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[Freeciv-Dev] Re: Waypoints for path-finding
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[Freeciv-Dev] Re: Waypoints for path-finding

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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Waypoints for path-finding
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 1 Apr 2003 14:38:44 +0200

On Tue, Apr 01, 2003 at 01:05:30PM +0100, Gregory Berkolaiko wrote:
> > > How do you plan to change it and at which stage you would call the 
> > > function
> > >  struct pf_path *pft_get_path(const struct pf_parameter *const parameter,
> > >                               int end_x, int end_y,
> > >                               int num_waypoints,
> > >                               struct map_position *waypoints);
> > 
> > The simplest solution: some code remembers the waypoints (like the
> > current code does) and every time the mouse moves the above new
> > function is called.
> 
> *sigh* I wish you thought before writing this.
> 
> After k-th waypoint is specified, the paths
>       waypoint[0] -> waypoint[1] -> ... -> waypoint[k]
> are all fixed.  There is no need to recompute them. All user is interested 
> in is the path 
>       waypoint[k] -> mouse_location,
> which can be obtained by calling
>       parameter.x = waypoint[k].x
>       parameter.y = waypoint[k].y
>       /* The rest of parameter remains the same */
>       map = pf_create_map(parameter)
>       path = pf_get_path(map, mouse.x, mouse.y)
>       draw_segment(path)

Yes but this way the client code needs to assembles all parts if this path
is sent to the server. And I think this should be done by some pf(t) code.

        Raimar


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