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engines/ultima/nuvie/pathfinder/actor_path_finder.h
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engines/ultima/nuvie/pathfinder/actor_path_finder.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NUVIE_PATHFINDER_ACTOR_PATH_FINDER_H
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#define NUVIE_PATHFINDER_ACTOR_PATH_FINDER_H
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#include "ultima/nuvie/pathfinder/path_finder.h"
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#include "ultima/nuvie/pathfinder/dir_finder.h"
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namespace Ultima {
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namespace Nuvie {
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class Actor;
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class ActorPathFinder: public PathFinder, public DirFinder {
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protected:
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Actor *actor;
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public:
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ActorPathFinder(Actor *a, MapCoord g);
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~ActorPathFinder() override;
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void set_actor(Actor *a);
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virtual bool update_location(); /* get location from actor (use any time) */
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virtual void actor_moved(); /* the actor moved ON PATH...
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(use after get_next_move()) */
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bool check_loc(const MapCoord &loc) override;
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void get_closest_dir(MapCoord &rel_step); // relative dir loc->goal
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bool get_next_move(MapCoord &step) override;
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protected:
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bool search_towards_target(const MapCoord &g, MapCoord &rel_step);
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bool check_dir(const MapCoord &loc, MapCoord &rel, sint8 rot = 0) override;
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bool check_dir_and_distance(const MapCoord &loc, const MapCoord &g, MapCoord &rel_step, sint8 rotate);
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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