/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #ifndef __AASFILE_H__ #define __AASFILE_H__ /* =============================================================================== AAS File =============================================================================== */ #define AAS_FILEID "DewmAAS" #define AAS_FILEVERSION "1.07" // travel flags #define TFL_INVALID BIT(0) // not valid #define TFL_WALK BIT(1) // walking #define TFL_CROUCH BIT(2) // crouching #define TFL_WALKOFFLEDGE BIT(3) // walking of a ledge #define TFL_BARRIERJUMP BIT(4) // jumping onto a barrier #define TFL_JUMP BIT(5) // jumping #define TFL_LADDER BIT(6) // climbing a ladder #define TFL_SWIM BIT(7) // swimming #define TFL_WATERJUMP BIT(8) // jump out of the water #define TFL_TELEPORT BIT(9) // teleportation #define TFL_ELEVATOR BIT(10) // travel by elevator #define TFL_FLY BIT(11) // fly #define TFL_SPECIAL BIT(12) // special #define TFL_WATER BIT(21) // travel through water #define TFL_AIR BIT(22) // travel through air // face flags #define FACE_SOLID BIT(0) // solid at the other side #define FACE_LADDER BIT(1) // ladder surface #define FACE_FLOOR BIT(2) // standing on floor when on this face #define FACE_LIQUID BIT(3) // face seperating two areas with liquid #define FACE_LIQUIDSURFACE BIT(4) // face seperating liquid and air // area flags #define AREA_FLOOR BIT(0) // AI can stand on the floor in this area #define AREA_GAP BIT(1) // area has a gap #define AREA_LEDGE BIT(2) // if entered the AI bbox partly floats above a ledge #define AREA_LADDER BIT(3) // area contains one or more ladder faces #define AREA_LIQUID BIT(4) // area contains a liquid #define AREA_CROUCH BIT(5) // AI cannot walk but can only crouch in this area #define AREA_REACHABLE_WALK BIT(6) // area is reachable by walking or swimming #define AREA_REACHABLE_FLY BIT(7) // area is reachable by flying // area contents flags #define AREACONTENTS_SOLID BIT(0) // solid, not a valid area #define AREACONTENTS_WATER BIT(1) // area contains water #define AREACONTENTS_CLUSTERPORTAL BIT(2) // area is a cluster portal #define AREACONTENTS_OBSTACLE BIT(3) // area contains (part of) a dynamic obstacle #define AREACONTENTS_TELEPORTER BIT(4) // area contains (part of) a teleporter trigger // bits for different bboxes #define AREACONTENTS_BBOX_BIT 24 #define MAX_REACH_PER_AREA 256 #define MAX_AAS_TREE_DEPTH 128 #define MAX_AAS_BOUNDING_BOXES 4 // reachability to another area class idReachability { public: int travelType; // type of travel required to get to the area short toAreaNum; // number of the reachable area short fromAreaNum; // number of area the reachability starts idVec3 start; // start point of inter area movement idVec3 end; // end point of inter area movement int edgeNum; // edge crossed by this reachability unsigned short travelTime; // travel time of the inter area movement byte number; // reachability number within the fromAreaNum (must be < 256) byte disableCount; // number of times this reachability has been disabled idReachability * next; // next reachability in list idReachability * rev_next; // next reachability in reversed list unsigned short * areaTravelTimes; // travel times within the fromAreaNum from reachabilities that lead towards this area public: void CopyBase( idReachability &reach ); }; class idReachability_Walk : public idReachability { }; class idReachability_BarrierJump : public idReachability { }; class idReachability_WaterJump : public idReachability { }; class idReachability_WalkOffLedge : public idReachability { }; class idReachability_Swim : public idReachability { }; class idReachability_Fly : public idReachability { }; class idReachability_Special : public idReachability { public: idDict dict; }; // index typedef int aasIndex_t; // vertex typedef idVec3 aasVertex_t; // edge typedef struct aasEdge_s { int vertexNum[2]; // numbers of the vertexes of this edge } aasEdge_t; // area boundary face typedef struct aasFace_s { unsigned short planeNum; // number of the plane this face is on unsigned short flags; // face flags int numEdges; // number of edges in the boundary of the face int firstEdge; // first edge in the edge index short areas[2]; // area at the front and back of this face } aasFace_t; // area with a boundary of faces typedef struct aasArea_s { int numFaces; // number of faces used for the boundary of the area int firstFace; // first face in the face index used for the boundary of the area idBounds bounds; // bounds of the area idVec3 center; // center of the area an AI can move towards unsigned short flags; // several area flags unsigned short contents; // contents of the area short cluster; // cluster the area belongs to, if negative it's a portal short clusterAreaNum; // number of the area in the cluster int travelFlags; // travel flags for traveling through this area idReachability * reach; // reachabilities that start from this area idReachability * rev_reach; // reachabilities that lead to this area } aasArea_t; // nodes of the bsp tree typedef struct aasNode_s { unsigned short planeNum; // number of the plane that splits the subspace at this node int children[2]; // child nodes, zero is solid, negative is -(area number) } aasNode_t; // cluster portal typedef struct aasPortal_s { short areaNum; // number of the area that is the actual portal short clusters[2]; // number of cluster at the front and back of the portal short clusterAreaNum[2]; // number of this portal area in the front and back cluster unsigned short maxAreaTravelTime; // maximum travel time through the portal area } aasPortal_t; // cluster typedef struct aasCluster_s { int numAreas; // number of areas in the cluster int numReachableAreas; // number of areas with reachabilities int numPortals; // number of cluster portals int firstPortal; // first cluster portal in the index } aasCluster_t; // trace through the world typedef struct aasTrace_s { // parameters int flags; // areas with these flags block the trace int travelFlags; // areas with these travel flags block the trace int maxAreas; // size of the 'areas' array int getOutOfSolid; // trace out of solid if the trace starts in solid // output float fraction; // fraction of trace completed idVec3 endpos; // end position of trace int planeNum; // plane hit int lastAreaNum; // number of last area the trace went through int blockingAreaNum; // area that could not be entered int numAreas; // number of areas the trace went through int * areas; // array to store areas the trace went through idVec3 * points; // points where the trace entered each new area aasTrace_s() { areas = NULL; points = NULL; getOutOfSolid = false; flags = travelFlags = maxAreas = 0; } } aasTrace_t; // settings class idAASSettings { public: // collision settings int numBoundingBoxes; idBounds boundingBoxes[MAX_AAS_BOUNDING_BOXES]; bool usePatches; bool writeBrushMap; bool playerFlood; bool noOptimize; bool allowSwimReachabilities; bool allowFlyReachabilities; idStr fileExtension; // physics settings idVec3 gravity; idVec3 gravityDir; idVec3 invGravityDir; float gravityValue; float maxStepHeight; float maxBarrierHeight; float maxWaterJumpHeight; float maxFallHeight; float minFloorCos; // fixed travel times int tt_barrierJump; int tt_startCrouching; int tt_waterJump; int tt_startWalkOffLedge; public: idAASSettings(); bool FromFile( const idStr &fileName ); bool FromParser( idLexer &src ); bool FromDict( const char *name, const idDict *dict ); bool WriteToFile( idFile *fp ) const; bool ValidForBounds( const idBounds &bounds ) const; bool ValidEntity( const char *classname ) const; private: bool ParseBool( idLexer &src, bool &b ); bool ParseInt( idLexer &src, int &i ); bool ParseFloat( idLexer &src, float &f ); bool ParseVector( idLexer &src, idVec3 &vec ); bool ParseBBoxes( idLexer &src ); }; /* - when a node child is a solid leaf the node child number is zero - two adjacent areas (sharing a plane at opposite sides) share a face this face is a portal between the areas - when an area uses a face from the faceindex with a positive index then the face plane normal points into the area - the face edges are stored counter clockwise using the edgeindex - two adjacent convex areas (sharing a face) only share One face this is a simple result of the areas being convex - the areas can't have a mixture of ground and gap faces other mixtures of faces in one area are allowed - areas with the AREACONTENTS_CLUSTERPORTAL in the settings have the cluster number set to the negative portal number - edge zero is a dummy - face zero is a dummy - area zero is a dummy - node zero is a dummy - portal zero is a dummy - cluster zero is a dummy */ class idAASFile { public: virtual ~idAASFile() {} const char * GetName() const { return name.c_str(); } unsigned int GetCRC() const { return crc; } int GetNumPlanes() const { return planeList.Num(); } const idPlane & GetPlane( int index ) const { return planeList[index]; } int GetNumVertices() const { return vertices.Num(); } const aasVertex_t & GetVertex( int index ) const { return vertices[index]; } int GetNumEdges() const { return edges.Num(); } const aasEdge_t & GetEdge( int index ) const { return edges[index]; } int GetNumEdgeIndexes() const { return edgeIndex.Num(); } const aasIndex_t & GetEdgeIndex( int index ) const { return edgeIndex[index]; } int GetNumFaces() const { return faces.Num(); } const aasFace_t & GetFace( int index ) const { return faces[index]; } int GetNumFaceIndexes() const { return faceIndex.Num(); } const aasIndex_t & GetFaceIndex( int index ) const { return faceIndex[index]; } int GetNumAreas() const { return areas.Num(); } const aasArea_t & GetArea( int index ) { return areas[index]; } int GetNumNodes() const { return nodes.Num(); } const aasNode_t & GetNode( int index ) const { return nodes[index]; } int GetNumPortals() const { return portals.Num(); } const aasPortal_t & GetPortal( int index ) { return portals[index]; } int GetNumPortalIndexes() const { return portalIndex.Num(); } const aasIndex_t & GetPortalIndex( int index ) const { return portalIndex[index]; } int GetNumClusters() const { return clusters.Num(); } const aasCluster_t & GetCluster( int index ) const { return clusters[index]; } const idAASSettings & GetSettings() const { return settings; } void SetPortalMaxTravelTime( int index, int time ) { portals[index].maxAreaTravelTime = time; } void SetAreaTravelFlag( int index, int flag ) { areas[index].travelFlags |= flag; } void RemoveAreaTravelFlag( int index, int flag ) { areas[index].travelFlags &= ~flag; } virtual idVec3 EdgeCenter( int edgeNum ) const = 0; virtual idVec3 FaceCenter( int faceNum ) const = 0; virtual idVec3 AreaCenter( int areaNum ) const = 0; virtual idBounds EdgeBounds( int edgeNum ) const = 0; virtual idBounds FaceBounds( int faceNum ) const = 0; virtual idBounds AreaBounds( int areaNum ) const = 0; virtual int PointAreaNum( const idVec3 &origin ) const = 0; virtual int PointReachableAreaNum( const idVec3 &origin, const idBounds &searchBounds, const int areaFlags, const int excludeTravelFlags ) const = 0; virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const = 0; virtual void PushPointIntoAreaNum( int areaNum, idVec3 &point ) const = 0; virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0; virtual void PrintInfo() const = 0; protected: idStr name; unsigned int crc; idPlaneSet planeList; idList vertices; idList edges; idList edgeIndex; idList faces; idList faceIndex; idList areas; idList nodes; idList portals; idList portalIndex; idList clusters; idAASSettings settings; }; #endif /* !__AASFILE_H__ */