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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_file.cpp
// Reading and writing nav files
// Author: Michael S. Booth ([email protected]), January-September 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "gamerules.h"
#include "datacache/imdlcache.h"
#ifdef TERROR
#include "func_elevator.h"
#endif
#include "tier1/lzmaDecoder.h"
#ifdef CSTRIKE_DLL
#include "cs_shareddefs.h"
#include "nav_pathfind.h"
#include "cs_nav_area.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/// The current version of the nav file format
/// IMPORTANT: If this version changes, the swap function in makegamedata
/// must be updated to match. If not, this will break the Xbox 360.
// TODO: Was changed from 15, update when latest 360 code is integrated (MSB 5/5/09)
const int NavCurrentVersion = 16;
//--------------------------------------------------------------------------------------------------------------
//
// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings. Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
//
PlaceDirectory::PlaceDirectory( void ) { Reset(); }
void PlaceDirectory::Reset( void ) { m_directory.RemoveAll(); m_hasUnnamedAreas = false; }
/// return true if this place is already in the directory
bool PlaceDirectory::IsKnown( Place place ) const { return m_directory.HasElement( place ); }
/// return the directory index corresponding to this Place (0 = no entry)
PlaceDirectory::IndexType PlaceDirectory::GetIndex( Place place ) const { if (place == UNDEFINED_PLACE) return 0;
int i = m_directory.Find( place );
if (i < 0) { AssertMsg( false, "PlaceDirectory::GetIndex failure" ); return 0; }
return (IndexType)(i+1); }
/// add the place to the directory if not already known
void PlaceDirectory::AddPlace( Place place ) { if (place == UNDEFINED_PLACE) { m_hasUnnamedAreas = true; return; }
Assert( place < 1000 );
if (IsKnown( place )) return;
m_directory.AddToTail( place ); }
/// given an index, return the Place
Place PlaceDirectory::IndexToPlace( IndexType entry ) const { if (entry == 0) return UNDEFINED_PLACE;
int i = entry-1;
if (i >= m_directory.Count()) { AssertMsg( false, "PlaceDirectory::IndexToPlace: Invalid entry" ); return UNDEFINED_PLACE; }
return m_directory[ i ]; }
/// store the directory
void PlaceDirectory::Save( CUtlBuffer &fileBuffer ) { // store number of entries in directory
IndexType count = (IndexType)m_directory.Count(); fileBuffer.PutUnsignedShort( count );
// store entries
for( int i=0; i<m_directory.Count(); ++i ) { const char *placeName = TheNavMesh->PlaceToName( m_directory[i] );
// store string length followed by string itself
unsigned short len = (unsigned short)(strlen( placeName ) + 1); fileBuffer.PutUnsignedShort( len ); fileBuffer.Put( placeName, len ); }
fileBuffer.PutUnsignedChar( m_hasUnnamedAreas ); }
/// load the directory
void PlaceDirectory::Load( CUtlBuffer &fileBuffer, int version ) { // read number of entries
IndexType count = fileBuffer.GetUnsignedShort();
m_directory.RemoveAll();
// read each entry
char placeName[256]; unsigned short len; for( int i=0; i<count; ++i ) { len = fileBuffer.GetUnsignedShort(); fileBuffer.Get( placeName, MIN( sizeof( placeName ), len ) );
Place place = TheNavMesh->NameToPlace( placeName ); if (place == UNDEFINED_PLACE) { Warning( "Warning: NavMesh place %s is undefined?\n", placeName ); } AddPlace( place ); }
if ( version > 11 ) { m_hasUnnamedAreas = fileBuffer.GetUnsignedChar() != 0; } }
PlaceDirectory placeDirectory;
#define FORMAT_BSPFILE "maps\\%s" PLATFORM_EXT ".bsp"
#define FORMAT_NAVFILE "maps\\%s" PLATFORM_EXT ".nav"
//--------------------------------------------------------------------------------------------------------------
/**
* Replace extension with "bsp" */ char *GetBspFilename( const char *navFilename ) { static char bspFilename[256];
Q_snprintf( bspFilename, sizeof( bspFilename ), FORMAT_BSPFILE, STRING( gpGlobals->mapname ) );
int len = strlen( bspFilename ); if (len < 3) return NULL;
bspFilename[ len-3 ] = 'b'; bspFilename[ len-2 ] = 's'; bspFilename[ len-1 ] = 'p';
return bspFilename; }
unsigned char CNavArea::GetSavedHidingSpotCount( void ) const { unsigned char count = 0; FOR_EACH_VEC( m_hidingSpots, i ) { if ( count == 0xff ) break;
if ( m_hidingSpots[ i ]->IsSaved() ) count++; } return count; }
//--------------------------------------------------------------------------------------------------------------
/**
* Save a navigation area to the opened binary stream */ void CNavArea::Save( CUtlBuffer &fileBuffer, unsigned int version ) const { // save ID
fileBuffer.PutUnsignedInt( m_id );
// save attribute flags
fileBuffer.PutInt( m_attributeFlags );
// save extent of area
fileBuffer.Put( &m_nwCorner, 3*sizeof(float) ); fileBuffer.Put( &m_seCorner, 3*sizeof(float) );
// save heights of implicit corners
fileBuffer.PutFloat( m_neZ ); fileBuffer.PutFloat( m_swZ );
// save connections to adjacent areas
// in the enum order NORTH, EAST, SOUTH, WEST
for( int d=0; d<NUM_DIRECTIONS; d++ ) { // save number of connections for this direction
unsigned int count = m_connect[d].Count(); fileBuffer.PutUnsignedInt( count );
FOR_EACH_VEC( m_connect[d], it ) { NavConnect connect = m_connect[d][ it ]; fileBuffer.PutUnsignedInt( connect.area->m_id ); } }
//
// Store hiding spots for this area
//
unsigned char count = GetSavedHidingSpotCount(); if ( count > 255 ) { count = 255; Warning( "Warning: NavArea #%d: Truncated hiding spot list to 255\n", m_id ); } fileBuffer.PutUnsignedChar( count );
// store HidingSpot objects
unsigned int saveCount = 0; FOR_EACH_VEC( m_hidingSpots, hit ) { HidingSpot *spot = m_hidingSpots[ hit ]; spot->Save( fileBuffer, version );
// overflow check
if (++saveCount == count) break; }
//
// Save encounter spots for this area
//
{ // save number of encounter paths for this area
unsigned int count = m_spotEncounters.Count(); fileBuffer.PutUnsignedInt( count );
SpotEncounter *e; FOR_EACH_VEC( m_spotEncounters, it ) { e = m_spotEncounters[ it ];
if (e->from.area) fileBuffer.PutUnsignedInt( e->from.area->m_id ); else fileBuffer.PutUnsignedInt( 0 );
unsigned char dir = (unsigned char)e->fromDir; fileBuffer.PutUnsignedChar( dir );
if (e->to.area) fileBuffer.PutUnsignedInt( e->to.area->m_id ); else fileBuffer.PutUnsignedInt( 0 );
dir = (unsigned char)e->toDir; fileBuffer.PutUnsignedChar( dir );
// write list of spots along this path
unsigned char spotCount; if (e->spots.Count() > 255) { spotCount = 255; Warning( "Warning: NavArea #%d: Truncated encounter spot list to 255\n", m_id ); } else { spotCount = (unsigned char)e->spots.Count(); } fileBuffer.PutUnsignedChar( spotCount ); saveCount = 0; FOR_EACH_VEC( e->spots, sit ) { SpotOrder *order = &e->spots[ sit ];
// order->spot may be NULL if we've loaded a nav mesh that has been edited but not re-analyzed
unsigned int id = (order->spot) ? order->spot->GetID() : 0; fileBuffer.PutUnsignedInt( id );
unsigned char t = (unsigned char)(255 * order->t); fileBuffer.PutUnsignedChar( t );
// overflow check
if (++saveCount == spotCount) break; } } }
// store place dictionary entry
PlaceDirectory::IndexType entry = placeDirectory.GetIndex( GetPlace() ); fileBuffer.Put( &entry, sizeof(entry) );
// write out ladder info
int i; for ( i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i ) { // save number of encounter paths for this area
unsigned int count = m_ladder[i].Count(); fileBuffer.PutUnsignedInt( count );
NavLadderConnect ladder; FOR_EACH_VEC( m_ladder[i], it ) { ladder = m_ladder[i][it];
unsigned int id = ladder.ladder->GetID(); fileBuffer.PutUnsignedInt( id ); } }
// save earliest occupy times
for( i=0; i<MAX_NAV_TEAMS; ++i ) { // no spot in the map should take longer than this to reach
fileBuffer.Put( &m_earliestOccupyTime[i], sizeof(m_earliestOccupyTime[i]) ); }
// save light intensity
for ( i=0; i<NUM_CORNERS; ++i ) { fileBuffer.PutFloat( m_lightIntensity[i] ); }
// save visible area set
unsigned int visibleAreaCount = m_potentiallyVisibleAreas.Count(); fileBuffer.PutUnsignedInt( visibleAreaCount );
for ( int vit=0; vit<m_potentiallyVisibleAreas.Count(); ++vit ) { CNavArea *area = m_potentiallyVisibleAreas[ vit ].area;
unsigned int id = area ? area->GetID() : 0;
fileBuffer.PutUnsignedInt( id ); fileBuffer.PutUnsignedChar( m_potentiallyVisibleAreas[ vit ].attributes ); }
// store area we inherit visibility from
unsigned int id = ( m_inheritVisibilityFrom.area ) ? m_inheritVisibilityFrom.area->GetID() : 0; fileBuffer.PutUnsignedInt( id ); }
//--------------------------------------------------------------------------------------------------------------
/**
* Load a navigation area from the file */ NavErrorType CNavArea::Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion ) { // load ID
m_id = fileBuffer.GetUnsignedInt();
// update nextID to avoid collisions
if (m_id >= m_nextID) m_nextID = m_id+1;
// load attribute flags
if ( version <= 8 ) { m_attributeFlags = fileBuffer.GetUnsignedChar(); } else if ( version < 13 ) { m_attributeFlags = fileBuffer.GetUnsignedShort(); } else { m_attributeFlags = fileBuffer.GetInt(); }
// load extent of area
fileBuffer.Get( &m_nwCorner, 3*sizeof(float) ); fileBuffer.Get( &m_seCorner, 3*sizeof(float) );
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f ) { m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x ); m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y ); } else { m_invDxCorners = m_invDyCorners = 0;
DevWarning( "Degenerate Navigation Area #%d at setpos %g %g %g\n", m_id, m_nwCorner.x, m_nwCorner.y, m_nwCorner.z ); }
// load heights of implicit corners
m_neZ = fileBuffer.GetFloat(); m_swZ = fileBuffer.GetFloat();
CheckWaterLevel();
// load connections (IDs) to adjacent areas
// in the enum order NORTH, EAST, SOUTH, WEST
for( int d=0; d<NUM_DIRECTIONS; d++ ) { // load number of connections for this direction
unsigned int count = fileBuffer.GetUnsignedInt(); Assert( fileBuffer.IsValid() );
m_connect[d].EnsureCapacity( count ); for( unsigned int i=0; i<count; ++i ) { NavConnect connect; connect.id = fileBuffer.GetUnsignedInt(); Assert( fileBuffer.IsValid() );
// don't allow self-referential connections
if ( connect.id != m_id ) { m_connect[d].AddToTail( connect ); } } }
//
// Load hiding spots
//
// load number of hiding spots
unsigned char hidingSpotCount = fileBuffer.GetUnsignedChar();
if (version == 1) { // load simple vector array
Vector pos; for( int h=0; h<hidingSpotCount; ++h ) { fileBuffer.Get( &pos, 3 * sizeof(float) );
// create new hiding spot and put on master list
HidingSpot *spot = TheNavMesh->CreateHidingSpot(); spot->SetPosition( pos ); spot->SetFlags( HidingSpot::IN_COVER ); m_hidingSpots.AddToTail( spot ); } } else { // load HidingSpot objects for this area
for( int h=0; h<hidingSpotCount; ++h ) { // create new hiding spot and put on master list
HidingSpot *spot = TheNavMesh->CreateHidingSpot();
spot->Load( fileBuffer, version ); m_hidingSpots.AddToTail( spot ); } }
if ( version < 15 ) { //
// Eat the approach areas
//
int nToEat = fileBuffer.GetUnsignedChar();
// load approach area info (IDs)
for( int a=0; a<nToEat; ++a ) { fileBuffer.GetUnsignedInt(); fileBuffer.GetUnsignedInt(); fileBuffer.GetUnsignedChar(); fileBuffer.GetUnsignedInt(); fileBuffer.GetUnsignedChar(); } }
//
// Load encounter paths for this area
//
unsigned int count = fileBuffer.GetUnsignedInt();
if (version < 3) { // old data, read and discard
for( unsigned int e=0; e<count; ++e ) { SpotEncounter encounter;
encounter.from.id = fileBuffer.GetUnsignedInt(); encounter.to.id = fileBuffer.GetUnsignedInt();
fileBuffer.Get( &encounter.path.from.x, 3 * sizeof(float) ); fileBuffer.Get( &encounter.path.to.x, 3 * sizeof(float) );
// read list of spots along this path
unsigned char spotCount = fileBuffer.GetUnsignedChar(); for( int s=0; s<spotCount; ++s ) { fileBuffer.GetFloat(); fileBuffer.GetFloat(); fileBuffer.GetFloat(); fileBuffer.GetFloat(); } } return NAV_OK; }
for( unsigned int e=0; e<count; ++e ) { SpotEncounter *encounter = new SpotEncounter;
encounter->from.id = fileBuffer.GetUnsignedInt();
unsigned char dir = fileBuffer.GetUnsignedChar(); encounter->fromDir = static_cast<NavDirType>( dir );
encounter->to.id = fileBuffer.GetUnsignedInt();
dir = fileBuffer.GetUnsignedChar(); encounter->toDir = static_cast<NavDirType>( dir );
// read list of spots along this path
unsigned char spotCount = fileBuffer.GetUnsignedChar(); SpotOrder order; for( int s=0; s<spotCount; ++s ) { order.id = fileBuffer.GetUnsignedInt();
unsigned char t = fileBuffer.GetUnsignedChar();
order.t = (float)t/255.0f;
encounter->spots.AddToTail( order ); }
m_spotEncounters.AddToTail( encounter ); }
if (version < 5) return NAV_OK;
//
// Load Place data
//
PlaceDirectory::IndexType entry = fileBuffer.GetUnsignedShort();
// convert entry to actual Place
SetPlace( placeDirectory.IndexToPlace( entry ) );
if ( version < 7 ) return NAV_OK;
// load ladder data
for ( int dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir ) { count = fileBuffer.GetUnsignedInt(); for( unsigned int i=0; i<count; ++i ) { NavLadderConnect connect; connect.id = fileBuffer.GetUnsignedInt();
bool alreadyConnected = false; FOR_EACH_VEC( m_ladder[dir], j ) { if ( m_ladder[dir][j].id == connect.id ) { alreadyConnected = true; break; } }
if ( !alreadyConnected ) { m_ladder[dir].AddToTail( connect ); } } }
if ( version < 8 ) return NAV_OK;
// load earliest occupy times
for( int i=0; i<MAX_NAV_TEAMS; ++i ) { // no spot in the map should take longer than this to reach
m_earliestOccupyTime[i] = fileBuffer.GetFloat(); }
if ( version < 11 ) return NAV_OK;
// load light intensity
for ( int i=0; i<NUM_CORNERS; ++i ) { m_lightIntensity[i] = fileBuffer.GetFloat(); }
if ( version < 16 ) return NAV_OK;
// load visibility information
unsigned int visibleAreaCount = fileBuffer.GetUnsignedInt();
m_potentiallyVisibleAreas.EnsureCapacity( visibleAreaCount );
for( unsigned int j=0; j<visibleAreaCount; ++j ) { AreaBindInfo info; info.id = fileBuffer.GetUnsignedInt(); info.attributes = fileBuffer.GetUnsignedChar();
m_potentiallyVisibleAreas.AddToTail( info ); }
// read area from which we inherit visibility
m_inheritVisibilityFrom.id = fileBuffer.GetUnsignedInt();
return NAV_OK; }
//--------------------------------------------------------------------------------------------------------------
/**
* Convert loaded IDs to pointers * Make sure all IDs are converted, even if corrupt data is encountered. */ NavErrorType CNavArea::PostLoad( void ) { NavErrorType error = NAV_OK;
for ( int dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir ) { FOR_EACH_VEC( m_ladder[dir], it ) { NavLadderConnect& connect = m_ladder[dir][it];
unsigned int id = connect.id;
if ( TheNavMesh->GetLadders().Find( connect.ladder ) == TheNavMesh->GetLadders().InvalidIndex() ) { connect.ladder = TheNavMesh->GetLadderByID( id ); }
if (id && connect.ladder == NULL) { Msg( "CNavArea::PostLoad: Corrupt navigation ladder data. Cannot connect Navigation Areas.\n" ); error = NAV_CORRUPT_DATA; } } }
// connect areas together
for( int d=0; d<NUM_DIRECTIONS; d++ ) { FOR_EACH_VEC( m_connect[d], it ) { NavConnect *connect = &m_connect[ d ][ it ];
// convert connect ID into an actual area
unsigned int id = connect->id; connect->area = TheNavMesh->GetNavAreaByID( id ); if (id && connect->area == NULL) { Msg( "CNavArea::PostLoad: Corrupt navigation data. Cannot connect Navigation Areas.\n" ); error = NAV_CORRUPT_DATA; } connect->length = ( connect->area->GetCenter() - GetCenter() ).Length(); } }
// resolve spot encounter IDs
SpotEncounter *e; FOR_EACH_VEC( m_spotEncounters, it ) { e = m_spotEncounters[ it ];
e->from.area = TheNavMesh->GetNavAreaByID( e->from.id ); if (e->from.area == NULL) { Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing \"from\" Navigation Area for Encounter Spot.\n" ); error = NAV_CORRUPT_DATA; }
e->to.area = TheNavMesh->GetNavAreaByID( e->to.id ); if (e->to.area == NULL) { Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing \"to\" Navigation Area for Encounter Spot.\n" ); error = NAV_CORRUPT_DATA; }
if (e->from.area && e->to.area) { // compute path
float halfWidth; ComputePortal( e->to.area, e->toDir, &e->path.to, &halfWidth ); ComputePortal( e->from.area, e->fromDir, &e->path.from, &halfWidth );
const float eyeHeight = HalfHumanHeight; e->path.from.z = e->from.area->GetZ( e->path.from ) + eyeHeight; e->path.to.z = e->to.area->GetZ( e->path.to ) + eyeHeight; }
// resolve HidingSpot IDs
FOR_EACH_VEC( e->spots, sit ) { SpotOrder *order = &e->spots[ sit ];
order->spot = GetHidingSpotByID( order->id ); if (order->spot == NULL) { Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing Hiding Spot\n" ); error = NAV_CORRUPT_DATA; } } }
// convert visible ID's to pointers to actual areas
for ( int it=0; it<m_potentiallyVisibleAreas.Count(); ++it ) { AreaBindInfo &info = m_potentiallyVisibleAreas[ it ];
info.area = TheNavMesh->GetNavAreaByID( info.id ); if ( info.area == NULL ) { Warning( "Invalid area in visible set for area #%d\n", GetID() ); } }
m_inheritVisibilityFrom.area = TheNavMesh->GetNavAreaByID( m_inheritVisibilityFrom.id ); Assert( m_inheritVisibilityFrom.area != this );
// remove any invalid areas from the list
AreaBindInfo bad; bad.area = NULL; while( m_potentiallyVisibleAreas.FindAndRemove( bad ) );
return error; }
//--------------------------------------------------------------------------------------------------------------
/**
* Compute travel distance along shortest path from startPos to goalPos. * Return -1 if can't reach endPos from goalPos. */ template< typename CostFunctor > float NavAreaTravelDistance( const Vector &startPos, const Vector &goalPos, CostFunctor &costFunc ) { CNavArea *startArea = TheNavMesh->GetNearestNavArea( startPos ); if (startArea == NULL) { return -1.0f; }
// compute path between areas using given cost heuristic
CNavArea *goalArea = NULL; if (NavAreaBuildPath( startArea, NULL, &goalPos, costFunc, &goalArea ) == false) { return -1.0f; }
// compute distance along path
if (goalArea->GetParent() == NULL) { // both points are in the same area - return euclidean distance
return (goalPos - startPos).Length(); } else { CNavArea *area; float distance;
// goalPos is assumed to be inside goalArea (or very close to it) - skip to next area
area = goalArea->GetParent(); distance = (goalPos - area->GetCenter()).Length();
for( ; area->GetParent(); area = area->GetParent() ) { distance += (area->GetCenter() - area->GetParent()->GetCenter()).Length(); }
// add in distance to startPos
distance += (startPos - area->GetCenter()).Length();
return distance; } }
//--------------------------------------------------------------------------------------------------------------
/**
* Determine the earliest time this hiding spot can be reached by either team */ void CNavArea::ComputeEarliestOccupyTimes( void ) { #ifdef CSTRIKE_DLL
/// @todo Derive cstrike-specific navigation classes
for( int i=0; i<MAX_NAV_TEAMS; ++i ) { // no spot in the map should take longer than this to reach
m_earliestOccupyTime[i] = 120.0f; }
if (nav_quicksave.GetBool()) return;
// maximum player speed in units/second
const float playerSpeed = 240.0f;
ShortestPathCost cost; CBaseEntity *spot;
// determine the shortest time it will take a Terrorist to reach this area
int team = TEAM_TERRORIST % MAX_NAV_TEAMS; for( spot = gEntList.FindEntityByClassname( NULL, "info_player_terrorist" ); spot; spot = gEntList.FindEntityByClassname( spot, "info_player_terrorist" ) ) { float travelDistance = NavAreaTravelDistance( spot->GetAbsOrigin(), GetCenter(), cost ); if (travelDistance < 0.0f) continue;
float travelTime = travelDistance / playerSpeed; if (travelTime < m_earliestOccupyTime[ team ]) { m_earliestOccupyTime[ team ] = travelTime; } }
// determine the shortest time it will take a CT to reach this area
team = TEAM_CT % MAX_NAV_TEAMS; for( spot = gEntList.FindEntityByClassname( NULL, "info_player_counterterrorist" ); spot; spot = gEntList.FindEntityByClassname( spot, "info_player_counterterrorist" ) ) { float travelDistance = NavAreaTravelDistance( spot->GetAbsOrigin(), GetCenter(), cost ); if (travelDistance < 0.0f) continue;
float travelTime = travelDistance / playerSpeed; if (travelTime < m_earliestOccupyTime[ team ]) { m_earliestOccupyTime[ team ] = travelTime; } }
#else
for( int i=0; i<MAX_NAV_TEAMS; ++i ) { m_earliestOccupyTime[i] = 0.0f; } #endif
}
//--------------------------------------------------------------------------------------------------------------
/**
* Determine if this area is a "battlefront" area - where two rushing teams first meet. */ void CNavMesh::ComputeBattlefrontAreas( void ) { #if 0
#ifdef CSTRIKE_DLL
ShortestPathCost cost; CBaseEntity *tSpawn, *ctSpawn;
for( tSpawn = gEntList.FindEntityByClassname( NULL, "info_player_terrorist" ); tSpawn; tSpawn = gEntList.FindEntityByClassname( tSpawn, "info_player_terrorist" ) ) { CNavArea *tArea = TheNavMesh->GetNavArea( tSpawn->GetAbsOrigin() ); if (tArea == NULL) continue;
for( ctSpawn = gEntList.FindEntityByClassname( NULL, "info_player_counterterrorist" ); ctSpawn; ctSpawn = gEntList.FindEntityByClassname( ctSpawn, "info_player_counterterrorist" ) ) { CNavArea *ctArea = TheNavMesh->GetNavArea( ctSpawn->GetAbsOrigin() );
if (ctArea == NULL) continue;
if (tArea == ctArea) { m_isBattlefront = true; return; }
// build path between these two spawn points - assume if path fails, it at least got close
// (ie: imagine spawn points that you jump down from - can't path to)
CNavArea *goalArea = NULL; NavAreaBuildPath( tArea, ctArea, NULL, cost, &goalArea );
if (goalArea == NULL) continue;
/**
* @todo Need to enumerate ALL paths between all pairs of spawn points to find all battlefront areas */
// find the area with the earliest overlapping occupy times
CNavArea *battlefront = NULL; float earliestTime = 999999.9f;
const float epsilon = 1.0f; CNavArea *area; for( area = goalArea; area; area = area->GetParent() ) { if (fabs(area->GetEarliestOccupyTime( TEAM_TERRORIST ) - area->GetEarliestOccupyTime( TEAM_CT )) < epsilon) { } } } } #endif
#endif
}
//--------------------------------------------------------------------------------------------------------------
/**
* Return the filename for this map's "nav map" file */ const char *CNavMesh::GetFilename( void ) const { // filename is local to game dir for Steam, so we need to prepend game dir for regular file save
char gamePath[256]; engine->GetGameDir( gamePath, 256 );
// persistant return value
static char filename[256]; Q_snprintf( filename, sizeof( filename ), "%s\\" FORMAT_NAVFILE, gamePath, STRING( gpGlobals->mapname ) );
return filename; }
//--------------------------------------------------------------------------------------------------------------
/*
============ COM_FixSlashes
Changes all '/' characters into '\' characters, in place. ============ */ inline void COM_FixSlashes( char *pname ) { #ifdef _WIN32
while ( *pname ) { if ( *pname == '/' ) *pname = '\\'; pname++; } #else
while ( *pname ) { if ( *pname == '\\' ) *pname = '/'; pname++; } #endif
}
static void WarnIfMeshNeedsAnalysis( int version ) { // Quick check to warn about needing to analyze: nav_strip, nav_delete, etc set
// every CNavArea's m_approachCount to 0, and delete their m_spotEncounterList.
// So, if no area has either, odds are good we need an analyze.
if ( version >= 14 ) { if ( !TheNavMesh->IsAnalyzed() ) { Warning( "The nav mesh needs a full nav_analyze\n" ); return; } } #ifdef CSTRIKE_DLL
else { bool hasApproachAreas = false; bool hasSpotEncounters = false;
FOR_EACH_VEC( TheNavAreas, it ) { CCSNavArea *area = dynamic_cast< CCSNavArea * >( TheNavAreas[ it ] ); if ( area ) { if ( area->GetApproachInfoCount() ) { hasApproachAreas = true; }
if ( area->GetSpotEncounterCount() ) { hasSpotEncounters = true; } } }
if ( !hasApproachAreas || !hasSpotEncounters ) { Warning( "The nav mesh needs a full nav_analyze\n" ); } } #endif
}
/**
* Store Navigation Mesh to a file */ bool CNavMesh::Save( void ) const { WarnIfMeshNeedsAnalysis( NavCurrentVersion );
const char *filename = GetFilename(); if (filename == NULL) return false;
//
// Store the NAV file
//
COM_FixSlashes( const_cast<char *>(filename) );
// get size of source bsp file for later (before we open the nav file for writing, in
// case of failure)
char *bspFilename = GetBspFilename( filename ); if (bspFilename == NULL) { return false; }
#if defined( PORTAL2 )
// Nav mesh unused in Portal2, don't want to allocate the 1MB fileBuffer.
return false; #endif
CUtlBuffer fileBuffer( 4096, 1024*1024 );
// store "magic number" to help identify this kind of file
unsigned int magic = NAV_MAGIC_NUMBER; fileBuffer.PutUnsignedInt( magic );
// store version number of file
// 1 = hiding spots as plain vector array
// 2 = hiding spots as HidingSpot objects
// 3 = Encounter spots use HidingSpot ID's instead of storing vector again
// 4 = Includes size of source bsp file to verify nav data correlation
// ---- Beta Release at V4 -----
// 5 = Added Place info
// ---- Conversion to Src ------
// 6 = Added Ladder info
// 7 = Areas store ladder ID's so ladders can have one-way connections
// 8 = Added earliest occupy times (2 floats) to each area
// 9 = Promoted CNavArea's attribute flags to a short
// 10 - Added sub-version number to allow derived classes to have custom area data
// 11 - Added light intensity to each area
// 12 - Storing presence of unnamed areas in the PlaceDirectory
// 13 - Widened NavArea attribute bits from unsigned short to int
// 14 - Added a bool for if the nav needs analysis
// 15 - removed approach areas
// 16 - Added visibility data to the base mesh
fileBuffer.PutUnsignedInt( NavCurrentVersion );
// The sub-version number is maintained and owned by classes derived from CNavMesh and CNavArea
// and allows them to track their custom data just as we do at this top level
fileBuffer.PutUnsignedInt( GetSubVersionNumber() ); // store the size of source bsp file in the nav file
// so we can test if the bsp changed since the nav file was made
unsigned int bspSize = filesystem->Size( bspFilename ); DevMsg( "Size of bsp file '%s' is %u bytes.\n", bspFilename, bspSize );
fileBuffer.PutUnsignedInt( bspSize );
// Store the analysis state
fileBuffer.PutUnsignedChar( m_isAnalyzed );
//
// Build a directory of the Places in this map
//
placeDirectory.Reset();
FOR_EACH_VEC( TheNavAreas, nit ) { CNavArea *area = TheNavAreas[ nit ];
Place place = area->GetPlace(); placeDirectory.AddPlace( place ); }
placeDirectory.Save( fileBuffer );
SaveCustomDataPreArea( fileBuffer );
//
// Store navigation areas
//
{ // store number of areas
unsigned int count = TheNavAreas.Count(); fileBuffer.PutUnsignedInt( count );
// store each area
FOR_EACH_VEC( TheNavAreas, it ) { CNavArea *area = TheNavAreas[ it ];
area->Save( fileBuffer, NavCurrentVersion ); } }
//
// Store ladders
//
{ // store number of ladders
unsigned int count = m_ladders.Count(); fileBuffer.PutUnsignedInt( count );
// store each ladder
for ( int i=0; i<m_ladders.Count(); ++i ) { CNavLadder *ladder = m_ladders[i]; ladder->Save( fileBuffer, NavCurrentVersion ); } } //
// Store derived class mesh info
//
SaveCustomData( fileBuffer );
if ( !filesystem->WriteFile( filename, "MOD", fileBuffer ) ) { Warning( "Unable to save %d bytes to %s\n", fileBuffer.Size(), filename ); return false; }
unsigned int navSize = filesystem->Size( filename ); DevMsg( "Size of nav file '%s' is %u bytes.\n", filename, navSize );
return true; }
//--------------------------------------------------------------------------------------------------------------
static NavErrorType CheckNavFile( const char *bspFilename ) { if ( !bspFilename ) return NAV_CANT_ACCESS_FILE;
char baseName[256]; Q_StripExtension(bspFilename,baseName,sizeof(baseName)); char bspPathname[256]; Q_snprintf(bspPathname,sizeof(bspPathname), FORMAT_BSPFILE, baseName); char filename[256]; Q_snprintf(filename,sizeof(filename), FORMAT_NAVFILE, baseName);
bool navIsInBsp = false; FileHandle_t file = filesystem->Open( filename, "rb", "MOD" ); // this ignores .nav files embedded in the .bsp ...
if ( !file ) { navIsInBsp = true; file = filesystem->Open( filename, "rb", "GAME" ); // ... and this looks for one if it's the only one around.
}
if (!file) { return NAV_CANT_ACCESS_FILE; }
// check magic number
int result; unsigned int magic; result = filesystem->Read( &magic, sizeof(unsigned int), file ); if (!result || magic != NAV_MAGIC_NUMBER) { filesystem->Close( file ); return NAV_INVALID_FILE; }
// read file version number
unsigned int version; result = filesystem->Read( &version, sizeof(unsigned int), file ); if (!result || version > NavCurrentVersion || version < 4) { filesystem->Close( file ); return NAV_BAD_FILE_VERSION; }
// get size of source bsp file and verify that the bsp hasn't changed
unsigned int saveBspSize; filesystem->Read( &saveBspSize, sizeof(unsigned int), file );
// verify size
unsigned int bspSize = filesystem->Size( bspPathname );
if (bspSize != saveBspSize && !navIsInBsp) { return NAV_FILE_OUT_OF_DATE; }
return NAV_OK; }
//--------------------------------------------------------------------------------------------------------------
void CommandNavCheckFileConsistency( void ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
FileFindHandle_t findHandle; const char *bspFilename = filesystem->FindFirstEx( "maps/*.bsp", "MOD", &findHandle ); while ( bspFilename ) { switch ( CheckNavFile( bspFilename ) ) { case NAV_CANT_ACCESS_FILE: Warning( "Missing nav file for %s\n", bspFilename ); break; case NAV_INVALID_FILE: Warning( "Invalid nav file for %s\n", bspFilename ); break; case NAV_BAD_FILE_VERSION: Warning( "Old nav file for %s\n", bspFilename ); break; case NAV_FILE_OUT_OF_DATE: Warning( "The nav file for %s is built from an old version of the map\n", bspFilename ); break; case NAV_OK: Msg( "The nav file for %s is up-to-date\n", bspFilename ); break; }
bspFilename = filesystem->FindNext( findHandle ); } filesystem->FindClose( findHandle ); } static ConCommand nav_check_file_consistency( "nav_check_file_consistency", CommandNavCheckFileConsistency, "Scans the maps directory and reports any missing/out-of-date navigation files.", FCVAR_GAMEDLL | FCVAR_CHEAT );
//--------------------------------------------------------------------------------------------------------------
/**
* Reads the used place names from the nav file (can be used to selectively precache before the nav is loaded) */ const CUtlVector< Place > *CNavMesh::GetPlacesFromNavFile( bool *hasUnnamedPlaces ) { placeDirectory.Reset(); // nav filename is derived from map filename
char filename[256]; Q_snprintf( filename, sizeof( filename ), FORMAT_NAVFILE, STRING( gpGlobals->mapname ) );
#if defined( PORTAL2 )
// Nav mesh unused in Portal2, don't want to allocate the 1MB fileBuffer.
return NULL; #endif
CUtlBuffer fileBuffer( 4096, 1024*1024, CUtlBuffer::READ_ONLY ); if ( !filesystem->ReadFile( filename, "GAME", fileBuffer ) ) // this ignores .nav files embedded in the .bsp ...
{ if ( !filesystem->ReadFile( filename, "BSP", fileBuffer ) ) // ... and this looks for one if it's the only one around.
{ return NULL; } } if ( IsGameConsole() ) { // 360 has compressed NAVs
CLZMA lzma; if ( lzma.IsCompressed( (unsigned char *)fileBuffer.Base() ) ) { int originalSize = lzma.GetActualSize( (unsigned char *)fileBuffer.Base() ); unsigned char *pOriginalData = new unsigned char[originalSize]; lzma.Uncompress( (unsigned char *)fileBuffer.Base(), pOriginalData ); fileBuffer.AssumeMemory( pOriginalData, originalSize, originalSize, CUtlBuffer::READ_ONLY ); } }
// check magic number
unsigned int magic = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() || magic != NAV_MAGIC_NUMBER ) { return NULL; // Corrupt nav file?
}
// read file version number
unsigned int version = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() || version > NavCurrentVersion ) { return NULL; // Unknown nav file version
}
if ( version < 5 ) { return NULL; // Too old to have place names
}
unsigned int subVersion = 0; if ( version >= 10 ) { subVersion = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() ) { return NULL; // No sub-version
} }
fileBuffer.GetUnsignedInt(); // skip BSP file size
if ( version >= 14 ) { fileBuffer.GetUnsignedChar(); // skip m_isAnalyzed
}
placeDirectory.Load( fileBuffer, version );
LoadCustomDataPreArea( fileBuffer, subVersion );
if ( hasUnnamedPlaces ) { *hasUnnamedPlaces = placeDirectory.HasUnnamedPlaces(); }
return placeDirectory.GetPlaces(); }
//--------------------------------------------------------------------------------------------------------------
/**
* Load AI navigation data from a file */ NavErrorType CNavMesh::Load( void ) { MDLCACHE_CRITICAL_SECTION();
// free previous navigation mesh data
Reset(); placeDirectory.Reset(); CNavVectorNoEditAllocator::Reset();
GameRules()->OnNavMeshLoad();
CNavArea::m_nextID = 1;
// nav filename is derived from map filename
char filename[256]; Q_snprintf( filename, sizeof( filename ), FORMAT_NAVFILE, STRING( gpGlobals->mapname ) );
#if defined( PORTAL2 )
// Nav mesh unused in Portal2, don't want to allocate the 1MB fileBuffer.
return NAV_CANT_ACCESS_FILE; #endif
bool navIsInBsp = false; CUtlBuffer fileBuffer( 4096, 1024*1024, CUtlBuffer::READ_ONLY );
if ( IsGameConsole() ) { if ( !filesystem->ReadFile( filename, "GAME", fileBuffer ) ) // this ignores .nav files embedded in the .bsp ...
{ navIsInBsp = true; if ( !filesystem->ReadFile( filename, "BSP", fileBuffer ) ) // ... and this looks for one if it's the only one around.
{ return NAV_CANT_ACCESS_FILE; } }
// 360 has compressed NAVs
CLZMA lzma; if ( lzma.IsCompressed( (unsigned char *)fileBuffer.Base() ) ) { int originalSize = lzma.GetActualSize( (unsigned char *)fileBuffer.Base() ); unsigned char *pOriginalData = new unsigned char[originalSize]; lzma.Uncompress( (unsigned char *)fileBuffer.Base(), pOriginalData ); fileBuffer.AssumeMemory( pOriginalData, originalSize, originalSize, CUtlBuffer::READ_ONLY ); } } else { if ( !filesystem->ReadFile( filename, "MOD", fileBuffer ) ) // this ignores .nav files embedded in the .bsp ...
{ navIsInBsp = true; if ( !filesystem->ReadFile( filename, "BSP", fileBuffer ) ) // ... and this looks for one if it's the only one around.
{ return NAV_CANT_ACCESS_FILE; } } }
// check magic number
unsigned int magic = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() || magic != NAV_MAGIC_NUMBER ) { Msg( "Invalid navigation file '%s'.\n", filename ); return NAV_INVALID_FILE; }
// read file version number
unsigned int version = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() || version > NavCurrentVersion ) { Msg( "Unknown navigation file version.\n" ); return NAV_BAD_FILE_VERSION; } unsigned int subVersion = 0; if ( version >= 10 ) { subVersion = fileBuffer.GetUnsignedInt(); if ( !fileBuffer.IsValid() ) { Msg( "Error reading sub-version number.\n" ); return NAV_INVALID_FILE; } }
if ( version >= 4 ) { // get size of source bsp file and verify that the bsp hasn't changed
unsigned int saveBspSize = fileBuffer.GetUnsignedInt();
// verify size
char *bspFilename = GetBspFilename( filename ); if ( bspFilename == NULL ) { return NAV_INVALID_FILE; }
unsigned int bspSize = filesystem->Size( bspFilename );
if ( bspSize != saveBspSize && !navIsInBsp ) { if ( !IsGameConsole() ) { if ( engine->IsDedicatedServer() ) { // Warning doesn't print to the dedicated server console, so we'll use Msg instead
DevMsg( "The Navigation Mesh was built using a different version of this map.\n" ); } else { DevWarning( "The Navigation Mesh was built using a different version of this map.\n" ); } } m_isOutOfDate = true; } }
if ( version >= 14 ) { m_isAnalyzed = fileBuffer.GetUnsignedChar() != 0; } else { m_isAnalyzed = false; }
// load Place directory
if ( version >= 5 ) { placeDirectory.Load( fileBuffer, version ); }
LoadCustomDataPreArea( fileBuffer, subVersion );
// get number of areas
unsigned int count = fileBuffer.GetUnsignedInt(); unsigned int i;
if ( count == 0 ) { return NAV_INVALID_FILE; }
Extent extent; extent.lo.x = 9999999999.9f; extent.lo.y = 9999999999.9f; extent.hi.x = -9999999999.9f; extent.hi.y = -9999999999.9f;
// load the areas and compute total extent
TheNavMesh->PreLoadAreas( count ); Extent areaExtent; for( i=0; i<count; ++i ) { CNavArea *area = TheNavMesh->CreateArea(); area->Load( fileBuffer, version, subVersion ); TheNavAreas.AddToTail( area );
area->GetExtent( &areaExtent );
if (areaExtent.lo.x < extent.lo.x) extent.lo.x = areaExtent.lo.x; if (areaExtent.lo.y < extent.lo.y) extent.lo.y = areaExtent.lo.y; if (areaExtent.hi.x > extent.hi.x) extent.hi.x = areaExtent.hi.x; if (areaExtent.hi.y > extent.hi.y) extent.hi.y = areaExtent.hi.y; }
// add the areas to the grid
AllocateGrid( extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y );
FOR_EACH_VEC( TheNavAreas, it ) { AddNavArea( TheNavAreas[ it ] ); }
//
// Set up all the ladders
//
if (version >= 6) { count = fileBuffer.GetUnsignedInt(); m_ladders.EnsureCapacity( count );
// load the ladders
for( i=0; i<count; ++i ) { CNavLadder *ladder = new CNavLadder; ladder->Load( fileBuffer, version ); m_ladders.AddToTail( ladder ); } } else { BuildLadders(); }
// mark stairways (TODO: this can be removed once all maps are re-saved with this attribute in them)
MarkStairAreas();
//
// Load derived class mesh info
//
LoadCustomData( fileBuffer, subVersion );
//
// Bind pointers, etc
//
NavErrorType loadResult = PostLoad( version );
WarnIfMeshNeedsAnalysis( version );
return loadResult; }
struct OneWayLink_t { CNavArea *destArea; CNavArea *area; int backD;
static int Compare(const OneWayLink_t *lhs, const OneWayLink_t *rhs ) { int result = ( lhs->destArea - rhs->destArea ); if ( result != 0 ) { return result; } return ( lhs->backD - rhs->backD ); } };
//--------------------------------------------------------------------------------------------------------------
/**
* Invoked after all areas have been loaded - for pointer binding, etc */ NavErrorType CNavMesh::PostLoad( unsigned int version ) { // allow areas to connect to each other, etc
FOR_EACH_VEC( TheNavAreas, pit ) { CNavArea *area = TheNavAreas[ pit ]; area->PostLoad(); }
// allow hiding spots to compute information
FOR_EACH_VEC( TheHidingSpots, hit ) { HidingSpot *spot = TheHidingSpots[ hit ]; spot->PostLoad(); }
if ( version < 8 ) { // Old nav meshes need to compute earliest occupy times
FOR_EACH_VEC( TheNavAreas, nit ) { CNavArea *area = TheNavAreas[ nit ]; area->ComputeEarliestOccupyTimes(); } }
ComputeBattlefrontAreas(); //
// Allow each nav area to know what other areas have one-way connections to it. Need to gather
// then sort due to allocation restrictions on the 360
//
OneWayLink_t oneWayLink; CUtlVectorFixedGrowable<OneWayLink_t, 512> oneWayLinks;
FOR_EACH_VEC( TheNavAreas, oit ) { oneWayLink.area = TheNavAreas[ oit ]; for( int d=0; d<NUM_DIRECTIONS; d++ ) { const NavConnectVector *connectList = oneWayLink.area->GetAdjacentAreas( (NavDirType)d );
FOR_EACH_VEC( (*connectList), it ) { NavConnect connect = (*connectList)[ it ]; oneWayLink.destArea = connect.area; // if the area we connect to has no connection back to us, allow that area to remember us as an incoming connection
oneWayLink.backD = OppositeDirection( (NavDirType)d ); const NavConnectVector *backConnectList = oneWayLink.destArea->GetAdjacentAreas( (NavDirType)oneWayLink.backD ); bool isOneWay = true; FOR_EACH_VEC( (*backConnectList), bit ) { NavConnect backConnect = (*backConnectList)[ bit ]; if (backConnect.area->GetID() == oneWayLink.area->GetID()) { isOneWay = false; break; } } if (isOneWay) { oneWayLinks.AddToTail( oneWayLink ); } } } }
oneWayLinks.Sort( &OneWayLink_t::Compare );
for ( int i = 0; i < oneWayLinks.Count(); i++ ) { // add this one-way connection
oneWayLinks[i].destArea->AddIncomingConnection( oneWayLinks[i].area, (NavDirType)oneWayLinks[i].backD ); }
ValidateNavAreaConnections();
// TERROR: loading into a map directly creates entities before the mesh is loaded. Tell the preexisting
// entities now that the mesh is loaded so they can update areas.
for ( int i=0; i<m_avoidanceObstacles.Count(); ++i ) { m_avoidanceObstacles[i]->OnNavMeshLoaded(); }
// the Navigation Mesh has been successfully loaded
m_isLoaded = true; return NAV_OK; }
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