Files
bearstonem--openmohaa-vr/code/fgame/navigation_bsp_lump.cpp
T
smallmodel a4391bc320 Implement Recast-based navigation system (#726)
- Paths are generated automatically during map loading, for any map
- Bots can take path that requires climbing ladders (can climb ladders)
- Bots can take path that requires jump (like the ledge on Stalingrad)
- Bots will try to avoid obstacles in front of them by navigating on the
side

The old navigation system with pathnodes can still be used with `g_navigation_legacy
1`
2025-05-29 12:22:27 +02:00

151 lines
3.1 KiB
C++

/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/**
* @file navigation_bsp_lump.cpp
* @brief Provide functions for loading lumps from BSP.
*
*/
#include "g_local.h"
#include "navigation_bsp_lump.h"
#include "../script/scriptexception.h"
/*
============
gameLump_c::gameLump_c
============
*/
gameLump_c::gameLump_c(gameLump_c&& other) noexcept
{
FreeLump();
buffer = other.buffer;
length = other.length;
other.buffer = NULL;
}
/*
============
gameLump_c::operator=
============
*/
gameLump_c& gameLump_c::operator=(gameLump_c&& other) noexcept
{
FreeLump();
buffer = other.buffer;
length = other.length;
other.buffer = NULL;
return *this;
}
/*
============
gameLump_c::~gameLump_c
============
*/
gameLump_c::~gameLump_c()
{
FreeLump();
}
/*
============
gameLump_c::LoadLump
============
*/
gameLump_c gameLump_c::LoadLump(fileHandle_t handle, const lump_t& lump)
{
if (lump.filelen) {
void *buffer = gi.Malloc(lump.filelen);
if (gi.FS_Seek(handle, lump.fileofs, FS_SEEK_SET) < 0) {
throw ScriptException("CM_LoadLump: Error seeking to lump.");
}
gi.FS_Read(buffer, lump.filelen, handle);
return gameLump_c(buffer, lump.filelen);
}
return gameLump_c();
}
/*
============
gameLump_c::FreeLump
============
*/
void gameLump_c::FreeLump()
{
if (buffer) {
gi.Free(buffer);
buffer = NULL;
length = 0;
}
}
bspMap_c::bspMap_c()
: mapname(NULL)
, h(0)
, length(0)
{}
bspMap_c::bspMap_c(const char *inMapName, fileHandle_t inHandle, int inLength)
: mapname(inMapName)
, h(inHandle)
, length(inLength)
{}
bspMap_c::~bspMap_c()
{
if (h) {
gi.FS_FCloseFile(h);
}
}
/*
============
bspMap_c::LoadLump
============
*/
gameLump_c bspMap_c::LoadLump(int index)
{
const lump_t& lump = *Q_GetLumpByVersion(&header, index);
if (lump.filelen) {
void *buffer = gi.Malloc(lump.filelen);
if (gi.FS_Seek(h, lump.fileofs, FS_SEEK_SET) < 0) {
throw ScriptException("CM_LoadLump: Error seeking to lump.");
}
gi.FS_Read(buffer, lump.filelen, h);
return gameLump_c(buffer, lump.filelen);
}
return gameLump_c();
}