summaryrefslogtreecommitdiff
path: root/game/server/cstrike/cs_nav_file.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/server/cstrike/cs_nav_file.cpp')
-rw-r--r--game/server/cstrike/cs_nav_file.cpp1365
1 files changed, 1365 insertions, 0 deletions
diff --git a/game/server/cstrike/cs_nav_file.cpp b/game/server/cstrike/cs_nav_file.cpp
new file mode 100644
index 0000000..3b7db5d
--- /dev/null
+++ b/game/server/cstrike/cs_nav_file.cpp
@@ -0,0 +1,1365 @@
+//========= Copyright 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"
+
+#ifdef CSTRIKE_DLL
+#include "cs_shareddefs.h"
+#include "cs_nav_pathfind.h"
+#endif
+
+#if 0
+//--------------------------------------------------------------------------------------------------------------
+/// The current version of the nav file format
+const int NavCurrentVersion = 9;
+
+//--------------------------------------------------------------------------------------------------------------
+//
+// 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.
+//
+class PlaceDirectory
+{
+public:
+
+ typedef unsigned short IndexType;
+
+ void Reset( void )
+ {
+ m_directory.RemoveAll();
+ }
+
+ /// return true if this place is already in the directory
+ bool IsKnown( Place place ) const
+ {
+ return m_directory.HasElement( place );
+ }
+
+ /// return the directory index corresponding to this Place (0 = no entry)
+ IndexType GetIndex( Place place ) const
+ {
+ if (place == UNDEFINED_PLACE)
+ return 0;
+
+ int i = m_directory.Find( place );
+
+ if (i < 0)
+ {
+ Assert( false && "PlaceDirectory::GetIndex failure" );
+ return 0;
+ }
+
+ return (IndexType)(i+1);
+ }
+
+ /// add the place to the directory if not already known
+ void AddPlace( Place place )
+ {
+ if (place == UNDEFINED_PLACE)
+ return;
+
+ Assert( place < 1000 );
+
+ if (IsKnown( place ))
+ return;
+
+ m_directory.AddToTail( place );
+ }
+
+ /// given an index, return the Place
+ Place IndexToPlace( IndexType entry ) const
+ {
+ if (entry == 0)
+ return UNDEFINED_PLACE;
+
+ int i = entry-1;
+
+ if (i >= m_directory.Count())
+ {
+ Assert( false && "PlaceDirectory::IndexToPlace: Invalid entry" );
+ return UNDEFINED_PLACE;
+ }
+
+ return m_directory[ i ];
+ }
+
+ /// store the directory
+ void Save( FileHandle_t file )
+ {
+ // store number of entries in directory
+ IndexType count = (IndexType)m_directory.Count();
+ filesystem->Write( &count, sizeof(IndexType), file );
+
+ // 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);
+ filesystem->Write( &len, sizeof(unsigned short), file );
+ filesystem->Write( placeName, len, file );
+ }
+ }
+
+ /// load the directory
+ void Load( FileHandle_t file )
+ {
+ // read number of entries
+ IndexType count;
+ filesystem->Read( &count, sizeof(IndexType), file );
+
+ m_directory.RemoveAll();
+
+ // read each entry
+ char placeName[256];
+ unsigned short len;
+ for( int i=0; i<count; ++i )
+ {
+ filesystem->Read( &len, sizeof(unsigned short), file );
+ filesystem->Read( placeName, len, file );
+
+ AddPlace( TheNavMesh->NameToPlace( placeName ) );
+ }
+ }
+
+private:
+ CUtlVector< Place > m_directory;
+};
+
+static PlaceDirectory placeDirectory;
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Replace extension with "bsp"
+ */
+char *GetBspFilename( const char *navFilename )
+{
+ static char bspFilename[256];
+
+ Q_snprintf( bspFilename, sizeof( bspFilename ), "maps\\%s.bsp", 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;
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/*
+void CNavArea::Save( FILE *fp ) const
+{
+ fprintf( fp, "v %f %f %f\n", m_extent.lo.x, m_extent.lo.y, m_extent.lo.z );
+ fprintf( fp, "v %f %f %f\n", m_extent.hi.x, m_extent.lo.y, m_neZ );
+ fprintf( fp, "v %f %f %f\n", m_extent.hi.x, m_extent.hi.y, m_extent.hi.z );
+ fprintf( fp, "v %f %f %f\n", m_extent.lo.x, m_extent.hi.y, m_swZ );
+
+ static int base = 1;
+ fprintf( fp, "\n\ng %04dArea%s%s%s%s\n", m_id,
+ (GetAttributes() & BOT_NAV_CROUCH) ? "CROUCH" : "",
+ (GetAttributes() & BOT_NAV_JUMP) ? "JUMP" : "",
+ (GetAttributes() & BOT_NAV_PRECISE) ? "PRECISE" : "",
+ (GetAttributes() & BOT_NAV_NO_JUMP) ? "NO_JUMP" : "" );
+ fprintf( fp, "f %d %d %d %d\n\n", base, base+1, base+2, base+3 );
+ base += 4;
+}
+*/
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Save a navigation area to the opened binary stream
+ */
+void CNavArea::Save( FileHandle_t file, unsigned int version ) const
+{
+ // save ID
+ filesystem->Write( &m_id, sizeof(unsigned int), file );
+
+ // save attribute flags
+ filesystem->Write( &m_attributeFlags, sizeof(unsigned short), file );
+
+ // save extent of area
+ filesystem->Write( &m_extent, 6*sizeof(float), file );
+
+ // save heights of implicit corners
+ filesystem->Write( &m_neZ, sizeof(float), file );
+ filesystem->Write( &m_swZ, sizeof(float), file );
+
+ // 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();
+ filesystem->Write( &count, sizeof(unsigned int), file );
+
+ FOR_EACH_LL( m_connect[d], it )
+ {
+ NavConnect connect = m_connect[d][ it ];
+ filesystem->Write( &connect.area->m_id, sizeof(unsigned int), file );
+ }
+ }
+
+ //
+ // Store hiding spots for this area
+ //
+ unsigned char count;
+ if (m_hidingSpotList.Count() > 255)
+ {
+ count = 255;
+ Warning( "Warning: NavArea #%d: Truncated hiding spot list to 255\n", m_id );
+ }
+ else
+ {
+ count = (unsigned char)m_hidingSpotList.Count();
+ }
+ filesystem->Write( &count, sizeof(unsigned char), file );
+
+ // store HidingSpot objects
+ unsigned int saveCount = 0;
+ FOR_EACH_LL( m_hidingSpotList, hit )
+ {
+ HidingSpot *spot = m_hidingSpotList[ hit ];
+
+ spot->Save( file, version );
+
+ // overflow check
+ if (++saveCount == count)
+ break;
+ }
+
+ //
+ // Save the approach areas for this area
+ //
+
+ // save number of approach areas
+ filesystem->Write( &m_approachCount, sizeof(unsigned char), file );
+
+ // save approach area info
+ unsigned char type;
+ unsigned int zero = 0;
+ for( int a=0; a<m_approachCount; ++a )
+ {
+ if (m_approach[a].here.area)
+ filesystem->Write( &m_approach[a].here.area->m_id, sizeof(unsigned int), file );
+ else
+ filesystem->Write( &zero, sizeof(unsigned int), file );
+
+ if (m_approach[a].prev.area)
+ filesystem->Write( &m_approach[a].prev.area->m_id, sizeof(unsigned int), file );
+ else
+ filesystem->Write( &zero, sizeof(unsigned int), file );
+ type = (unsigned char)m_approach[a].prevToHereHow;
+ filesystem->Write( &type, sizeof(unsigned char), file );
+
+ if (m_approach[a].next.area)
+ filesystem->Write( &m_approach[a].next.area->m_id, sizeof(unsigned int), file );
+ else
+ filesystem->Write( &zero, sizeof(unsigned int), file );
+ type = (unsigned char)m_approach[a].hereToNextHow;
+ filesystem->Write( &type, sizeof(unsigned char), file );
+ }
+
+ //
+ // Save encounter spots for this area
+ //
+ {
+ // save number of encounter paths for this area
+ unsigned int count = m_spotEncounterList.Count();
+ filesystem->Write( &count, sizeof(unsigned int), file );
+
+ SpotEncounter *e;
+ FOR_EACH_LL( m_spotEncounterList, it )
+ {
+ e = m_spotEncounterList[ it ];
+
+ if (e->from.area)
+ filesystem->Write( &e->from.area->m_id, sizeof(unsigned int), file );
+ else
+ filesystem->Write( &zero, sizeof(unsigned int), file );
+
+ unsigned char dir = (unsigned char)e->fromDir;
+ filesystem->Write( &dir, sizeof(unsigned char), file );
+
+ if (e->to.area)
+ filesystem->Write( &e->to.area->m_id, sizeof(unsigned int), file );
+ else
+ filesystem->Write( &zero, sizeof(unsigned int), file );
+
+ dir = (unsigned char)e->toDir;
+ filesystem->Write( &dir, sizeof(unsigned char), file );
+
+ // write list of spots along this path
+ unsigned char spotCount;
+ if (e->spotList.Count() > 255)
+ {
+ spotCount = 255;
+ Warning( "Warning: NavArea #%d: Truncated encounter spot list to 255\n", m_id );
+ }
+ else
+ {
+ spotCount = (unsigned char)e->spotList.Count();
+ }
+ filesystem->Write( &spotCount, sizeof(unsigned char), file );
+
+ saveCount = 0;
+ FOR_EACH_LL( e->spotList, sit )
+ {
+ SpotOrder *order = &e->spotList[ 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;
+ filesystem->Write( &id, sizeof(unsigned int), file );
+
+ unsigned char t = (unsigned char)(255 * order->t);
+ filesystem->Write( &t, sizeof(unsigned char), file );
+
+ // overflow check
+ if (++saveCount == spotCount)
+ break;
+ }
+ }
+ }
+
+ // store place dictionary entry
+ PlaceDirectory::IndexType entry = placeDirectory.GetIndex( GetPlace() );
+ filesystem->Write( &entry, sizeof(entry), file );
+
+ // write out ladder info
+ int i;
+ for ( i=0; i<CSNavLadder::NUM_LADDER_DIRECTIONS; ++i )
+ {
+ // save number of encounter paths for this area
+ unsigned int count = m_ladder[i].Count();
+ filesystem->Write( &count, sizeof(unsigned int), file );
+
+ NavLadderConnect ladder;
+ FOR_EACH_LL( m_ladder[i], it )
+ {
+ ladder = m_ladder[i][it];
+
+ unsigned int id = ladder.ladder->GetID();
+ filesystem->Write( &id, sizeof( id ), file );
+ }
+ }
+
+ // save earliest occupy times
+ for( i=0; i<MAX_NAV_TEAMS; ++i )
+ {
+ // no spot in the map should take longer than this to reach
+ filesystem->Write( &m_earliestOccupyTime[i], sizeof(m_earliestOccupyTime[i]), file );
+ }
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Load a navigation area from the file
+ */
+void CNavArea::Load( FileHandle_t file, unsigned int version )
+{
+ // load ID
+ filesystem->Read( &m_id, sizeof(unsigned int), file );
+
+ // update nextID to avoid collisions
+ if (m_id >= m_nextID)
+ m_nextID = m_id+1;
+
+ // load attribute flags
+ if ( version <= 8 )
+ {
+ unsigned char flags = 0;
+ filesystem->Read( &flags, sizeof(unsigned char), file );
+ m_attributeFlags = flags;
+ }
+ else
+ {
+ filesystem->Read( &m_attributeFlags, sizeof(unsigned short), file );
+ }
+
+ // load extent of area
+ filesystem->Read( &m_extent, 6*sizeof(float), file );
+
+ m_center.x = (m_extent.lo.x + m_extent.hi.x)/2.0f;
+ m_center.y = (m_extent.lo.y + m_extent.hi.y)/2.0f;
+ m_center.z = (m_extent.lo.z + m_extent.hi.z)/2.0f;
+
+ // load heights of implicit corners
+ filesystem->Read( &m_neZ, sizeof(float), file );
+ filesystem->Read( &m_swZ, sizeof(float), file );
+
+ 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;
+ int result = filesystem->Read( &count, sizeof(unsigned int), file );
+ Assert( result == sizeof(unsigned int) );
+
+ for( unsigned int i=0; i<count; ++i )
+ {
+ NavConnect connect;
+ result = filesystem->Read( &connect.id, sizeof(unsigned int), file );
+ Assert( result == sizeof(unsigned int) );
+
+ // 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;
+ filesystem->Read( &hidingSpotCount, sizeof(unsigned char), file );
+
+ if (version == 1)
+ {
+ // load simple vector array
+ Vector pos;
+ for( int h=0; h<hidingSpotCount; ++h )
+ {
+ filesystem->Read( &pos, 3 * sizeof(float), file );
+
+ // create new hiding spot and put on master list
+ HidingSpot *spot = TheNavMesh->CreateHidingSpot();
+ spot->SetPosition( pos );
+ spot->SetFlags( HidingSpot::IN_COVER );
+ m_hidingSpotList.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( file, version );
+
+ m_hidingSpotList.AddToTail( spot );
+ }
+ }
+
+ //
+ // Load number of approach areas
+ //
+ filesystem->Read( &m_approachCount, sizeof(unsigned char), file );
+
+ // load approach area info (IDs)
+ unsigned char type;
+ for( int a=0; a<m_approachCount; ++a )
+ {
+ filesystem->Read( &m_approach[a].here.id, sizeof(unsigned int), file );
+
+ filesystem->Read( &m_approach[a].prev.id, sizeof(unsigned int), file );
+ filesystem->Read( &type, sizeof(unsigned char), file );
+ m_approach[a].prevToHereHow = (NavTraverseType)type;
+
+ filesystem->Read( &m_approach[a].next.id, sizeof(unsigned int), file );
+ filesystem->Read( &type, sizeof(unsigned char), file );
+ m_approach[a].hereToNextHow = (NavTraverseType)type;
+ }
+
+
+ //
+ // Load encounter paths for this area
+ //
+ unsigned int count;
+ filesystem->Read( &count, sizeof(unsigned int), file );
+
+ if (version < 3)
+ {
+ // old data, read and discard
+ for( unsigned int e=0; e<count; ++e )
+ {
+ SpotEncounter encounter;
+
+ filesystem->Read( &encounter.from.id, sizeof(unsigned int), file );
+ filesystem->Read( &encounter.to.id, sizeof(unsigned int), file );
+
+ filesystem->Read( &encounter.path.from.x, 3 * sizeof(float), file );
+ filesystem->Read( &encounter.path.to.x, 3 * sizeof(float), file );
+
+ // read list of spots along this path
+ unsigned char spotCount;
+ filesystem->Read( &spotCount, sizeof(unsigned char), file );
+
+ for( int s=0; s<spotCount; ++s )
+ {
+ Vector pos;
+ filesystem->Read( &pos, 3*sizeof(float), file );
+ filesystem->Read( &pos, sizeof(float), file );
+ }
+ }
+ return;
+ }
+
+ for( unsigned int e=0; e<count; ++e )
+ {
+ SpotEncounter *encounter = new SpotEncounter;
+
+ filesystem->Read( &encounter->from.id, sizeof(unsigned int), file );
+
+ unsigned char dir;
+ filesystem->Read( &dir, sizeof(unsigned char), file );
+ encounter->fromDir = static_cast<NavDirType>( dir );
+
+ filesystem->Read( &encounter->to.id, sizeof(unsigned int), file );
+
+ filesystem->Read( &dir, sizeof(unsigned char), file );
+ encounter->toDir = static_cast<NavDirType>( dir );
+
+ // read list of spots along this path
+ unsigned char spotCount;
+ filesystem->Read( &spotCount, sizeof(unsigned char), file );
+
+ SpotOrder order;
+ for( int s=0; s<spotCount; ++s )
+ {
+ filesystem->Read( &order.id, sizeof(unsigned int), file );
+
+ unsigned char t;
+ filesystem->Read( &t, sizeof(unsigned char), file );
+
+ order.t = (float)t/255.0f;
+
+ encounter->spotList.AddToTail( order );
+ }
+
+ m_spotEncounterList.AddToTail( encounter );
+ }
+
+ if (version < 5)
+ return;
+
+ //
+ // Load Place data
+ //
+ PlaceDirectory::IndexType entry;
+ filesystem->Read( &entry, sizeof(entry), file );
+
+ // convert entry to actual Place
+ SetPlace( placeDirectory.IndexToPlace( entry ) );
+
+ if ( version < 7 )
+ return;
+
+ // load ladder data
+ for ( int dir=0; dir<CSNavLadder::NUM_LADDER_DIRECTIONS; ++dir )
+ {
+ filesystem->Read( &count, sizeof(unsigned int), file );
+ {
+ for( unsigned int i=0; i<count; ++i )
+ {
+ NavLadderConnect connect;
+ filesystem->Read( &connect.id, sizeof(unsigned int), file );
+
+ bool alreadyConnected = false;
+ FOR_EACH_LL( 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;
+
+ // 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
+ filesystem->Read( &m_earliestOccupyTime[i], sizeof(m_earliestOccupyTime[i]), file );
+ }
+}
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * 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 ];
+
+ 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;
+ }
+ }
+ }
+
+ // resolve approach area IDs
+ for( int a=0; a<m_approachCount; ++a )
+ {
+ m_approach[a].here.area = TheNavMesh->GetNavAreaByID( m_approach[a].here.id );
+ if (m_approach[a].here.id && m_approach[a].here.area == NULL)
+ {
+ Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing Approach Area (here).\n" );
+ error = NAV_CORRUPT_DATA;
+ }
+
+ m_approach[a].prev.area = TheNavMesh->GetNavAreaByID( m_approach[a].prev.id );
+ if (m_approach[a].prev.id && m_approach[a].prev.area == NULL)
+ {
+ Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing Approach Area (prev).\n" );
+ error = NAV_CORRUPT_DATA;
+ }
+
+ m_approach[a].next.area = TheNavMesh->GetNavAreaByID( m_approach[a].next.id );
+ if (m_approach[a].next.id && m_approach[a].next.area == NULL)
+ {
+ Msg( "CNavArea::PostLoad: Corrupt navigation data. Missing Approach Area (next).\n" );
+ error = NAV_CORRUPT_DATA;
+ }
+ }
+
+ // 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;
+ }
+ }
+ }
+
+ // build overlap list
+ /// @todo Optimize this
+ FOR_EACH_VEC( TheNavAreas, nit )
+ {
+ CNavArea *area = TheNavAreas[ nit ];
+
+ if (area == this)
+ continue;
+
+ if (IsOverlapping( area ))
+ m_overlappingAreas.AddToTail( area );
+ }
+
+ return error;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * 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(), m_center, 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(), m_center, 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 );
+
+ static char filename[256];
+ Q_snprintf( filename, sizeof( filename ), "%s\\maps\\%s.nav", 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( void )
+{
+ // 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.
+ {
+ bool hasApproachAreas = false;
+ bool hasSpotEncounters = false;
+
+ FOR_EACH_VEC( TheNavAreas, it )
+ {
+ CNavArea *area = TheNavAreas[ it ];
+ if ( area->GetApproachInfoCount() )
+ {
+ hasApproachAreas = true;
+ }
+
+ if ( area->GetSpotEncounterCount() )
+ {
+ hasSpotEncounters = true;
+ }
+ }
+
+ if ( !hasApproachAreas || !hasSpotEncounters )
+ {
+ Warning( "The nav mesh needs a full nav_analyze\n" );
+ }
+ }
+}
+
+/**
+ * Store Navigation Mesh to a file
+ */
+bool CNavMesh::Save( void ) const
+{
+ WarnIfMeshNeedsAnalysis();
+
+ 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;
+ }
+
+ FileHandle_t file = filesystem->Open( filename, "wb" );
+
+ if (!file)
+ {
+ return false;
+ }
+
+ // store "magic number" to help identify this kind of file
+ unsigned int magic = NAV_MAGIC_NUMBER;
+ filesystem->Write( &magic, sizeof(unsigned int), file );
+
+ // 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
+ unsigned int version = NavCurrentVersion;
+ filesystem->Write( &version, sizeof(unsigned int), file );
+
+ // 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 );
+
+ filesystem->Write( &bspSize, sizeof(unsigned int), file );
+
+
+ //
+ // Build a directory of the Places in this map
+ //
+ placeDirectory.Reset();
+
+ FOR_EACH_VEC( TheNavAreas, nit )
+ {
+ CNavArea *area = TheNavAreas[ nit ];
+
+ Place place = area->GetPlace();
+
+ if (place)
+ {
+ placeDirectory.AddPlace( place );
+ }
+ }
+
+ placeDirectory.Save( file );
+
+
+ //
+ // Store navigation areas
+ //
+ {
+ // store number of areas
+ unsigned int count = TheNavAreas.Count();
+ filesystem->Write( &count, sizeof(unsigned int), file );
+
+ // store each area
+ FOR_EACH_VEC( TheNavAreas, it )
+ {
+ CNavArea *area = TheNavAreas[ it ];
+
+ area->Save( file, version );
+ }
+ }
+
+ //
+ // Store ladders
+ //
+ {
+ // store number of ladders
+ unsigned int count = m_ladders.Count();
+ filesystem->Write( &count, sizeof(unsigned int), file );
+
+ // store each ladder
+ FOR_EACH_VEC( m_ladders, it )
+ {
+ CNavLadder *ladder = m_ladders[ it ];
+
+ ladder->Save( file, version );
+ }
+ }
+
+ filesystem->Flush( file );
+ filesystem->Close( file );
+
+ 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 bspPathname[256];
+ char filename[256];
+ Q_strncpy( bspPathname, "maps/", sizeof( bspPathname ) );
+ Q_strncat( bspPathname, bspFilename, sizeof( bspPathname ), COPY_ALL_CHARACTERS );
+ Q_strncpy( filename, bspPathname, sizeof( filename ) );
+ Q_SetExtension( filename, ".nav", sizeof( filename ) );
+
+ 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 );
+
+
+//--------------------------------------------------------------------------------------------------------------
+/**
+ * Load AI navigation data from a file
+ */
+NavErrorType CNavMesh::Load( void )
+{
+ // free previous navigation mesh data
+ Reset();
+ placeDirectory.Reset();
+
+ CNavArea::m_nextID = 1;
+
+ // nav filename is derived from map filename
+ char filename[256];
+ Q_snprintf( filename, sizeof( filename ), "maps\\%s.nav", STRING( gpGlobals->mapname ) );
+
+ 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)
+ {
+ Msg( "Invalid navigation file '%s'.\n", filename );
+ 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)
+ {
+ Msg( "Unknown navigation file version.\n" );
+ filesystem->Close( file );
+ return NAV_BAD_FILE_VERSION;
+ }
+
+ if (version >= 4)
+ {
+ // 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
+ char *bspFilename = GetBspFilename( filename );
+ if ( bspFilename == NULL )
+ {
+ filesystem->Close( file );
+ return NAV_INVALID_FILE;
+ }
+
+ unsigned int bspSize = filesystem->Size( bspFilename );
+
+ if (bspSize != saveBspSize && !navIsInBsp)
+ {
+ if ( engine->IsDedicatedServer() )
+ {
+ // Warning doesn't print to the dedicated server console, so we'll use Msg instead
+ Msg( "The Navigation Mesh was built using a different version of this map.\n" );
+ }
+ else
+ {
+ Warning( "The Navigation Mesh was built using a different version of this map.\n" );
+ }
+ m_isFromCurrentMap = false;
+ }
+ }
+
+ // load Place directory
+ if (version >= 5)
+ {
+ placeDirectory.Load( file );
+ }
+
+ // get number of areas
+ unsigned int count;
+ unsigned int i;
+ result = filesystem->Read( &count, sizeof(unsigned int), 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
+ for( i=0; i<count; ++i )
+ {
+ CNavArea *area = new CNavArea;
+ area->Load( file, version );
+ TheNavAreas.AddToTail( area );
+
+ Extent areaExtent;
+ area->GetExtent(&areaExtent);
+
+ // check validity of nav area
+ if (areaExtent.lo.x >= areaExtent.hi.x || areaExtent.lo.y >= areaExtent.hi.y)
+ Warning( "WARNING: Degenerate Navigation Area #%d at ( %g, %g, %g )\n",
+ area->GetID(), area->m_center.x, area->m_center.y, area->m_center.z );
+
+ 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)
+ {
+ result = filesystem->Read( &count, sizeof(unsigned int), file );
+
+ // load the ladders
+ for( i=0; i<count; ++i )
+ {
+ CNavLadder *ladder = new CNavLadder;
+ ladder->Load( file, version );
+ m_ladders.AddToTail( ladder );
+ }
+ }
+ else
+ {
+ BuildLadders();
+ }
+
+ // 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();
+
+ // the Navigation Mesh has been successfully loaded
+ m_isLoaded = true;
+
+ filesystem->Close( file );
+
+ WarnIfMeshNeedsAnalysis();
+
+ return NAV_OK;
+}
+#endif \ No newline at end of file