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engines/ultima/nuvie/pathfinder/sched_path_finder.h
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engines/ultima/nuvie/pathfinder/sched_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_SCHED_PATH_FINDER_H
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#define NUVIE_PATHFINDER_SCHED_PATH_FINDER_H
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#include "ultima/nuvie/pathfinder/actor_path_finder.h"
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namespace Ultima {
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namespace Nuvie {
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/* Long-range pathfinder for NPCs.
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*/
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class SchedPathFinder: public ActorPathFinder {
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protected:
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uint32 prev_step_i, next_step_i; /* step counters */
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public:
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/* Pass 'path_type' to define search rules and methods to be used. The
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PathFinder is responsible for deleting it when finished. */
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SchedPathFinder(Actor *a, MapCoord g, Path *path_type);
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~SchedPathFinder() override;
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bool get_next_move(MapCoord &step) override; /* returns the next step in the path */
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bool find_path() override; /* gets a NEW path from location->goal */
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void actor_moved() override; /* update location and step counters */
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bool check_loc(const MapCoord &loc) override; // ignores other actors
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protected:
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bool is_location_in_path();
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void incr_step();
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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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