etqw-sdk/source/game/botai/aas/AAS_local.h

185 lines
10 KiB
C++

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