doom3-bfg/neo/d3xp/ai/AAS.h
2012-11-26 12:58:24 -06:00

141 lines
7.3 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */