//========= 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 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,", 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; } 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; }