2013-03-31 17:30:03 +00:00
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#ifndef GAME_MWMECHANICS_PATHFINDING_H
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#define GAME_MWMECHANICS_PATHFINDING_H
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#include <components/esm/loadpgrd.hpp>
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#include <list>
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namespace MWMechanics
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{
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class PathFinder
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{
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2013-05-29 22:59:23 +00:00
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public:
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PathFinder();
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2013-03-31 17:30:03 +00:00
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2013-05-29 22:59:23 +00:00
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void clearPath();
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2013-08-30 02:17:27 +00:00
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const ESM::Pathgrid* pathGrid, float xCell = 0, float yCell = 0,
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bool allowShortcuts = true);
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2013-03-31 17:30:03 +00:00
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2013-05-30 03:05:17 +00:00
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bool checkPathCompleted(float x, float y, float z);
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2013-05-30 00:33:33 +00:00
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///< \Returns true if the last point of the path has been reached.
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2013-10-07 08:20:02 +00:00
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bool checkWaypoint(float x, float y, float z);
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///< \Returns true if a way point was reached
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2013-08-30 02:17:27 +00:00
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float getZAngleToNext(float x, float y) const;
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2013-03-31 17:30:03 +00:00
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2013-08-30 02:17:27 +00:00
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bool isPathConstructed() const
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{
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return mIsPathConstructed;
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}
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2013-03-31 17:30:03 +00:00
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2013-10-07 08:20:02 +00:00
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int getPathSize() const
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{
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return mPath.size();
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}
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std::list<ESM::Pathgrid::Point> getPath() const
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{
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return mPath;
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}
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2014-01-07 20:10:57 +00:00
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void addPointToPath(ESM::Pathgrid::Point &point)
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{
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mPath.push_back(point);
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}
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2013-05-29 22:59:23 +00:00
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private:
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std::list<ESM::Pathgrid::Point> mPath;
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bool mIsPathConstructed;
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2013-03-31 17:30:03 +00:00
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};
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}
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2013-05-29 22:59:23 +00:00
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#endif
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