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/**
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* @file path.h
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*
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* Interface of the path finding algorithms.
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*/
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#pragma once
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#include <functional>
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#include <SDL.h>
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#include "engine/direction.hpp"
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#include "engine/point.hpp"
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namespace devilution {
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#define MAX_PATH_LENGTH 25
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struct PATHNODE {
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uint8_t f;
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uint8_t h;
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uint8_t g;
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Point position;
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struct PATHNODE *Parent;
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struct PATHNODE *Child[8];
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struct PATHNODE *NextNode;
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};
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bool IsTileNotSolid(Point position);
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bool IsTileSolid(Point position);
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/**
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* @brief Checks the position is solid or blocked by an object
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*/
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bool IsTileWalkable(Point position, bool ignoreDoors = false);
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/**
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* @brief Find the shortest path from startPosition to destinationPosition, using PosOk(Point) to check that each step is a valid position.
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* Store the step directions (corresponds to an index in PathDirs) in path, which must have room for 24 steps
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*/
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int FindPath(const std::function<bool(Point)> &posOk, Point startPosition, Point destinationPosition, int8_t path[MAX_PATH_LENGTH]);
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/**
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* @brief check if stepping from a given position to a neighbouring tile cuts a corner.
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*
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* If you step from A to B, both Xs need to be clear:
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*
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* AX
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* XB
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*
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* @return true if step is allowed
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*/
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bool path_solid_pieces(Point startPosition, Point destinationPosition);
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/** For iterating over the 8 possible movement directions */
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const Displacement PathDirs[8] = {
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// clang-format off
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{ -1, -1 }, //Direction::North
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{ -1, 1 }, //Direction::West
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{ 1, -1 }, //Direction::East
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{ 1, 1 }, //Direction::South
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{ -1, 0 }, //Direction::NorthWest
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{ 0, -1 }, //Direction::NorthEast
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{ 1, 0 }, //Direction::SouthEast
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{ 0, 1 }, //Direction::SouthWest
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// clang-format on
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};
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} // namespace devilution
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