185 lines
10 KiB
C
185 lines
10 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __AAS_LOCAL_H__
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#define __AAS_LOCAL_H__
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#include "AAS.h"
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class idRoutingCache {
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friend class idAASLocal;
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public:
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idRoutingCache( int size );
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~idRoutingCache( void );
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int Size( void ) const;
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private:
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int type; // portal or area cache
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int size; // size of cache
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int cluster; // cluster of the cache
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int areaNum; // area of the cache
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int travelFlags; // combinations of the travel flags
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idRoutingCache * next; // next in list
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idRoutingCache * prev; // previous in list
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idRoutingCache * time_next; // next in time based list
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idRoutingCache * time_prev; // previous in time based list
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unsigned short startTravelTime; // travel time to start with
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unsigned char * reachabilities; // reachabilities used for routing
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unsigned short * travelTimes; // travel time for every area
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};
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class idRoutingUpdate {
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friend class idAASLocal;
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private:
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int cluster; // cluster number of this update
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int areaNum; // area number of this update
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unsigned short tmpTravelTime; // temporary travel time
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unsigned short * areaTravelTimes; // travel times within the area
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idVec3 start; // start point into area
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idRoutingUpdate * next; // next in list
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idRoutingUpdate * prev; // prev in list
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bool isInList; // true if the update is in the list
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};
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class idRoutingObstacle {
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friend class idAASLocal;
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idRoutingObstacle( void ) { travelFlags = TFL_INVALID_GDF | TFL_INVALID_STROGG; }
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private:
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int travelFlags;
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idBounds bounds; // obstacle bounds
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idList<int> areas; // areas the bounds are in
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};
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class idAASLocal : public idAAS {
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public:
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idAASLocal( void );
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virtual ~idAASLocal( void );
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virtual bool Init( const char *mapName, unsigned int mapFileCRC );
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virtual void Shutdown( void );
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virtual void Stats( void ) const;
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virtual void Test( const idVec3 &origin );
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virtual const idAASSettings *GetSettings( void ) 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, int excludeTravelFlags ) const;
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virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags, int excludeTravelFlags ) const;
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virtual void PushPointIntoArea( int areaNum, idVec3 &origin ) const;
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virtual idVec3 AreaCenter( int areaNum ) const;
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virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const;
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virtual bool TraceHeight( aasTraceHeight_t &trace, const idVec3 &start, const idVec3 &end ) const;
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virtual bool TraceFloor( aasTraceFloor_t &trace, const idVec3 &start, int startAreaNum, const idVec3 &end, int travelFlags ) const;
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virtual const byte * GetObstaclePVS( int areaNum ) const;
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virtual int GetWallEdges( int areaNum, const idBounds &bounds, int travelFlags, float height, int *edges, int maxEdges ) const;
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virtual int GetObstaclePVSWallEdges( int areaNum, int *edges, int maxEdges ) const;
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virtual void GetEdgeVertexNumbers( int edgeNum, int verts[2] ) const;
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virtual void GetEdge( int edgeNum, idVec3 &start, idVec3 &end ) const;
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virtual int GetEdgeFlags( int areaNum ) const;
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virtual int GetAreaFlags( int areaNum ) const;
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virtual void SetAreaTravelFlags( int areaNum, int travelFlags );
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virtual bool ChangeAreaTravelFlags( const idBounds &bounds, const int areaFlags, int travelFlags, bool set );
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virtual bool ChangeReachabilityTravelFlags( const char *name, int travelFlags, bool set );
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virtual int TravelTimeToGoalArea( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, int travelFlags ) const;
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virtual bool RouteToGoalArea( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, int travelFlags, int &travelTime, const aasReachability_t **reach ) const;
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virtual bool WalkPathToGoal( idAASPath &path, int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int walkTravelFlags ) const;
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virtual bool ExtendHopPathToGoal( idAASPath &path, int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int walkTravelFlags, const idAASHopPathParms &parms ) const;
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virtual bool FindNearestGoal( idAASGoal &goal, int startAreaNum, const idVec3 &startOrigin, int travelFlags, idAASCallback &callback ) const;
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virtual void ShowWalkPath( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int walkTravelFlags ) const;
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virtual void ShowHopPath( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int walkTravelFlags, const idAASHopPathParms &parms ) const;
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virtual void DrawArea( int areaNum ) const;
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private:
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idAASFile * file;
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idStr name;
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private: // routing data
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idRoutingCache *** areaCacheIndex; // for each area in each cluster the travel times to all other areas in the cluster
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int areaCacheIndexSize; // number of area cache entries
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idRoutingCache ** portalCacheIndex; // for each area in the world the travel times from each portal
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int portalCacheIndexSize; // number of portal cache entries
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idRoutingUpdate * areaUpdate; // memory used to update the area routing cache
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idRoutingUpdate * portalUpdate; // memory used to update the portal routing cache
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unsigned short * goalAreaTravelTimes; // travel times to goal areas
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unsigned short * areaTravelTimes; // travel times through the areas
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int numAreaTravelTimes; // number of area travel times
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mutable idRoutingCache * cacheListStart; // start of list with cache sorted from oldest to newest
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mutable idRoutingCache * cacheListEnd; // end of list with cache sorted from oldest to newest
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mutable int totalCacheMemory; // total cache memory used
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float groundSpeedMultiplier;
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float waterSpeedMultiplier;
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int numObstaclePVSBytes;
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mutable byte * obstaclePVS;
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mutable int obstaclePVSAreaNum;
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private: // routing
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bool SetupRouting( void );
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void ShutdownRouting( void );
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unsigned short AreaTravelTime( int areaNum, const idVec3 &start, const idVec3 &end ) const;
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void CalculateAreaTravelTimes( void );
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void DeleteAreaTravelTimes( void );
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void SetupRoutingCache( void );
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void DeleteClusterCache( int clusterNum );
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void DeletePortalCache( void );
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void ShutdownRoutingCache( void );
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void RoutingStats( void ) const;
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void LinkCache( idRoutingCache *cache ) const;
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void UnlinkCache( idRoutingCache *cache ) const;
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void DeleteOldestCache( void ) const;
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aasReachability_t * GetAreaReachability( int areaNum, int reachabilityNum ) const;
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int ClusterAreaNum( int clusterNum, int areaNum ) const;
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void UpdateAreaRoutingCache( idRoutingCache *areaCache ) const;
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idRoutingCache * GetAreaRoutingCache( int clusterNum, int areaNum, int travelFlags ) const;
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void UpdatePortalRoutingCache( idRoutingCache *portalCache ) const;
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idRoutingCache * GetPortalRoutingCache( int clusterNum, int areaNum, int travelFlags ) const;
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bool GetClusterRoute( int startAreaNum, const idVec3 &startOrigin, int startClusterNum, int goalAreaNum, int travelFlags, int &travelTime, const aasReachability_t **reach ) const;
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void RemoveRoutingCacheUsingArea( int areaNum );
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void RemoveAreaTravelFlags( int areaNum, int travelFlags );
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bool ChangeAreaTravelFlags_r( int nodeNum, const idBounds &bounds, const int areaFlags, int travelFlags, bool set );
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private: // pathing
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bool FloorEdgeSplitPoint( idVec3 &split, int areaNum, const idPlane &splitPlane, const idPlane &frontPlane, bool closest ) const;
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void SubSampleWalkPath( int startAreaNum, const idVec3 &startOrigin, int pathAreaNum, const idVec3 &pathStart, const idVec3 &pathEnd, int travelFlags, idVec3 &endPos, int &endAreaNum ) const;
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bool WalkPathIsValid( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int &endAreaNum ) const;
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float HorizontalDistanceSquare( const idVec3 &start, const idVec3 &end ) const;
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bool HopPathIsValid( int startAreaNum, const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin, const idAASHopPathParms &parms ) const;
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void SortWallEdges( int *edges, int numEdges ) const;
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bool EdgesIntersect2D( const int edge1, const int edge2, const idBounds &b1, const idBounds &b2, const float height ) const;
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void SetupObstaclePVS();
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void ShutdownObstaclePVS();
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private: // debug
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const idBounds & DefaultSearchBounds( void ) const;
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void DrawCone( const idVec3 &origin, const idVec3 &dir, float radius, const idVec4 &color ) const;
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void DrawEdge( int edgeNum, bool arrow ) const;
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void DrawReachability( const aasReachability_t *reach, const char *name ) const;
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int TravelFlagForTeam( void ) const;
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int TravelFlagWalkForTeam( void ) const;
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int TravelFlagInvalidForTeam( void ) const;
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void ShowArea( const idVec3 &origin, int mode ) const;
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void ShowWalkPath( const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin ) const;
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void ShowHopPath( const idVec3 &startOrigin, int goalAreaNum, const idVec3 &goalOrigin ) const;
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void ShowWallEdges( const idVec3 &origin, int mode, bool showNumbers ) const;
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void ShowNearestCoverArea( const idVec3 &origin, int targerAreaNum ) const;
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void ShowNearestInsideArea( const idVec3 &origin ) const;
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bool PullPlayer( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int &startAreaNum, int &travelTime ) const;
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void UnFreezePlayer() const;
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void RandomPullPlayer( const idVec3 &origin, int mode ) const;
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void ShowPushIntoArea( const idVec3 &origin ) const;
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void ShowFloorTrace( const idVec3 &origin ) const;
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void ShowObstaclePVS( const int areaNum ) const;
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void ShowManualReachabilities() const;
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void ShowAASObstacles() const;
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void ShowAASBadAreas( int mode ) const;
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bool GetAreaNumAndLocation( idCVar &cvar, const idVec3 &origin, int &areaNum, idVec3 &location ) const;
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};
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#endif /* !__AAS_LOCAL_H__ */
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