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# pragma once
# include "VCMI_Lib.h"
# include "mapping/CMap.h"
# include "IGameCallback.h"
# include "int3.h"
/*
* CPathfinder . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
class CGHeroInstance ;
class CGObjectInstance ;
struct TerrainTile ;
struct DLL_LINKAGE CGPathNode
{
enum EAccessibility
{
NOT_SET = 0 ,
ACCESSIBLE = 1 , //tile can be entered and passed
VISITABLE , //tile can be entered as the last tile in path
BLOCKVIS , //visitable from neighbouring tile but not passable
BLOCKED //tile can't be entered nor visited
} ;
EAccessibility accessible ;
ui8 land ;
ui8 turns ; //how many turns we have to wait before reachng the tile - 0 means current turn
ui32 moveRemains ; //remaining tiles after hero reaches the tile
CGPathNode * theNodeBefore ;
int3 coord ; //coordinates
CGPathNode ( ) ;
bool reachable ( ) const ;
} ;
struct DLL_LINKAGE CGPath
{
std : : vector < CGPathNode > nodes ; //just get node by node
int3 startPos ( ) const ; // start point
int3 endPos ( ) const ; //destination point
void convert ( ui8 mode ) ; //mode=0 -> from 'manifest' to 'object'
} ;
struct DLL_LINKAGE CPathsInfo
{
mutable boost : : mutex pathMx ;
const CGHeroInstance * hero ;
int3 hpos ;
int3 sizes ;
CGPathNode * * * nodes ; //[w][h][level]
CPathsInfo ( const int3 & Sizes ) ;
~ CPathsInfo ( ) ;
const CGPathNode * getPathInfo ( int3 tile ) const ;
bool getPath ( const int3 & dst , CGPath & out ) const ;
int getDistance ( int3 tile ) const ;
} ;
class CPathfinder : private CGameInfoCallback
{
public :
CPathfinder ( CPathsInfo & _out , CGameState * _gs , const CGHeroInstance * _hero ) ;
void calculatePaths ( ) ; //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private :
struct PathfinderOptions
{
bool useFlying ;
bool useWaterWalking ;
bool useEmbarkAndDisembark ;
bool useTeleportTwoWay ; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay ; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom ; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool ; // Force enabled if hero protected or unaffected (have one stack of one creature)
PathfinderOptions ( ) ;
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} options ;
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CPathsInfo & out ;
const CGHeroInstance * hero ;
const std : : vector < std : : vector < std : : vector < ui8 > > > & FoW ;
std : : list < CGPathNode * > mq ; //BFS queue -> nodes to be checked
std : : vector < int3 > neighbours ;
CGPathNode * cp ; //current (source) path node -> we took it from the queue
CGPathNode * dp ; //destination node -> it's a neighbour of cp that we consider
const TerrainTile * ct , * dt ; //tile info for both nodes
const CGObjectInstance * sTileObj ;
ui8 useEmbarkCost ; //0 - usual movement; 1 - embark; 2 - disembark
void addNeighbours ( const int3 & coord ) ;
void addTeleportExits ( bool noTeleportExcludes = false ) ;
bool isMovementPossible ( ) ; //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
bool checkDestinationTile ( ) ;
int3 getSourceGuardPosition ( ) ;
bool isSourceGuarded ( ) ;
bool isDestinationGuarded ( ) ;
bool isDestinationGuardian ( ) ;
void initializeGraph ( ) ;
CGPathNode * getNode ( const int3 & coord ) ;
CGPathNode : : EAccessibility evaluateAccessibility ( const int3 & pos , const TerrainTile * tinfo ) const ;
bool canMoveBetween ( const int3 & a , const int3 & b ) const ; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
bool addTeleportTwoWay ( const CGTeleport * obj ) const ;
bool addTeleportOneWay ( const CGTeleport * obj ) const ;
bool addTeleportOneWayRandom ( const CGTeleport * obj ) const ;
bool addTeleportWhirlpool ( const CGWhirlpool * obj ) const ;
} ;