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Initial Prey Game integration support.
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// Copyright (C) 2004 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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#include "../Pvs.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 ) { }
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private:
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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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//HUMANHEAD nla
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// Helper class/data class for the near point functions
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class hhNearPoint {
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public:
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hhNearPoint(const idVec3 &anAllyOrigin, const idVec3 &anOurOrigin, float desiredDist) :
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allyOrigin(anAllyOrigin), ourOrigin(anOurOrigin),
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desiredDistSq(desiredDist * desiredDist),
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bestBlocked(true), bestDot(0), bestPoint(vec3_origin) {
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direction = anOurOrigin - anAllyOrigin;
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}
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idVec3 getBestPoint(void) { return(bestPoint); }
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// These really should be protected with accessors, but for the sake
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// of speed, will leave as public access
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public:
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idVec3 allyOrigin; // Point where ally is
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idVec3 ourOrigin; // Point where we are
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idVec3 direction; // Vector from ally to follower
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float desiredDistSq; // Min distance to be, squared
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float bestDistSq; // Current best point distance squared
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float bestBlocked; // Is the best so far blocked?
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float bestDot; // Current best point * direction
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idVec3 bestPoint; // Current best point
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};
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//HUMANHEAD nla
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// Typedefs for return codes
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typedef enum {
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AREA_NO_VALID_POINTS, // No valid points were found
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AREA_MIXED, // Points were a mixture
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AREA_ALL_DESIRED // All points were desired points
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} findAreaType_t;
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typedef enum {
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POINT_NOT_VALID = 0, // Point was on wrong side of origin
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POINT_VALID = 1, // Point was within desired distance
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POINT_DESIRED = 2 // Point was outside desired distance
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} findPointType_t;
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//
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// HUMANHEAD jrm
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class hhPathApproach
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{
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public:
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hhPathApproach() {totalPathDistSqr = 0.0f; totalApproachDistSqr = 0.0f; minDistSqr = 0.0f; maxDistSqr = 0.0f;}
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float totalPathDistSqr; // Total path dist sqr
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float totalApproachDistSqr; // The total distance squared spent approaching the target
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float minDistSqr, maxDistSqr; // The closest and farthest we got from the target
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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 idStr &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 ) const;
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virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags ) const;
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virtual void PushPointIntoAreaNum( int areaNum, idVec3 &origin ) const;
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virtual idVec3 AreaCenter( int areaNum ) const;
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virtual int AreaFlags( int areaNum ) const;
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virtual int AreaTravelFlags( 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 const idPlane & GetPlane( int planeNum ) const;
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virtual int GetWallEdges( int areaNum, const idBounds &bounds, int travelFlags, int *edges, int maxEdges ) const;
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virtual void SortWallEdges( int *edges, int numEdges ) 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 bool SetAreaState( const idBounds &bounds, const int areaContents, bool disabled );
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virtual aasHandle_t AddObstacle( const idBounds &bounds );
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virtual void RemoveObstacle( const aasHandle_t handle );
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virtual void RemoveAllObstacles( void );
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virtual int TravelTimeToGoalArea( int areaNum, const idVec3 &origin, int goalAreaNum, int travelFlags ) const;
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virtual bool RouteToGoalArea( int areaNum, const idVec3 origin, int goalAreaNum, int travelFlags, int &travelTime, idReachability **reach ) const;
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virtual bool WalkPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags ) const;
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virtual bool WalkPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum ) const;
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virtual bool FlyPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags ) const;
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virtual bool FlyPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum ) const;
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virtual void ShowWalkPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const;
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virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const;
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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;
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const char * GetName( void ) const { return file ? file->GetName() : NULL; }
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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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idList<idRoutingObstacle *> obstacleList; // list with obstacles
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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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idReachability * 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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void RemoveRoutingCacheUsingArea( int areaNum );
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void DisableArea( int areaNum );
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void EnableArea( int areaNum );
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bool SetAreaState_r( int nodeNum, const idBounds &bounds, const int areaContents, bool disabled );
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void GetBoundsAreas_r( int nodeNum, const idBounds &bounds, idList<int> &areas ) const;
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void SetObstacleState( const idRoutingObstacle *obstacle, bool enable );
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private: // pathing
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bool EdgeSplitPoint( idVec3 &split, int edgeNum, const idPlane &plane ) const;
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bool FloorEdgeSplitPoint( idVec3 &split, int areaNum, const idPlane &splitPlane, const idPlane &frontPlane, bool closest ) const;
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idVec3 SubSampleWalkPath( int areaNum, const idVec3 &origin, const idVec3 &start, const idVec3 &end, int travelFlags, int &endAreaNum ) const;
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idVec3 SubSampleFlyPath( int areaNum, const idVec3 &origin, const idVec3 &start, const idVec3 &end, int travelFlags, int &endAreaNum ) const;
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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 DrawArea( int areaNum ) const;
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// HUMANHEAD nla
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void DrawBounds( int areaNum ) const;
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void DrawBoundsEdge( const idVec3 &p0, const idVec3 &ip1, int keep, int draw ) const;
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// HUMANHEAD nla - Added color parameter
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void DrawFace( int faceNum, bool side, idVec4 *color = &colorRed ) const;
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void DrawEdge( int edgeNum, bool arrow, idVec4 *color = &colorRed ) const;
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void DrawReachability( const idReachability *reach ) const;
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void ShowArea( const idVec3 &origin ) const;
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void ShowWallEdges( const idVec3 &origin ) const;
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void ShowHideArea( const idVec3 &origin, int targerAreaNum ) const;
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bool PullPlayer( const idVec3 &origin, int toAreaNum ) const;
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void RandomPullPlayer( const idVec3 &origin ) const;
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void ShowPushIntoArea( const idVec3 &origin ) const;
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};
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#endif /* !__AAS_LOCAL_H__ */
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