62 lines
1.8 KiB
C
62 lines
1.8 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef __INCLUDED_SRC_ASTART_H__
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#define __INCLUDED_SRC_ASTART_H__
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/** Reset the A* counters
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*
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* This function resets astarInner among others.
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*
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* @ingroup pathfinding
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*/
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extern void astarResetCounters(void);
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/** return codes for astar
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*
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* @ingroup pathfinding
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*/
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enum
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{
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ASR_OK, ///< found a route
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ASR_FAILED, ///< no route could be found
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ASR_NEAREST, ///< found a partial route to a nearby position
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};
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/** Use the A* algorithm to find a path
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*
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* @ingroup pathfinding
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*/
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SDWORD fpathAStarRoute(MOVE_CONTROL *psMove, SDWORD sx, SDWORD sy, SDWORD fx, SDWORD fy, PROPULSION_TYPE propulsion);
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/** Check LOS (Line Of Sight) between two tiles
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*/
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extern BOOL fpathTileLOS(SDWORD x1,SDWORD y1, SDWORD x2,SDWORD y2);
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/** Clean up the path finding node table.
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*
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* @note Call this <em>only</em> on shutdown to prevent memory from leaking.
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*
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* @ingroup pathfinding
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*/
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extern void fpathHardTableReset(void);
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#endif // __INCLUDED_SRC_ASTART_H__
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