janwas
5814e10126
* 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.
42 lines
924 B
C++
42 lines
924 B
C++
// PathfindEngine.h
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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//
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// The pathfinding engine singleton.
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//
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// Usage: g_Pathfinder.requestPath( HEntity me, float x, float y );
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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#ifndef PATHFIND_ENGINE_INCLUDED
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#define PATHFIND_ENGINE_INCLUDED
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#include "ps/Singleton.h"
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#include "EntityHandles.h"
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#include "ps/Vector2D.h"
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#include "AStarEngine.h"
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#define g_Pathfinder CPathfindEngine::GetSingleton()
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class CEntityOrder;
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enum EPathType
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{
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PF_STANDARD,
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PF_ATTACK_MELEE,
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};
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class CPathfindEngine : public Singleton<CPathfindEngine>
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{
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public:
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CPathfindEngine();
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void requestPath( HEntity entity, const CVector2D& destination );
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void requestLowLevelPath( HEntity entity, const CVector2D& destination, bool contact );
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void requestContactPath( HEntity entity, CEntityOrder* current );
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private:
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CAStarEngineLowLevel mLowPathfinder;
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};
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#endif
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