/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 3 of the License, or * (at your option) any later version. * * This program 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 this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_PATHFINDINGGRAPHNODE_H #define CRAB_PATHFINDINGGRAPHNODE_H #include "crab/Rectangle.h" #include "crab/vectors.h" namespace Crab { // This is the basic pathfinding node that will construct the pathfinding graph. (SZ) // Although Unrest is using a square grid based pathfinding map, this is made to be a general use pathfinding node. class PathfindingGraphNode { friend class PathfindingGrid; int _id; // Each ID will be assigned when the pathfinding graph is generated and will identify each node. float _movementCost; // 1 is open terrain, >1 is impeding terrain, <0 is completely obstructed Vector2f _position; // Position of the node Rect _collisionRect; // Represents spaced covered by the node. public: Common::Array _neighborNodes; Common::Array _neighborCosts; // The movement cost for the neighbor nodes (distance to the node X the nodes movement cost) // This is stored to prevent having to recalculate each frame. PathfindingGraphNode(); PathfindingGraphNode(Vector2f pos, int i); ~PathfindingGraphNode(); float getMovementCost() { return _movementCost; } Vector2f getPosition() const { return _position; } // Adds node to neighbor vector and cost to neighbor costs void addNeighbor(PathfindingGraphNode *node); // Same as above, but does not calculate distance. Used when all nodes // are equidistant void addNeighbor(PathfindingGraphNode *node, bool ignoreDistance); // const Common::Array< PathfindingGraphNode*>& GetNeighbors() const; Rect getRect() const { return _collisionRect; } // Return true if the node is adjacent to a blocked node bool adjacentToObstacle() const; // Return true if the node is adjacent to the otherNode bool adjacentToNode(PathfindingGraphNode *otherNode); }; } // End of namespace Crab #endif // CRAB_PATHFINDINGGRAPHNODE_H