0ad/source/simulation/PathfindEngine.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

102 lines
2.5 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// PathfindEngine.h
//
// The pathfinding engine singleton.
//
// Usage: g_Pathfinder.RequestPath( HEntity me, float x, float y );
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
#ifndef INCLUDED_PATHFINDENGINE
#define INCLUDED_PATHFINDENGINE
#include "ps/Singleton.h"
#include "EntityHandles.h"
#include "ps/Vector2D.h"
#include "AStarEngine.h"
#ifdef USE_DCDT
# include "dcdt/se/se_dcdt.h"
# include "TRAStarEngine.h"
class TriangulationTerrainOverlay;
#endif // USE_DCDT
#define g_Pathfinder CPathfindEngine::GetSingleton()
class CEntityOrder;
enum EPathType
{
PF_STANDARD,
PF_ATTACK_MELEE,
};
class CPathfindEngine : public Singleton<CPathfindEngine>
{
NONCOPYABLE(CPathfindEngine);
public:
#ifdef USE_DCDT
//Kai: added for dcdt
const float OABBBOUNDREDUCTION ;
const float CIRCLEBOUNDREDUCTION ;
const float RADIUSINCREMENT ;
static SrArray<SeBase*> processing;
bool dcdtInitialized;
SeDcdt dcdtPathfinder;
void initBoundary();
void insertObstacles();
void drawTriangulation();
//Kai:added tile overlay for pathfinding
TriangulationTerrainOverlay* triangulationOverlay;
#endif
CPathfindEngine();
~CPathfindEngine();
void RequestPath( HEntity entity, const CVector2D& destination,
CEntityOrder::EOrderSource orderSource );
void RequestLowLevelPath( HEntity entity, const CVector2D& destination, bool contact,
float radius, CEntityOrder::EOrderSource orderSource );
void RequestContactPath( HEntity entity, CEntityOrder* current, float range );
bool RequestAvoidPath( HEntity entity, CEntityOrder* current, float avoidRange );
#ifdef USE_DCDT
void RequestTriangulationPath( HEntity entity, const CVector2D& destination, bool contact,
float radius, CEntityOrder::EOrderSource orderSource );
#endif
private:
CAStarEngineLowLevel mLowPathfinder;
#ifdef USE_DCDT
CTRAStarEngine mTriangulationPathfinder;
#endif
};
#endif