lilium-voyager/code/botlib/aasfile.h

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//NOTE: int = default signed
// default long
#define AASID (('S'<<24)+('A'<<16)+('A'<<8)+'E')
#define AASVERSION_OLD 4
#define AASVERSION 5
//presence types
#define PRESENCE_NONE 1
#define PRESENCE_NORMAL 2
#define PRESENCE_CROUCH 4
//travel types
#define MAX_TRAVELTYPES 32
#define TRAVEL_INVALID 1 //temporary not possible
#define TRAVEL_WALK 2 //walking
#define TRAVEL_CROUCH 3 //crouching
#define TRAVEL_BARRIERJUMP 4 //jumping onto a barrier
#define TRAVEL_JUMP 5 //jumping
#define TRAVEL_LADDER 6 //climbing a ladder
#define TRAVEL_WALKOFFLEDGE 7 //walking of a ledge
#define TRAVEL_SWIM 8 //swimming
#define TRAVEL_WATERJUMP 9 //jump out of the water
#define TRAVEL_TELEPORT 10 //teleportation
#define TRAVEL_ELEVATOR 11 //travel by elevator
#define TRAVEL_ROCKETJUMP 12 //rocket jumping required for travel
#define TRAVEL_BFGJUMP 13 //bfg jumping required for travel
#define TRAVEL_GRAPPLEHOOK 14 //grappling hook required for travel
#define TRAVEL_DOUBLEJUMP 15 //double jump
#define TRAVEL_RAMPJUMP 16 //ramp jump
#define TRAVEL_STRAFEJUMP 17 //strafe jump
#define TRAVEL_JUMPPAD 18 //jump pad
#define TRAVEL_FUNCBOB 19 //func bob
//additional travel flags
#define TRAVELTYPE_MASK 0xFFFFFF
#define TRAVELFLAG_NOTTEAM1 (1 << 24)
#define TRAVELFLAG_NOTTEAM2 (2 << 24)
//face flags
#define FACE_SOLID 1 //just solid at the other side
#define FACE_LADDER 2 //ladder
#define FACE_GROUND 4 //standing on ground when in this face
#define FACE_GAP 8 //gap in the ground
#define FACE_LIQUID 16 //face seperating two areas with liquid
#define FACE_LIQUIDSURFACE 32 //face seperating liquid and air
#define FACE_BRIDGE 64 //can walk over this face if bridge is closed
//area contents
#define AREACONTENTS_WATER 1
#define AREACONTENTS_LAVA 2
#define AREACONTENTS_SLIME 4
#define AREACONTENTS_CLUSTERPORTAL 8
#define AREACONTENTS_TELEPORTAL 16
#define AREACONTENTS_ROUTEPORTAL 32
#define AREACONTENTS_TELEPORTER 64
#define AREACONTENTS_JUMPPAD 128
#define AREACONTENTS_DONOTENTER 256
#define AREACONTENTS_VIEWPORTAL 512
#define AREACONTENTS_MOVER 1024
#define AREACONTENTS_NOTTEAM1 2048
#define AREACONTENTS_NOTTEAM2 4096
//number of model of the mover inside this area
#define AREACONTENTS_MODELNUMSHIFT 24
#define AREACONTENTS_MAXMODELNUM 0xFF
#define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT)
//area flags
#define AREA_GROUNDED 1 //bot can stand on the ground
#define AREA_LADDER 2 //area contains one or more ladder faces
#define AREA_LIQUID 4 //area contains a liquid
#define AREA_DISABLED 8 //area is disabled for routing when set
#define AREA_BRIDGE 16 //area ontop of a bridge
//aas file header lumps
#define AAS_LUMPS 14
#define AASLUMP_BBOXES 0
#define AASLUMP_VERTEXES 1
#define AASLUMP_PLANES 2
#define AASLUMP_EDGES 3
#define AASLUMP_EDGEINDEX 4
#define AASLUMP_FACES 5
#define AASLUMP_FACEINDEX 6
#define AASLUMP_AREAS 7
#define AASLUMP_AREASETTINGS 8
#define AASLUMP_REACHABILITY 9
#define AASLUMP_NODES 10
#define AASLUMP_PORTALS 11
#define AASLUMP_PORTALINDEX 12
#define AASLUMP_CLUSTERS 13
//========== bounding box =========
//bounding box
typedef struct aas_bbox_s
{
int presencetype;
int flags;
vec3_t mins, maxs;
} aas_bbox_t;
//============ settings ===========
//reachability to another area
typedef struct aas_reachability_s
{
int areanum; //number of the reachable area
int facenum; //number of the face towards the other area
int edgenum; //number of the edge towards the other area
vec3_t start; //start point of inter area movement
vec3_t end; //end point of inter area movement
int traveltype; //type of travel required to get to the area
unsigned short int traveltime;//travel time of the inter area movement
} aas_reachability_t;
//area settings
typedef struct aas_areasettings_s
{
//could also add all kind of statistic fields
int contents; //contents of the area
int areaflags; //several area flags
int presencetype; //how a bot can be present in this area
int cluster; //cluster the area belongs to, if negative it's a portal
int clusterareanum; //number of the area in the cluster
int numreachableareas; //number of reachable areas from this one
int firstreachablearea; //first reachable area in the reachable area index
} aas_areasettings_t;
//cluster portal
typedef struct aas_portal_s
{
int areanum; //area that is the actual portal
int frontcluster; //cluster at front of portal
int backcluster; //cluster at back of portal
int clusterareanum[2]; //number of the area in the front and back cluster
} aas_portal_t;
//cluster portal index
typedef int aas_portalindex_t;
//cluster
typedef struct aas_cluster_s
{
int numareas; //number of areas in the cluster
int numreachabilityareas; //number of areas with reachabilities
int numportals; //number of cluster portals
int firstportal; //first cluster portal in the index
} aas_cluster_t;
//============ 3d definition ============
typedef vec3_t aas_vertex_t;
//just a plane in the third dimension
typedef struct aas_plane_s
{
vec3_t normal; //normal vector of the plane
float dist; //distance of the plane (normal vector * distance = point in plane)
int type;
} aas_plane_t;
//edge
typedef struct aas_edge_s
{
int v[2]; //numbers of the vertexes of this edge
} aas_edge_t;
//edge index, negative if vertexes are reversed
typedef int aas_edgeindex_t;
//a face bounds an area, often it will also seperate two areas
typedef struct aas_face_s
{
int planenum; //number of the plane this face is in
int faceflags; //face flags (no use to create face settings for just this field)
int numedges; //number of edges in the boundary of the face
int firstedge; //first edge in the edge index
int frontarea; //area at the front of this face
int backarea; //area at the back of this face
} aas_face_t;
//face index, stores a negative index if backside of face
typedef int aas_faceindex_t;
//area with a boundary of faces
typedef struct aas_area_s
{
int areanum; //number of this area
//3d definition
int numfaces; //number of faces used for the boundary of the area
int firstface; //first face in the face index used for the boundary of the area
vec3_t mins; //mins of the area
vec3_t maxs; //maxs of the area
vec3_t center; //'center' of the area
} aas_area_t;
//nodes of the bsp tree
typedef struct aas_node_s
{
int planenum;
int children[2]; //child nodes of this node, or areas as leaves when negative
//when a child is zero it's a solid leaf
} aas_node_t;
//=========== aas file ===============
//header lump
typedef struct
{
int fileofs;
int filelen;
} aas_lump_t;
//aas file header
typedef struct aas_header_s
{
int ident;
int version;
int bspchecksum;
//data entries
aas_lump_t lumps[AAS_LUMPS];
} aas_header_t;
//====== additional information ======
/*
- when a node child is a solid leaf the node child number is zero
- two adjacent areas (sharing a plane at opposite sides) share a face
this face is a portal between the areas
- when an area uses a face from the faceindex with a positive index
then the face plane normal points into the area
- the face edges are stored counter clockwise using the edgeindex
- two adjacent convex areas (sharing a face) only share One face
this is a simple result of the areas being convex
- the areas can't have a mixture of ground and gap faces
other mixtures of faces in one area are allowed
- areas with the AREACONTENTS_CLUSTERPORTAL in the settings have
the cluster number set to the negative portal number
- edge zero is a dummy
- face zero is a dummy
- area zero is a dummy
- node zero is a dummy
*/