#include "convar.h" #include "asw_map_builder.h" #include "missionchooser/iasw_mission_chooser_source.h" #include "missionchooser/iasw_random_missions.h" #include "filesystem.h" #include "threadtools.h" #include "KeyValues.h" #include "asw_mission_chooser.h" #ifdef SUPPORT_VBSP_2 #include "vbsp2lib/serializesimplebspfile.h" #include "vbsp2lib/simplemapfile.h" #include "vbsp2lib/simplebspfile.h" #endif #include "vstdlib/random.h" #include "tilegen_core.h" #include "MapLayout.h" #include "layout_system/tilegen_layout_system.h" #include "LevelTheme.h" #include "VMFExporter.h" #include "Room.h" #include "cdll_int.h" // includes needed for the creating of a new process and handling its output // ASW TODO: Handle Linux/Xbox way of doing this #pragma warning( disable : 4005 ) #include #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // @TODO: Nuke all of the switches for VBSP1 vs VBSP2 and old mission system vs new mission system. Move level generation to the background thread. static ConVar asw_vbsp2( "asw_vbsp2", "0", FCVAR_REPLICATED ); // 0 = Use default map builder (VBSP.EXE), 1 = Use new, experimental level builder (VBSP2LIB.LIB) static ConVar tilegen_retry_count( "tilegen_retry_count", "20", FCVAR_CHEAT, "The number of level generation retries to attempt after which tilegen will give up." ); ConVar asw_regular_floor_texture( "asw_regular_floor_texture", "REGULAR_FLOOR", FCVAR_NONE, "Regular floor texture to replace" ); ConVar asw_alien_floor_texture( "asw_alien_floor_texture", "ALIEN_FLOOR", FCVAR_NONE, "Alien floor texture used for replacement" ); DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_TilegenGeneral, "TilegenGeneral" ); extern IVEngineClient *engine; static const int g_ProgressAmounts[] = { 0, // Not yet started 1, // Initialized 15, // Map loaded 30, // Instances resolved 70, // BSP created 100, // BSP saved, all done. }; static const char *g_ProgressLabels[] = { "Initializing...", "Loading map...", "Resolving Instances...", "Creating BSP...", "Saving BSP...", "Done!" }; enum MapBuilderCommand_t { MBC_PROCESS_MAP = 0, MBC_SHUTDOWN = 1 }; #ifdef SUPPORT_VBSP_2 // Callback passed in to CSimpleMapFile::ResolveInstances to perform fix-up on instanced maps before the BSP process. static void FixupInstance( void *pContext, CSimpleMapFile *pInstanceMapFile, MapEntityKeyValuePair_t *pFuncInstanceKeyValuePairs, int nNumKeyValuePairs ); #endif //----------------------------------------------------------------------------- // Worker thread implementation to handle building maps. //----------------------------------------------------------------------------- class CMapBuilderWorkerThread : public CWorkerThread { public: CMapBuilderWorkerThread( CASW_Map_Builder *pMapBuilder ) : m_pMapBuilder( pMapBuilder ) { } virtual int Run() { while ( true ) { WaitForCall(); if ( GetCallParam() == MBC_SHUTDOWN ) { // exit cleanly return 0; } else { #ifdef SUPPORT_VBSP_2 char filename[MAX_PATH]; // Safe to access m_szVBSP2MapName because it will not be changed by the main thread while this is happening. Q_snprintf( filename, sizeof( filename ), "maps\\%s", m_pMapBuilder->m_szVBSP2MapName ); CSimpleMapFile *pSimpleMapFile; m_pMapBuilder->m_nVBSP2Progress = g_ProgressAmounts[1]; CSimpleMapFile::LoadFromFile( g_pFullFileSystem, filename, &pSimpleMapFile ); m_pMapBuilder->m_nVBSP2Progress = g_ProgressAmounts[2]; pSimpleMapFile->ResolveInstances( CSimpleMapFile::CONVERT_STRUCTURAL_TO_DETAIL, FixupInstance, m_pMapBuilder ); m_pMapBuilder->m_nVBSP2Progress = g_ProgressAmounts[3]; // mess with the pSimpleMapFile here /* CMapLayout *pLayout = m_pMapBuilder->GetCurrentlyBuildingMapLayout(); // find the alien floor texture int iBrushes = pSimpleMapFile->GetBrushCount(); const MapBrush_t *pBrushes = pSimpleMapFile->GetBrushes(); const MapBrushSide_t *pBrushSides = pSimpleMapFile->GetBrushSides(); MapTextureInfo_t *pTextureInfos = pSimpleMapFile->GetTextureInfos(); MapTextureData_t *pTextureDatas = pSimpleMapFile->GetTextureData(); const MapTextureInfo_t *pAlienFloorTextureInfo = NULL; // a texture info that's using the alien floor material for ( int i = 0; i < iBrushes; i++ ) { for ( int side = pBrushes[i].m_nFirstSideIndex; side < pBrushes[i].m_nFirstSideIndex + pBrushes[i].m_nNumSides; side++ ) { const MapTextureInfo_t *pTextureInfo = &pTextureInfos[ pBrushSides[ side ].m_nTextureInfoIndex ]; const MapTextureData_t *pTextureData = &pTextureDatas[ pTextureInfo->m_nTextureDataIndex ]; if ( !Q_stricmp( pTextureData->m_MaterialName, asw_alien_floor_texture.GetString() ) ) { pAlienFloorTextureInfo = pTextureInfo; break; } } } if ( pAlienFloorTextureInfo ) { // now find all sides using the regular floor texture for ( int i = 0; i < iBrushes; i++ ) { // is this brush in an encounter room? - just check the center for now Vector vecCenter = ( pBrushes[i].m_vMinBounds + pBrushes[i].m_vMaxBounds ) * 0.5f; CRoom *pRoom = pLayout->GetRoom( vecCenter ); if ( !pRoom || !pRoom->HasAlienEncounter() ) continue; for ( int side = pBrushes[i].m_nFirstSideIndex; side < pBrushes[i].m_nFirstSideIndex + pBrushes[i].m_nNumSides; side++ ) { MapTextureInfo_t *pTextureInfo = &pTextureInfos[ pBrushSides[ side ].m_nTextureInfoIndex ]; MapTextureData_t *pTextureData = &pTextureDatas[ pTextureInfo->m_nTextureDataIndex ]; if ( !Q_stricmp( pTextureData->m_MaterialName, asw_regular_floor_texture.GetString() ) ) { // switch regular floor over to using the new texture index pTextureInfo->m_nTextureDataIndex = pAlienFloorTextureInfo->m_nTextureDataIndex; } } } } else { Warning( "Couldn't find alien floor texture in map\n" ); } */ // re-resolve if necessary //pSimpleMapFile->ResolveInstances( CSimpleMapFile::CONVERT_STRUCTURAL_TO_DETAIL, NULL, NULL ); char bspFilename[MAX_PATH]; Q_strncpy( bspFilename, filename, MAX_PATH ); Q_SetExtension( bspFilename, ".bsp", MAX_PATH ); CUtlStreamBuffer outputBSPFile( bspFilename, NULL ); CSimpleBSPFile *pBSPFile = new CSimpleBSPFile(); pBSPFile->CreateFromMapFile( pSimpleMapFile ); m_pMapBuilder->m_nVBSP2Progress = g_ProgressAmounts[4]; SaveToFile( &outputBSPFile, pBSPFile ); outputBSPFile.Close(); delete pBSPFile; delete pSimpleMapFile; // Commit all reads/writes before ending task ThreadMemoryBarrier(); m_pMapBuilder->m_nVBSP2Progress = g_ProgressAmounts[5]; Reply( 0 ); #else return 0; #endif } } return 0; } private: CASW_Map_Builder *m_pMapBuilder; }; CASW_Map_Builder::CASW_Map_Builder() : m_flStartProcessingTime( 0.0f ), m_iBuildStage( STAGE_NONE ), m_bStartedGeneration( false ), m_flProgress( 0.0f ), m_pGeneratedMapLayout( NULL ), m_pBuildingMapLayout( NULL ), m_pLayoutSystem( NULL ), m_nLevelGenerationRetryCount( 0 ), m_pMissionSettings( NULL ), m_pMissionDefinition( NULL ), m_pWorkerThread( NULL ) { m_szLayoutName[0] = '\0'; m_iCurrentBuildSearch = 0; m_bRunningProcess = false; m_bFinishedExecution = false; Q_snprintf( m_szStatusMessage, sizeof( m_szStatusMessage ), "Generating map..." ); m_pMapBuilderOptions = new KeyValues( "map_builder_options" ); m_pMapBuilderOptions->LoadFromFile( g_pFullFileSystem, "resource/map_builder_options.txt", "GAME" ); m_pWorkerThread = new CMapBuilderWorkerThread( this ); m_pWorkerThread->Start(); } CASW_Map_Builder::~CASW_Map_Builder() { m_pMapBuilderOptions->deleteThis(); delete m_pGeneratedMapLayout; delete m_pBuildingMapLayout; delete m_pLayoutSystem; // Tell the worker thread to shutdown and block until finished m_pWorkerThread->CallWorker( MBC_SHUTDOWN ); delete m_pWorkerThread; } void CASW_Map_Builder::Update( float flEngineTime ) { if ( m_bRunningProcess ) { ProcessExecution(); } else if ( m_iBuildStage == STAGE_MAP_BUILD_SCHEDULED ) { if ( m_flStartProcessingTime < flEngineTime ) { BuildMap(); } } else if ( m_iBuildStage == STAGE_VBSP2 ) { UpdateVBSP2Progress(); } else if ( m_iBuildStage == STAGE_GENERATE ) { if ( m_flStartProcessingTime < flEngineTime ) { if ( !m_bStartedGeneration ) { delete m_pGeneratedMapLayout; delete m_pLayoutSystem; m_pLayoutSystem = new CLayoutSystem(); AddListeners( m_pLayoutSystem ); m_pGeneratedMapLayout = new CMapLayout( m_pMissionSettings->MakeCopy() ); if ( !m_pLayoutSystem->LoadFromKeyValues( m_pMissionDefinition ) ) { Log_Warning( LOG_TilegenLayoutSystem, "Failed to load mission from key values definition.\n" ); m_iBuildStage = STAGE_NONE; return; } m_pLayoutSystem->BeginGeneration( m_pGeneratedMapLayout ); m_bStartedGeneration = true; } else { if ( m_pLayoutSystem->IsGenerating() ) { m_pLayoutSystem->ExecuteIteration(); // If an error occurred and this map is randomly generated, try again and hope we get a successful layout this time. if ( m_pLayoutSystem->GenerationErrorOccurred() ) { if ( m_nLevelGenerationRetryCount < tilegen_retry_count.GetInt() && m_pLayoutSystem->IsRandomlyGenerated() ) { // Error generating layout Log_Msg( LOG_TilegenGeneral, "Retrying layout generation...\n" ); m_pGeneratedMapLayout->Clear(); m_pLayoutSystem->BeginGeneration( m_pGeneratedMapLayout ); ++ m_nLevelGenerationRetryCount; } else { Log_Warning( LOG_TilegenGeneral, "Failed to generate valid map layout after %d tries...\n", tilegen_retry_count.GetInt() ); m_iBuildStage = STAGE_NONE; } } } else { Log_Msg( LOG_TilegenGeneral, "Map layout generated\n" ); m_iBuildStage = STAGE_NONE; char layoutFilename[MAX_PATH]; Q_snprintf( layoutFilename, MAX_PATH, "maps\\%s", m_szLayoutName ); m_pGeneratedMapLayout->SaveMapLayout( layoutFilename ); delete m_pGeneratedMapLayout; m_pGeneratedMapLayout = NULL; BuildMap(); } } } } } bool CASW_Map_Builder::IsBuildingMission() { return m_iBuildStage != STAGE_NONE; } void CASW_Map_Builder::Execute(const char* pszCmd, const char* pszCmdLine) { m_bFinishedExecution = false; m_iProcessReturnValue = -1; SECURITY_ATTRIBUTES saAttr; // Set the bInheritHandle flag so pipe handles are inherited. saAttr.nLength = sizeof(SECURITY_ATTRIBUTES); saAttr.bInheritHandle = TRUE; saAttr.lpSecurityDescriptor = NULL; // Create a pipe for the child's STDOUT. if(CreatePipe(&m_hChildStdoutRd, &m_hChildStdoutWr, &saAttr, 0)) { if(CreatePipe(&m_hChildStdinRd, &m_hChildStdinWr, &saAttr, 0)) { if (DuplicateHandle(GetCurrentProcess(),m_hChildStdoutWr, GetCurrentProcess(),&m_hChildStderrWr,0, TRUE,DUPLICATE_SAME_ACCESS)) { /* Now create the child process. */ STARTUPINFO si; memset(&si, 0, sizeof si); si.cb = sizeof(si); si.dwFlags = STARTF_USESTDHANDLES; si.hStdInput = m_hChildStdinRd; si.hStdError = m_hChildStderrWr; si.hStdOutput = m_hChildStdoutWr; PROCESS_INFORMATION pi; char cmdbuffer[512]; Q_snprintf(cmdbuffer, sizeof(cmdbuffer), "%s %s", pszCmd, pszCmdLine); Msg("Sending command %s\n", cmdbuffer); // run the process from the current game's map directory char dirbuffer[512]; Q_snprintf(dirbuffer, sizeof(dirbuffer), "%s/maps", engine->GetGameDirectory() ); Msg(" from directory %s\n", dirbuffer); if(CreateProcess(pszCmd, cmdbuffer, NULL, NULL, TRUE, DETACHED_PROCESS | BELOW_NORMAL_PRIORITY_CLASS, NULL, dirbuffer, &si, &pi)) { m_hProcess = pi.hProcess; m_bRunningProcess = true; m_bFinishedExecution = false; // do one process of the execution ProcessExecution(); } else { Msg("* Could not execute the command:\r\n %s\r\n", cmdbuffer); m_bRunningProcess = false; FinishExecution(); // closes all handles } } else { // close the 4 handles we've opened so far CloseHandle(m_hChildStdinRd); CloseHandle(m_hChildStdinWr); CloseHandle(m_hChildStdoutRd); CloseHandle(m_hChildStdoutWr); } } else { // close the 2 handles we've opened so far CloseHandle(m_hChildStdoutRd); CloseHandle(m_hChildStdoutWr); } } } void CASW_Map_Builder::ProcessExecution() { DWORD dwCount = 0; DWORD dwRead = 0; // read from input handle PeekNamedPipe(m_hChildStdoutRd, NULL, NULL, NULL, &dwCount, NULL); if (dwCount) { dwCount = MIN (dwCount, 4096 - 1); ReadFile(m_hChildStdoutRd, m_szProcessBuffer, dwCount, &dwRead, NULL); } if(dwRead) { m_szProcessBuffer[dwRead] = 0; UpdateProgress(); Msg(m_szProcessBuffer); } // check process termination else if ( WaitForSingleObject(m_hProcess, 1000) != WAIT_TIMEOUT ) { if(m_bFinishedExecution) { m_iProcessReturnValue = 0; FinishExecution(); } else { m_bFinishedExecution = true; } } } // called when one of our processes finishes void CASW_Map_Builder::FinishExecution() { m_bRunningProcess = false; // next time we get it CloseHandle(m_hChildStderrWr); CloseHandle(m_hChildStdinRd); CloseHandle(m_hChildStdinWr); CloseHandle(m_hChildStdoutRd); CloseHandle(m_hChildStdoutWr); if (m_iBuildStage == STAGE_VBSP && m_iProcessReturnValue == 0) { char buffer[512]; Q_snprintf(buffer, sizeof(buffer), "-game ..\\ %s %s", m_pMapBuilderOptions->GetString( "vvis", "" ), m_szLayoutName); // todo: add code to chop into 256 blocks here Execute("bin/vvis.exe", buffer); m_iBuildStage = STAGE_VVIS; } else if (m_iBuildStage == STAGE_VVIS && m_iProcessReturnValue == 0) { if ( !m_pMapBuilderOptions->FindKey( "vrad", false ) ) // if no vrad key is specified in the map builder options, then skip vrad { m_iBuildStage = STAGE_NONE; Msg("Map Build finished!\n"); m_flProgress = 1.0f; Q_snprintf( m_szStatusMessage, sizeof( m_szStatusMessage ), "Build complete!" ); } else { char buffer[512]; Q_snprintf(buffer, sizeof(buffer), "-low -game ..\\ %s %s", m_pMapBuilderOptions->GetString( "vrad", "" ), m_szLayoutName); Execute("bin/vrad.exe", buffer); m_iBuildStage = STAGE_VRAD; } } else if (m_iBuildStage == STAGE_VRAD && m_iProcessReturnValue == 0) { m_iBuildStage = STAGE_NONE; Msg("Map Build finished!\n"); m_flProgress = 1.0f; Q_snprintf( m_szStatusMessage, sizeof( m_szStatusMessage ), "Build complete!" ); } if (m_iProcessReturnValue == -1) { //Msg("Map Build error\n"); } } // search terms used to work out how far through the build we are static char const *s_szProgressTerms[]={ "Valve Software - vbsp.exe", "ProcessBlock_Thread:", "Processing areas", "WriteBSP...", "Displacement Alpha", "Building Physics collision data", "Valve Software - vvis.exe", "BasePortalVis:", "PortalFlow:", "Valve Software - vrad.exe", "BuildFacelights:", "FinalLightFace:", "ThreadComputeLeafAmbient:", "Computing static prop lighting" }; static char const *s_szStatusLabels[]={ "Creating BSP...", "Creating BSP...", "Creating BSP...", "Creating BSP...", "Creating BSP...", "Creating BSP...", "Calculating visibility...", "Calculating visibility...", "Calculating visibility...", "Calculating lighting...", "Calculating lighting...", "Calculating lighting...", "Calculating lighting...", "Calculating prop lighting...", }; // monitor output from our process to determine which part of the build we're in void CASW_Map_Builder::UpdateProgress() { // copy the new chars into our buffer int newcharslen = Q_strlen(m_szProcessBuffer); for (int i=0;i= MAP_BUILD_OUTPUT_BUFFER_SIZE) { for (int k=0;km_iCurrentBuildSearch;iSearch--) { char *pos = Q_strstr(m_szOutputBuffer, s_szProgressTerms[iSearch]); if ( pos ) { //Msg("Output (%s) matched (%s) result %s at %d\n", m_szOutputBuffer, s_szProgressTerms[iSearch], pos, pos - m_szOutputBuffer); m_iCurrentBuildSearch = iSearch; m_flProgress = float(iSearch) / float (iNumSearch); if (Q_strlen(s_szStatusLabels[iSearch]) > 0) { Q_snprintf( m_szStatusMessage, sizeof(m_szStatusMessage), "%s", s_szStatusLabels[iSearch] ); } break; } } } // schedules a map to be compiled void CASW_Map_Builder::ScheduleMapBuild(const char* pszMap, const float fTime) { if ( m_iBuildStage != STAGE_NONE ) { Log_Warning( LOG_TilegenGeneral, "Map builder is currently busy, ignoring request to schedule map build for map '%s'", pszMap ); return; } Q_strncpy( m_szLayoutName, Q_UnqualifiedFileName( pszMap ), _countof( m_szLayoutName ) ); Q_SetExtension( m_szLayoutName, "layout", _countof( m_szLayoutName ) ); m_flStartProcessingTime = fTime; m_bStartedGeneration = false; m_iBuildStage = STAGE_MAP_BUILD_SCHEDULED; m_flProgress = 0.0f; } // schedules a map to be randomly generated void CASW_Map_Builder::ScheduleMapGeneration( const char* pszMap, const float fTime, KeyValues *pMissionSettings, KeyValues *pMissionDefinition ) { if ( m_iBuildStage != STAGE_NONE ) { Log_Warning( LOG_TilegenGeneral, "Map builder is currently busy, ignoring request to schedule map generation for map '%s'", pszMap ); return; } Q_strncpy( m_szLayoutName, Q_UnqualifiedFileName( pszMap ), _countof( m_szLayoutName ) ); Q_SetExtension( m_szLayoutName, "layout", _countof( m_szLayoutName ) ); m_pMissionSettings = pMissionSettings; m_pMissionDefinition = pMissionDefinition; m_flStartProcessingTime = fTime; m_iBuildStage = STAGE_GENERATE; m_bStartedGeneration = false; m_nLevelGenerationRetryCount = 0; m_flProgress = 0.0f; } // Builds a map from a .layout file void CASW_Map_Builder::BuildMap() { char layoutFilename[MAX_PATH]; char vmfFilename[MAX_PATH]; Q_snprintf( layoutFilename, MAX_PATH, "maps\\%s", m_szLayoutName ); Q_strncpy( vmfFilename, m_szLayoutName, MAX_PATH ); Q_SetExtension( vmfFilename, "vmf", MAX_PATH ); Log_Msg( LOG_TilegenGeneral, "Building map from layout: %s, emitting map file: %s\n", layoutFilename, vmfFilename ); // Make sure our themes are loaded CLevelTheme::LoadLevelThemes(); // Load the .layout from disk // @TODO: keep this in memory and avoid the round-trip delete m_pBuildingMapLayout; m_pBuildingMapLayout = new CMapLayout(); if ( !m_pBuildingMapLayout->LoadMapLayout( layoutFilename ) ) { delete m_pBuildingMapLayout; m_pBuildingMapLayout = NULL; return; } // Export it to VMF VMFExporter *pExporter = new VMFExporter(); bool bSuccess = pExporter->ExportVMF( m_pBuildingMapLayout, m_szLayoutName ); delete pExporter; if ( !bSuccess ) { Log_Warning( LOG_TilegenGeneral, "Failed to create VMF from layout '%s'.\n", m_szLayoutName ); delete m_pBuildingMapLayout; m_pBuildingMapLayout = NULL; } if ( asw_vbsp2.GetInt() ) { m_iBuildStage = STAGE_VBSP2; m_nVBSP2Progress = 0; Q_strncpy( m_szVBSP2MapName, vmfFilename, MAX_PATH ); // Guarantee all reads/writes committed before kicking off the thread. Probably unnecessary in practice due to lag between operations, but whatever... ThreadMemoryBarrier(); // Call with a 0 ms timeout to return immediately m_pWorkerThread->CallWorker( MBC_PROCESS_MAP, 0 ); } else { // Building map layout is ignored in VBSP1 codepath delete m_pBuildingMapLayout; m_pBuildingMapLayout = NULL; m_iBuildStage = STAGE_VBSP; char buffer[512]; Q_snprintf( buffer, sizeof(buffer), "-game ..\\ %s %s", m_pMapBuilderOptions->GetString( "vbsp", "" ), vmfFilename ); Execute( "bin/vbsp.exe", buffer ); m_iCurrentBuildSearch = 0; m_iOutputBufferPos = 0; Q_memset( &m_szOutputBuffer, 0, sizeof( m_szOutputBuffer ) ); } } void CASW_Map_Builder::UpdateVBSP2Progress() { // Make sure any reads/writes are committed before reading progress from the background thread. ThreadMemoryBarrier(); int nProgress = m_nVBSP2Progress; m_flProgress = ( nProgress == 100 ) ? 1.0f : (float) nProgress / 100.0f; int nNumProgressLevels = _countof( g_ProgressAmounts ); for ( int i = nNumProgressLevels - 1; i >= 0; -- i ) { if ( nProgress >= g_ProgressAmounts[i] ) { Q_strncpy( m_szStatusMessage, g_ProgressLabels[i], _countof( m_szStatusMessage ) ); break; } } if ( nProgress == 100 ) { delete m_pBuildingMapLayout; m_pBuildingMapLayout = NULL; m_iBuildStage = STAGE_NONE; } } static CUniformRandomStream s_Random; #ifdef SUPPORT_VBSP_2 static void AddFuncInstance( CSimpleMapFile *pInstanceMapFile, CInstanceSpawn *pInstanceSpawn, const Vector &vPosition ) { CUtlVector< MapEntityKeyValuePair_t > replacePairs; replacePairs.AddMultipleToTail( pInstanceSpawn->GetAdditionalKeyValueCount() ); for ( int i = 0; i < pInstanceSpawn->GetAdditionalKeyValueCount(); ++ i ) { replacePairs[i].m_pKey = pInstanceSpawn->GetAdditionalKeyValues()[i].m_Key; replacePairs[i].m_pValue = pInstanceSpawn->GetAdditionalKeyValues()[i].m_Value; } pInstanceMapFile->AddFuncInstance( pInstanceSpawn->GetInstanceFilename(), QAngle( 0, 0, 0 ), vPosition, replacePairs.Base(), replacePairs.Count() ); } // Sup dawg, I herd u like instances in yo instances... static void FixupInstance( void *pContext, CSimpleMapFile *pInstanceMapFile, MapEntityKeyValuePair_t *pFuncInstanceKeyValuePairs, int nNumKeyValuePairs ) { CASW_Map_Builder *pMapBuilder = ( CASW_Map_Builder * )pContext; CMapLayout *pMapLayout = pMapBuilder->GetCurrentlyBuildingMapLayout(); int nPlacedRoomIndex = 0; MapEntityKeyValuePair_t *pPair = FindPair( "PlacedRoomIndex", pFuncInstanceKeyValuePairs, nNumKeyValuePairs ); if ( pPair != NULL ) { nPlacedRoomIndex = atoi( pPair->m_pValue ); } else { // Only fix up placed room instances return; } CUtlVector< Vector > infoNodeLocations; // Populate the info node list only once // Technically we don't need to do this if we don't acutally have instances to spawn in this instance int nIndex = 0; while ( ( nIndex = pInstanceMapFile->FindEntity( "info_node", NULL, NULL, nIndex ) ) != -1 ) { const MapEntity_t *pEntity = &pInstanceMapFile->GetEntities()[nIndex]; infoNodeLocations.AddToTail( pEntity->m_vOrigin ); ++ nIndex; } if ( infoNodeLocations.Count() == 0 ) { // No places to spawn instances in this instance return; } for ( int i = 0; i < pMapLayout->m_InstanceSpawns.Count(); ++ i ) { CInstanceSpawn *pInstanceSpawn = &pMapLayout->m_InstanceSpawns[i]; if ( pInstanceSpawn->GetPlacedRoomIndex() == nPlacedRoomIndex ) { if ( pInstanceSpawn->GetInstanceSpawningMethod() == ISM_ADD_AT_RANDOM_NODE ) { AddFuncInstance( pInstanceMapFile, pInstanceSpawn, infoNodeLocations[pInstanceSpawn->GetRandomSeed() % infoNodeLocations.Count()] ); } } } } #endif