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Added AStar pathfinding.
It can be removed easily by undefing USE_ASTAR_PATHS. See AStar thread in mod discussion forum for changes. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1331 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -10,6 +10,176 @@
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#define _PATHAI_H
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#define _PATHAI_H
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#include "isometric utils.h"
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#include "isometric utils.h"
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#define USE_ASTAR_PATHS
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#ifdef USE_ASTAR_PATHS
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namespace ASTAR {
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#include "BinaryHeap.hpp"
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#include <vector>
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enum eAStar
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{
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AStar_Init,
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AStar_Open,
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AStar_Closed
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};
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class AStar_Data
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{
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public:
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AStar_Data()
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{
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cost = f = APCost = direction = prevCost = 0;
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extraGCoverCost = -1;//-1 means we have not stopped at this node
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wasBackwards = false;
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status = AStar_Init;
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parent = GridNode(-1,-1);
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};
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//no H
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int cost;//G
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int f;//F
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int APCost;//the APs spent to get here
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int extraGCoverCost;//an extra cost that makes stopping in midpath at a node with little cover worse
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GridNode parent;
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eAStar status;
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int prevCost;
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bool wasBackwards;
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int direction;
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};
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typedef HEAP<int, GridNode> AStarHeap;
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class AStarPathfinder
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{
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public:
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AStarPathfinder ();
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static AStarPathfinder& GetInstance();
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int GetPath (SOLDIERTYPE *s ,
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INT16 dest,
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INT8 ubLevel,
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INT16 usMovementMode,
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INT8 bCopy,
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UINT8 fFlags );
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private:
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static AStarPathfinder* pThis;
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std::vector<GridNode> ClosedList;
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CBinaryHeap<int, GridNode> OpenHeap;
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int direction;//current direction
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int startDir;
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int endDir;
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int lastDir;
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bool startingLoop;
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SOLDIERTYPE* pSoldier;
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INT8 onRooftop;//aka ubLevel, not sure if this bool is logically reversed yet
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bool fNonFenceJumper;
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bool fNonSwimmer;
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bool fPathingForPlayer;
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bool fPathAroundPeople;
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bool fGoingThroughDoor;
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int bOKToAddStructID;
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int bLoopState;
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bool bWaterToWater;
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bool fVisitSpotsOnlyOnce;
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bool fCheckedBehind;
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bool fTurnBased;
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bool fCloseGoodEnough;
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bool fContinuousTurnNeeded;
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bool fConsiderPersonAtDestAsObstacle;
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bool fCopyReachable;
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bool fCopyPathCosts;
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int maxAPBudget;//the gubNPCAPBudget
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int mercsMaxAPs;//the merc only has so many points to move with
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int movementMode;
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int sClosePathLimit;
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int PATHAI_VISIBLE_DEBUG_Counter;
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//vehicle defined in cpp
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//#ifdef VEHICLE
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BOOLEAN fMultiTile;
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STRUCTURE_FILE_REF * pStructureFileRef;
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//#endif
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// member variables to prevent passing them around
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GridNode StartNode;
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GridNode DestNode;
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GridNode CurrentNode;
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GridNode ParentNode;
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INT16 ParentNodeIndex;
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INT16 CurrentNodeIndex;
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AStar_Data AStarData[WORLD_COLS][WORLD_ROWS];
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AStarHeap AStar ();
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void ExecuteAStarLogic();
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void ResetAStarList ();
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int TerrainCostToAStarG(int const terrainCost);
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int CalcG (int* pPrevCost);
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int CalcAP (int const terrainCost);
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int CalcH ();
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int CalcGCover (int const NodeIndex,
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int const APCost);
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int CalcStartingAP ();
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//including THREATTYPE was a pain, so pass by value
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int CalcCoverValue (INT16 sMyGridNo, INT32 iMyThreat, INT32 iMyAPsLeft,
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INT32 myThreatsiOrigRange, INT16 myThreatssGridNo, SOLDIERTYPE* myThreatspOpponent,
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INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty);
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eAStar GetAStarStatus (const GridNode node) const {return AStarData[node.x][node.y].status;};
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GridNode GetAStarParent (const GridNode node) const {return AStarData[node.x][node.y].parent;};
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int GetAStarG (const GridNode node) const {return AStarData[node.x][node.y].cost;};
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int GetExtraGCover (const GridNode node) const {return AStarData[node.x][node.y].extraGCoverCost;};
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int GetAStarF (const GridNode node) const {return AStarData[node.x][node.y].f;};
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int GetActionPoints (const GridNode node) const {return AStarData[node.x][node.y].APCost;};
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bool GetLoopState (const GridNode node) const {return AStarData[node.x][node.y].wasBackwards;};
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int GetPrevCost (const GridNode node) const {return AStarData[node.x][node.y].prevCost;};
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int GetDirection (const GridNode node) const {return AStarData[node.x][node.y].direction;};
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void SetAStarStatus (const GridNode node, const eAStar status) {AStarData[node.x][node.y].status = status;};
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void SetAStarParent (const GridNode node, const GridNode parent) {AStarData[node.x][node.y].parent = parent;};
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void SetAStarG (const GridNode node, const int cost) {AStarData[node.x][node.y].cost = cost;};
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void SetExtraGCover (const GridNode node, const int extraGCoverCost) {AStarData[node.x][node.y].extraGCoverCost = extraGCoverCost;};
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void SetAStarF (const GridNode node, const int f) {AStarData[node.x][node.y].f = f;};
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void SetActionPoints (const GridNode node, const int APCost) {AStarData[node.x][node.y].APCost = APCost;};
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void SetLoopState (const GridNode node, const int loopState);
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void SetPrevCost (const GridNode node, const int prevCost) {AStarData[node.x][node.y].prevCost = prevCost;};
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void SetDirection (const GridNode node, const int direction) {AStarData[node.x][node.y].direction = direction;};
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INT16 PythSpacesAway (GridNode const node1,
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GridNode const node2);
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INT16 SpacesAway (GridNode const node1,
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GridNode const node2);
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//bool IsDiagonal (GridNode const node1,
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// GridNode const node2) {return (abs(node1.x - node2.x) && abs(node1.y - node2.y));};
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bool IsDiagonal (int const direction) {return (direction & 1);};
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void InitVehicle ();
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int VehicleObstacleCheck();
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bool CanTraverse ();
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bool IsSomeoneInTheWay();
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void IncrementLoop ();
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void InitLoop ();
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bool ContinueLoop ();
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};
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};//end namespace ASTAR
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#endif//end #ifdef USE_ASTAR_PATHS
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BOOLEAN InitPathAI( void );
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BOOLEAN InitPathAI( void );
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void ShutDownPathAI( void );
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void ShutDownPathAI( void );
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INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);
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INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPlot, INT8 bStayOn, UINT16 usMovementMode, INT8 bStealth, INT8 bReverse , INT16 sAPBudget);
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+1505
File diff suppressed because it is too large
Load Diff
@@ -20,6 +20,29 @@
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#define WORLD_BASE_HEIGHT 0
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#define WORLD_BASE_HEIGHT 0
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#define WORLD_CLIFF_HEIGHT 80
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#define WORLD_CLIFF_HEIGHT 80
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//ADB I'm tired of seeing a 5 digit number when looking at something's gridno.
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//I need to see an x and y. I created this class for the AStar,
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//but moved it here as you can convert a regular INT16 gridno to a GridNode then print it out for debugging.
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//Don't switch between the 2 types too often, IntToGridNode is especially slow
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class GridNode
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{
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public:
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GridNode () {x = -1; y = -1;};
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GridNode (INT16 const loc) {this->x = loc % WORLD_COLS; this->y = loc / WORLD_COLS;};
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GridNode (int x, int y) {GridNode::x = x; GridNode::y = y;};
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GridNode operator + (const GridNode& point) const {return GridNode(this->x + point.x, this->y + point.y);};
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bool operator == (const GridNode& point) const {return this->x == point.x && this->y == point.y;};
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bool operator != (const GridNode& point) const {return !(*this == point);};
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INT16 GridNodeToInt() {return (this->x + this->y * WORLD_COLS);};
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void IntToGridNode(INT16 const loc) {this->x = loc % WORLD_COLS; this->y = loc / WORLD_COLS;};
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bool isInWorld() {return (this->x < WORLD_COLS && this->x >= 0 &&
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this->y < WORLD_ROWS && this->y >= 0);};
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int x;
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int y;
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};
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//A macro that actually memcpy's over data and increments the pointer automatically
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//A macro that actually memcpy's over data and increments the pointer automatically
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//based on the size. Works like a FileRead except with a buffer instead of a file pointer.
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//based on the size. Works like a FileRead except with a buffer instead of a file pointer.
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//Used by LoadWorld() and child functions.
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//Used by LoadWorld() and child functions.
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