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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
267 lines
8.7 KiB
C
267 lines
8.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//NOTE: int = default signed
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// default long
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#define AASID (('S'<<24)+('A'<<16)+('A'<<8)+'E')
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#define AASVERSION_OLD 4
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#define AASVERSION 5
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//presence types
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#define PRESENCE_NONE 1
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#define PRESENCE_NORMAL 2
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#define PRESENCE_CROUCH 4
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//travel types
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#define MAX_TRAVELTYPES 32
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#define TRAVEL_INVALID 1 //temporary not possible
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#define TRAVEL_WALK 2 //walking
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#define TRAVEL_CROUCH 3 //crouching
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#define TRAVEL_BARRIERJUMP 4 //jumping onto a barrier
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#define TRAVEL_JUMP 5 //jumping
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#define TRAVEL_LADDER 6 //climbing a ladder
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#define TRAVEL_WALKOFFLEDGE 7 //walking of a ledge
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#define TRAVEL_SWIM 8 //swimming
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#define TRAVEL_WATERJUMP 9 //jump out of the water
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#define TRAVEL_TELEPORT 10 //teleportation
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#define TRAVEL_ELEVATOR 11 //travel by elevator
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#define TRAVEL_ROCKETJUMP 12 //rocket jumping required for travel
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#define TRAVEL_BFGJUMP 13 //bfg jumping required for travel
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#define TRAVEL_GRAPPLEHOOK 14 //grappling hook required for travel
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#define TRAVEL_DOUBLEJUMP 15 //double jump
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#define TRAVEL_RAMPJUMP 16 //ramp jump
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#define TRAVEL_STRAFEJUMP 17 //strafe jump
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#define TRAVEL_JUMPPAD 18 //jump pad
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#define TRAVEL_FUNCBOB 19 //func bob
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//additional travel flags
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#define TRAVELTYPE_MASK 0xFFFFFF
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#define TRAVELFLAG_NOTTEAM1 (1 << 24)
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#define TRAVELFLAG_NOTTEAM2 (2 << 24)
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//face flags
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#define FACE_SOLID 1 //just solid at the other side
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#define FACE_LADDER 2 //ladder
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#define FACE_GROUND 4 //standing on ground when in this face
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#define FACE_GAP 8 //gap in the ground
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#define FACE_LIQUID 16 //face seperating two areas with liquid
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#define FACE_LIQUIDSURFACE 32 //face seperating liquid and air
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#define FACE_BRIDGE 64 //can walk over this face if bridge is closed
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//area contents
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#define AREACONTENTS_WATER 1
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#define AREACONTENTS_LAVA 2
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#define AREACONTENTS_SLIME 4
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#define AREACONTENTS_CLUSTERPORTAL 8
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#define AREACONTENTS_TELEPORTAL 16
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#define AREACONTENTS_ROUTEPORTAL 32
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#define AREACONTENTS_TELEPORTER 64
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#define AREACONTENTS_JUMPPAD 128
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#define AREACONTENTS_DONOTENTER 256
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#define AREACONTENTS_VIEWPORTAL 512
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#define AREACONTENTS_MOVER 1024
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#define AREACONTENTS_NOTTEAM1 2048
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#define AREACONTENTS_NOTTEAM2 4096
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//number of model of the mover inside this area
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#define AREACONTENTS_MODELNUMSHIFT 24
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#define AREACONTENTS_MAXMODELNUM 0xFF
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#define AREACONTENTS_MODELNUM (AREACONTENTS_MAXMODELNUM << AREACONTENTS_MODELNUMSHIFT)
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//area flags
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#define AREA_GROUNDED 1 //bot can stand on the ground
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#define AREA_LADDER 2 //area contains one or more ladder faces
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#define AREA_LIQUID 4 //area contains a liquid
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#define AREA_DISABLED 8 //area is disabled for routing when set
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#define AREA_BRIDGE 16 //area ontop of a bridge
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//aas file header lumps
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#define AAS_LUMPS 14
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#define AASLUMP_BBOXES 0
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#define AASLUMP_VERTEXES 1
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#define AASLUMP_PLANES 2
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#define AASLUMP_EDGES 3
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#define AASLUMP_EDGEINDEX 4
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#define AASLUMP_FACES 5
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#define AASLUMP_FACEINDEX 6
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#define AASLUMP_AREAS 7
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#define AASLUMP_AREASETTINGS 8
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#define AASLUMP_REACHABILITY 9
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#define AASLUMP_NODES 10
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#define AASLUMP_PORTALS 11
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#define AASLUMP_PORTALINDEX 12
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#define AASLUMP_CLUSTERS 13
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//========== bounding box =========
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//bounding box
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typedef struct aas_bbox_s
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{
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int presencetype;
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int flags;
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vec3_t mins, maxs;
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} aas_bbox_t;
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//============ settings ===========
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//reachability to another area
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typedef struct aas_reachability_s
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{
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int areanum; //number of the reachable area
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int facenum; //number of the face towards the other area
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int edgenum; //number of the edge towards the other area
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vec3_t start; //start point of inter area movement
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vec3_t end; //end point of inter area movement
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int traveltype; //type of travel required to get to the area
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unsigned short int traveltime;//travel time of the inter area movement
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} aas_reachability_t;
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//area settings
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typedef struct aas_areasettings_s
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{
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//could also add all kind of statistic fields
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int contents; //contents of the area
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int areaflags; //several area flags
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int presencetype; //how a bot can be present in this area
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int cluster; //cluster the area belongs to, if negative it's a portal
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int clusterareanum; //number of the area in the cluster
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int numreachableareas; //number of reachable areas from this one
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int firstreachablearea; //first reachable area in the reachable area index
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} aas_areasettings_t;
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//cluster portal
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typedef struct aas_portal_s
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{
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int areanum; //area that is the actual portal
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int frontcluster; //cluster at front of portal
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int backcluster; //cluster at back of portal
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int clusterareanum[2]; //number of the area in the front and back cluster
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} aas_portal_t;
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//cluster portal index
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typedef int aas_portalindex_t;
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//cluster
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typedef struct aas_cluster_s
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{
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int numareas; //number of areas in the cluster
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int numreachabilityareas; //number of areas with reachabilities
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int numportals; //number of cluster portals
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int firstportal; //first cluster portal in the index
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} aas_cluster_t;
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//============ 3d definition ============
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typedef vec3_t aas_vertex_t;
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//just a plane in the third dimension
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typedef struct aas_plane_s
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{
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vec3_t normal; //normal vector of the plane
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float dist; //distance of the plane (normal vector * distance = point in plane)
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int type;
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} aas_plane_t;
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//edge
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typedef struct aas_edge_s
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{
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int v[2]; //numbers of the vertexes of this edge
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} aas_edge_t;
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//edge index, negative if vertexes are reversed
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typedef int aas_edgeindex_t;
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//a face bounds an area, often it will also seperate two areas
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typedef struct aas_face_s
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{
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int planenum; //number of the plane this face is in
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int faceflags; //face flags (no use to create face settings for just this field)
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int numedges; //number of edges in the boundary of the face
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int firstedge; //first edge in the edge index
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int frontarea; //area at the front of this face
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int backarea; //area at the back of this face
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} aas_face_t;
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//face index, stores a negative index if backside of face
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typedef int aas_faceindex_t;
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//area with a boundary of faces
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typedef struct aas_area_s
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{
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int areanum; //number of this area
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//3d definition
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int numfaces; //number of faces used for the boundary of the area
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int firstface; //first face in the face index used for the boundary of the area
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vec3_t mins; //mins of the area
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vec3_t maxs; //maxs of the area
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vec3_t center; //'center' of the area
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} aas_area_t;
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//nodes of the bsp tree
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typedef struct aas_node_s
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{
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int planenum;
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int children[2]; //child nodes of this node, or areas as leaves when negative
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//when a child is zero it's a solid leaf
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} aas_node_t;
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//=========== aas file ===============
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//header lump
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typedef struct
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{
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int fileofs;
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int filelen;
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} aas_lump_t;
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//aas file header
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typedef struct aas_header_s
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{
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int ident;
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int version;
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int bspchecksum;
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//data entries
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aas_lump_t lumps[AAS_LUMPS];
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} aas_header_t;
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//====== additional information ======
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/*
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- when a node child is a solid leaf the node child number is zero
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- two adjacent areas (sharing a plane at opposite sides) share a face
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this face is a portal between the areas
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- when an area uses a face from the faceindex with a positive index
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then the face plane normal points into the area
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- the face edges are stored counter clockwise using the edgeindex
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- two adjacent convex areas (sharing a face) only share One face
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this is a simple result of the areas being convex
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- the areas can't have a mixture of ground and gap faces
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other mixtures of faces in one area are allowed
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- areas with the AREACONTENTS_CLUSTERPORTAL in the settings have
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the cluster number set to the negative portal number
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- edge zero is a dummy
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- face zero is a dummy
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- area zero is a dummy
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- node zero is a dummy
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*/
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