Add Astars pathing to ingame options (#124)

* Enabled astars pathing

* Add toggleable pathfinding choice to ingame options

You can choose between original and A* pathfinding algorithms
This commit is contained in:
Asdow
2023-02-15 11:49:04 +02:00
committed by GitHub
parent aa3e10cd29
commit 17a0a08097
16 changed files with 548 additions and 700 deletions
+3 -6
View File
@@ -145,14 +145,11 @@ UINT32 gSurfaceMemUsage;
//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909
// Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this
#ifdef USE_ASTAR_PATHS
//ddd to speed up search of illuminated tiles in PATH AI
BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
//ddd
#endif
// set to nonzero (locs of base gridno of structure are good) to have it defined by structure code
INT16 gsRecompileAreaTop = 0;