(svn r18372) -Codechange: push some extra type safety into YAPF
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@@ -52,6 +52,7 @@ public:
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typedef typename Types::Tpf Tpf; ///< the pathfinder class (derived from THIS class)
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typedef typename Types::TrackFollower TrackFollower;
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typedef typename Types::NodeList NodeList; ///< our node list
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typedef typename Types::VehicleType VehicleType; ///< the type of vehicle
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typedef typename NodeList::Titem Node; ///< this will be our node type
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typedef typename Node::Key Key; ///< key to hash tables
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@@ -62,7 +63,7 @@ protected:
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Node *m_pBestIntermediateNode; ///< here should be node closest to the destination if path not found
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const YAPFSettings *m_settings; ///< current settings (_settings_game.yapf)
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int m_max_search_nodes; ///< maximum number of nodes we are allowed to visit before we give up
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const Vehicle *m_veh; ///< vehicle that we are trying to drive
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const VehicleType *m_veh; ///< vehicle that we are trying to drive
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int m_stats_cost_calcs; ///< stats - how many node's costs were calculated
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int m_stats_cache_hits; ///< stats - how many node's costs were reused from cache
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@@ -114,7 +115,7 @@ public:
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* - or the open list is empty (no route to destination).
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* - or the maximum amount of loops reached - m_max_search_nodes (default = 10000)
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* @return true if the path was found */
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inline bool FindPath(const Vehicle *v)
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inline bool FindPath(const VehicleType *v)
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{
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m_veh = v;
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@@ -291,7 +292,7 @@ public:
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m_nodes.InsertOpenNode(n);
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}
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const Vehicle * GetVehicle() const
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const VehicleType * GetVehicle() const
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{
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return m_veh;
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}
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