sqwarmed/sdk_src/game/server/nav_file.cpp

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// nav_file.cpp
// Reading and writing nav files
// Author: Michael S. Booth (mike@turtlerockstudios.com), January-September 2003
#include "cbase.h"
#include "nav_mesh.h"
#include "gamerules.h"
#include "datacache/imdlcache.h"
#include "tier1/lzmaDecoder.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/// The current version of the nav file format
/// IMPORTANT: If this version changes, the swap function in makegamedata
/// must be updated to match. If not, this will break the Xbox 360.
// TODO: Was changed from 15, update when latest 360 code is integrated (MSB 5/5/09)
const int NavCurrentVersion = 16;
//--------------------------------------------------------------------------------------------------------------
//
// The 'place directory' is used to save and load places from
// nav files in a size-efficient manner that also allows for the
// order of the place ID's to change without invalidating the
// nav files.
//
// The place directory is stored in the nav file as a list of
// place name strings. Each nav area then contains an index
// into that directory, or zero if no place has been assigned to
// that area.
//
class PlaceDirectory
{
public:
typedef unsigned short IndexType; // Loaded/Saved as UnsignedShort. Change this and you'll have to version.
PlaceDirectory( void )
{
Reset();
}
void Reset( void )
{
m_directory.RemoveAll();
m_hasUnnamedAreas = false;
}
/// 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)
{
AssertMsg( 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)
{
m_hasUnnamedAreas = true;
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())
{
AssertMsg( false, "PlaceDirectory::IndexToPlace: Invalid entry" );
return UNDEFINED_PLACE;
}
return m_directory[ i ];
}
/// store the directory
void Save( CUtlBuffer &fileBuffer )
{
// store number of entries in directory
IndexType count = (IndexType)m_directory.Count();
fileBuffer.PutUnsignedShort( count );
// store entries
for( int i=0; i<m_directory.Count(); ++i )
{
const char *placeName = TheNavMesh->PlaceToName( m_directory[i] );
// store string length followed by string itself
unsigned short len = (unsigned short)(strlen( placeName ) + 1);
fileBuffer.PutUnsignedShort( len );
fileBuffer.Put( placeName, len );
}
fileBuffer.PutUnsignedChar( m_hasUnnamedAreas );
}
/// load the directory
void Load( CUtlBuffer &fileBuffer, int version )
{
// read number of entries
IndexType count = fileBuffer.GetUnsignedShort();
m_directory.RemoveAll();
// read each entry
char placeName[256];
unsigned short len;
for( int i=0; i<count; ++i )
{
len = fileBuffer.GetUnsignedShort();
fileBuffer.Get( placeName, MIN( sizeof( placeName ), len ) );
Place place = TheNavMesh->NameToPlace( placeName );
if (place == UNDEFINED_PLACE)
{
Warning( "Warning: NavMesh place %s is undefined?\n", placeName );
}
AddPlace( place );
}
if ( version > 11 )
{
m_hasUnnamedAreas = fileBuffer.GetUnsignedChar() != 0;
}
}
const CUtlVector< Place > *GetPlaces( void ) const
{
return &m_directory;
}
bool HasUnnamedPlaces( void ) const
{
return m_hasUnnamedAreas;
}
private:
CUtlVector< Place > m_directory;
bool m_hasUnnamedAreas;
};
static PlaceDirectory placeDirectory;
#if defined( _X360 )
#define FORMAT_BSPFILE "maps\\%s.360.bsp"
#define FORMAT_NAVFILE "maps\\%s.360.nav"
#else
#define FORMAT_BSPFILE "maps\\%s.bsp"
#define FORMAT_NAVFILE "maps\\%s.nav"
#endif
//--------------------------------------------------------------------------------------------------------------
/**
* Replace extension with "bsp"
*/
char *GetBspFilename( const char *navFilename )
{
static char bspFilename[256];
Q_snprintf( bspFilename, sizeof( bspFilename ), FORMAT_BSPFILE, STRING( gpGlobals->mapname ) );
int len = strlen( bspFilename );
if (len < 3)
return NULL;
bspFilename[ len-3 ] = 'b';
bspFilename[ len-2 ] = 's';
bspFilename[ len-1 ] = 'p';
return bspFilename;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Save a navigation area to the opened binary stream
*/
void CNavArea::Save( CUtlBuffer &fileBuffer, unsigned int version ) const
{
// save ID
fileBuffer.PutUnsignedInt( m_id );
// save attribute flags
fileBuffer.PutInt( m_attributeFlags );
// save extent of area
fileBuffer.Put( &m_nwCorner, 3*sizeof(float) );
fileBuffer.Put( &m_seCorner, 3*sizeof(float) );
// save heights of implicit corners
fileBuffer.PutFloat( m_neZ );
fileBuffer.PutFloat( m_swZ );
// save connections to adjacent areas
// in the enum order NORTH, EAST, SOUTH, WEST
for( int d=0; d<NUM_DIRECTIONS; d++ )
{
// save number of connections for this direction
unsigned int count = m_connect[d].Count();
fileBuffer.PutUnsignedInt( count );
FOR_EACH_VEC( m_connect[d], it )
{
NavConnect connect = m_connect[d][ it ];
fileBuffer.PutUnsignedInt( connect.area->m_id );
}
}
//
// Store hiding spots for this area
//
unsigned char count;
if (m_hidingSpots.Count() > 255)
{
count = 255;
Warning( "Warning: NavArea #%d: Truncated hiding spot list to 255\n", m_id );
}
else
{
count = (unsigned char)m_hidingSpots.Count();
}
fileBuffer.PutUnsignedChar( count );
// store HidingSpot objects
unsigned int saveCount = 0;
FOR_EACH_VEC( m_hidingSpots, hit )
{
HidingSpot *spot = m_hidingSpots[ hit ];
spot->Save( fileBuffer, version );
// overflow check
if (++saveCount == count)
break;
}
//
// Save encounter spots for this area
//
{
// save number of encounter paths for this area
unsigned int count = m_spotEncounters.Count();
fileBuffer.PutUnsignedInt( count );
SpotEncounter *e;
FOR_EACH_VEC( m_spotEncounters, it )
{
e = m_spotEncounters[ it ];
if (e->from.area)
fileBuffer.PutUnsignedInt( e->from.area->m_id );
else
fileBuffer.PutUnsignedInt( 0 );
unsigned char dir = (unsigned char)e->fromDir;
fileBuffer.PutUnsignedChar( dir );
if (e->to.area)
fileBuffer.PutUnsignedInt( e->to.area->m_id );
else
fileBuffer.PutUnsignedInt( 0 );
dir = (unsigned char)e->toDir;
fileBuffer.PutUnsignedChar( dir );
// write list of spots along this path
unsigned char spotCount;
if (e->spots.Count() > 255)
{
spotCount = 255;
Warning( "Warning: NavArea #%d: Truncated encounter spot list to 255\n", m_id );
}
else
{
spotCount = (unsigned char)e->spots.Count();
}
fileBuffer.PutUnsignedChar( spotCount );
saveCount = 0;
FOR_EACH_VEC( e->spots, sit )
{
SpotOrder *order = &e->spots[ sit ];
// order->spot may be NULL if we've loaded a nav mesh that has been edited but not re-analyzed
unsigned int id = (order->spot) ? order->spot->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
unsigned char t = (unsigned char)(255 * order->t);
fileBuffer.PutUnsignedChar( t );
// overflow check
if (++saveCount == spotCount)
break;
}
}
}
// store place dictionary entry
PlaceDirectory::IndexType entry = placeDirectory.GetIndex( GetPlace() );
fileBuffer.Put( &entry, sizeof(entry) );
// write out ladder info
int i;
for ( i=0; i<CNavLadder::NUM_LADDER_DIRECTIONS; ++i )
{
// save number of encounter paths for this area
unsigned int count = m_ladder[i].Count();
fileBuffer.PutUnsignedInt( count );
NavLadderConnect ladder;
FOR_EACH_VEC( m_ladder[i], it )
{
ladder = m_ladder[i][it];
unsigned int id = ladder.ladder->GetID();
fileBuffer.PutUnsignedInt( id );
}
}
// save earliest occupy times
for( i=0; i<MAX_NAV_TEAMS; ++i )
{
// no spot in the map should take longer than this to reach
fileBuffer.Put( &m_earliestOccupyTime[i], sizeof(m_earliestOccupyTime[i]) );
}
// save light intensity
for ( i=0; i<NUM_CORNERS; ++i )
{
fileBuffer.PutFloat( m_lightIntensity[i] );
}
// save visible area set
unsigned int visibleAreaCount = m_potentiallyVisibleAreas.Count();
fileBuffer.PutUnsignedInt( visibleAreaCount );
for ( int vit=0; vit<m_potentiallyVisibleAreas.Count(); ++vit )
{
CNavArea *area = m_potentiallyVisibleAreas[ vit ].area;
unsigned int id = area ? area->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
fileBuffer.PutUnsignedChar( m_potentiallyVisibleAreas[ vit ].attributes );
}
// store area we inherit visibility from
unsigned int id = ( m_inheritVisibilityFrom.area ) ? m_inheritVisibilityFrom.area->GetID() : 0;
fileBuffer.PutUnsignedInt( id );
}
//--------------------------------------------------------------------------------------------------------------
/**
* Load a navigation area from the file
*/
NavErrorType CNavArea::Load( CUtlBuffer &fileBuffer, unsigned int version, unsigned int subVersion )
{
// load ID
m_id = fileBuffer.GetUnsignedInt();
// update nextID to avoid collisions
if (m_id >= m_nextID)
m_nextID = m_id+1;
// load attribute flags
if ( version <= 8 )
{
m_attributeFlags = fileBuffer.GetUnsignedChar();
}
else if ( version < 13 )
{
m_attributeFlags = fileBuffer.GetUnsignedShort();
}
else
{
m_attributeFlags = fileBuffer.GetInt();
}
// load extent of area
fileBuffer.Get( &m_nwCorner, 3*sizeof(float) );
fileBuffer.Get( &m_seCorner, 3*sizeof(float) );
m_center.x = (m_nwCorner.x + m_seCorner.x)/2.0f;
m_center.y = (m_nwCorner.y + m_seCorner.y)/2.0f;
m_center.z = (m_nwCorner.z + m_seCorner.z)/2.0f;
if ( ( m_seCorner.x - m_nwCorner.x ) > 0.0f && ( m_seCorner.y - m_nwCorner.y ) > 0.0f )
{
m_invDxCorners = 1.0f / ( m_seCorner.x - m_nwCorner.x );
m_invDyCorners = 1.0f / ( m_seCorner.y - m_nwCorner.y );
}
else
{
m_invDxCorners = m_invDyCorners = 0;
DevWarning( "Degenerate Navigation Area #%d at setpos %g %g %g\n",
m_id, m_center.x, m_center.y, m_center.z );
}
// load heights of implicit corners
m_neZ = fileBuffer.GetFloat();
m_swZ = fileBuffer.GetFloat();
CheckWaterLevel();
// load connections (IDs) to adjacent areas
// in the enum order NORTH, EAST, SOUTH, WEST
for( int d=0; d<NUM_DIRECTIONS; d++ )
{
// load number of connections for this direction
unsigned int count = fileBuffer.GetUnsignedInt();
Assert( fileBuffer.IsValid() );
m_connect[d].EnsureCapacity( count );
for( unsigned int i=0; i<count; ++i )
{
NavConnect connect;
connect.id = fileBuffer.GetUnsignedInt();
Assert( fileBuffer.IsValid() );
// don't allow self-referential connections
if ( connect.id != m_id )
{
m_connect[d].AddToTail( connect );
}
}
}
//
// Load hiding spots
//
// load number of hiding spots
unsigned char hidingSpotCount = fileBuffer.GetUnsignedChar();
if (version == 1)
{
// load simple vector array
Vector pos;
for( int h=0; h<hidingSpotCount; ++h )
{
fileBuffer.Get( &pos, 3 * sizeof(float) );
// create new hiding spot and put on master list
HidingSpot *spot = TheNavMesh->CreateHidingSpot();
spot->SetPosition( pos );
spot->SetFlags( HidingSpot::IN_COVER );
m_hidingSpots.AddToTail( spot );
}
}
else
{
// load HidingSpot objects for this area
for( int h=0; h<hidingSpotCount; ++h )
{
// create new hiding spot and put on master list
HidingSpot *spot = TheNavMesh->CreateHidingSpot();
spot->Load( fileBuffer, version );
m_hidingSpots.AddToTail( spot );
}
}
if ( version < 15 )
{
//
// Eat the approach areas
//
int nToEat = fileBuffer.GetUnsignedChar();
// load approach area info (IDs)
for( int a=0; a<nToEat; ++a )
{
fileBuffer.GetUnsignedInt();
fileBuffer.GetUnsignedInt();
fileBuffer.GetUnsignedChar();
fileBuffer.GetUnsignedInt();
fileBuffer.GetUnsignedChar();
}
}
//
// Load encounter paths for this area
//
unsigned int count = fileBuffer.GetUnsignedInt();
if (version < 3)
{
// old data, read and discard
for( unsigned int e=0; e<count; ++e )
{
SpotEncounter encounter;
encounter.from.id = fileBuffer.GetUnsignedInt();
encounter.to.id = fileBuffer.GetUnsignedInt();
fileBuffer.Get( &encounter.path.from.x, 3 * sizeof(float) );
fileBuffer.Get( &encounter.path.to.x, 3 * sizeof(float) );
// read list of spots along this path
unsigned char spotCount = fileBuffer.GetUnsignedChar();
for( int s=0; s<spotCount; ++s )
{
fileBuffer.GetFloat();
fileBuffer.GetFloat();
fileBuffer.GetFloat();
fileBuffer.GetFloat();
}
}
return NAV_OK;
}
for( unsigned int e=0; e<count; ++e )
{
SpotEncounter *encounter = new SpotEncounter;
encounter->from.id = fileBuffer.GetUnsignedInt();
unsigned char dir = fileBuffer.GetUnsignedChar();
encounter->fromDir = static_cast<NavDirType>( dir );
encounter->to.id = fileBuffer.GetUnsignedInt();
dir = fileBuffer.GetUnsignedChar();
encounter->toDir = static_cast<NavDirType>( dir );
// read list of spots along this path
unsigned char spotCount = fileBuffer.GetUnsignedChar();
SpotOrder order;
for( int s=0; s<spotCount; ++s )
{
order.id = fileBuffer.GetUnsignedInt();
unsigned char t = fileBuffer.GetUnsignedChar();
order.t = (float)t/255.0f;
encounter->spots.AddToTail( order );
}
m_spotEncounters.AddToTail( encounter );
}
if (version < 5)
return NAV_OK;
//
// Load Place data
//
PlaceDirectory::IndexType entry = fileBuffer.GetUnsignedShort();
// convert entry to actual Place
SetPlace( placeDirectory.IndexToPlace( entry ) );
if ( version < 7 )
return NAV_OK;
// load ladder data
for ( int dir=0; dir<CNavLadder::NUM_LADDER_DIRECTIONS; ++dir )
{
count = fileBuffer.GetUnsignedInt();
for( unsigned int i=0; i<count; ++i )
{
NavLadderConnect connect;
connect.id = fileBuffer.GetUnsignedInt();
bool alreadyConnected = false;
FOR_EACH_VEC( m_ladder[dir], j )
{
if ( m_ladder[dir][j].id == connect.id )
{
alreadyConnected = true;
break;
}
}
if ( !alreadyConnected )
{
m_ladder[dir].AddToTail( connect );
}
}
}
if ( version < 8 )
return NAV_OK;
// load earliest occupy times
for( int i=0; i<MAX_NAV_TEAMS; ++i )
{
// no spot in the map should take longer than this to reach
m_earliestOccupyTime[i] = fileBuffer.GetFloat();
}
if ( version < 11 )
return NAV_OK;
// load light intensity
for ( int i=0; i<NUM_CORNERS; ++i )
{
m_lightIntensity[i] = fileBuffer.GetFloat();
}
if ( version < 16 )
return NAV_OK;
// load visibility information
unsigned int visibleAreaCount = fileBuffer.GetUnsignedInt();
if ( !IsX360() )
{
m_potentiallyVisibleAreas.EnsureCapacity( visibleAreaCount );
}
else
{
/* TODO: Re-enable when latest 360 code gets integrated (MSB 5/5/09)
size_t nBytes = visibleAreaCount * sizeof( AreaBindInfo );
m_potentiallyVisibleAreas.~CAreaBindInfoArray();
new ( &m_potentiallyVisibleAreas ) CAreaBindInfoArray( (AreaBindInfo *)engine->AllocLevelStaticData( nBytes ), 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 )
{
for( int i=0; i<MAX_NAV_TEAMS; ++i )
{
m_earliestOccupyTime[i] = 0.0f;
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Determine if this area is a "battlefront" area - where two rushing teams first meet.
*/
void CNavMesh::ComputeBattlefrontAreas( void )
{
#if 0
#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( 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.
if ( !TheNavMesh->IsAnalyzed() )
{
Warning( "The nav mesh needs a full nav_analyze\n" );
return;
}
}
/**
* 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;
}
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 ) );
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 ( IsX360() )
{
// 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 ) );
bool navIsInBsp = false;
CUtlBuffer fileBuffer( 4096, 1024*1024, CUtlBuffer::READ_ONLY );
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;
}
}
if ( IsX360() )
{
// 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 )
{
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 ( 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();
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;
}