hl2_src-leak-2017/src/game/server/mapentities.cpp

602 lines
18 KiB
C++

//========= 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_hEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt1->m_hEntity->GetClassname() ) : -1;
int o2 = pEnt2->m_hEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt2->m_hEntity->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_hEntity;
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_hEntity;
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_hEntity;
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_hEntity;
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_hEntity && pSpawnList[i].m_hEntity->IsMarkedForDeletion() )
{
pSpawnList[i].m_hEntity = NULL;
}
}
// Spawn failed.
gEntList.CleanupDeleteList();
// Remove the entity from the spawn list
pSpawnList[nEntity].m_hEntity = 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_hEntity;
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_hEntity = 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_hEntity == 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_hEntity = 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();
}