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https://github.com/id-Software/DOOM-3-BFG.git
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147 lines
7.1 KiB
C++
147 lines
7.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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 __AAS_H__
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#define __AAS_H__
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/*
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===============================================================================
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Area Awareness System
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===============================================================================
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*/
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enum
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{
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PATHTYPE_WALK,
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PATHTYPE_WALKOFFLEDGE,
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PATHTYPE_BARRIERJUMP,
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PATHTYPE_JUMP
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};
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typedef struct aasPath_s
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{
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int type; // path type
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idVec3 moveGoal; // point the AI should move towards
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int moveAreaNum; // number of the area the AI should move towards
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idVec3 secondaryGoal; // secondary move goal for complex navigation
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const idReachability* reachability; // reachability used for navigation
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} aasPath_t;
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typedef struct aasGoal_s
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{
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int areaNum; // area the goal is in
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idVec3 origin; // position of goal
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} aasGoal_t;
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typedef struct aasObstacle_s
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{
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idBounds absBounds; // absolute bounds of obstacle
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idBounds expAbsBounds; // expanded absolute bounds of obstacle
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} aasObstacle_t;
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class idAASCallback
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{
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public:
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virtual ~idAASCallback() {};
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virtual bool TestArea( const class idAAS* aas, int areaNum ) = 0;
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};
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typedef int aasHandle_t;
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class idAAS
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{
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public:
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static idAAS* Alloc();
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virtual ~idAAS() = 0;
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// Initialize for the given map.
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virtual bool Init( const idStr& mapName, unsigned int mapFileCRC ) = 0;
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// Print AAS stats.
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virtual void Stats() const = 0;
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// Test from the given origin.
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virtual void Test( const idVec3& origin ) = 0;
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// Get the AAS settings.
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virtual const idAASSettings* GetSettings() const = 0;
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// Returns the number of the area the origin is in.
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virtual int PointAreaNum( const idVec3& origin ) const = 0;
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// Returns the number of the nearest reachable area for the given point.
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virtual int PointReachableAreaNum( const idVec3& origin, const idBounds& bounds, const int areaFlags ) const = 0;
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// Returns the number of the first reachable area in or touching the bounds.
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virtual int BoundsReachableAreaNum( const idBounds& bounds, const int areaFlags ) const = 0;
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// Push the point into the area.
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virtual void PushPointIntoAreaNum( int areaNum, idVec3& origin ) const = 0;
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// Returns a reachable point inside the given area.
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virtual idVec3 AreaCenter( int areaNum ) const = 0;
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// Returns the area flags.
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virtual int AreaFlags( int areaNum ) const = 0;
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// Returns the travel flags for traveling through the area.
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virtual int AreaTravelFlags( int areaNum ) const = 0;
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// Trace through the areas and report the first collision.
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virtual bool Trace( aasTrace_t& trace, const idVec3& start, const idVec3& end ) const = 0;
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// Get a plane for a trace.
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virtual const idPlane& GetPlane( int planeNum ) const = 0;
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// Get wall edges.
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virtual int GetWallEdges( int areaNum, const idBounds& bounds, int travelFlags, int* edges, int maxEdges ) const = 0;
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// Sort the wall edges to create continuous sequences of walls.
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virtual void SortWallEdges( int* edges, int numEdges ) const = 0;
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// Get the vertex numbers for an edge.
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virtual void GetEdgeVertexNumbers( int edgeNum, int verts[2] ) const = 0;
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// Get an edge.
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virtual void GetEdge( int edgeNum, idVec3& start, idVec3& end ) const = 0;
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// Find all areas within or touching the bounds with the given contents and disable/enable them for routing.
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virtual bool SetAreaState( const idBounds& bounds, const int areaContents, bool disabled ) = 0;
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// Add an obstacle to the routing system.
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virtual aasHandle_t AddObstacle( const idBounds& bounds ) = 0;
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// Remove an obstacle from the routing system.
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virtual void RemoveObstacle( const aasHandle_t handle ) = 0;
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// Remove all obstacles from the routing system.
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virtual void RemoveAllObstacles() = 0;
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// Returns the travel time towards the goal area in 100th of a second.
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virtual int TravelTimeToGoalArea( int areaNum, const idVec3& origin, int goalAreaNum, int travelFlags ) const = 0;
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// Get the travel time and first reachability to be used towards the goal, returns true if there is a path.
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virtual bool RouteToGoalArea( int areaNum, const idVec3 origin, int goalAreaNum, int travelFlags, int& travelTime, idReachability** reach ) const = 0;
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// Creates a walk path towards the goal.
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virtual bool WalkPathToGoal( aasPath_t& path, int areaNum, const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin, int travelFlags ) const = 0;
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// Returns true if one can walk along a straight line from the origin to the goal origin.
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virtual bool WalkPathValid( int areaNum, const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin, int travelFlags, idVec3& endPos, int& endAreaNum ) const = 0;
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// Creates a fly path towards the goal.
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virtual bool FlyPathToGoal( aasPath_t& path, int areaNum, const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin, int travelFlags ) const = 0;
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// Returns true if one can fly along a straight line from the origin to the goal origin.
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virtual bool FlyPathValid( int areaNum, const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin, int travelFlags, idVec3& endPos, int& endAreaNum ) const = 0;
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// Show the walk path from the origin towards the area.
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virtual void ShowWalkPath( const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin ) const = 0;
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// Show the fly path from the origin towards the area.
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virtual void ShowFlyPath( const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin ) const = 0;
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// Find the nearest goal which satisfies the callback.
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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;
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};
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#endif /* !__AAS_H__ */
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