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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 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
*/
#ifndef __INCLUDED_SRC_ASTART_H__
#define __INCLUDED_SRC_ASTART_H__
#include "fpath.h"
/** return codes for astar
*
* @ingroup pathfinding
*/
enum ASR_RETVAL
{
ASR_OK, ///< found a route
ASR_FAILED, ///< no route could be found
ASR_NEAREST, ///< found a partial route to a nearby position
};
/** Use the A* algorithm to find a path
*
* @ingroup pathfinding
*/
ASR_RETVAL fpathAStarRoute(MOVE_CONTROL *psMove, PATHJOB *psJob);
/// Call from main thread.
/// Sets psJob->blockingMap for later use by pathfinding thread, generating the required map if not already generated.
void fpathSetBlockingMap(PATHJOB *psJob);
/** Clean up the path finding node table.
*
* @note Call this on shutdown to prevent memory from leaking, or if loading/saving, to prevent stale data from being reused.
*
* @ingroup pathfinding
*/
extern void fpathHardTableReset(void);
#endif // __INCLUDED_SRC_ASTART_H__
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