Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

42 lines
1.0 KiB
C++

#ifndef __AIMOVEHPP__
#define __AIMOVEHPP__
class AIMove;
#include <stack>
#include <utils\utils.h>
#include "map.hpp"
#include "move.hpp"
#include "ai.hpp"
#include "ai formation.hpp"
class AIMove {
friend class AIFormation;
private:
CPoint curdes;
bool newdes;
AI *m_Parent;
std::stack<PATHELEMENT> m_CurPath;
std::stack<PATHELEMENT> m_CellPath;
bool m_InFormation;
// bool CalcPath (int depth,bool followshort); // depth = -1 means search until solution
// float GetOneCost (int sx,int sy,int dx,int dy); // only to adjecent squares
// float PathCostGuess (int sx,int sy,int dx,int dy);
bool SetFormationDes (int x,int y);
public:
AIMove (AI *parent);
~AIMove (void);
virtual CommandEntry *Think (double value,CommandEntry *lastcom); // if need to remove then this func will delete
void SetDestination (int x,int y);
bool JoinFormation (AIFormation& formation);
AI *Parent (void) const { return m_Parent; }
void PathReady (std::stack<PATHELEMENT>& dest);
};
#endif