mirror of
https://github.com/bearstonem/openmohaa-vr.git
synced 2026-10-23 12:00:25 +02:00
- 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`
151 lines
3.1 KiB
C++
151 lines
3.1 KiB
C++
/*
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===========================================================================
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Copyright (C) 2025 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/**
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* @file navigation_bsp_lump.cpp
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* @brief Provide functions for loading lumps from BSP.
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*
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*/
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#include "g_local.h"
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#include "navigation_bsp_lump.h"
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#include "../script/scriptexception.h"
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/*
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============
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gameLump_c::gameLump_c
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============
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*/
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gameLump_c::gameLump_c(gameLump_c&& other) noexcept
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{
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FreeLump();
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buffer = other.buffer;
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length = other.length;
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other.buffer = NULL;
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}
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/*
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============
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gameLump_c::operator=
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============
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*/
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gameLump_c& gameLump_c::operator=(gameLump_c&& other) noexcept
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{
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FreeLump();
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buffer = other.buffer;
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length = other.length;
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other.buffer = NULL;
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return *this;
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}
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/*
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============
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gameLump_c::~gameLump_c
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============
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*/
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gameLump_c::~gameLump_c()
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{
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FreeLump();
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}
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/*
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============
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gameLump_c::LoadLump
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============
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*/
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gameLump_c gameLump_c::LoadLump(fileHandle_t handle, const lump_t& lump)
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{
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if (lump.filelen) {
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void *buffer = gi.Malloc(lump.filelen);
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if (gi.FS_Seek(handle, lump.fileofs, FS_SEEK_SET) < 0) {
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throw ScriptException("CM_LoadLump: Error seeking to lump.");
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}
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gi.FS_Read(buffer, lump.filelen, handle);
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return gameLump_c(buffer, lump.filelen);
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}
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return gameLump_c();
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}
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/*
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============
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gameLump_c::FreeLump
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============
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*/
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void gameLump_c::FreeLump()
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{
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if (buffer) {
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gi.Free(buffer);
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buffer = NULL;
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length = 0;
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}
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}
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bspMap_c::bspMap_c()
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: mapname(NULL)
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, h(0)
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, length(0)
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{}
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bspMap_c::bspMap_c(const char *inMapName, fileHandle_t inHandle, int inLength)
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: mapname(inMapName)
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, h(inHandle)
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, length(inLength)
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{}
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bspMap_c::~bspMap_c()
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{
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if (h) {
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gi.FS_FCloseFile(h);
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}
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}
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/*
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============
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bspMap_c::LoadLump
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============
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*/
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gameLump_c bspMap_c::LoadLump(int index)
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{
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const lump_t& lump = *Q_GetLumpByVersion(&header, index);
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if (lump.filelen) {
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void *buffer = gi.Malloc(lump.filelen);
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if (gi.FS_Seek(h, lump.fileofs, FS_SEEK_SET) < 0) {
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throw ScriptException("CM_LoadLump: Error seeking to lump.");
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}
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gi.FS_Read(buffer, lump.filelen, h);
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return gameLump_c(buffer, lump.filelen);
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}
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return gameLump_c();
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}
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