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0ad/source/simulation/PathfindEngine.h
janwas 5814e10126 # complete revamp of build system in preparation for automated self tests.
* now splits everything up into independent static libraries.
* fixed a great deal of incorrect #include statements. all headers must
now be specified with their full path relative to source. exception: if
file being included and including file are in the same directory, no
path needed.
use <> when relying on the build system's include path (e.g. for system
headers and external libraries, e.g. boost), otherwise "".

* temporarily renamed maths/Vector2D to Vector2D_Maths to avoid
conflict. these should be merged.
* hacked around VC linker stupidness when building static libs; texture
codecs must now be registered manually.

This was SVN commit r3931.
2006-06-02 03:56:24 +00:00

42 lines
924 B
C++

// PathfindEngine.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// The pathfinding engine singleton.
//
// Usage: g_Pathfinder.requestPath( HEntity me, float x, float y );
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
#ifndef PATHFIND_ENGINE_INCLUDED
#define PATHFIND_ENGINE_INCLUDED
#include "ps/Singleton.h"
#include "EntityHandles.h"
#include "ps/Vector2D.h"
#include "AStarEngine.h"
#define g_Pathfinder CPathfindEngine::GetSingleton()
class CEntityOrder;
enum EPathType
{
PF_STANDARD,
PF_ATTACK_MELEE,
};
class CPathfindEngine : public Singleton<CPathfindEngine>
{
public:
CPathfindEngine();
void requestPath( HEntity entity, const CVector2D& destination );
void requestLowLevelPath( HEntity entity, const CVector2D& destination, bool contact );
void requestContactPath( HEntity entity, CEntityOrder* current );
private:
CAStarEngineLowLevel mLowPathfinder;
};
#endif