q3rally/engine/code/botlib/be_aas_main.c

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: be_aas_main.c
*
* desc: AAS
*
* $Archive: /MissionPack/code/botlib/be_aas_main.c $
*
*****************************************************************************/
#include "../qcommon/q_shared.h"
#include "l_memory.h"
#include "l_libvar.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "l_log.h"
#include "aasfile.h"
#include "botlib.h"
#include "be_aas.h"
#include "be_aas_funcs.h"
#include "be_interface.h"
#include "be_aas_def.h"
aas_t aasworld;
libvar_t *saveroutingcache;
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void QDECL AAS_Error(char *fmt, ...)
{
char str[1024];
va_list arglist;
va_start(arglist, fmt);
Q_vsnprintf(str, sizeof(str), fmt, arglist);
va_end(arglist);
botimport.Print(PRT_FATAL, "%s", str);
} //end of the function AAS_Error
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Loaded(void)
{
return aasworld.loaded;
} //end of the function AAS_Loaded
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Initialized(void)
{
return aasworld.initialized;
} //end of the function AAS_Initialized
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_SetInitialized(void)
{
aasworld.initialized = qtrue;
botimport.Print(PRT_MESSAGE, "AAS initialized.\n");
#ifdef DEBUG
//create all the routing cache
//AAS_CreateAllRoutingCache();
//
//AAS_RoutingInfo();
#endif
} //end of the function AAS_SetInitialized
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_ContinueInit(float time)
{
//if no AAS file loaded
if (!aasworld.loaded) return;
//if AAS is already initialized
if (aasworld.initialized) return;
//calculate reachability, if not finished return
if (AAS_ContinueInitReachability(time)) return;
//initialize clustering for the new map
AAS_InitClustering();
//if reachability has been calculated and an AAS file should be written
//or there is a forced data optimization
if (aasworld.savefile || ((int)LibVarGetValue("forcewrite")))
{
//optimize the AAS data
if ((int)LibVarValue("aasoptimize", "0")) AAS_Optimize();
//save the AAS file
if (AAS_WriteAASFile(aasworld.filename))
{
botimport.Print(PRT_MESSAGE, "%s written successfully\n", aasworld.filename);
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} //end if
else
{
botimport.Print(PRT_ERROR, "couldn't write %s\n", aasworld.filename);
} //end else
} //end if
//initialize the routing
AAS_InitRouting();
//at this point AAS is initialized
AAS_SetInitialized();
} //end of the function AAS_ContinueInit
//===========================================================================
// called at the start of every frame
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_StartFrame(float time)
{
aasworld.time = time;
//unlink all entities that were not updated last frame
AAS_UnlinkInvalidEntities();
//invalidate the entities
AAS_InvalidateEntities();
//initialize AAS
AAS_ContinueInit(time);
//
aasworld.frameroutingupdates = 0;
//
if (botDeveloper)
{
if (LibVarGetValue("showcacheupdates"))
{
AAS_RoutingInfo();
LibVarSet("showcacheupdates", "0");
} //end if
if (LibVarGetValue("showmemoryusage"))
{
PrintUsedMemorySize();
LibVarSet("showmemoryusage", "0");
} //end if
if (LibVarGetValue("memorydump"))
{
PrintMemoryLabels();
LibVarSet("memorydump", "0");
} //end if
} //end if
//
if (saveroutingcache->value)
{
AAS_WriteRouteCache();
LibVarSet("saveroutingcache", "0");
} //end if
//
aasworld.numframes++;
return BLERR_NOERROR;
} //end of the function AAS_StartFrame
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
float AAS_Time(void)
{
return aasworld.time;
} //end of the function AAS_Time
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )
{
vec3_t pVec, vec;
VectorSubtract( point, vStart, pVec );
VectorSubtract( vEnd, vStart, vec );
VectorNormalize( vec );
// project onto the directional vector for this segment
VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );
} //end of the function AAS_ProjectPointOntoVector
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_LoadFiles(const char *mapname)
{
int errnum;
ioquake3 resync to revision 3385 from 3347. Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
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char aasfile[MAX_QPATH];
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ioquake3 resync to revision 3385 from 3347. Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
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Q_strncpyz(aasworld.mapname, mapname, sizeof(aasworld.mapname));
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//NOTE: first reset the entity links into the AAS areas and BSP leaves
// the AAS link heap and BSP link heap are reset after respectively the
// AAS file and BSP file are loaded
AAS_ResetEntityLinks();
// load bsp info
AAS_LoadBSPFile();
//load the aas file
ioquake3 resync to revision 3385 from 3347. Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
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Com_sprintf(aasfile, sizeof(aasfile), "maps/%s.aas", mapname);
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errnum = AAS_LoadAASFile(aasfile);
if (errnum != BLERR_NOERROR)
return errnum;
botimport.Print(PRT_MESSAGE, "loaded %s\n", aasfile);
Q_strncpyz(aasworld.filename, aasfile, sizeof(aasworld.filename));
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return BLERR_NOERROR;
} //end of the function AAS_LoadFiles
//===========================================================================
// called every time a map changes
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//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_LoadMap(const char *mapname)
{
int errnum;
//if no mapname is provided then the string indexes are updated
if (!mapname)
{
return 0;
} //end if
//
aasworld.initialized = qfalse;
//NOTE: free the routing caches before loading a new map because
// to free the caches the old number of areas, number of clusters
// and number of areas in a clusters must be available
AAS_FreeRoutingCaches();
//load the map
errnum = AAS_LoadFiles(mapname);
if (errnum != BLERR_NOERROR)
{
aasworld.loaded = qfalse;
return errnum;
} //end if
//
AAS_InitSettings();
//initialize the AAS link heap for the new map
AAS_InitAASLinkHeap();
//initialize the AAS linked entities for the new map
AAS_InitAASLinkedEntities();
//initialize reachability for the new map
AAS_InitReachability();
//initialize the alternative routing
AAS_InitAlternativeRouting();
//everything went ok
return 0;
} //end of the function AAS_LoadMap
//===========================================================================
// called when the library is first loaded
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int AAS_Setup(void)
{
aasworld.maxclients = (int) LibVarValue("maxclients", "128");
aasworld.maxentities = (int) LibVarValue("maxentities", "1024");
// as soon as it's set to 1 the routing cache will be saved
saveroutingcache = LibVar("saveroutingcache", "0");
//allocate memory for the entities
if (aasworld.entities) FreeMemory(aasworld.entities);
aasworld.entities = (aas_entity_t *) GetClearedHunkMemory(aasworld.maxentities * sizeof(aas_entity_t));
//invalidate all the entities
AAS_InvalidateEntities();
//force some recalculations
//LibVarSet("forceclustering", "1"); //force clustering calculation
//LibVarSet("forcereachability", "1"); //force reachability calculation
aasworld.numframes = 0;
return BLERR_NOERROR;
} //end of the function AAS_Setup
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AAS_Shutdown(void)
{
AAS_ShutdownAlternativeRouting();
//
AAS_DumpBSPData();
//free routing caches
AAS_FreeRoutingCaches();
//free aas link heap
AAS_FreeAASLinkHeap();
//free aas linked entities
AAS_FreeAASLinkedEntities();
//free the aas data
AAS_DumpAASData();
//free the entities
if (aasworld.entities) FreeMemory(aasworld.entities);
//clear the aasworld structure
Com_Memset(&aasworld, 0, sizeof(aas_t));
//aas has not been initialized
aasworld.initialized = qfalse;
//NOTE: as soon as a new .bsp file is loaded the .bsp file memory is
// freed and reallocated, so there's no need to free that memory here
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//print shutdown
botimport.Print(PRT_MESSAGE, "AAS shutdown.\n");
} //end of the function AAS_Shutdown