#ifndef GAME_MWMECHANICS_PATHFINDING_H #define GAME_MWMECHANICS_PATHFINDING_H #include #include namespace MWWorld { class CellStore; } namespace MWMechanics { class PathFinder { public: PathFinder(); void clearPath(); void buildPathgridGraph(const ESM::Pathgrid* pathGrid); void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::CellStore* cell, bool allowShortcuts = true); bool checkPathCompleted(float x, float y, float z); ///< \Returns true if the last point of the path has been reached. bool checkWaypoint(float x, float y, float z); ///< \Returns true if a way point was reached float getZAngleToNext(float x, float y) const; float getDistToNext(float x, float y, float z); bool isPathConstructed() const { return mIsPathConstructed; } int getPathSize() const { return mPath.size(); } std::list getPath() const { return mPath; } //When first point of newly created path is the nearest to actor point, then //the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path) //This functions deletes that point. void syncStart(const std::list &path); void addPointToPath(ESM::Pathgrid::Point &point) { mPath.push_back(point); } private: struct Edge { int destination; float cost; }; struct Node { int label; std::vector edges; int parent;//used in pathfinding }; std::vector mGScore; std::vector mFScore; std::list aStarSearch(const ESM::Pathgrid* pathGrid,int start,int goal,float xCell = 0, float yCell = 0); void cleanUpAStar(); std::vector mGraph; bool mIsPathConstructed; std::list mPath; bool mIsGraphConstructed; const MWWorld::CellStore* mCell; }; } #endif