/* =========================================================================== 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 __AAS_H__ #define __AAS_H__ /* =============================================================================== Area Awareness System =============================================================================== */ enum { PATHTYPE_WALK, PATHTYPE_WALKOFFLEDGE, PATHTYPE_BARRIERJUMP, PATHTYPE_JUMP }; typedef struct aasPath_s { int type; // path type idVec3 moveGoal; // point the AI should move towards int moveAreaNum; // number of the area the AI should move towards idVec3 secondaryGoal; // secondary move goal for complex navigation const idReachability * reachability; // reachability used for navigation } aasPath_t; typedef struct aasGoal_s { int areaNum; // area the goal is in idVec3 origin; // position of goal } aasGoal_t; typedef struct aasObstacle_s { idBounds absBounds; // absolute bounds of obstacle idBounds expAbsBounds; // expanded absolute bounds of obstacle } aasObstacle_t; class idAASCallback { public: virtual ~idAASCallback() {}; virtual bool TestArea( const class idAAS *aas, int areaNum ) = 0; }; typedef int aasHandle_t; class idAAS { public: static idAAS * Alloc(); virtual ~idAAS() = 0; // Initialize for the given map. virtual bool Init( const idStr &mapName, unsigned int mapFileCRC ) = 0; // Print AAS stats. virtual void Stats() const = 0; // Test from the given origin. virtual void Test( const idVec3 &origin ) = 0; // Get the AAS settings. virtual const idAASSettings *GetSettings() const = 0; // Returns the number of the area the origin is in. virtual int PointAreaNum( const idVec3 &origin ) const = 0; // Returns the number of the nearest reachable area for the given point. virtual int PointReachableAreaNum( const idVec3 &origin, const idBounds &bounds, const int areaFlags ) const = 0; // Returns the number of the first reachable area in or touching the bounds. virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags ) const = 0; // Push the point into the area. virtual void PushPointIntoAreaNum( int areaNum, idVec3 &origin ) const = 0; // Returns a reachable point inside the given area. virtual idVec3 AreaCenter( int areaNum ) const = 0; // Returns the area flags. virtual int AreaFlags( int areaNum ) const = 0; // Returns the travel flags for traveling through the area. virtual int AreaTravelFlags( int areaNum ) const = 0; // Trace through the areas and report the first collision. virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0; // Get a plane for a trace. virtual const idPlane & GetPlane( int planeNum ) const = 0; // Get wall edges. virtual int GetWallEdges( int areaNum, const idBounds &bounds, int travelFlags, int *edges, int maxEdges ) const = 0; // Sort the wall edges to create continuous sequences of walls. virtual void SortWallEdges( int *edges, int numEdges ) const = 0; // Get the vertex numbers for an edge. virtual void GetEdgeVertexNumbers( int edgeNum, int verts[2] ) const = 0; // Get an edge. virtual void GetEdge( int edgeNum, idVec3 &start, idVec3 &end ) const = 0; // Find all areas within or touching the bounds with the given contents and disable/enable them for routing. virtual bool SetAreaState( const idBounds &bounds, const int areaContents, bool disabled ) = 0; // Add an obstacle to the routing system. virtual aasHandle_t AddObstacle( const idBounds &bounds ) = 0; // Remove an obstacle from the routing system. virtual void RemoveObstacle( const aasHandle_t handle ) = 0; // Remove all obstacles from the routing system. virtual void RemoveAllObstacles() = 0; // Returns the travel time towards the goal area in 100th of a second. virtual int TravelTimeToGoalArea( int areaNum, const idVec3 &origin, int goalAreaNum, int travelFlags ) const = 0; // Get the travel time and first reachability to be used towards the goal, returns true if there is a path. virtual bool RouteToGoalArea( int areaNum, const idVec3 origin, int goalAreaNum, int travelFlags, int &travelTime, idReachability **reach ) const = 0; // Creates a walk path towards the goal. virtual bool WalkPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags ) const = 0; // Returns true if one can walk along a straight line from the origin to the goal origin. virtual bool WalkPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum ) const = 0; // Creates a fly path towards the goal. virtual bool FlyPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags ) const = 0; // Returns true if one can fly along a straight line from the origin to the goal origin. virtual bool FlyPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum ) const = 0; // Show the walk path from the origin towards the area. virtual void ShowWalkPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const = 0; // Show the fly path from the origin towards the area. virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const = 0; // Find the nearest goal which satisfies the callback. virtual bool FindNearestGoal( aasGoal_t &goal, int areaNum, const idVec3 origin, const idVec3 &target, int travelFlags, aasObstacle_t *obstacles, int numObstacles, idAASCallback &callback ) const = 0; }; #endif /* !__AAS_H__ */