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Searched refs:ROUTING_NOT_REACHABLE (Results 1 – 10 of 10) sorted by relevance

/dports/games/ufoai/ufoai-2.5-source/src/tests/
H A Dtest_routing.cpp131 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove()
139 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove()
171 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove()
211 CU_ASSERT_EQUAL(lengthStored, ROUTING_NOT_REACHABLE); in testMove()
/dports/games/ufoai/ufoai-2.5-source/src/game/
H A Dg_move.cpp285 if (!length || length == ROUTING_NOT_REACHABLE) in G_ActorMoveLength()
296 return std::min(ROUTING_NOT_REACHABLE, length + static_cast<int>(numSteps * in G_ActorMoveLength()
350 + (autoCrouchRequired ? TU_CROUCH : 0), ROUTING_NOT_REACHABLE); in G_ClientMove()
352 if (length && length >= ROUTING_NOT_REACHABLE) in G_ClientMove()
H A Dg_ai.cpp414 if (delta > tuLeft || delta == ROUTING_NOT_REACHABLE) in AI_FindHidingLocation()
482 if (delta > tu || delta == ROUTING_NOT_REACHABLE) in AI_FindHerdLocation()
783 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_FighterCalcActionScore()
914 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_CivilianCalcActionScore()
1029 if (tu < 0 || move == ROUTING_NOT_REACHABLE) in AI_PanicCalcActionScore()
1100 int bestDist = ROUTING_NOT_REACHABLE; in AI_FindMissionLocation()
1107 if (G_ActorMoveLength(ent, level.pathingMap, ent->pos, true) == ROUTING_NOT_REACHABLE) in AI_FindMissionLocation()
1125 return bestDist < ROUTING_NOT_REACHABLE; in AI_FindMissionLocation()
1265 if (move && move >= ROUTING_NOT_REACHABLE) in AI_PrepBestAction()
1308 if (length > G_ActorUsableTUs(ent) || length >= ROUTING_NOT_REACHABLE) in AI_PrepBestAction()
H A Dg_actor.cpp36 #define MAX_TU (ROUTING_NOT_REACHABLE - 1)
H A Dg_ai_lua.cpp847 if (tu > G_ActorUsableTUs(ent) || tu == ROUTING_NOT_REACHABLE) in AIL_positionshoot()
/dports/games/ufoai/ufoai-2.5-source/src/common/
H A Dgrid.cpp522 OBJSET(path->area, ROUTING_NOT_REACHABLE); in Grid_CalcPathing()
523 OBJSET(path->areaFrom, ROUTING_NOT_REACHABLE); in Grid_CalcPathing()
627 OBJSET(path->area, ROUTING_NOT_REACHABLE); in Grid_FindPath()
628 OBJSET(path->areaFrom, ROUTING_NOT_REACHABLE); in Grid_FindPath()
749 if (!l || l == ROUTING_NOT_REACHABLE) { in Grid_MoveNext()
H A Dbsp.cpp573 mapData->reroute[size][y][x] = ROUTING_NOT_REACHABLE; in CMod_LoadRouting()
874 if (mapData->reroute[size][y][x] == ROUTING_NOT_REACHABLE) { in CMod_RerouteMap()
904 if (tile2 && (tile2 == ROUTING_NOT_REACHABLE || tile2 != tile)) { in CMod_RerouteMap()
/dports/games/ufoai/ufoai-2.5-source/src/client/battlescape/
H A Dcl_actor.cpp781 if (!length || length == ROUTING_NOT_REACHABLE) in CL_ActorMoveLength()
790 return std::min(ROUTING_NOT_REACHABLE, length + static_cast<int>(numSteps in CL_ActorMoveLength()
822 if (!length || length >= ROUTING_NOT_REACHABLE) in CL_ActorTraceMove()
858 if (!length || length >= ROUTING_NOT_REACHABLE) in CL_ActorMaximumMove()
896 if (!length || length >= ROUTING_NOT_REACHABLE) { in CL_ActorStartMove()
1882 if (selActor && selActor->actorMoveLength < ROUTING_NOT_REACHABLE in CL_AddTargetingBox()
2107 VectorSet(ent.color, (TUneed > TUhave), (TUneed != ROUTING_NOT_REACHABLE), 0); in CL_AddPathingBox()
2112 height = 2 + std::min(TUneed * (UNIT_HEIGHT - 2) / ROUTING_NOT_REACHABLE, 16); in CL_AddPathingBox()
H A Dcl_hud.cpp1208 if (actor->actorMoveLength == ROUTING_NOT_REACHABLE) { in HUD_UpdateActorMove()
1435 actor->actorMoveLength = ROUTING_NOT_REACHABLE; in HUD_UpdateActor()
/dports/games/ufoai/ufoai-2.5-source/src/shared/
H A Ddefines.h286 #define ROUTING_NOT_REACHABLE 0xFF /**< (byte) Indicates a cell that is not reachable. A TU value.… macro