/*****************************************************************************
The Dark Mod GPL Source Code

This file is part of the The Dark Mod Source Code, originally based
on the Doom 3 GPL Source Code as published in 2011.

The Dark Mod 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. For details, see LICENSE.TXT.

Project: The Dark Mod (http://www.thedarkmod.com/)

******************************************************************************/

#include "precompiled.h"
#pragma hdrstop



#include "AAS_local.h"
#include "../TimerManager.h"


#define SUBSAMPLE_WALK_PATH		1
#define SUBSAMPLE_FLY_PATH		1 // grayman #4412 - needed to smooth certain paths (was 0)

const int		maxWalkPathIterations		= 10;
const float		maxWalkPathDistance			= 500.0f;
const float		walkPathSampleDistance		= 8.0f;

const int		maxFlyPathIterations		= 10;
const float		maxFlyPathDistance			= 500.0f;
const float		flyPathSampleDistance		= 8.0f;


/*
============
idAASLocal::EdgeSplitPoint

  calculates split point of the edge with the plane
  returns true if the split point is between the edge vertices
============
*/
bool idAASLocal::EdgeSplitPoint( idVec3 &split, int edgeNum, const idPlane &plane ) const {
	const aasEdge_t *edge;
	float d1, d2;

	edge = &file->GetEdge( edgeNum );
	const idVec3 &v1 = file->GetVertex( edge->vertexNum[0] );
	const idVec3 &v2 = file->GetVertex( edge->vertexNum[1] );
	d1 = v1 * plane.Normal() - plane.Dist();
	d2 = v2 * plane.Normal() - plane.Dist();

	//if ( (d1 < CM_CLIP_EPSILON && d2 < CM_CLIP_EPSILON) || (d1 > -CM_CLIP_EPSILON && d2 > -CM_CLIP_EPSILON) ) {
	if ( FLOATSIGNBITSET( d1 ) == FLOATSIGNBITSET( d2 ) ) {
		return false;
	}
	split = v1 + (d1 / (d1 - d2)) * (v2 - v1);
	return true;
}

/*
============
idAASLocal::FloorEdgeSplitPoint

  calculates either the closest or furthest point on the floor of the area which also lies on the pathPlane
  the point has to be on the front side of the frontPlane to be valid
============
*/
bool idAASLocal::FloorEdgeSplitPoint( idVec3 &bestSplit, int areaNum, const idPlane &pathPlane, const idPlane &frontPlane, bool closest ) const {
	int i, j, faceNum, edgeNum;
	const aasArea_t *area;
	const aasFace_t *face;
	idVec3 split;
	float dist, bestDist;

	if ( closest ) {
		bestDist = maxWalkPathDistance;
	} else {
		bestDist = -0.1f;
	}

	area = &file->GetArea( areaNum );

	for ( i = 0; i < area->numFaces; i++ ) {
		faceNum = file->GetFaceIndex( area->firstFace + i );
		face = &file->GetFace( abs(faceNum) );

		if ( !(face->flags & FACE_FLOOR ) ) {
			continue;
		}

		for ( j = 0; j < face->numEdges; j++ ) {
			edgeNum = file->GetEdgeIndex( face->firstEdge + j );

			if ( !EdgeSplitPoint( split, abs( edgeNum ), pathPlane ) ) {
				continue;
			}
			dist = frontPlane.Distance( split );
			if ( closest ) {
				if ( dist >= -0.1f && dist < bestDist ) {
					bestDist = dist;
					bestSplit = split;
				}
			} else {
				if ( dist > bestDist ) {
					bestDist = dist;
					bestSplit = split;
				}
			}
		}
	}

	if ( closest ) {
		return ( bestDist < maxWalkPathDistance );
	} else {
		return ( bestDist > -0.1f );
	}
}

/*
============
idAASLocal::WalkPathValid

  returns true if one can walk in a straight line between origin and goalOrigin
============
*/
bool idAASLocal::WalkPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum, idActor* actor ) const {
	
	START_SCOPED_TIMING(actor->actorWalkPathValidTimer, scopedWalkPathValidTimer);

	int curAreaNum, lastAreaNum, lastAreas[4], lastAreaIndex;
	idPlane pathPlane, frontPlane, farPlane;
	idReachability *reach;
	const aasArea_t *area;
	idVec3 p, dir;

	if ( file == NULL ) {
		endPos = goalOrigin;
		endAreaNum = 0;
		return true;
	}

	lastAreas[0] = lastAreas[1] = lastAreas[2] = lastAreas[3] = areaNum;
	lastAreaIndex = 0;

	pathPlane.SetNormal( (goalOrigin - origin).Cross( file->GetSettings().gravityDir ) );
	pathPlane.Normalize();
	pathPlane.FitThroughPoint( origin );

	frontPlane.SetNormal( goalOrigin - origin );
	frontPlane.Normalize();
	frontPlane.FitThroughPoint( origin );

	farPlane.SetNormal( frontPlane.Normal() );
	farPlane.FitThroughPoint( goalOrigin );

	curAreaNum = areaNum;
	lastAreaNum = curAreaNum;

	while ( 1 ) {

		// find the furthest floor face split point on the path
		if ( !FloorEdgeSplitPoint( endPos, curAreaNum, pathPlane, frontPlane, false ) ) {
			endPos = origin;
		}

		// if we found a point near or further than the goal we're done
		if ( farPlane.Distance( endPos ) > -0.5f ) {
			break;
		}

		// if we reached the goal area we're done
		if ( curAreaNum == goalAreaNum ) {
			break;
		}

		frontPlane.SetDist( frontPlane.Normal() * endPos );

		area = &file->GetArea( curAreaNum );

		for ( reach = area->reach; reach; reach = reach->next ) {
			if ( reach->travelType != TFL_WALK ) {
				continue;
			}

			// if the reachability goes back to a previous area
			if ( reach->toAreaNum == lastAreas[0] || reach->toAreaNum == lastAreas[1] ||
					reach->toAreaNum == lastAreas[2] || reach->toAreaNum == lastAreas[3] ) {
				continue;
			}

			// if undesired travel flags are required to travel through the area
			if ( file->GetArea( reach->toAreaNum ).travelFlags & ~travelFlags ) {
				continue;
			}

			// don't optimize through an area near a ledge
			if ( file->GetArea( reach->toAreaNum ).flags & AREA_LEDGE ) {
				continue;
			}

			// find the closest floor face split point on the path
			if ( !FloorEdgeSplitPoint( p, reach->toAreaNum, pathPlane, frontPlane, true ) ) {
				continue;
			}

			// direction parallel to gravity
			dir = ( file->GetSettings().gravityDir * endPos * file->GetSettings().gravityDir ) -
						( file->GetSettings().gravityDir * p * file->GetSettings().gravityDir );
			if ( dir.LengthSqr() > Square( file->GetSettings().maxStepHeight ) ) {
				continue;
			}

			// direction orthogonal to gravity
			dir = endPos - p - dir;
			if ( dir.LengthSqr() > Square( 0.2f ) ) {
				continue;
			}
/*
			// angua: area is forbidden (e.g. locked door)
			if (actor != NULL && gameLocal.m_AreaManager.AreaIsForbidden(reach->toAreaNum, actor))
			{
				continue;
			}
*/
			break;
		}

		if ( !reach ) {
			return false;
		}

		lastAreas[lastAreaIndex] = curAreaNum;
		lastAreaIndex = ( lastAreaIndex + 1 ) & 3;

		curAreaNum = reach->toAreaNum;
	}

	endAreaNum = curAreaNum;

	return true;
}

/*
============
idAASLocal::SubSampleWalkPath
============
*/
idVec3 idAASLocal::SubSampleWalkPath( int areaNum, const idVec3 &origin, const idVec3 &start, const idVec3 &end, int travelFlags, int &endAreaNum, idActor* actor ) {
	
	START_SCOPED_TIMING(actor->actorSubSampleWalkPathTimer, scopedSubSampleWalkPathTimer);

	int i, numSamples, curAreaNum;
	idVec3 dir, point, nextPoint, endPos;

	dir = end - start;
	numSamples = (int) (dir.Length() / walkPathSampleDistance) + 1;

	point = start;
	for ( i = 1; i < numSamples; i++ ) {
		nextPoint = start + dir * ((float) i / numSamples);
		if ( (point - nextPoint).LengthSqr() > Square( maxWalkPathDistance ) ) {
			return point;
		}
		if ( !idAASLocal::WalkPathValid( areaNum, origin, 0, nextPoint, travelFlags, endPos, curAreaNum, actor ) ) {
			return point;
		}
		point = nextPoint;
		endAreaNum = curAreaNum;
	}
	return point;
}

// grayman #3029 - new version of this method

/*
============
idAASLocal::WalkPathToGoal

  FIXME: don't stop optimizing on first failure ?
============
*/
bool idAASLocal::WalkPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, int &travelTime, idActor* actor ) // grayman #3548
{
	// Set the default values

	path.type = PATHTYPE_WALK;
	path.moveGoal = origin;
	path.moveAreaNum = areaNum;
	path.secondaryGoal = origin;
	path.reachability = NULL;
	path.elevatorRoute = eas::RouteInfoPtr();
	path.firstDoor = NULL;
	travelTime = 0; // grayman #3548

	if ( ( file == NULL ) || ( areaNum == goalAreaNum ) )
	{
		path.moveGoal = goalOrigin;
		return true;
	}

	// grayman #3029
	// The previous approach was to try to find a walkable path to the goal. If one was found,
	// elevators were ignored.

	// The new approach is to sort the possible routes by estimated travel time. The first
	// route on the route list is then the preferred route, whether it be a WALK route or
	// an ELEVATOR route.
	
	// grayman #3029 - See if there's a path that uses elevators

	bool elevatorAvailable = false;
	int elevatorTravelTime = 0;
	aasPath_t elevatorPath;

	if ( ( actor != NULL ) && actor->CanUseElevators() )
	{
		elevatorAvailable = elevatorSystem->FindRouteToGoal(elevatorPath, areaNum, origin, goalAreaNum, goalOrigin, travelFlags, actor, elevatorTravelTime); // grayman #3029
	}

	if ( elevatorAvailable )
	{
		// Since an ELEVATOR route was at the top of the route list, we'll use that.
		// The route list is sorted by estimated travel times.

		// bring over data from elevatorPath that was set by FindRouteToGoal()

		path.type = elevatorPath.type;
		path.moveGoal = elevatorPath.moveGoal;
		path.moveAreaNum = elevatorPath.moveAreaNum;
		path.elevatorRoute = elevatorPath.elevatorRoute;
		travelTime = elevatorTravelTime; // grayman #3548

		return true; // found an elevator to use
	}

	// No elevator. We'll look for a walking path

	CFrobDoor* door = NULL;

	int lastAreas[4] = { areaNum, areaNum, areaNum, areaNum };
	int lastAreaIndex = 0;

	int curAreaNum = areaNum;
	idReachability* reach(NULL);
	idVec3 endPos;
	//int travelTime; // grayman #3548
	int endAreaNum;

	for ( int i = 0 ; i < maxWalkPathIterations ; i++ )
	{
		// RouteToGoalArea() only considers a walking route. It ignores elevators by design.

		if ( !idAASLocal::RouteToGoalArea( curAreaNum, path.moveGoal, goalAreaNum, travelFlags, travelTime, &reach, &door, actor ) )
		{
			break;
		}

		if ( !reach )
		{
			// At this point, RouteToGoalArea() returned TRUE, but there's no reachability data, which makes
			// it useless.

			//return false;
			break;
		}

		if ( ( door != NULL ) && ( path.firstDoor == NULL) )
		{
			path.firstDoor = door;
		}

		// no need to check through the first area
		if ( areaNum != curAreaNum )
		{
			// only optimize a limited distance ahead
			if ( (reach->start - origin).LengthSqr() > Square( maxWalkPathDistance ) )
			{
#if SUBSAMPLE_WALK_PATH
				path.moveGoal = SubSampleWalkPath( areaNum, origin, path.moveGoal, reach->start, travelFlags, path.moveAreaNum, actor );
#endif
				return true;
			}

			if ( !idAASLocal::WalkPathValid( areaNum, origin, 0, reach->start, travelFlags, endPos, endAreaNum, actor ) )
			{
#if SUBSAMPLE_WALK_PATH
				path.moveGoal = SubSampleWalkPath( areaNum, origin, path.moveGoal, reach->start, travelFlags, path.moveAreaNum, actor );
#endif
				return true;
			}
		}

		path.moveGoal = reach->start;
		path.moveAreaNum = curAreaNum;

		if ( reach->travelType != TFL_WALK ) // stop if you can't walk through the next area
		{
			break;
		}

		if ( !idAASLocal::WalkPathValid( areaNum, origin, 0, reach->end, travelFlags, endPos, endAreaNum, actor ) )
		{
			return true;
		}

		path.moveGoal = reach->end;
		path.moveAreaNum = reach->toAreaNum;

		if ( reach->toAreaNum == goalAreaNum )
		{
			if ( !idAASLocal::WalkPathValid( areaNum, origin, 0, goalOrigin, travelFlags, endPos, endAreaNum, actor ) )
			{
#if SUBSAMPLE_WALK_PATH
				path.moveGoal = SubSampleWalkPath( areaNum, origin, path.moveGoal, goalOrigin, travelFlags, path.moveAreaNum, actor );
#endif
				return true;
			}
			path.moveGoal = goalOrigin;
			path.moveAreaNum = goalAreaNum;
			return true;
		}

		lastAreas[lastAreaIndex] = curAreaNum;
		lastAreaIndex = ( lastAreaIndex + 1 ) & 3;

		curAreaNum = reach->toAreaNum;

		if ( curAreaNum == lastAreas[0] || curAreaNum == lastAreas[1] ||
				curAreaNum == lastAreas[2] || curAreaNum == lastAreas[3] )
		{
			common->Warning( "idAASLocal::WalkPathToGoal: local routing minimum going from area %d to area %d", areaNum, goalAreaNum );
			break;
		}
	}

	if ( reach )
	{
		// walking to goal

		switch( reach->travelType )
		{
			case TFL_WALKOFFLEDGE:
				path.type = PATHTYPE_WALKOFFLEDGE;
				path.secondaryGoal = reach->end;
				path.reachability = reach;
				break;
			case TFL_BARRIERJUMP:
				path.type |= PATHTYPE_BARRIERJUMP;
				path.secondaryGoal = reach->end;
				path.reachability = reach;
				break;
			case TFL_JUMP:
				path.type |= PATHTYPE_JUMP;
				path.secondaryGoal = reach->end;
				path.reachability = reach;
				break;
			default:
				break;
		}

		return true;
	}

	return false; // no walking path and no elevator
}

	
/*
============
idAASLocal::FlyPathValid

  returns true if one can fly in a straight line between origin and goalOrigin
============
*/
bool idAASLocal::FlyPathValid( int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idVec3 &endPos, int &endAreaNum ) const {
	aasTrace_t trace;

	if ( file == NULL ) {
		endPos = goalOrigin;
		endAreaNum = 0;
		return true;
	}

	file->Trace( trace, origin, goalOrigin );

	endPos = trace.endpos;
	endAreaNum = trace.lastAreaNum;

	if ( trace.fraction >= 1.0f ) {
		return true;
	}

	return false;
}

/*
============
idAASLocal::SubSampleFlyPath
============
*/
idVec3 idAASLocal::SubSampleFlyPath( int areaNum, const idVec3 &origin, const idVec3 &start, const idVec3 &end, int travelFlags, int &endAreaNum ) const {
	int i, numSamples, curAreaNum;
	idVec3 dir, point, nextPoint, endPos;

	dir = end - start;
	numSamples = (int) (dir.Length() / flyPathSampleDistance) + 1;

	point = start;
	for ( i = 1; i < numSamples; i++ ) {
		nextPoint = start + dir * ((float) i / numSamples);
		if ( (point - nextPoint).LengthSqr() > Square( maxFlyPathDistance ) ) {
			return point;
		}
		if ( !idAASLocal::FlyPathValid( areaNum, origin, 0, nextPoint, travelFlags, endPos, curAreaNum ) ) {
			return point;
		}
		point = nextPoint;
		endAreaNum = curAreaNum;
	}
	return point;
}

/*
void idAASLocal::PrintReachability(int index,idReachability *reach) const
{
	DM_LOG(LC_AAS, LT_DEBUG)LOGSTRING("=============================\r");
	for ( ; reach ; reach = reach->next )
	{
		DM_LOG(LC_AAS, LT_DEBUG)LOGSTRING("   %d: from area %d to area %d, start = [%s], end = [%s]\r",index,reach->fromAreaNum,reach->toAreaNum,reach->start.ToString(),reach->end.ToString());
	}
	DM_LOG(LC_AAS, LT_DEBUG)LOGSTRING("=============================\r");
}
*/

/*
============
idAASLocal::FlyPathToGoal

  FIXME: don't stop optimizing on first failure ?
============
*/
bool idAASLocal::FlyPathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin, int travelFlags, idActor* actor ) const // grayman #4412
{
	int i, travelTime, curAreaNum, lastAreas[4], lastAreaIndex, endAreaNum;
	idReachability *reach(NULL);
	idVec3 endPos;

	path.type = PATHTYPE_WALK;
	path.moveGoal = origin;
	path.moveAreaNum = areaNum;
	path.secondaryGoal = origin;
	path.reachability = NULL;
	path.elevatorRoute = eas::RouteInfoPtr();
	path.firstDoor = NULL;

	if ( file == NULL || areaNum == goalAreaNum ) {
		path.moveGoal = goalOrigin;
		return true;
	}

	lastAreas[0] = lastAreas[1] = lastAreas[2] = lastAreas[3] = areaNum;
	lastAreaIndex = 0;

	curAreaNum = areaNum;

	for ( i = 0; i < maxFlyPathIterations; i++ ) {

		if ( !idAASLocal::RouteToGoalArea( curAreaNum, path.moveGoal, goalAreaNum, travelFlags, travelTime, &reach, &path.firstDoor, actor ) ) // grayman #4412
		{
			break;
		}

		if ( !reach ) {
			return false;
		}

		// no need to check through the first area
		if ( areaNum != curAreaNum ) {
			if ( (reach->start - origin).LengthSqr() > Square( maxFlyPathDistance ) ) {
#if SUBSAMPLE_FLY_PATH
				path.moveGoal = SubSampleFlyPath( areaNum, origin, path.moveGoal, reach->start, travelFlags, path.moveAreaNum );
#endif
				return true;
			}

			if ( !idAASLocal::FlyPathValid( areaNum, origin, 0, reach->start, travelFlags, endPos, endAreaNum ) ) {
#if SUBSAMPLE_FLY_PATH
				path.moveGoal = SubSampleFlyPath( areaNum, origin, path.moveGoal, reach->start, travelFlags, path.moveAreaNum );
#endif
				return true;
			}
		}

		//PrintReachability(i,reach);
		path.moveGoal = reach->start;
		path.moveAreaNum = curAreaNum;

		if ( !idAASLocal::FlyPathValid( areaNum, origin, 0, reach->end, travelFlags, endPos, endAreaNum ) ) {
#if SUBSAMPLE_FLY_PATH // grayman #4412
				path.moveGoal = SubSampleFlyPath( areaNum, origin, path.moveGoal, goalOrigin, travelFlags, path.moveAreaNum );
#endif
			return true;
		}

		path.moveGoal = reach->end;
		path.moveAreaNum = reach->toAreaNum;

		if ( reach->toAreaNum == goalAreaNum ) {
			if ( !idAASLocal::FlyPathValid( areaNum, origin, 0, goalOrigin, travelFlags, endPos, endAreaNum ) ) {
#if SUBSAMPLE_FLY_PATH
				path.moveGoal = SubSampleFlyPath( areaNum, origin, path.moveGoal, goalOrigin, travelFlags, path.moveAreaNum );
#endif
				return true;
			}
			path.moveGoal = goalOrigin;
			path.moveAreaNum = goalAreaNum;
			return true;
		}

		lastAreas[lastAreaIndex] = curAreaNum;
		lastAreaIndex = ( lastAreaIndex + 1 ) & 3;

		curAreaNum = reach->toAreaNum;

		if ( curAreaNum == lastAreas[0] || curAreaNum == lastAreas[1] ||
				curAreaNum == lastAreas[2] || curAreaNum == lastAreas[3] ) {
			common->Warning( "idAASLocal::FlyPathToGoal: local routing minimum going from area %d to area %d", areaNum, goalAreaNum );
			break;
		}
	}

	if ( !reach ) {
		return false;
	}

	return true;
}

typedef struct wallEdge_s {
	int					edgeNum;
	int					verts[2];
	struct wallEdge_s *	next;
} wallEdge_t;

/*
============
idAASLocal::SortWallEdges
============
*/
void idAASLocal::SortWallEdges( int *edges, int numEdges ) const 
{
	int i, j, k, numSequences;
	wallEdge_t **sequenceFirst, **sequenceLast, *wallEdges, *wallEdge;

	wallEdges = (wallEdge_t *) _alloca16( numEdges * sizeof( wallEdge_t ) );
	sequenceFirst = (wallEdge_t **)_alloca16( numEdges * sizeof( wallEdge_t * ) );
	sequenceLast = (wallEdge_t **)_alloca16( numEdges * sizeof( wallEdge_t * ) );

	for ( i = 0; i < numEdges; i++ ) {
		wallEdges[i].edgeNum = edges[i];
		GetEdgeVertexNumbers( edges[i], wallEdges[i].verts );
		wallEdges[i].next = NULL;
		sequenceFirst[i] = &wallEdges[i];
		sequenceLast[i] = &wallEdges[i];
	}

	numSequences = numEdges;
	for ( i = 0; i < numSequences; i++ ) {
		for ( j = i+1; j < numSequences; j++ ) {
			if ( sequenceFirst[i]->verts[0] == sequenceLast[j]->verts[1] ) {
				sequenceLast[j]->next = sequenceFirst[i];
				sequenceFirst[i] = sequenceFirst[j];
				break;
			}
			if ( sequenceLast[i]->verts[1] == sequenceFirst[j]->verts[0] ) {
				sequenceLast[i]->next = sequenceFirst[j];
				break;
			}
		}
		if ( j < numSequences ) {
			numSequences--;
			for ( k = j; k < numSequences; k++ ) {
				sequenceFirst[k] = sequenceFirst[k+1];
				sequenceLast[k] = sequenceLast[k+1];
			}
			i = -1;
		}
	}

	k = 0;
	for ( i = 0; i < numSequences; i++ ) {
		for ( wallEdge = sequenceFirst[i]; wallEdge; wallEdge = wallEdge->next ) {
			edges[k++] = wallEdge->edgeNum;
		}
	}
}

/*
============
idAASLocal::GetWallEdges
============
*/
int idAASLocal::GetWallEdges( int areaNum, const idBounds &bounds, int travelFlags, int *edges, int maxEdges ) const 
{
	if ( !file ) 
	{
		return 0;
	}

	int numEdges = 0;
	int numAreas = file->GetNumAreas();

	byte *areasVisited = (byte *) _alloca16( numAreas);
	memset( areasVisited, 0, numAreas * sizeof( byte ) );
	int *areaQueue = (int *) _alloca16( numAreas * sizeof( int ) );

	int queueStart = -1;
	int queueEnd = 0;
	areaQueue[0] = areaNum;
	areasVisited[areaNum] = true;

	idReachability *reach;

	for (int curArea = areaNum; queueStart < queueEnd; curArea = areaQueue[++queueStart] ) {

		const aasArea_t *area = &file->GetArea( curArea );

		for (int i = 0; i < area->numFaces; i++) {
			int face1Num = file->GetFaceIndex(area->firstFace + i);
			const aasFace_t *face1 = &file->GetFace( abs(face1Num) );

			if ( !(face1->flags & FACE_FLOOR ) ) {
				continue;
			}

			for (int j = 0; j < face1->numEdges; j++ ) {
				int edge1Num = file->GetEdgeIndex(face1->firstEdge + j);
				int absEdge1Num = abs( edge1Num );

				// test if the edge is shared by another floor face of this area
				int k;
				for (k = 0; k < area->numFaces; k++ ) {
					if ( k == i ) {
						continue;
					}
					int face2Num = file->GetFaceIndex( area->firstFace + k );
					const aasFace_t  *face2 = &file->GetFace( abs(face2Num) );

					if ( !(face2->flags & FACE_FLOOR ) ) {
						continue;
					}
					int l;
					for (l = 0; l < face2->numEdges; l++ ) {
						int edge2Num = abs( file->GetEdgeIndex( face2->firstEdge + l ) );
						if ( edge2Num == absEdge1Num ) {
							break;
						}
					}
					if ( l < face2->numEdges ) {
						break;
					}
				}
				if ( k < area->numFaces ) {
					continue;
				}

				// test if the edge is used by a reachability
				for (reach = area->reach; reach; reach = reach->next ) {
					if ( reach->travelType & travelFlags ) {
						if ( reach->edgeNum == absEdge1Num ) {
							break;
						}
					}
				}
				if ( reach ) {
					continue;
				}

				// test if the edge is already in the list
				for ( k = 0; k < numEdges; k++ ) {
					if ( edge1Num == edges[k] ) {
						break;
					}
				}
				if ( k < numEdges ) {
					continue;
				}

				// add the edge to the list
				edges[numEdges++] = edge1Num;
				if ( numEdges >= maxEdges ) {
					return numEdges;
				}
			}
		}

		// add new areas to the queue
		for ( reach = area->reach; reach; reach = reach->next ) {
			if ( reach->travelType & travelFlags ) {
				// if the area the reachability leads to hasn't been visited yet and the area bounds touch the search bounds
				if ( !areasVisited[reach->toAreaNum] && bounds.IntersectsBounds( file->GetArea( reach->toAreaNum ).bounds ) ) {
					areaQueue[queueEnd++] = reach->toAreaNum;
					areasVisited[reach->toAreaNum] = true;
				}
			}
		}
	}
	return numEdges;
}
