quadrilateralcowboy/tools/compilers/aas/AASReach.cpp

946 lines
28 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../../idlib/precompiled.h"
#pragma hdrstop
#include "AASFile.h"
#include "AASFile_local.h"
#include "AASReach.h"
#define INSIDEUNITS 2.0f
#define INSIDEUNITS_WALKEND 0.5f
#define INSIDEUNITS_WALKSTART 0.1f
#define INSIDEUNITS_SWIMEND 0.5f
#define INSIDEUNITS_FLYEND 0.5f
#define INSIDEUNITS_WATERJUMP 15.0f
/*
================
idAASReach::ReachabilityExists
================
*/
bool idAASReach::ReachabilityExists( int fromAreaNum, int toAreaNum ) {
aasArea_t *area;
idReachability *reach;
area = &file->areas[fromAreaNum];
for ( reach = area->reach; reach; reach = reach->next ) {
if ( reach->toAreaNum == toAreaNum ) {
return true;
}
}
return false;
}
/*
================
idAASReach::CanSwimInArea
================
*/
ID_INLINE bool idAASReach::CanSwimInArea( int areaNum ) {
return ( file->areas[areaNum].contents & AREACONTENTS_WATER ) != 0;
}
/*
================
idAASReach::AreaHasFloor
================
*/
ID_INLINE bool idAASReach::AreaHasFloor( int areaNum ) {
return ( file->areas[areaNum].flags & AREA_FLOOR ) != 0;
}
/*
================
idAASReach::AreaIsClusterPortal
================
*/
ID_INLINE bool idAASReach::AreaIsClusterPortal( int areaNum ) {
return ( file->areas[areaNum].contents & AREACONTENTS_CLUSTERPORTAL ) != 0;
}
/*
================
idAASReach::AddReachabilityToArea
================
*/
void idAASReach::AddReachabilityToArea( idReachability *reach, int areaNum ) {
aasArea_t *area;
area = &file->areas[areaNum];
reach->next = area->reach;
area->reach = reach;
numReachabilities++;
}
/*
================
idAASReach::Reachability_Fly
================
*/
void idAASReach::Reachability_Fly( int areaNum ) {
int i, faceNum, otherAreaNum;
aasArea_t *area;
aasFace_t *face;
idReachability_Fly *reach;
area = &file->areas[areaNum];
for ( i = 0; i < area->numFaces; i++ ) {
faceNum = file->faceIndex[area->firstFace + i];
face = &file->faces[abs(faceNum)];
otherAreaNum = face->areas[INTSIGNBITNOTSET(faceNum)];
if ( otherAreaNum == 0 ) {
continue;
}
if ( ReachabilityExists( areaNum, otherAreaNum ) ) {
continue;
}
// create reachability going through this face
reach = new idReachability_Fly();
reach->travelType = TFL_FLY;
reach->toAreaNum = otherAreaNum;
reach->fromAreaNum = areaNum;
reach->edgeNum = 0;
reach->travelTime = 1;
reach->start = file->FaceCenter( abs(faceNum) );
if ( faceNum < 0 ) {
reach->end = reach->start + file->planeList[face->planeNum].Normal() * INSIDEUNITS_FLYEND;
} else {
reach->end = reach->start - file->planeList[face->planeNum].Normal() * INSIDEUNITS_FLYEND;
}
AddReachabilityToArea( reach, areaNum );
}
}
/*
================
idAASReach::Reachability_Swim
================
*/
void idAASReach::Reachability_Swim( int areaNum ) {
int i, faceNum, otherAreaNum;
aasArea_t *area;
aasFace_t *face;
idReachability_Swim *reach;
if ( !CanSwimInArea( areaNum ) ) {
return;
}
area = &file->areas[areaNum];
for ( i = 0; i < area->numFaces; i++ ) {
faceNum = file->faceIndex[area->firstFace + i];
face = &file->faces[abs(faceNum)];
otherAreaNum = face->areas[INTSIGNBITNOTSET(faceNum)];
if ( otherAreaNum == 0 ) {
continue;
}
if ( !CanSwimInArea( otherAreaNum ) ) {
continue;
}
if ( ReachabilityExists( areaNum, otherAreaNum ) ) {
continue;
}
// create reachability going through this face
reach = new idReachability_Swim();
reach->travelType = TFL_SWIM;
reach->toAreaNum = otherAreaNum;
reach->fromAreaNum = areaNum;
reach->edgeNum = 0;
reach->travelTime = 1;
reach->start = file->FaceCenter( abs(faceNum) );
if ( faceNum < 0 ) {
reach->end = reach->start + file->planeList[face->planeNum].Normal() * INSIDEUNITS_SWIMEND;
} else {
reach->end = reach->start - file->planeList[face->planeNum].Normal() * INSIDEUNITS_SWIMEND;
}
AddReachabilityToArea( reach, areaNum );
}
}
/*
================
idAASReach::Reachability_EqualFloorHeight
================
*/
void idAASReach::Reachability_EqualFloorHeight( int areaNum ) {
int i, k, l, m, n, faceNum, face1Num, face2Num, otherAreaNum, edge1Num, edge2Num;
aasArea_t *area, *otherArea;
aasFace_t *face, *face1, *face2;
idReachability_Walk *reach;
if ( !AreaHasFloor( areaNum ) ) {
return;
}
area = &file->areas[areaNum];
for ( i = 0; i < area->numFaces; i++ ) {
faceNum = file->faceIndex[area->firstFace + i];
face = &file->faces[abs(faceNum)];
otherAreaNum = face->areas[INTSIGNBITNOTSET(faceNum)];
if ( !AreaHasFloor( otherAreaNum ) ) {
continue;
}
otherArea = &file->areas[otherAreaNum];
for ( k = 0; k < area->numFaces; k++ ) {
face1Num = file->faceIndex[area->firstFace + k];
face1 = &file->faces[abs(face1Num)];
if ( !( face1->flags & FACE_FLOOR ) ) {
continue;
}
for ( l = 0; l < otherArea->numFaces; l++ ) {
face2Num = file->faceIndex[otherArea->firstFace + l];
face2 = &file->faces[abs(face2Num)];
if ( !( face2->flags & FACE_FLOOR ) ) {
continue;
}
for ( m = 0; m < face1->numEdges; m++ ) {
edge1Num = abs(file->edgeIndex[face1->firstEdge + m]);
for ( n = 0; n < face2->numEdges; n++ ) {
edge2Num = abs(file->edgeIndex[face2->firstEdge + n]);
if ( edge1Num == edge2Num ) {
break;
}
}
if ( n < face2->numEdges ) {
break;
}
}
if ( m < face1->numEdges ) {
break;
}
}
if ( l < otherArea->numFaces ) {
break;
}
}
if ( k < area->numFaces ) {
// create reachability
reach = new idReachability_Walk();
reach->travelType = TFL_WALK;
reach->toAreaNum = otherAreaNum;
reach->fromAreaNum = areaNum;
reach->edgeNum = abs( edge1Num );
reach->travelTime = 1;
reach->start = file->EdgeCenter( edge1Num );
if ( faceNum < 0 ) {
reach->end = reach->start + file->planeList[face->planeNum].Normal() * INSIDEUNITS_WALKEND;
}
else {
reach->end = reach->start - file->planeList[face->planeNum].Normal() * INSIDEUNITS_WALKEND;
}
AddReachabilityToArea( reach, areaNum );
}
}
}
/*
================
idAASReach::Reachability_Step_Barrier_WaterJump_WalkOffLedge
================
*/
bool idAASReach::Reachability_Step_Barrier_WaterJump_WalkOffLedge( int area1num, int area2num ) {
int i, j, k, l, edge1Num, edge2Num, areas[10];
int floor_bestArea1FloorEdgeNum, floor_bestArea2FloorEdgeNum, floor_foundReach;
int water_bestArea1FloorEdgeNum, water_bestArea2FloorEdgeNum, water_foundReach;
int side1, faceSide1, floorFace1Num;
float dist, dist1, dist2, diff, invGravityDot, orthogonalDot;
float x1, x2, x3, x4, y1, y2, y3, y4, tmp, y;
float length, floor_bestLength, water_bestLength, floor_bestDist, water_bestDist;
idVec3 v1, v2, v3, v4, tmpv, p1area1, p1area2, p2area1, p2area2;
idVec3 normal, orthogonal, edgeVec, start, end;
idVec3 floor_bestStart, floor_bestEnd, floor_bestNormal;
idVec3 water_bestStart, water_bestEnd, water_bestNormal;
idVec3 testPoint;
idPlane *plane;
aasArea_t *area1, *area2;
aasFace_t *floorFace1, *floorFace2, *floor_bestFace1, *water_bestFace1;
aasEdge_t *edge1, *edge2;
idReachability_Walk *walkReach;
idReachability_BarrierJump *barrierJumpReach;
idReachability_WaterJump *waterJumpReach;
idReachability_WalkOffLedge *walkOffLedgeReach;
aasTrace_t trace;
// must be able to walk or swim in the first area
if ( !AreaHasFloor( area1num ) && !CanSwimInArea( area1num ) ) {
return false;
}
if ( !AreaHasFloor( area2num ) && !CanSwimInArea( area2num ) ) {
return false;
}
area1 = &file->areas[area1num];
area2 = &file->areas[area2num];
// if the areas are not near anough in the x-y direction
for ( i = 0; i < 2; i++ ) {
if ( area1->bounds[0][i] > area2->bounds[1][i] + 2.0f ) {
return false;
}
if ( area1->bounds[1][i] < area2->bounds[0][i] - 2.0f ) {
return false;
}
}
floor_foundReach = false;
floor_bestDist = 99999;
floor_bestLength = 0;
floor_bestArea2FloorEdgeNum = 0;
water_foundReach = false;
water_bestDist = 99999;
water_bestLength = 0;
water_bestArea2FloorEdgeNum = 0;
for ( i = 0; i < area1->numFaces; i++ ) {
floorFace1Num = file->faceIndex[area1->firstFace + i];
faceSide1 = floorFace1Num < 0;
floorFace1 = &file->faces[abs(floorFace1Num)];
// if this isn't a floor face
if ( !(floorFace1->flags & FACE_FLOOR) ) {
// if we can swim in the first area
if ( CanSwimInArea( area1num ) ) {
// face plane must be more or less horizontal
plane = &file->planeList[ floorFace1->planeNum ^ (!faceSide1) ];
if ( plane->Normal() * file->settings.invGravityDir < file->settings.minFloorCos ) {
continue;
}
}
else {
// if we can't swim in the area it must be a ground face
continue;
}
}
for ( k = 0; k < floorFace1->numEdges; k++ ) {
edge1Num = file->edgeIndex[floorFace1->firstEdge + k];
side1 = (edge1Num < 0);
// NOTE: for water faces we must take the side area 1 is on into
// account because the face is shared and doesn't have to be oriented correctly
if ( !(floorFace1->flags & FACE_FLOOR) ) {
side1 = (side1 == faceSide1);
}
edge1Num = abs(edge1Num);
edge1 = &file->edges[edge1Num];
// vertices of the edge
v1 = file->vertices[edge1->vertexNum[!side1]];
v2 = file->vertices[edge1->vertexNum[side1]];
// get a vertical plane through the edge
// NOTE: normal is pointing into area 2 because the face edges are stored counter clockwise
edgeVec = v2 - v1;
normal = edgeVec.Cross( file->settings.invGravityDir );
normal.Normalize();
dist = normal * v1;
// check the faces from the second area
for ( j = 0; j < area2->numFaces; j++ ) {
floorFace2 = &file->faces[abs(file->faceIndex[area2->firstFace + j])];
// must be a ground face
if ( !(floorFace2->flags & FACE_FLOOR) ) {
continue;
}
// check the edges of this ground face
for ( l = 0; l < floorFace2->numEdges; l++ ) {
edge2Num = abs(file->edgeIndex[floorFace2->firstEdge + l]);
edge2 = &file->edges[edge2Num];
// vertices of the edge
v3 = file->vertices[edge2->vertexNum[0]];
v4 = file->vertices[edge2->vertexNum[1]];
// check the distance between the two points and the vertical plane through the edge of area1
diff = normal * v3 - dist;
if ( diff < -0.2f || diff > 0.2f ) {
continue;
}
diff = normal * v4 - dist;
if ( diff < -0.2f || diff > 0.2f ) {
continue;
}
// project the two ground edges into the step side plane
// and calculate the shortest distance between the two
// edges if they overlap in the direction orthogonal to
// the gravity direction
orthogonal = file->settings.invGravityDir.Cross( normal );
invGravityDot = file->settings.invGravityDir * file->settings.invGravityDir;
orthogonalDot = orthogonal * orthogonal;
// projection into the step plane
// NOTE: since gravity is vertical this is just the z coordinate
y1 = v1[2];//(v1 * file->settings.invGravity) / invGravityDot;
y2 = v2[2];//(v2 * file->settings.invGravity) / invGravityDot;
y3 = v3[2];//(v3 * file->settings.invGravity) / invGravityDot;
y4 = v4[2];//(v4 * file->settings.invGravity) / invGravityDot;
x1 = (v1 * orthogonal) / orthogonalDot;
x2 = (v2 * orthogonal) / orthogonalDot;
x3 = (v3 * orthogonal) / orthogonalDot;
x4 = (v4 * orthogonal) / orthogonalDot;
if ( x1 > x2 ) {
tmp = x1; x1 = x2; x2 = tmp;
tmp = y1; y1 = y2; y2 = tmp;
tmpv = v1; v1 = v2; v2 = tmpv;
}
if ( x3 > x4 ) {
tmp = x3; x3 = x4; x4 = tmp;
tmp = y3; y3 = y4; y4 = tmp;
tmpv = v3; v3 = v4; v4 = tmpv;
}
// if the two projected edge lines have no overlap
if ( x2 <= x3 || x4 <= x1 ) {
continue;
}
// if the two lines fully overlap
if ( (x1 - 0.5f < x3 && x4 < x2 + 0.5f) && (x3 - 0.5f < x1 && x2 < x4 + 0.5f) ) {
dist1 = y3 - y1;
dist2 = y4 - y2;
p1area1 = v1;
p2area1 = v2;
p1area2 = v3;
p2area2 = v4;
}
else {
// if the points are equal
if ( x1 > x3 - 0.1f && x1 < x3 + 0.1f ) {
dist1 = y3 - y1;
p1area1 = v1;
p1area2 = v3;
}
else if ( x1 < x3 ) {
y = y1 + (x3 - x1) * (y2 - y1) / (x2 - x1);
dist1 = y3 - y;
p1area1 = v3;
p1area1[2] = y;
p1area2 = v3;
}
else {
y = y3 + (x1 - x3) * (y4 - y3) / (x4 - x3);
dist1 = y - y1;
p1area1 = v1;
p1area2 = v1;
p1area2[2] = y;
}
// if the points are equal
if ( x2 > x4 - 0.1f && x2 < x4 + 0.1f ) {
dist2 = y4 - y2;
p2area1 = v2;
p2area2 = v4;
}
else if ( x2 < x4 ) {
y = y3 + (x2 - x3) * (y4 - y3) / (x4 - x3);
dist2 = y - y2;
p2area1 = v2;
p2area2 = v2;
p2area2[2] = y;
}
else {
y = y1 + (x4 - x1) * (y2 - y1) / (x2 - x1);
dist2 = y4 - y;
p2area1 = v4;
p2area1[2] = y;
p2area2 = v4;
}
}
// if both distances are pretty much equal then we take the middle of the points
if ( dist1 > dist2 - 1.0f && dist1 < dist2 + 1.0f ) {
dist = dist1;
start = ( p1area1 + p2area1 ) * 0.5f;
end = ( p1area2 + p2area2 ) * 0.5f;
}
else if (dist1 < dist2) {
dist = dist1;
start = p1area1;
end = p1area2;
}
else {
dist = dist2;
start = p2area1;
end = p2area2;
}
// get the length of the overlapping part of the edges of the two areas
length = (p2area2 - p1area2).Length();
if ( floorFace1->flags & FACE_FLOOR ) {
// if the vertical distance is smaller
if ( dist < floor_bestDist ||
// or the vertical distance is pretty much the same
// but the overlapping part of the edges is longer
(dist < floor_bestDist + 1.0f && length > floor_bestLength) ) {
floor_bestDist = dist;
floor_bestLength = length;
floor_foundReach = true;
floor_bestArea1FloorEdgeNum = edge1Num;
floor_bestArea2FloorEdgeNum = edge2Num;
floor_bestFace1 = floorFace1;
floor_bestStart = start;
floor_bestNormal = normal;
floor_bestEnd = end;
}
}
else {
// if the vertical distance is smaller
if ( dist < water_bestDist ||
//or the vertical distance is pretty much the same
//but the overlapping part of the edges is longer
(dist < water_bestDist + 1.0f && length > water_bestLength) ) {
water_bestDist = dist;
water_bestLength = length;
water_foundReach = true;
water_bestArea1FloorEdgeNum = edge1Num;
water_bestArea2FloorEdgeNum = edge2Num;
water_bestFace1 = floorFace1;
water_bestStart = start; // best start point in area1
water_bestNormal = normal; // normal is pointing into area2
water_bestEnd = end; // best point towards area2
}
}
}
}
}
}
//
// NOTE: swim reachabilities should already be filtered out
//
// Steps
//
// ---------
// | step height -> TFL_WALK
// --------|
//
// ---------
// ~~~~~~~~| step height and low water -> TFL_WALK
// --------|
//
// ~~~~~~~~~~~~~~~~~~
// ---------
// | step height and low water up to the step -> TFL_WALK
// --------|
//
// check for a step reachability
if ( floor_foundReach ) {
// if area2 is higher but lower than the maximum step height
// NOTE: floor_bestDist >= 0 also catches equal floor reachabilities
if ( floor_bestDist >= 0 && floor_bestDist < file->settings.maxStepHeight ) {
// create walk reachability from area1 to area2
walkReach = new idReachability_Walk();
walkReach->travelType = TFL_WALK;
walkReach->toAreaNum = area2num;
walkReach->fromAreaNum = area1num;
walkReach->start = floor_bestStart + INSIDEUNITS_WALKSTART * floor_bestNormal;
walkReach->end = floor_bestEnd + INSIDEUNITS_WALKEND * floor_bestNormal;
walkReach->edgeNum = abs( floor_bestArea1FloorEdgeNum );
walkReach->travelTime = 0;
if ( area2->flags & AREA_CROUCH ) {
walkReach->travelTime += file->settings.tt_startCrouching;
}
AddReachabilityToArea( walkReach, area1num );
return true;
}
}
//
// Water Jumps
//
// ---------
// |
// ~~~~~~~~|
// |
// | higher than step height and water up to waterjump height -> TFL_WATERJUMP
// --------|
//
// ~~~~~~~~~~~~~~~~~~
// ---------
// |
// |
// |
// | higher than step height and low water up to the step -> TFL_WATERJUMP
// --------|
//
// check for a waterjump reachability
if ( water_foundReach ) {
// get a test point a little bit towards area1
testPoint = water_bestEnd - INSIDEUNITS * water_bestNormal;
// go down the maximum waterjump height
testPoint[2] -= file->settings.maxWaterJumpHeight;
// if there IS water the sv_maxwaterjump height below the bestend point
if ( area1->flags & AREA_LIQUID ) {
// don't create rediculous water jump reachabilities from areas very far below the water surface
if ( water_bestDist < file->settings.maxWaterJumpHeight + 24 ) {
// water jumping from or towards a crouch only areas is not possible
if ( !(area1->flags & AREA_CROUCH) && !(area2->flags & AREA_CROUCH) ) {
// create water jump reachability from area1 to area2
waterJumpReach = new idReachability_WaterJump();
waterJumpReach->travelType = TFL_WATERJUMP;
waterJumpReach->toAreaNum = area2num;
waterJumpReach->fromAreaNum = area1num;
waterJumpReach->start = water_bestStart;
waterJumpReach->end = water_bestEnd + INSIDEUNITS_WATERJUMP * water_bestNormal;
waterJumpReach->edgeNum = abs( floor_bestArea1FloorEdgeNum );
waterJumpReach->travelTime = file->settings.tt_waterJump;
AddReachabilityToArea( waterJumpReach, area1num );
return true;
}
}
}
}
//
// Barrier Jumps
//
// ---------
// |
// |
// |
// | higher than max step height lower than max barrier height -> TFL_BARRIERJUMP
// --------|
//
// ---------
// |
// |
// |
// ~~~~~~~~| higher than max step height lower than max barrier height
// --------| and a thin layer of water in the area to jump from -> TFL_BARRIERJUMP
//
// check for a barrier jump reachability
if ( floor_foundReach ) {
//if area2 is higher but lower than the maximum barrier jump height
if ( floor_bestDist > 0 && floor_bestDist < file->settings.maxBarrierHeight ) {
//if no water in area1 or a very thin layer of water on the ground
if ( !water_foundReach || (floor_bestDist - water_bestDist < 16) ) {
// cannot perform a barrier jump towards or from a crouch area
if ( !(area1->flags & AREA_CROUCH) && !(area2->flags & AREA_CROUCH) ) {
// create barrier jump reachability from area1 to area2
barrierJumpReach = new idReachability_BarrierJump();
barrierJumpReach->travelType = TFL_BARRIERJUMP;
barrierJumpReach->toAreaNum = area2num;
barrierJumpReach->fromAreaNum = area1num;
barrierJumpReach->start = floor_bestStart + INSIDEUNITS_WALKSTART * floor_bestNormal;
barrierJumpReach->end = floor_bestEnd + INSIDEUNITS_WALKEND * floor_bestNormal;
barrierJumpReach->edgeNum = abs( floor_bestArea1FloorEdgeNum );
barrierJumpReach->travelTime = file->settings.tt_barrierJump;
AddReachabilityToArea( barrierJumpReach, area1num );
return true;
}
}
}
}
//
// Walk and Walk Off Ledge
//
// --------|
// | can walk or step back -> TFL_WALK
// ---------
//
// --------|
// |
// |
// |
// | cannot walk/step back -> TFL_WALKOFFLEDGE
// ---------
//
// --------|
// |
// |~~~~~~~~
// |
// | cannot step back but can waterjump back -> TFL_WALKOFFLEDGE
// --------- FIXME: create TFL_WALK reach??
//
// check for a walk or walk off ledge reachability
if ( floor_foundReach ) {
if ( floor_bestDist < 0 ) {
if ( floor_bestDist > -file->settings.maxStepHeight ) {
// create walk reachability from area1 to area2
walkReach = new idReachability_Walk();
walkReach->travelType = TFL_WALK;
walkReach->toAreaNum = area2num;
walkReach->fromAreaNum = area1num;
walkReach->start = floor_bestStart + INSIDEUNITS_WALKSTART * floor_bestNormal;
walkReach->end = floor_bestEnd + INSIDEUNITS_WALKEND * floor_bestNormal;
walkReach->edgeNum = abs( floor_bestArea1FloorEdgeNum );
walkReach->travelTime = 1;
AddReachabilityToArea( walkReach, area1num );
return true;
}
// if no maximum fall height set or less than the max
if ( !file->settings.maxFallHeight || idMath::Fabs(floor_bestDist) < file->settings.maxFallHeight ) {
// trace a bounding box vertically to check for solids
floor_bestEnd += INSIDEUNITS * floor_bestNormal;
start = floor_bestEnd;
start[2] = floor_bestStart[2];
end = floor_bestEnd;
end[2] += 4;
trace.areas = areas;
trace.maxAreas = sizeof(areas) / sizeof(int);
file->Trace( trace, start, end );
// if the trace didn't start in solid and nothing was hit
if ( trace.lastAreaNum && trace.fraction >= 1.0f ) {
// the trace end point must be in the goal area
if ( trace.lastAreaNum == area2num ) {
// don't create reachability if going through a cluster portal
for (i = 0; i < trace.numAreas; i++) {
if ( AreaIsClusterPortal( trace.areas[i] ) ) {
break;
}
}
if ( i >= trace.numAreas ) {
// create a walk off ledge reachability from area1 to area2
walkOffLedgeReach = new idReachability_WalkOffLedge();
walkOffLedgeReach->travelType = TFL_WALKOFFLEDGE;
walkOffLedgeReach->toAreaNum = area2num;
walkOffLedgeReach->fromAreaNum = area1num;
walkOffLedgeReach->start = floor_bestStart;
walkOffLedgeReach->end = floor_bestEnd;
walkOffLedgeReach->edgeNum = abs( floor_bestArea1FloorEdgeNum );
walkOffLedgeReach->travelTime = file->settings.tt_startWalkOffLedge + idMath::Fabs(floor_bestDist) * 50 / file->settings.gravityValue;
AddReachabilityToArea( walkOffLedgeReach, area1num );
return true;
}
}
}
}
}
}
return false;
}
/*
================
idAASReach::Reachability_WalkOffLedge
================
*/
void idAASReach::Reachability_WalkOffLedge( int areaNum ) {
int i, j, faceNum, edgeNum, side, reachAreaNum, p, areas[10];
aasArea_t *area;
aasFace_t *face;
aasEdge_t *edge;
idPlane *plane;
idVec3 v1, v2, mid, dir, testEnd;
idReachability_WalkOffLedge *reach;
aasTrace_t trace;
if ( !AreaHasFloor( areaNum ) || CanSwimInArea( areaNum ) ) {
return;
}
area = &file->areas[areaNum];
for ( i = 0; i < area->numFaces; i++ ) {
faceNum = file->faceIndex[area->firstFace + i];
face = &file->faces[abs(faceNum)];
// face must be a floor face
if ( !(face->flags & FACE_FLOOR) ) {
continue;
}
for ( j = 0; j < face->numEdges; j++ ) {
edgeNum = file->edgeIndex[face->firstEdge + j];
edge = &file->edges[abs(edgeNum)];
//if ( !(edge->flags & EDGE_LEDGE) ) {
// continue;
//}
side = edgeNum < 0;
v1 = file->vertices[edge->vertexNum[side]];
v2 = file->vertices[edge->vertexNum[!side]];
plane = &file->planeList[face->planeNum ^ INTSIGNBITSET(faceNum) ];
// get the direction into the other area
dir = plane->Normal().Cross( v2 - v1 );
dir.Normalize();
mid = ( v1 + v2 ) * 0.5f;
testEnd = mid + INSIDEUNITS_WALKEND * dir;
testEnd[2] -= file->settings.maxFallHeight + 1.0f;
trace.areas = areas;
trace.maxAreas = sizeof(areas) / sizeof(int);
file->Trace( trace, mid, testEnd );
reachAreaNum = trace.lastAreaNum;
if ( !reachAreaNum || reachAreaNum == areaNum ) {
continue;
}
if ( idMath::Fabs( mid[2] - trace.endpos[2] ) > file->settings.maxFallHeight ) {
continue;
}
if ( !AreaHasFloor( reachAreaNum ) && !CanSwimInArea( reachAreaNum ) ) {
continue;
}
if ( ReachabilityExists( areaNum, reachAreaNum) ) {
continue;
}
// if not going through a cluster portal
for ( p = 0; p < trace.numAreas; p++ ) {
if ( AreaIsClusterPortal( trace.areas[p] ) ) {
break;
}
}
if ( p < trace.numAreas ) {
continue;
}
reach = new idReachability_WalkOffLedge();
reach->travelType = TFL_WALKOFFLEDGE;
reach->toAreaNum = reachAreaNum;
reach->fromAreaNum = areaNum;
reach->start = mid;
reach->end = trace.endpos;
reach->edgeNum = abs( edgeNum );
reach->travelTime = file->settings.tt_startWalkOffLedge + idMath::Fabs(mid[2] - trace.endpos[2]) * 50 / file->settings.gravityValue;
AddReachabilityToArea( reach, areaNum );
}
}
}
/*
================
idAASReach::FlagReachableAreas
================
*/
void idAASReach::FlagReachableAreas( idAASFileLocal *file ) {
int i, numReachableAreas;
numReachableAreas = 0;
for ( i = 1; i < file->areas.Num(); i++ ) {
if ( ( file->areas[i].flags & ( AREA_FLOOR | AREA_LADDER ) ) ||
( file->areas[i].contents & AREACONTENTS_WATER ) ) {
file->areas[i].flags |= AREA_REACHABLE_WALK;
}
if ( file->GetSettings().allowFlyReachabilities ) {
file->areas[i].flags |= AREA_REACHABLE_FLY;
}
numReachableAreas++;
}
common->Printf( "%6d reachable areas\n", numReachableAreas );
}
/*
================
idAASReach::Build
================
*/
bool idAASReach::Build( const idMapFile *mapFile, idAASFileLocal *file ) {
int i, j, lastPercent, percent;
this->mapFile = mapFile;
this->file = file;
numReachabilities = 0;
common->Printf( "[Reachability]\n" );
// delete all existing reachabilities
file->DeleteReachabilities();
FlagReachableAreas( file );
for ( i = 1; i < file->areas.Num(); i++ ) {
if ( !( file->areas[i].flags & AREA_REACHABLE_WALK ) ) {
continue;
}
if ( file->GetSettings().allowSwimReachabilities ) {
Reachability_Swim( i );
}
Reachability_EqualFloorHeight( i );
}
lastPercent = -1;
for ( i = 1; i < file->areas.Num(); i++ ) {
if ( !( file->areas[i].flags & AREA_REACHABLE_WALK ) ) {
continue;
}
for ( j = 0; j < file->areas.Num(); j++ ) {
if ( i == j ) {
continue;
}
if ( !( file->areas[j].flags & AREA_REACHABLE_WALK ) ) {
continue;
}
if ( ReachabilityExists( i, j ) ) {
continue;
}
if ( Reachability_Step_Barrier_WaterJump_WalkOffLedge( i, j ) ) {
continue;
}
}
//Reachability_WalkOffLedge( i );
percent = 100 * i / file->areas.Num();
if ( percent > lastPercent ) {
common->Printf( "\r%6d%%", percent );
lastPercent = percent;
}
}
if ( file->GetSettings().allowFlyReachabilities ) {
for ( i = 1; i < file->areas.Num(); i++ ) {
Reachability_Fly( i );
}
}
file->LinkReversedReachability();
common->Printf( "\r%6d reachabilities\n", numReachabilities );
return true;
}