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351 lines
14 KiB
C++
351 lines
14 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 __AASFILE_H__
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#define __AASFILE_H__
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/*
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===============================================================================
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AAS File
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===============================================================================
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*/
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#define AAS_FILEID "DewmAAS"
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#define AAS_FILEVERSION "1.07"
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// travel flags
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#define TFL_INVALID BIT(0) // not valid
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#define TFL_WALK BIT(1) // walking
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#define TFL_CROUCH BIT(2) // crouching
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#define TFL_WALKOFFLEDGE BIT(3) // walking of a ledge
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#define TFL_BARRIERJUMP BIT(4) // jumping onto a barrier
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#define TFL_JUMP BIT(5) // jumping
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#define TFL_LADDER BIT(6) // climbing a ladder
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#define TFL_SWIM BIT(7) // swimming
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#define TFL_WATERJUMP BIT(8) // jump out of the water
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#define TFL_TELEPORT BIT(9) // teleportation
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#define TFL_ELEVATOR BIT(10) // travel by elevator
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#define TFL_FLY BIT(11) // fly
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#define TFL_SPECIAL BIT(12) // special
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#define TFL_WATER BIT(21) // travel through water
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#define TFL_AIR BIT(22) // travel through air
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// face flags
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#define FACE_SOLID BIT(0) // solid at the other side
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#define FACE_LADDER BIT(1) // ladder surface
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#define FACE_FLOOR BIT(2) // standing on floor when on this face
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#define FACE_LIQUID BIT(3) // face seperating two areas with liquid
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#define FACE_LIQUIDSURFACE BIT(4) // face seperating liquid and air
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// area flags
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#define AREA_FLOOR BIT(0) // AI can stand on the floor in this area
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#define AREA_GAP BIT(1) // area has a gap
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#define AREA_LEDGE BIT(2) // if entered the AI bbox partly floats above a ledge
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#define AREA_LADDER BIT(3) // area contains one or more ladder faces
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#define AREA_LIQUID BIT(4) // area contains a liquid
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#define AREA_CROUCH BIT(5) // AI cannot walk but can only crouch in this area
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#define AREA_REACHABLE_WALK BIT(6) // area is reachable by walking or swimming
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#define AREA_REACHABLE_FLY BIT(7) // area is reachable by flying
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// area contents flags
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#define AREACONTENTS_SOLID BIT(0) // solid, not a valid area
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#define AREACONTENTS_WATER BIT(1) // area contains water
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#define AREACONTENTS_CLUSTERPORTAL BIT(2) // area is a cluster portal
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#define AREACONTENTS_OBSTACLE BIT(3) // area contains (part of) a dynamic obstacle
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#define AREACONTENTS_TELEPORTER BIT(4) // area contains (part of) a teleporter trigger
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// bits for different bboxes
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#define AREACONTENTS_BBOX_BIT 24
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#define MAX_REACH_PER_AREA 256
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#define MAX_AAS_TREE_DEPTH 128
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#define MAX_AAS_BOUNDING_BOXES 4
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// reachability to another area
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class idReachability {
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public:
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int travelType; // type of travel required to get to the area
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short toAreaNum; // number of the reachable area
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short fromAreaNum; // number of area the reachability starts
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idVec3 start; // start point of inter area movement
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idVec3 end; // end point of inter area movement
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int edgeNum; // edge crossed by this reachability
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unsigned short travelTime; // travel time of the inter area movement
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byte number; // reachability number within the fromAreaNum (must be < 256)
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byte disableCount; // number of times this reachability has been disabled
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idReachability * next; // next reachability in list
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idReachability * rev_next; // next reachability in reversed list
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unsigned short * areaTravelTimes; // travel times within the fromAreaNum from reachabilities that lead towards this area
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public:
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void CopyBase( idReachability &reach );
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};
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class idReachability_Walk : public idReachability {
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};
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class idReachability_BarrierJump : public idReachability {
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};
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class idReachability_WaterJump : public idReachability {
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};
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class idReachability_WalkOffLedge : public idReachability {
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};
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class idReachability_Swim : public idReachability {
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};
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class idReachability_Fly : public idReachability {
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};
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class idReachability_Special : public idReachability {
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public:
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idDict dict;
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};
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// index
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typedef int aasIndex_t;
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// vertex
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typedef idVec3 aasVertex_t;
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// edge
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typedef struct aasEdge_s {
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int vertexNum[2]; // numbers of the vertexes of this edge
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} aasEdge_t;
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// area boundary face
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typedef struct aasFace_s {
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unsigned short planeNum; // number of the plane this face is on
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unsigned short flags; // face flags
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int numEdges; // number of edges in the boundary of the face
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int firstEdge; // first edge in the edge index
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short areas[2]; // area at the front and back of this face
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} aasFace_t;
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// area with a boundary of faces
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typedef struct aasArea_s {
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int numFaces; // number of faces used for the boundary of the area
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int firstFace; // first face in the face index used for the boundary of the area
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idBounds bounds; // bounds of the area
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idVec3 center; // center of the area an AI can move towards
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unsigned short flags; // several area flags
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unsigned short contents; // contents of the area
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short cluster; // cluster the area belongs to, if negative it's a portal
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short clusterAreaNum; // number of the area in the cluster
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int travelFlags; // travel flags for traveling through this area
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idReachability * reach; // reachabilities that start from this area
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idReachability * rev_reach; // reachabilities that lead to this area
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} aasArea_t;
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// nodes of the bsp tree
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typedef struct aasNode_s {
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unsigned short planeNum; // number of the plane that splits the subspace at this node
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int children[2]; // child nodes, zero is solid, negative is -(area number)
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} aasNode_t;
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// cluster portal
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typedef struct aasPortal_s {
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short areaNum; // number of the area that is the actual portal
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short clusters[2]; // number of cluster at the front and back of the portal
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short clusterAreaNum[2]; // number of this portal area in the front and back cluster
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unsigned short maxAreaTravelTime; // maximum travel time through the portal area
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} aasPortal_t;
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// cluster
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typedef struct aasCluster_s {
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int numAreas; // number of areas in the cluster
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int numReachableAreas; // number of areas with reachabilities
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int numPortals; // number of cluster portals
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int firstPortal; // first cluster portal in the index
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} aasCluster_t;
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// trace through the world
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typedef struct aasTrace_s {
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// parameters
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int flags; // areas with these flags block the trace
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int travelFlags; // areas with these travel flags block the trace
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int maxAreas; // size of the 'areas' array
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int getOutOfSolid; // trace out of solid if the trace starts in solid
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// output
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float fraction; // fraction of trace completed
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idVec3 endpos; // end position of trace
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int planeNum; // plane hit
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int lastAreaNum; // number of last area the trace went through
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int blockingAreaNum; // area that could not be entered
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int numAreas; // number of areas the trace went through
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int * areas; // array to store areas the trace went through
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idVec3 * points; // points where the trace entered each new area
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aasTrace_s( void ) { areas = NULL; points = NULL; getOutOfSolid = false; flags = travelFlags = maxAreas = 0; }
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} aasTrace_t;
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// settings
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class idAASSettings {
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public:
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// collision settings
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int numBoundingBoxes;
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idBounds boundingBoxes[MAX_AAS_BOUNDING_BOXES];
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bool usePatches;
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bool writeBrushMap;
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bool playerFlood;
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bool noOptimize;
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bool allowSwimReachabilities;
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bool allowFlyReachabilities;
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idStr fileExtension;
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// physics settings
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idVec3 gravity;
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idVec3 gravityDir;
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idVec3 invGravityDir;
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float gravityValue;
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float maxStepHeight;
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float maxBarrierHeight;
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float maxWaterJumpHeight;
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float maxFallHeight;
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float minFloorCos;
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// fixed travel times
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int tt_barrierJump;
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int tt_startCrouching;
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int tt_waterJump;
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int tt_startWalkOffLedge;
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public:
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idAASSettings( void );
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bool FromFile( const idStr &fileName );
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bool FromParser( idLexer &src );
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bool FromDict( const char *name, const idDict *dict );
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bool WriteToFile( idFile *fp ) const;
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bool ValidForBounds( const idBounds &bounds ) const;
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bool ValidEntity( const char *classname ) const;
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private:
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bool ParseBool( idLexer &src, bool &b );
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bool ParseInt( idLexer &src, int &i );
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bool ParseFloat( idLexer &src, float &f );
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bool ParseVector( idLexer &src, idVec3 &vec );
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bool ParseBBoxes( idLexer &src );
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};
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/*
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- when a node child is a solid leaf the node child number is zero
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- two adjacent areas (sharing a plane at opposite sides) share a face
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this face is a portal between the areas
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- when an area uses a face from the faceindex with a positive index
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then the face plane normal points into the area
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- the face edges are stored counter clockwise using the edgeindex
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- two adjacent convex areas (sharing a face) only share One face
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this is a simple result of the areas being convex
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- the areas can't have a mixture of ground and gap faces
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other mixtures of faces in one area are allowed
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- areas with the AREACONTENTS_CLUSTERPORTAL in the settings have
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the cluster number set to the negative portal number
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- edge zero is a dummy
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- face zero is a dummy
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- area zero is a dummy
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- node zero is a dummy
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- portal zero is a dummy
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- cluster zero is a dummy
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*/
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class idAASFile {
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public:
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virtual ~idAASFile( void ) {}
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const char * GetName( void ) const { return name.c_str(); }
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unsigned int GetCRC( void ) const { return crc; }
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int GetNumPlanes( void ) const { return planeList.Num(); }
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const idPlane & GetPlane( int index ) const { return planeList[index]; }
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int GetNumVertices( void ) const { return vertices.Num(); }
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const aasVertex_t & GetVertex( int index ) const { return vertices[index]; }
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int GetNumEdges( void ) const { return edges.Num(); }
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const aasEdge_t & GetEdge( int index ) const { return edges[index]; }
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int GetNumEdgeIndexes( void ) const { return edgeIndex.Num(); }
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const aasIndex_t & GetEdgeIndex( int index ) const { return edgeIndex[index]; }
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int GetNumFaces( void ) const { return faces.Num(); }
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const aasFace_t & GetFace( int index ) const { return faces[index]; }
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int GetNumFaceIndexes( void ) const { return faceIndex.Num(); }
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const aasIndex_t & GetFaceIndex( int index ) const { return faceIndex[index]; }
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int GetNumAreas( void ) const { return areas.Num(); }
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const aasArea_t & GetArea( int index ) { return areas[index]; }
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int GetNumNodes( void ) const { return nodes.Num(); }
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const aasNode_t & GetNode( int index ) const { return nodes[index]; }
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int GetNumPortals( void ) const { return portals.Num(); }
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const aasPortal_t & GetPortal( int index ) { return portals[index]; }
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int GetNumPortalIndexes( void ) const { return portalIndex.Num(); }
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const aasIndex_t & GetPortalIndex( int index ) const { return portalIndex[index]; }
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int GetNumClusters( void ) const { return clusters.Num(); }
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const aasCluster_t & GetCluster( int index ) const { return clusters[index]; }
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const idAASSettings & GetSettings( void ) const { return settings; }
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void SetPortalMaxTravelTime( int index, int time ) { portals[index].maxAreaTravelTime = time; }
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void SetAreaTravelFlag( int index, int flag ) { areas[index].travelFlags |= flag; }
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void RemoveAreaTravelFlag( int index, int flag ) { areas[index].travelFlags &= ~flag; }
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virtual idVec3 EdgeCenter( int edgeNum ) const = 0;
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virtual idVec3 FaceCenter( int faceNum ) const = 0;
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virtual idVec3 AreaCenter( int areaNum ) const = 0;
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virtual idBounds EdgeBounds( int edgeNum ) const = 0;
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virtual idBounds FaceBounds( int faceNum ) const = 0;
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virtual idBounds AreaBounds( int areaNum ) const = 0;
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virtual int PointAreaNum( const idVec3 &origin ) const = 0;
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virtual int PointReachableAreaNum( const idVec3 &origin, const idBounds &searchBounds, const int areaFlags, const int excludeTravelFlags ) const = 0;
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virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const = 0;
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virtual void PushPointIntoAreaNum( int areaNum, idVec3 &point ) const = 0;
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virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0;
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virtual void PrintInfo( void ) const = 0;
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protected:
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idStr name;
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unsigned int crc;
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idPlaneSet planeList;
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idList<aasVertex_t> vertices;
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idList<aasEdge_t> edges;
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idList<aasIndex_t> edgeIndex;
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idList<aasFace_t> faces;
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idList<aasIndex_t> faceIndex;
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idList<aasArea_t> areas;
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idList<aasNode_t> nodes;
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idList<aasPortal_t> portals;
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idList<aasIndex_t> portalIndex;
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idList<aasCluster_t> clusters;
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idAASSettings settings;
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};
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#endif /* !__AASFILE_H__ */
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