@Otter: Your MED skills still amaze me!

Working on a simple pathfinding solution:



This is supposed to become a community contribution, esp. aimed at the beginners as it is very easy to use:
Simply set up WED paths and #include "pathfinding.c" and you are ready to go, there is no manual path calculation or entity setup necessary, everything is handled automatically. There are a few functions, but you can keep it simple and only use
Code:
VECTOR* ent_path_get_target(ENTITY* ent, VECTOR* vtarget, VECTOR* vresult);


If you want to move ent to vtarget, you can call this function in a while loop and it will calculate the position where ent has to move to to reach vtarget. Example:
Code:
action enemy()
{
	while(1)
	{
		ent_path_get_target(my,player.x,temp);
		turn and move to temp!
		wait(1);
	}
}


The code tries to keep the calculations to a minimum (it remembers old positions, start- and target-nodes and checks if a new path is necessary), but if you know the start- and target-node, you can use other faster functions.
I plan to release this when jcl fixes a path_next bug.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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