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1712 lines
42 KiB
1712 lines
42 KiB
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// nav_file.cpp
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// Reading and writing nav files
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// Author: Michael S. Booth ([email protected]), January-September 2003
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#include "cbase.h"
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#include "nav_mesh.h"
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#include "gamerules.h"
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#include "datacache/imdlcache.h"
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#ifdef TERROR
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#include "func_elevator.h"
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#endif
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#include "tier1/lzmaDecoder.h"
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#ifdef CSTRIKE_DLL
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#include "cs_shareddefs.h"
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#include "nav_pathfind.h"
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#include "cs_nav_area.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/// The current version of the nav file format
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/// IMPORTANT: If this version changes, the swap function in makegamedata
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/// must be updated to match. If not, this will break the Xbox 360.
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// TODO: Was changed from 15, update when latest 360 code is integrated (MSB 5/5/09)
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const int NavCurrentVersion = 16;
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//--------------------------------------------------------------------------------------------------------------
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//
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// The 'place directory' is used to save and load places from
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// nav files in a size-efficient manner that also allows for the
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// order of the place ID's to change without invalidating the
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// nav files.
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//
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// The place directory is stored in the nav file as a list of
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// place name strings. Each nav area then contains an index
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// into that directory, or zero if no place has been assigned to
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// that area.
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//
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PlaceDirectory::PlaceDirectory( void )
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{
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Reset();
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}
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void PlaceDirectory::Reset( void )
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{
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m_directory.RemoveAll();
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m_hasUnnamedAreas = false;
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}
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/// return true if this place is already in the directory
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bool PlaceDirectory::IsKnown( Place place ) const
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{
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return m_directory.HasElement( place );
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}
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/// return the directory index corresponding to this Place (0 = no entry)
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PlaceDirectory::IndexType PlaceDirectory::GetIndex( Place place ) const
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{
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if (place == UNDEFINED_PLACE)
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return 0;
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int i = m_directory.Find( place );
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if (i < 0)
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{
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AssertMsg( false, "PlaceDirectory::GetIndex failure" );
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return 0;
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}
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return (IndexType)(i+1);
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}
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/// add the place to the directory if not already known
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void PlaceDirectory::AddPlace( Place place )
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{
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if (place == UNDEFINED_PLACE)
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{
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m_hasUnnamedAreas = true;
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return;
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}
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Assert( place < 1000 );
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if (IsKnown( place ))
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return;
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m_directory.AddToTail( place );
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}
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/// given an index, return the Place
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Place PlaceDirectory::IndexToPlace( IndexType entry ) const
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{
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if (entry == 0)
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return UNDEFINED_PLACE;
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int i = entry-1;
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if (i >= m_directory.Count())
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{
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AssertMsg( false, "PlaceDirectory::IndexToPlace: Invalid entry" );
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return UNDEFINED_PLACE;
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}
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return m_directory[ i ];
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}
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/// store the directory
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void PlaceDirectory::Save( CUtlBuffer &fileBuffer )
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{
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// store number of entries in directory
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IndexType count = (IndexType)m_directory.Count();
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fileBuffer.PutUnsignedShort( count );
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// store entries
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for( int i=0; i<m_directory.Count(); ++i )
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{
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const char *placeName = TheNavMesh->PlaceToName( m_directory[i] );
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// store string length followed by string itself
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unsigned short len = (unsigned short)(strlen( placeName ) + 1);
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fileBuffer.PutUnsignedShort( len );
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fileBuffer.Put( placeName, len );
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}
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fileBuffer.PutUnsignedChar( m_hasUnnamedAreas );
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}
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/// load the directory
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void PlaceDirectory::Load( CUtlBuffer &fileBuffer, int version )
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{
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// read number of entries
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IndexType count = fileBuffer.GetUnsignedShort();
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m_directory.RemoveAll();
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// read each entry
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char placeName[256];
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unsigned short len;
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for( int i=0; i<count; ++i )
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{
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len = fileBuffer.GetUnsignedShort();
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fileBuffer.Get( placeName, MIN( sizeof( placeName ), len ) );
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Place place = TheNavMesh->NameToPlace( placeName );
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if (place == UNDEFINED_PLACE)
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{
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Warning( "Warning: NavMesh place %s is undefined?\n", placeName );
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}
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AddPlace( place );
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}
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if ( version > 11 )
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{
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m_hasUnnamedAreas = fileBuffer.GetUnsignedChar() != 0;
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}
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}
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PlaceDirectory placeDirectory;
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#define FORMAT_BSPFILE "maps\\%s" PLATFORM_EXT ".bsp"
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#define FORMAT_NAVFILE "maps\\%s" PLATFORM_EXT ".nav"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Replace extension with "bsp"
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*/
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char *GetBspFilename( const char *navFilename )
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{
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static char bspFilename[256];
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Q_snprintf( bspFilename, sizeof( bspFilename ), FORMAT_BSPFILE, STRING( gpGlobals->mapname ) );
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int len = strlen( bspFilename );
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if (len < 3)
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return NULL;
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bspFilename[ len-3 ] = 'b';
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bspFilename[ len-2 ] = 's';
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bspFilename[ len-1 ] = 'p';
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return bspFilename;
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}
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unsigned char CNavArea::GetSavedHidingSpotCount( void ) const
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{
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unsigned char count = 0;
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FOR_EACH_VEC( m_hidingSpots, i )
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{
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if ( count == 0xff )
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break;
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if ( m_hidingSpots[ i ]->IsSaved() )
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count++;
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}
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return count;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Save a navigation area to the opened binary stream
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*/
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void CNavArea::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
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{
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// save ID
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fileBuffer.PutUnsignedInt( m_id );
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// save attribute flags
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fileBuffer.PutInt( m_attributeFlags );
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// save extent of area
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fileBuffer.Put( &m_nwCorner, 3*sizeof(float) );
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fileBuffer.Put( &m_seCorner, 3*sizeof(float) );
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// save heights of implicit corners
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fileBuffer.PutFloat( m_neZ );
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fileBuffer.PutFloat( m_swZ );
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// save connections to adjacent areas
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// in the enum order NORTH, EAST, SOUTH, WEST
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for( int d=0; d<NUM_DIRECTIONS; d++ )
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{
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// save number of connections for this direction
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unsigned int count = m_connect[d].Count();
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fileBuffer.PutUnsignedInt( count );
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FOR_EACH_VEC( m_connect[d], it )
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{
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NavConnect connect = m_connect[d][ it ];
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fileBuffer.PutUnsignedInt( connect.area->m_id );
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}
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}
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//
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// Store hiding spots for this area
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//
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unsigned char count = GetSavedHidingSpotCount();
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if ( count > 255 )
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{
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count = 255;
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Warning( "Warning: NavArea #%d: Truncated hiding spot list to 255\n", m_id );
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}
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fileBuffer.PutUnsignedChar( count );
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// store HidingSpot objects
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unsigned int saveCount = 0;
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FOR_EACH_VEC( m_hidingSpots, hit )
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{
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HidingSpot *spot = m_hidingSpots[ hit ];
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spot->Save( fileBuffer, version );
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// overflow check
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if (++saveCount == count)
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break;
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}
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//
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// Save encounter spots for this area
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//
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{
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// save number of encounter paths for this area
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unsigned int count = m_spotEncounters.Count();
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fileBuffer.PutUnsignedInt( count );
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SpotEncounter *e;
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FOR_EACH_VEC( m_spotEncounters, it )
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{
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e = m_spotEncounters[ it ];
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if (e->from.area)
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fileBuffer.PutUnsignedInt( e->from.area->m_id );
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else
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fileBuffer.PutUnsignedInt( 0 );
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unsigned char dir = (unsigned char)e->fromDir;
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fileBuffer.PutUnsignedChar( dir );
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if (e->to.area)
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fileBuffer.PutUnsignedInt( e->to.area->m_id );
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else
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fileBuffer.PutUnsignedInt( 0 );
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dir = (unsigned char)e->toDir;
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fileBuffer.PutUnsignedChar( dir );
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// write list of spots along this path
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unsigned char spotCount;
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if (e->spots.Count() > 255)
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{
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spotCount = 255;
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Warning( "Warning: NavArea #%d: Truncated encounter spot list to 255\n", m_id );
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}
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else
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{
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spotCount = (unsigned char)e->spots.Count();
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}
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fileBuffer.PutUnsignedChar( spotCount );
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saveCount = 0;
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FOR_EACH_VEC( e->spots, sit )
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{
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SpotOrder *order = &e->spots[ sit ];
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// order->spot may be NULL if we've loaded a nav mesh that has been edited but not re-analyzed
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unsigned int id = (order->spot) ? order->spot->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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unsigned char t = (unsigned char)(255 * order->t);
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fileBuffer.PutUnsignedChar( t );
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// overflow check
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if (++saveCount == spotCount)
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break;
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}
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}
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}
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// store place dictionary entry
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PlaceDirectory::IndexType entry = placeDirectory.GetIndex( GetPlace() );
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fileBuffer.Put( &entry, sizeof(entry) );
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// write out ladder info
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int i;
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for ( i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i )
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{
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// save number of encounter paths for this area
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unsigned int count = m_ladder[i].Count();
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fileBuffer.PutUnsignedInt( count );
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NavLadderConnect ladder;
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FOR_EACH_VEC( m_ladder[i], it )
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{
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ladder = m_ladder[i][it];
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unsigned int id = ladder.ladder->GetID();
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fileBuffer.PutUnsignedInt( id );
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}
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}
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// save earliest occupy times
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for( i=0; i<MAX_NAV_TEAMS; ++i )
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{
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// no spot in the map should take longer than this to reach
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fileBuffer.Put( &m_earliestOccupyTime[i], sizeof(m_earliestOccupyTime[i]) );
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}
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// save light intensity
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for ( i=0; i<NUM_CORNERS; ++i )
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{
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fileBuffer.PutFloat( m_lightIntensity[i] );
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}
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// save visible area set
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unsigned int visibleAreaCount = m_potentiallyVisibleAreas.Count();
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fileBuffer.PutUnsignedInt( visibleAreaCount );
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for ( int vit=0; vit<m_potentiallyVisibleAreas.Count(); ++vit )
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{
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CNavArea *area = m_potentiallyVisibleAreas[ vit ].area;
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unsigned int id = area ? area->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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fileBuffer.PutUnsignedChar( m_potentiallyVisibleAreas[ vit ].attributes );
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}
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// store area we inherit visibility from
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unsigned int id = ( m_inheritVisibilityFrom.area ) ? m_inheritVisibilityFrom.area->GetID() : 0;
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fileBuffer.PutUnsignedInt( id );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Load a navigation area from the file
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*/
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NavErrorType CNavArea::Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion )
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{
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// load ID
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m_id = fileBuffer.GetUnsignedInt();
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// update nextID to avoid collisions
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if (m_id >= m_nextID)
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m_nextID = m_id+1;
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// load attribute flags
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if ( version <= 8 )
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{
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m_attributeFlags = fileBuffer.GetUnsignedChar();
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}
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else if ( version < 13 )
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{
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m_attributeFlags = fileBuffer.GetUnsignedShort();
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}
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else
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{
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m_attributeFlags = fileBuffer.GetInt();
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}
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// load extent of area
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fileBuffer.Get( &m_nwCorner, 3*sizeof(float) );
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fileBuffer.Get( &m_seCorner, 3*sizeof(float) );
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if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f )
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{
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m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x );
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m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y );
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}
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else
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{
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m_invDxCorners = m_invDyCorners = 0;
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DevWarning( "Degenerate Navigation Area #%d at setpos %g %g %g\n",
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m_id, m_nwCorner.x, m_nwCorner.y, m_nwCorner.z );
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}
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// load heights of implicit corners
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m_neZ = fileBuffer.GetFloat();
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m_swZ = fileBuffer.GetFloat();
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CheckWaterLevel();
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// load connections (IDs) to adjacent areas
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// in the enum order NORTH, EAST, SOUTH, WEST
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for( int d=0; d<NUM_DIRECTIONS; d++ )
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{
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// load number of connections for this direction
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unsigned int count = fileBuffer.GetUnsignedInt();
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Assert( fileBuffer.IsValid() );
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m_connect[d].EnsureCapacity( count );
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for( unsigned int i=0; i<count; ++i )
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{
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NavConnect connect;
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connect.id = fileBuffer.GetUnsignedInt();
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Assert( fileBuffer.IsValid() );
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// don't allow self-referential connections
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if ( connect.id != m_id )
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{
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m_connect[d].AddToTail( connect );
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}
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}
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}
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//
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// Load hiding spots
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//
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// load number of hiding spots
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unsigned char hidingSpotCount = fileBuffer.GetUnsignedChar();
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if (version == 1)
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{
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// load simple vector array
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Vector pos;
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for( int h=0; h<hidingSpotCount; ++h )
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{
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fileBuffer.Get( &pos, 3 * sizeof(float) );
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// create new hiding spot and put on master list
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HidingSpot *spot = TheNavMesh->CreateHidingSpot();
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spot->SetPosition( pos );
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spot->SetFlags( HidingSpot::IN_COVER );
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m_hidingSpots.AddToTail( spot );
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}
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}
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else
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{
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// load HidingSpot objects for this area
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for( int h=0; h<hidingSpotCount; ++h )
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{
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// create new hiding spot and put on master list
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HidingSpot *spot = TheNavMesh->CreateHidingSpot();
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spot->Load( fileBuffer, version );
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m_hidingSpots.AddToTail( spot );
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}
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}
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if ( version < 15 )
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{
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//
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// Eat the approach areas
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//
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int nToEat = fileBuffer.GetUnsignedChar();
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// load approach area info (IDs)
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for( int a=0; a<nToEat; ++a )
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{
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fileBuffer.GetUnsignedInt();
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fileBuffer.GetUnsignedInt();
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fileBuffer.GetUnsignedChar();
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fileBuffer.GetUnsignedInt();
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fileBuffer.GetUnsignedChar();
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}
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}
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//
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// Load encounter paths for this area
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//
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unsigned int count = fileBuffer.GetUnsignedInt();
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if (version < 3)
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{
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// old data, read and discard
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for( unsigned int e=0; e<count; ++e )
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{
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SpotEncounter encounter;
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encounter.from.id = fileBuffer.GetUnsignedInt();
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encounter.to.id = fileBuffer.GetUnsignedInt();
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fileBuffer.Get( &encounter.path.from.x, 3 * sizeof(float) );
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fileBuffer.Get( &encounter.path.to.x, 3 * sizeof(float) );
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// read list of spots along this path
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unsigned char spotCount = fileBuffer.GetUnsignedChar();
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for( int s=0; s<spotCount; ++s )
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{
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fileBuffer.GetFloat();
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fileBuffer.GetFloat();
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fileBuffer.GetFloat();
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fileBuffer.GetFloat();
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}
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}
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return NAV_OK;
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}
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for( unsigned int e=0; e<count; ++e )
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{
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SpotEncounter *encounter = new SpotEncounter;
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encounter->from.id = fileBuffer.GetUnsignedInt();
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unsigned char dir = fileBuffer.GetUnsignedChar();
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encounter->fromDir = static_cast<NavDirType>( dir );
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encounter->to.id = fileBuffer.GetUnsignedInt();
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dir = fileBuffer.GetUnsignedChar();
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encounter->toDir = static_cast<NavDirType>( dir );
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|
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// read list of spots along this path
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|
unsigned char spotCount = fileBuffer.GetUnsignedChar();
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|
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SpotOrder order;
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for( int s=0; s<spotCount; ++s )
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|
{
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order.id = fileBuffer.GetUnsignedInt();
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|
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unsigned char t = fileBuffer.GetUnsignedChar();
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|
|
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;
|
|
}
|