//========= 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 *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_pEntity = 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_pEntity ) { pEntities->AddToTail( pSpawnList[i].m_pEntity ); } } return true; } //----------------------------------------------------------------------------- // Purpose: // Input : &inputdata - //----------------------------------------------------------------------------- void CPointTemplate::InputForceSpawn( inputdata_t &inputdata ) { // Spawn our template CUtlVector hNewEntities; if ( !CreateInstance( GetAbsOrigin(), GetAbsAngles(), &hNewEntities ) ) return; // Fire our output m_pOutputOnSpawned.FireOutput( this, this ); }