Files
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

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Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

54 lines
1.5 KiB
C++

#pragma once
#include "JavaIntHash.h"
using namespace std;
class LevelSource;
class PathFinder
{
private:
LevelSource *level;
BinaryHeap openSet;
// 4J Jev, was a IntHashMap, thought this was close enough.
unordered_map<int, Node *, IntKeyHash, IntKeyEq> nodes;
NodeArray *neighbors;
bool canPassDoors;
bool canOpenDoors;
bool avoidWater;
bool canFloat;
public:
PathFinder(LevelSource *level, bool canPassDoors, bool canOpenDoors, bool avoidWater, bool canFloat);
~PathFinder();
Path *findPath(Entity *from, Entity *to, float maxDist);
Path *findPath(Entity *from, int x, int y, int z, float maxDist);
private:
Path *findPath(Entity *e, double xt, double yt, double zt, float maxDist);
// function A*(start,goal)
Path *findPath(Entity *e, Node *from, Node *to, Node *size, float maxDist);
int getNeighbors(Entity *entity, Node *pos, Node *size, Node *target, float maxDist);
Node *getNode(Entity *entity, int x, int y, int z, Node *size, int jumpSize);
/*final*/ Node *getNode(int x, int y, int z);
public:
static const int TYPE_TRAP = -4;
static const int TYPE_FENCE = -3;
static const int TYPE_LAVA = -2;
static const int TYPE_WATER = -1;
static const int TYPE_BLOCKED = 0;
static const int TYPE_OPEN = 1;
static const int TYPE_WALKABLE = 2;
int isFree(Entity *entity, int x, int y, int z, Node *size);
static int isFree(Entity *entity, int x, int y, int z, Node *size, bool avoidWater, bool canOpenDoors, bool canPassDoors);
// function reconstruct_path(came_from,current_node)
Path *reconstruct_path(Node *from, Node *to);
};