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88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
#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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#include <OgreMath.h>
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWMechanics
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{
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class PathFinder
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{
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public:
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PathFinder();
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static float sgn(Ogre::Radian a)
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{
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if(a.valueRadians() > 0)
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return 1.0;
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return -1.0;
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}
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static float sgn(float a)
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{
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if(a > 0)
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return 1.0;
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return -1.0;
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}
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void clearPath();
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float z);
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///< \Returns true if the last point of the path has been reached.
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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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float getZAngleToNext(float x, float y) const;
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float getDistToNext(float x, float y, float z);
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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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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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// When first point of newly created path is the nearest to actor point,
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// then a situation can occure when this point is undesirable
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// (if the 2nd point of new path == the 1st point of old path)
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// This functions deletes that point.
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void syncStart(const std::list<ESM::Pathgrid::Point> &path);
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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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private:
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bool mIsPathConstructed;
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std::list<ESM::Pathgrid::Point> mPath;
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const ESM::Pathgrid *mPathgrid;
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const MWWorld::CellStore* mCell;
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};
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}
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#endif
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