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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-09 19:42:13 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-10-09 19:42:13 +0000
commit3fe1772b1e00344365e3cf8204225be19925b9e5 (patch)
tree0f66dddac8e14787096c01368611efa53f453134 /src/map.h
parent8cc0423b0c0aaa5dd9e91f673a691e5e634988c1 (diff)
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Merged the movement branch into trunk
I consider this the only way forward. In my tests this code isn't actually doing worse than what was there before. Of course some cases are a bit broken, and I'm open to any kind of feedback so that we can fix those issues.
Diffstat (limited to 'src/map.h')
-rw-r--r--src/map.h12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/map.h b/src/map.h
index 31c6be00..c4a4fc0b 100644
--- a/src/map.h
+++ b/src/map.h
@@ -27,6 +27,7 @@
#include <list>
#include <vector>
+#include "position.h"
#include "properties.h"
class AmbientOverlay;
@@ -37,8 +38,6 @@ class Particle;
class Sprite;
class Tileset;
-struct PATH_NODE;
-
typedef std::vector<Tileset*> Tilesets;
typedef std::list<Sprite*> Sprites;
typedef Sprites::iterator SpriteIterator;
@@ -189,11 +188,6 @@ class Map : public Properties
void blockTile(int x, int y, BlockType type);
/**
- * Marks a tile as unoccupied
- */
- void freeTile(int x, int y, BlockType type);
-
- /**
* Gets walkability for a tile with a blocking bitmask. When called
* without walkmask, only blocks against colliding tiles.
*/
@@ -226,8 +220,8 @@ class Map : public Properties
/**
* Find a path from one location to the next.
*/
- std::list<PATH_NODE>
- findPath(int startX, int startY, int destX, int destY, unsigned char walkmask, int maxCost = 20);
+ Path findPath(int startX, int startY, int destX, int destY,
+ unsigned char walkmask, int maxCost = 20);
/**
* Adds a sprite to the map.