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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
101 lines
4.1 KiB
C++
101 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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#include "tools/compilers/aas/AASFile.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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