warzone2100/src/fpath.h

124 lines
4.4 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
* Interface to the routing functions
*/
#ifndef __INCLUDED_SRC_FPATH_H__
#define __INCLUDED_SRC_FPATH_H__
#include "droiddef.h"
/** Return values for routing
*
* @ingroup pathfinding
* @{
*/
enum FPATH_MOVETYPE
{
FMT_MOVE, ///< Move around all obstacles
FMT_ATTACK, ///< Assume that we will destroy enemy obstacles
FMT_BLOCK, ///< Don't go through obstacles, not even gates.
};
struct PathBlockingMap;
struct PATHJOB
{
PROPULSION_TYPE propulsion;
DROID_TYPE droidType;
int destX, destY;
int origX, origY;
StructureBounds dstStructure;
UDWORD droidID;
FPATH_MOVETYPE moveType;
int owner; ///< Player owner
PathBlockingMap *blockingMap; ///< Map of blocking tiles.
bool acceptNearest;
bool deleted; ///< Droid was deleted, so throw away result when complete. Must still process this PATHJOB, since processing order can affect resulting paths (but can't affect the path length).
};
enum FPATH_RETVAL
{
FPR_OK, ///< found a route
FPR_FAILED, ///< failed to find a route
FPR_WAIT, ///< route is being calculated by the path-finding thread
};
/** Initialise the path-finding module.
*/
extern bool fpathInitialise(void);
/** Shutdown the path-finding module.
*/
extern void fpathShutdown(void);
extern void fpathUpdate(void);
/** Find a route for a droid to a location.
*/
extern FPATH_RETVAL fpathDroidRoute(DROID* psDroid, SDWORD targetX, SDWORD targetY, FPATH_MOVETYPE moveType);
/// Returns true iff the parameters have equivalent behaviour in fpathBaseBlockingTile.
bool fpathIsEquivalentBlocking(PROPULSION_TYPE propulsion1, int player1, FPATH_MOVETYPE moveType1,
PROPULSION_TYPE propulsion2, int player2, FPATH_MOVETYPE moveType2);
/** Function pointer to the currently in-use blocking tile check function.
*
* This function will check if the map tile at the given location should be considered to block droids
* with the currently selected propulsion type. This is not identical to whether it will actually block,
* which can depend on hostilities and open/closed attributes.
*
* fpathBlockingTile -- when it is irrelevant who owns what buildings, they all block unless propulsion is right
* fpathDroidBlockingTile -- when you may want to factor the above into account
* fpathBaseBlockingTile -- set all parameters; the others are convenience functions for this one
*
* @return true if the given tile is blocking for this droid
*/
bool fpathBlockingTile(SDWORD x, SDWORD y, PROPULSION_TYPE propulsion);
bool fpathDroidBlockingTile(DROID *psDroid, int x, int y, FPATH_MOVETYPE moveType);
bool fpathBaseBlockingTile(SDWORD x, SDWORD y, PROPULSION_TYPE propulsion, int player, FPATH_MOVETYPE moveType);
static inline bool fpathBlockingTile(Vector2i tile, PROPULSION_TYPE propulsion) { return fpathBlockingTile(tile.x, tile.y, propulsion); }
/** Set a direct path to position.
*
* Plan a path from @c psDroid's current position to given position without
* taking obstructions into consideration.
*
* Used for instance by VTOLs. Function is thread-safe.
*/
extern void fpathSetDirectRoute(DROID* psDroid, SDWORD targetX, SDWORD targetY);
/** Clean up path jobs and results for a droid. Function is thread-safe. */
extern void fpathRemoveDroidData(int id);
/** Quick O(1) test of whether it is theoretically possible to go from origin to destination
* using the given propulsion type. orig and dest are in world coordinates. */
bool fpathCheck(Position orig, Position dest, PROPULSION_TYPE propulsion);
/** Unit testing. */
void fpathTest(int x, int y, int x2, int y2);
/** @} */
#endif // __INCLUDED_SRC_FPATH_H__