++ )
{
TemplateEntityData_t *pTemplate = g_Templates[i];
pSave->WriteAll( pTemplate );
pSave->WriteString( pTemplate->pszName );
pSave->WriteString( pTemplate->pszMapData );
}
}
//---------------------------------
void WriteSaveHeaders( ISave *pSave )
{
pSave->WriteShort( &TEMPLATE_SAVE_RESTORE_VERSION );
}
//---------------------------------
void ReadRestoreHeaders( IRestore *pRestore )
{
// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
short version;
pRestore->ReadShort( &version );
m_fDoLoad = ( version == TEMPLATE_SAVE_RESTORE_VERSION );
}
//---------------------------------
void Restore( IRestore *pRestore, bool createPlayers )
{
if ( m_fDoLoad )
{
Templates_RemoveAll();
g_Templates.Purge();
g_iCurrentTemplateInstance = pRestore->ReadInt();
int iTemplates = pRestore->ReadShort();
while ( iTemplates-- )
{
TemplateEntityData_t *pNewTemplate = (TemplateEntityData_t *)malloc(sizeof(TemplateEntityData_t));
pRestore->ReadAll( pNewTemplate );
int sizeData = 0;//pRestore->SkipHeader();
char szName[MAPKEY_MAXLENGTH];
pRestore->ReadString( szName, MAPKEY_MAXLENGTH, sizeData );
pNewTemplate->pszName = strdup( szName );
//sizeData = pRestore->SkipHeader();
pNewTemplate->pszMapData = (char *)malloc( pNewTemplate->iMapDataLength );
pRestore->ReadString( pNewTemplate->pszMapData, pNewTemplate->iMapDataLength, sizeData );
// Set this to NULL so it'll be created the first time it gets used
pNewTemplate->pszFixedMapData = NULL;
g_Templates.AddToTail( pNewTemplate );
}
}
}
private:
bool m_fDoLoad;
};
//-----------------------------------------------------------------------------
CTemplate_SaveRestoreBlockHandler g_Template_SaveRestoreBlockHandler;
//-------------------------------------
ISaveRestoreBlockHandler *GetTemplateSaveRestoreBlockHandler()
{
return &g_Template_SaveRestoreBlockHandler;
}