275 lines
8.5 KiB
C
275 lines
8.5 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/wwphys/PathNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/08/01 2:31p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __PATHNODE_H
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#define __PATHNODE_H
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#include "matrix3d.h"
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#include "refcount.h"
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#include "binheap.h"
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#include "mempool.h"
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#include "pathfindportal.h"
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/////////////////////////////////////////////////////////////////////////
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// Forward declarations
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/////////////////////////////////////////////////////////////////////////
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class PathfindSectorClass;
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/////////////////////////////////////////////////////////////////////////
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//
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// PathNodeClass
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//
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/////////////////////////////////////////////////////////////////////////
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class PathNodeClass : public RefCountClass, public HeapNodeClass<float>, public AutoPoolClass<PathNodeClass, 512>
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{
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public:
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/////////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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/////////////////////////////////////////////////////////////////////////
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PathNodeClass (void)
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: m_Sector (NULL),
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m_ParentNode (NULL),
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m_Portal (NULL),
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m_TotalCost (0),
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m_HeuristicCost (0),
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m_TraversalCost (0),
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m_OnFinalPath (false),
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m_EnterTransform (1),
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m_Transform (1),
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m_HeapLocation (0),
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m_InClosedList (false) { }
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~PathNodeClass (void) { }
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/////////////////////////////////////////////////////////////////////////
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// Public methods
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/////////////////////////////////////////////////////////////////////////
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PathfindSectorClass * Peek_Sector (void);
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PathfindPortalClass * Peek_Portal (void);
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PathNodeClass * Peek_Parent_Node (void);
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void Set_Sector (PathfindSectorClass *sector);
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void Set_Portal (PathfindPortalClass *portal);
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void Set_Parent_Node (PathNodeClass *node);
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float Get_Total_Cost (void) const;
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float Get_Heuristic_Cost (void) const;
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void Set_Heuristic_Cost (float cost);
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float Get_Traversal_Cost (void) const;
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void Set_Traversal_Cost (float cost);
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Vector3 Get_Position (void) const;
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const Matrix3D & Get_Transform (void) const;
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void Set_Transform (const Matrix3D &tm);
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const Matrix3D & Get_Enter_Transform (void) const;
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void Set_Enter_Transform (const Matrix3D &tm);
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bool Is_On_Final_Path (void) const;
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void On_Final_Path (bool on_path);
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// For distributed (multi-frame) solve...
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bool Is_In_Closed_List (void) const;
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void Reconnect_To_Portal (void);
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void Disconnect_From_Portal (void);
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// From HeapNodeClass
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uint32 Get_Heap_Location (void) const;
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void Set_Heap_Location (uint32 location);
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float Heap_Key (void) const;
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protected:
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/////////////////////////////////////////////////////////////////////////
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// Protected methods
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/////////////////////////////////////////////////////////////////////////
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void Eval_Total_Cost (void);
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private:
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/////////////////////////////////////////////////////////////////////////
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// Private member data
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/////////////////////////////////////////////////////////////////////////
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PathfindPortalClass * m_Portal;
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PathfindSectorClass * m_Sector;
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PathNodeClass * m_ParentNode;
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float m_TotalCost;
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float m_HeuristicCost;
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float m_TraversalCost;
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Matrix3D m_EnterTransform;
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Matrix3D m_Transform;
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bool m_OnFinalPath;
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bool m_InClosedList;
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uint32 m_HeapLocation;
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};
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/////////////////////////////////////////////////////////////////////////
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//
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// Inlines
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//
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/////////////////////////////////////////////////////////////////////////
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inline PathfindSectorClass *
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PathNodeClass::Peek_Sector (void) { return m_Sector; }
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inline PathfindPortalClass *
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PathNodeClass::Peek_Portal (void) { return m_Portal; }
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inline PathNodeClass *
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PathNodeClass::Peek_Parent_Node (void) { return m_ParentNode; }
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inline void
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PathNodeClass::Set_Sector (PathfindSectorClass *sector) { m_Sector = sector; }
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inline void
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PathNodeClass::Set_Portal (PathfindPortalClass *portal) { m_Portal = portal; }
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inline void
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PathNodeClass::Set_Parent_Node (PathNodeClass *node) { m_ParentNode = node; }
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inline float
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PathNodeClass::Get_Total_Cost (void) const { return m_TotalCost; }
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inline float
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PathNodeClass::Get_Heuristic_Cost (void) const { return m_HeuristicCost; }
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inline void
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PathNodeClass::Set_Heuristic_Cost (float cost) { m_HeuristicCost = cost; Eval_Total_Cost (); }
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inline float
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PathNodeClass::Get_Traversal_Cost (void) const { return m_TraversalCost; }
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inline void
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PathNodeClass::Set_Traversal_Cost (float cost) { m_TraversalCost = cost; Eval_Total_Cost (); }
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inline const Matrix3D &
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PathNodeClass::Get_Transform (void) const { return m_Transform; }
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inline void
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PathNodeClass::Set_Transform (const Matrix3D &tm) { m_Transform = tm; }
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inline Vector3
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PathNodeClass::Get_Position (void) const { return m_Transform.Get_Translation (); }
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inline const Matrix3D &
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PathNodeClass::Get_Enter_Transform (void) const { return m_EnterTransform; }
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inline void
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PathNodeClass::Set_Enter_Transform (const Matrix3D &tm) { m_EnterTransform = tm; }
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inline void
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PathNodeClass::Eval_Total_Cost (void) { m_TotalCost = m_HeuristicCost + m_TraversalCost; }
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inline bool
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PathNodeClass::Is_On_Final_Path (void) const { return m_OnFinalPath; }
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inline void
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PathNodeClass::On_Final_Path (bool on_path) { m_OnFinalPath = on_path; }
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inline uint32
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PathNodeClass::Get_Heap_Location (void) const
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{
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return m_HeapLocation;
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}
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inline void
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PathNodeClass::Set_Heap_Location (uint32 location)
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{
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m_HeapLocation = location;
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if (m_Portal != NULL) {
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m_Portal->Set_Heap_Location (location);
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}
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if (location == 0) {
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m_InClosedList = true;
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} else {
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m_InClosedList = false;
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}
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return ;
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}
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inline float
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PathNodeClass::Heap_Key (void) const
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{
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return m_TotalCost;
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}
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inline bool
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PathNodeClass::Is_In_Closed_List (void) const
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{
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return m_InClosedList;
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}
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inline void
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PathNodeClass::Disconnect_From_Portal (void)
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{
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WWASSERT (m_Portal != NULL);
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m_Portal->m_ClosedListPtr = NULL;
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m_Portal->Set_Heap_Location (0);
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return ;
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}
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inline void
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PathNodeClass::Reconnect_To_Portal (void)
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{
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if (m_Portal != NULL) {
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if (m_InClosedList) {
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m_Portal->m_ClosedListPtr = this;
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} else {
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m_Portal->Set_Heap_Location (m_HeapLocation);
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}
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}
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return ;
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}
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#endif //__PATHNODE_H
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