//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- boost::python::list GetNavAreasAtBB( const Vector &mins, const Vector &maxs ) { boost::python::list l; CNavArea *area; Extent extent; Vector vAbsMins2, vAbsMaxs2; // TODO: Use ForAllAreasOverlappingExtent? FOR_EACH_VEC( TheNavAreas, it ) { area = TheNavAreas[ it ]; area->GetExtent( &extent ); vAbsMins2 = extent.lo; vAbsMaxs2 = extent.hi; if( vAbsMins2[2] > vAbsMaxs2[2] ) { float z = vAbsMaxs2[2]; vAbsMaxs2[2] = vAbsMins2[2]; vAbsMins2[2] = z; } else if( vAbsMins2[2] == vAbsMaxs2[2] ) { vAbsMaxs2[2] += 1.0f; } // Does it intersects with our bounding box? if( IsBoxIntersectingBox( mins, maxs, vAbsMins2, vAbsMaxs2 ) ) { l.append( area->GetID() ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- Vector RandomNavAreaPositionWithin( const Vector &mins, const Vector &maxs, float minimumarea, int maxtries ) { if( maxtries < 0 ) maxtries = 1; Vector random; CNavArea *pArea = NULL; Extent extent; for( int i = 0; i < maxtries; i++ ) { random.Init( mins.x + ((float)rand() / RAND_MAX) * (maxs.x - mins.x), mins.y + ((float)rand() / RAND_MAX) * (maxs.y - mins.y), maxs.z ); pArea = TheNavMesh->GetNearestNavArea( random, false, 10000.0f, false, false ); if( pArea ) { pArea->GetExtent( &extent ); if( extent.Area() >= minimumarea ) break; } // Reset pArea = NULL; } if( !pArea ) { if( g_pynavmesh_debug.GetBool() ) DevMsg("RandomNavAreaPosition: No area found within Mins: %f %f %f, Maxs: %f %f %f, Random: %f %f %f\n", mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z, random.x, random.y, random.z); return vec3_origin; } Vector vRandomPoint = pArea->GetRandomPoint(); vRandomPoint.z += 32.0f; if( g_pynavmesh_debug.GetBool() ) DevMsg("RandomNavAreaPosition: Found position %f %f %f\n", vRandomPoint.x, vRandomPoint.y, vRandomPoint.z); return vRandomPoint; }
//----------------------------------------------------------------------------------------------------- int CFuncNavBlocker::DrawDebugTextOverlays( void ) { int offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { CFmtStr str; // FIRST_GAME_TEAM skips TEAM_SPECTATOR and TEAM_UNASSIGNED, so we can print // useful team names in a non-game-specific fashion. for ( int i=FIRST_GAME_TEAM; i<FIRST_GAME_TEAM + MAX_NAV_TEAMS; ++i ) { if ( IsBlockingNav( i ) ) { CTeam *team = GetGlobalTeam( i ); if ( team ) { EntityText( offset++, str.sprintf( "blocking team %s", team->GetName() ), 0 ); } else { EntityText( offset++, str.sprintf( "blocking team %d", i ), 0 ); } } } NavAreaCollector collector( true ); Extent extent; extent.Init( this ); TheNavMesh->ForAllAreasOverlappingExtent( collector, extent ); for ( int i=0; i<collector.m_area.Count(); ++i ) { CNavArea *area = collector.m_area[i]; Extent areaExtent; area->GetExtent( &areaExtent ); debugoverlay->AddBoxOverlay( vec3_origin, areaExtent.lo, areaExtent.hi, vec3_angle, 0, 255, 0, 10, NDEBUG_PERSIST_TILL_NEXT_SERVER ); } } return offset; }
/* <4f19c7> ../game_shared/bot/nav_file.cpp:947 */ NavErrorType LoadNavigationMap() { // since the navigation map is destroyed on map change, // if it exists it has already been loaded for this map if (!TheNavAreaList.empty()) return NAV_OK; // nav filename is derived from map filename char filename[256]; Q_sprintf(filename, "maps\\%s.nav", STRING(gpGlobals->mapname)); // free previous navigation map data DestroyNavigationMap(); placeDirectory.Reset(); IMPL_CLASS(CNavArea, m_nextID) = 1; SteamFile navFile(filename); if (!navFile.IsValid()) return NAV_CANT_ACCESS_FILE; // check magic number bool result; unsigned int magic; result = navFile.Read(&magic, sizeof(unsigned int)); if (!result || magic != NAV_MAGIC_NUMBER) { CONSOLE_ECHO("ERROR: Invalid navigation file '%s'.\n", filename); return NAV_INVALID_FILE; } // read file version number unsigned int version; result = navFile.Read(&version, sizeof(unsigned int)); if (!result || version > 5) { CONSOLE_ECHO("ERROR: Unknown navigation file version.\n"); 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; navFile.Read(&saveBspSize, sizeof(unsigned int)); // verify size char *bspFilename = GetBspFilename(filename); if (bspFilename == NULL) return NAV_INVALID_FILE; unsigned int bspSize = (unsigned int)GET_FILE_SIZE(bspFilename); if (bspSize != saveBspSize) { // this nav file is out of date for this bsp file char *msg = "*** WARNING ***\nThe AI navigation data is from a different version of this map.\nThe CPU players will likely not perform well.\n"; HintMessageToAllPlayers(msg); CONSOLE_ECHO("\n-----------------\n"); CONSOLE_ECHO(msg); CONSOLE_ECHO("-----------------\n\n"); } } // load Place directory if (version >= 5) { placeDirectory.Load(&navFile); } // get number of areas unsigned int count; result = navFile.Read(&count, sizeof(unsigned int)); 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 (unsigned int i = 0; i < count; ++i) { CNavArea *area = new CNavArea; area->Load(&navFile, version); TheNavAreaList.push_back(area); const Extent *areaExtent = area->GetExtent(); // check validity of nav area if (areaExtent->lo.x >= areaExtent->hi.x || areaExtent->lo.y >= areaExtent->hi.y) CONSOLE_ECHO("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 TheNavAreaGrid.Initialize(extent.lo.x, extent.hi.x, extent.lo.y, extent.hi.y); NavAreaList::iterator iter; for (iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter) TheNavAreaGrid.AddNavArea(*iter); // allow areas to connect to each other, etc for (iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter) { CNavArea *area = *iter; area->PostLoad(); } // load legacy location file (Places) if (version < 5) { LoadLocationFile(filename); } // Set up all the ladders BuildLadders(); return NAV_OK; }
/* <36b780> ../cstrike/dlls/bot/cs_bot_manager.cpp:1109 */ void CCSBotManager::ValidateMapData(void) { if (IMPLEMENT_ARRAY(m_isMapDataLoaded) || !UTIL_IsGame("czero")) { return; } IMPLEMENT_ARRAY(m_isMapDataLoaded) = true; // TODO: Reverse me if (LoadNavigationMap()) { CONSOLE_ECHO("Failed to load navigation map.\n"); return; } CONSOLE_ECHO("Navigation map loaded.\n"); m_zoneCount = 0; m_gameScenario = SCENARIO_DEATHMATCH; // Search all entities in the map and set the game type and // store all zones (bomb target, etc). CBaseEntity *entity = NULL; int i; for (i = 1; i < gpGlobals->maxEntities; i++) { entity = CBaseEntity::Instance(INDEXENT(i)); if (entity == NULL) continue; bool found = false; bool isLegacy = false; if (FClassnameIs(entity->pev, "func_bomb_target")) { found = true; isLegacy = false; m_gameScenario = SCENARIO_DEFUSE_BOMB; } else if (FClassnameIs(entity->pev, "info_bomb_target")) { found = true; isLegacy = true; m_gameScenario = SCENARIO_DEFUSE_BOMB; } else if (FClassnameIs(entity->pev, "func_hostage_rescue")) { found = true; isLegacy = false; m_gameScenario = SCENARIO_RESCUE_HOSTAGES; } else if (FClassnameIs(entity->pev, "info_hostage_rescue")) { found = true; isLegacy = true; m_gameScenario = SCENARIO_RESCUE_HOSTAGES; } else if (FClassnameIs(entity->pev, "hostage_entity")) { // some very old maps (ie: cs_assault) use info_player_start // as rescue zones, so set the scenario if there are hostages // in the map m_gameScenario = SCENARIO_RESCUE_HOSTAGES; } else if (FClassnameIs(entity->pev, "func_vip_safetyzone")) { found = true; isLegacy = false; m_gameScenario = SCENARIO_ESCORT_VIP; } if (found) { if (m_zoneCount < MAX_ZONES) { if (isLegacy) m_zone[ m_zoneCount ].m_center = entity->pev->origin; else m_zone[ m_zoneCount ].m_center = (entity->pev->absmax + entity->pev->absmin) / 2.0f; m_zone[ m_zoneCount ].m_isLegacy = isLegacy; m_zone[ m_zoneCount ].m_index = m_zoneCount; m_zone[ m_zoneCount ].m_entity = entity; ++m_zoneCount; } else CONSOLE_ECHO("Warning: Too many zones, some will be ignored.\n"); } } // If there are no zones and the scenario is hostage rescue, // use the info_player_start entities as rescue zones. if (m_zoneCount == 0 && m_gameScenario == SCENARIO_RESCUE_HOSTAGES) { entity = NULL; while ((entity = UTIL_FindEntityByClassname(entity, "info_player_start")) != NULL) { if (FNullEnt(entity->edict())) break; if (m_zoneCount < MAX_ZONES) { m_zone[ m_zoneCount ].m_center = entity->pev->origin; m_zone[ m_zoneCount ].m_isLegacy = true; m_zone[ m_zoneCount ].m_index = m_zoneCount; m_zone[ m_zoneCount ].m_entity = entity; ++m_zoneCount; } else CONSOLE_ECHO("Warning: Too many zones, some will be ignored.\n"); } } // Collect nav areas that overlap each zone for (i = 0; i < m_zoneCount; i++) { Zone *zone = &m_zone[i]; if (zone->m_isLegacy) { const float legacyRange = 256.0f; zone->m_extent.lo.x = zone->m_center.x - legacyRange; zone->m_extent.lo.y = zone->m_center.y - legacyRange; zone->m_extent.lo.z = zone->m_center.z - legacyRange; zone->m_extent.hi.x = zone->m_center.x + legacyRange; zone->m_extent.hi.y = zone->m_center.y + legacyRange; zone->m_extent.hi.z = zone->m_center.z + legacyRange; } else { zone->m_extent.lo = zone->m_entity->pev->absmin; zone->m_extent.hi = zone->m_entity->pev->absmax; } // ensure Z overlap const float zFudge = 50.0f; zone->m_areaCount = 0; zone->m_extent.lo.z -= zFudge; zone->m_extent.hi.z += zFudge; // build a list of nav areas that overlap this zone for (NavAreaList::iterator iter = TheNavAreaList.begin(); iter != TheNavAreaList.end(); ++iter) { CNavArea *area = (*iter); const Extent *areaExtent = area->GetExtent(); if (areaExtent->hi.x >= zone->m_extent.lo.x && areaExtent->lo.x <= zone->m_extent.hi.x && areaExtent->hi.y >= zone->m_extent.lo.y && areaExtent->lo.y <= zone->m_extent.hi.y && areaExtent->hi.z >= zone->m_extent.lo.z && areaExtent->lo.z <= zone->m_extent.hi.z) { // area overlaps zone zone->m_area[ zone->m_areaCount++ ] = area; if (zone->m_areaCount == MAX_ZONE_NAV_AREAS) { break; } } } } }