mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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99 lines
4.1 KiB
C++
99 lines
4.1 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __AASFILELOCAL_H__
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#define __AASFILELOCAL_H__
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/*
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===============================================================================
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AAS File Local
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===============================================================================
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*/
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class idAASFileLocal : public idAASFile {
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friend class idAASBuild;
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friend class idAASReach;
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friend class idAASCluster;
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public:
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idAASFileLocal( void );
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virtual ~idAASFileLocal( void );
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public:
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virtual idVec3 EdgeCenter( int edgeNum ) const;
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virtual idVec3 FaceCenter( int faceNum ) const;
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virtual idVec3 AreaCenter( int areaNum ) const;
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virtual idBounds EdgeBounds( int edgeNum ) const;
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virtual idBounds FaceBounds( int faceNum ) const;
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virtual idBounds AreaBounds( int areaNum ) const;
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virtual int PointAreaNum( const idVec3 &origin ) const;
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virtual int PointReachableAreaNum( const idVec3 &origin, const idBounds &searchBounds, const int areaFlags, const int excludeTravelFlags ) const;
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virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const;
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virtual void PushPointIntoAreaNum( int areaNum, idVec3 &point ) const;
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virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const;
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virtual void PrintInfo( void ) const;
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public:
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bool Load( const idStr &fileName, unsigned int mapFileCRC );
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bool Write( const idStr &fileName, unsigned int mapFileCRC );
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int MemorySize( void ) const;
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void ReportRoutingEfficiency( void ) const;
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void Optimize( void );
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void LinkReversedReachability( void );
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void FinishAreas( void );
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void Clear( void );
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void DeleteReachabilities( void );
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void DeleteClusters( void );
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private:
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bool ParseIndex( idLexer &src, idList<aasIndex_t> &indexes );
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bool ParsePlanes( idLexer &src );
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bool ParseVertices( idLexer &src );
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bool ParseEdges( idLexer &src );
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bool ParseFaces( idLexer &src );
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bool ParseReachabilities( idLexer &src, int areaNum );
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bool ParseAreas( idLexer &src );
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bool ParseNodes( idLexer &src );
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bool ParsePortals( idLexer &src );
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bool ParseClusters( idLexer &src );
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private:
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int BoundsReachableAreaNum_r( int nodeNum, const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const;
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void MaxTreeDepth_r( int nodeNum, int &depth, int &maxDepth ) const;
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int MaxTreeDepth( void ) const;
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int AreaContentsTravelFlags( int areaNum ) const;
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idVec3 AreaReachableGoal( int areaNum ) const;
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int NumReachabilities( void ) const;
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};
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#endif /* !__AASFILELOCAL_H__ */
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