/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech 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 3 of the License, or (at your option) any later version. IceTech 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 IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __AASFILE_H__ #define __AASFILE_H__ /* =============================================================================== AAS File =============================================================================== */ #define AAS_FILEID "DewmAAS" #ifdef QUAKE4 #define AAS_FILEVERSION "1.08" #else #define AAS_FILEVERSION "1.07" #endif // travel flags #define TFL_INVALID BIT(0) // not valid #define TFL_WALK BIT(1) // walking #define TFL_CROUCH BIT(2) // crouching #define TFL_WALKOFFLEDGE BIT(3) // walking of a ledge #define TFL_BARRIERJUMP BIT(4) // jumping onto a barrier #define TFL_JUMP BIT(5) // jumping #define TFL_LADDER BIT(6) // climbing a ladder #define TFL_SWIM BIT(7) // swimming #define TFL_WATERJUMP BIT(8) // jump out of the water #define TFL_TELEPORT BIT(9) // teleportation #define TFL_ELEVATOR BIT(10) // travel by elevator #define TFL_FLY BIT(11) // fly #define TFL_SPECIAL BIT(12) // special #define TFL_WATER BIT(21) // travel through water #define TFL_AIR BIT(22) // travel through air // face flags #define FACE_SOLID BIT(0) // solid at the other side #define FACE_LADDER BIT(1) // ladder surface #define FACE_FLOOR BIT(2) // standing on floor when on this face #define FACE_LIQUID BIT(3) // face seperating two areas with liquid #define FACE_LIQUIDSURFACE BIT(4) // face seperating liquid and air // area flags #define AREA_FLOOR BIT(0) // AI can stand on the floor in this area #define AREA_GAP BIT(1) // area has a gap #define AREA_LEDGE BIT(2) // if entered the AI bbox partly floats above a ledge #define AREA_LADDER BIT(3) // area contains one or more ladder faces #define AREA_LIQUID BIT(4) // area contains a liquid #define AREA_CROUCH BIT(5) // AI cannot walk but can only crouch in this area #define AREA_REACHABLE_WALK BIT(6) // area is reachable by walking or swimming #define AREA_REACHABLE_FLY BIT(7) // area is reachable by flying // area contents flags #define AREACONTENTS_SOLID BIT(0) // solid, not a valid area #define AREACONTENTS_WATER BIT(1) // area contains water #define AREACONTENTS_CLUSTERPORTAL BIT(2) // area is a cluster portal #define AREACONTENTS_OBSTACLE BIT(3) // area contains (part of) a dynamic obstacle #define AREACONTENTS_TELEPORTER BIT(4) // area contains (part of) a teleporter trigger // bits for different bboxes #define AREACONTENTS_BBOX_BIT 24 #ifdef QUAKE4 // Raven / Quake 4 tactical feature bits #define FEATURE_COVER BIT(0) // provides cover #define FEATURE_LOOK_LEFT BIT(1) // attack by leaning left #define FEATURE_LOOK_RIGHT BIT(2) // attack by leaning right #define FEATURE_LOOK_OVER BIT(3) // attack by leaning over the cover #define FEATURE_CORNER_LEFT BIT(4) // is a left corner #define FEATURE_CORNER_RIGHT BIT(5) // is a right corner #define FEATURE_PINCH BIT(6) // is a tight area connecting two larger areas #define FEATURE_VANTAGE BIT(7) // provides a good view of the sampled area as a whole struct rvAASTacticalSensor; struct rvMarker; #endif #define MAX_REACH_PER_AREA 256 #define MAX_AAS_TREE_DEPTH 128 #define MAX_AAS_BOUNDING_BOXES 4 // reachability to another area class idReachability { public: int travelType; // type of travel required to get to the area short toAreaNum; // number of the reachable area short fromAreaNum; // number of area the reachability starts idVec3 start; // start point of inter area movement idVec3 end; // end point of inter area movement int edgeNum; // edge crossed by this reachability unsigned short travelTime; // travel time of the inter area movement byte number; // reachability number within the fromAreaNum (must be < 256) byte disableCount; // number of times this reachability has been disabled idReachability * next; // next reachability in list idReachability * rev_next; // next reachability in reversed list unsigned short * areaTravelTimes; // travel times within the fromAreaNum from reachabilities that lead towards this area public: void CopyBase( idReachability &reach ); }; class idReachability_Walk : public idReachability { }; class idReachability_BarrierJump : public idReachability { }; class idReachability_WaterJump : public idReachability { }; class idReachability_WalkOffLedge : public idReachability { }; class idReachability_Swim : public idReachability { }; class idReachability_Fly : public idReachability { }; class idReachability_Special : public idReachability { public: idDict dict; }; // index typedef int aasIndex_t; // vertex typedef idVec3 aasVertex_t; // edge typedef struct aasEdge_s { int vertexNum[2]; // numbers of the vertexes of this edge } aasEdge_t; // area boundary face typedef struct aasFace_s { unsigned short planeNum; // number of the plane this face is on unsigned short flags; // face flags int numEdges; // number of edges in the boundary of the face int firstEdge; // first edge in the edge index short areas[2]; // area at the front and back of this face } aasFace_t; // area with a boundary of faces typedef struct aasArea_s { 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 idBounds bounds; // bounds of the area idVec3 center; // center of the area an AI can move towards #ifdef QUAKE4 float ceiling; // top of the area #endif unsigned short flags; // several area flags unsigned short contents; // contents of the area short cluster; // cluster the area belongs to, if negative it's a portal short clusterAreaNum; // number of the area in the cluster int travelFlags; // travel flags for traveling through this area idReachability * reach; // reachabilities that start from this area idReachability * rev_reach; // reachabilities that lead to this area #ifdef QUAKE4 unsigned short numFeatures; // number of tactical features in this area unsigned short firstFeature; // first feature index within this area rvMarker * firstMarker; // first obstacle avoidance threat in this area, or NULL #endif } aasArea_t; // nodes of the bsp tree typedef struct aasNode_s { unsigned short planeNum; // number of the plane that splits the subspace at this node int children[2]; // child nodes, zero is solid, negative is -(area number) } aasNode_t; // cluster portal typedef struct aasPortal_s { short areaNum; // number of the area that is the actual portal short clusters[2]; // number of cluster at the front and back of the portal short clusterAreaNum[2]; // number of this portal area in the front and back cluster unsigned short maxAreaTravelTime; // maximum travel time through the portal area } aasPortal_t; // cluster typedef struct aasCluster_s { int numAreas; // number of areas in the cluster int numReachableAreas; // number of areas with reachabilities int numPortals; // number of cluster portals int firstPortal; // first cluster portal in the index } aasCluster_t; #ifdef QUAKE4 // Raven / Quake 4 tactical feature record. The on-disk order is: // flags, height, normalx, normaly, x, y, z. typedef struct aasFeature_s { short x; short y; short z; unsigned short flags; unsigned char normalx; unsigned char normaly; unsigned char height; unsigned char weight; idVec3 & Normal( void ); idVec3 & Origin( void ); void DrawDebugInfo( int index = -1 ); int GetLookPos( idVec3 &lookPos, const idVec3 &aimAtOrigin, const float leanDistance = 16.0f ); } aasFeature_t; #endif // trace through the world typedef struct aasTrace_s { // parameters int flags; // areas with these flags block the trace int travelFlags; // areas with these travel flags block the trace int maxAreas; // size of the 'areas' array int getOutOfSolid; // trace out of solid if the trace starts in solid // output float fraction; // fraction of trace completed idVec3 endpos; // end position of trace int planeNum; // plane hit int lastAreaNum; // number of last area the trace went through int blockingAreaNum; // area that could not be entered int numAreas; // number of areas the trace went through int * areas; // array to store areas the trace went through idVec3 * points; // points where the trace entered each new area aasTrace_s( void ) { areas = NULL; points = NULL; getOutOfSolid = false; flags = travelFlags = maxAreas = 0; } } aasTrace_t; // settings class idAASSettings { public: // collision settings int numBoundingBoxes; idBounds boundingBoxes[MAX_AAS_BOUNDING_BOXES]; bool usePatches; bool writeBrushMap; bool playerFlood; bool noOptimize; bool allowSwimReachabilities; bool allowFlyReachabilities; #ifdef QUAKE4 bool generateAllFaces; bool generateTacticalFeatures; int iAASOnly; // 0, else 32, 48, 96, 250, or -1 for all #endif idStr fileExtension; // physics settings idVec3 gravity; idVec3 gravityDir; idVec3 invGravityDir; float gravityValue; float maxStepHeight; float maxBarrierHeight; float maxWaterJumpHeight; float maxFallHeight; float minFloorCos; // fixed travel times int tt_barrierJump; int tt_startCrouching; int tt_waterJump; int tt_startWalkOffLedge; #ifdef QUAKE4 idVec4 debugColor; bool debugDraw; #endif public: idAASSettings( void ); bool FromFile( const idStr &fileName ); bool FromParser( idLexer &src ); bool FromDict( const char *name, const idDict *dict ); bool WriteToFile( idFile *fp ) const; bool ValidForBounds( const idBounds &bounds ) const; #ifdef QUAKE4 bool ValidEntity( const char *classname, bool *needFlyReachabilities = NULL ) const; float Radius( float scale = 1.0f ) const; #else bool ValidEntity( const char *classname ) const; #endif private: bool ParseBool( idLexer &src, bool &b ); bool ParseInt( idLexer &src, int &i ); bool ParseFloat( idLexer &src, float &f ); bool ParseVector( idLexer &src, idVec3 &vec ); bool ParseBBoxes( idLexer &src ); }; /* - 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 - portal zero is a dummy - cluster zero is a dummy */ class idAASFile { public: virtual ~idAASFile( void ) {} const char * GetName( void ) const { return name.c_str(); } unsigned int GetCRC( void ) const { return crc; } int GetNumPlanes( void ) const { return planeList.Num(); } const idPlane & GetPlane( int index ) const { return planeList[index]; } int GetNumVertices( void ) const { return vertices.Num(); } const aasVertex_t & GetVertex( int index ) const { return vertices[index]; } int GetNumEdges( void ) const { return edges.Num(); } const aasEdge_t & GetEdge( int index ) const { return edges[index]; } int GetNumEdgeIndexes( void ) const { return edgeIndex.Num(); } const aasIndex_t & GetEdgeIndex( int index ) const { return edgeIndex[index]; } int GetNumFaces( void ) const { return faces.Num(); } const aasFace_t & GetFace( int index ) const { return faces[index]; } int GetNumFaceIndexes( void ) const { return faceIndex.Num(); } const aasIndex_t & GetFaceIndex( int index ) const { return faceIndex[index]; } int GetNumAreas( void ) const { return areas.Num(); } const aasArea_t & GetArea( int index ) { return areas[index]; } int GetNumNodes( void ) const { return nodes.Num(); } const aasNode_t & GetNode( int index ) const { return nodes[index]; } int GetNumPortals( void ) const { return portals.Num(); } const aasPortal_t & GetPortal( int index ) { return portals[index]; } int GetNumPortalIndexes( void ) const { return portalIndex.Num(); } const aasIndex_t & GetPortalIndex( int index ) const { return portalIndex[index]; } int GetNumClusters( void ) const { return clusters.Num(); } const aasCluster_t & GetCluster( int index ) const { return clusters[index]; } #ifdef QUAKE4 int GetNumFeatureIndexes( void ) const { return featureIndex.Num(); } const aasIndex_t & GetFeatureIndex( int index ) const { return featureIndex[index]; } aasIndex_t & GetFeatureIndex( int index ) { return featureIndex[index]; } int AppendFeatureIndex( aasIndex_t &featureIdx ) { return featureIndex.Append( featureIdx ); } int GetNumFeatures( void ) const { return features.Num(); } const aasFeature_t & GetFeature( int index ) const { return features[index]; } aasFeature_t & GetFeature( int index ) { return features[index]; } int AppendFeature( aasFeature_t &feature ) { return features.Append( feature ); } void ClearTactical( void ) { featureIndex.Clear(); features.Clear(); for ( int i = 0; i < areas.Num(); i++ ) { areas[i].numFeatures = 0; areas[i].firstFeature = 0; areas[i].firstMarker = NULL; } } #endif const idAASSettings & GetSettings( void ) const { return settings; } void SetPortalMaxTravelTime( int index, int time ) { portals[index].maxAreaTravelTime = time; } void SetAreaTravelFlag( int index, int flag ) { areas[index].travelFlags |= flag; } void RemoveAreaTravelFlag( int index, int flag ) { areas[index].travelFlags &= ~flag; } virtual idVec3 EdgeCenter( int edgeNum ) const = 0; virtual idVec3 FaceCenter( int faceNum ) const = 0; virtual idVec3 AreaCenter( int areaNum ) const = 0; virtual idBounds EdgeBounds( int edgeNum ) const = 0; virtual idBounds FaceBounds( int faceNum ) const = 0; virtual idBounds AreaBounds( int areaNum ) const = 0; virtual int PointAreaNum( const idVec3 &origin ) const = 0; virtual int PointReachableAreaNum( const idVec3 &origin, const idBounds &searchBounds, const int areaFlags, const int excludeTravelFlags ) const = 0; virtual int BoundsReachableAreaNum( const idBounds &bounds, const int areaFlags, const int excludeTravelFlags ) const = 0; virtual void PushPointIntoAreaNum( int areaNum, idVec3 &point ) const = 0; virtual bool Trace( aasTrace_t &trace, const idVec3 &start, const idVec3 &end ) const = 0; virtual void PrintInfo( void ) const = 0; protected: idStr name; #ifdef QUAKE4 idStr version; #endif unsigned int crc; idPlaneSet planeList; idList vertices; idList edges; idList edgeIndex; idList faces; idList faceIndex; idList areas; idList nodes; idList portals; idList portalIndex; idList clusters; #ifdef QUAKE4 idList featureIndex; idList features; #endif idAASSettings settings; }; #endif /* !__AASFILE_H__ */