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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* a bit of pathfinding (still needs testing and implementation of something like BFS (I consider Dijkstra usless in this case))

* some minor changes
This commit is contained in:
mateuszb 2007-08-07 13:49:15 +00:00
parent efcc7d08da
commit 0c17ec03a8
5 changed files with 128 additions and 1 deletions

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@ -18,7 +18,31 @@ void CDefObjInfoHandler::load()
DefObjInfo nobj;
std::string dump;
inp>>nobj.defName;
for(int yy=0; yy<4; ++yy)
for(int o=0; o<6; ++o)
{
nobj.blockMap[o] = 0xff;
nobj.visitMap[o] = 0x00;
}
std::string mapStr;
inp>>mapStr;
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='0')
{
nobj.blockMap[v/6] ^= (128 >> (v%6));
}
}
inp>>mapStr;
for(int v=0; v<mapStr.size(); ++v)
{
if(mapStr[v]=='1')
{
nobj.visitMap[v/6] ^= (128 >> (v%6));
}
}
for(int yy=0; yy<2; ++yy)
inp>>dump;
inp>>nobj.type;
inp>>nobj.subtype;

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@ -9,6 +9,8 @@ struct DefObjInfo
int priority;
int type, subtype;
int objType;
unsigned char visitMap[6];
unsigned char blockMap[6];
bool operator==(const std::string & por) const;
};

64
CPathfinder.cpp Normal file
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@ -0,0 +1,64 @@
#include "global.h"
#include "CPathfinder.h"
#define CGI (CGameInfo::mainObj)
CPath * CPathfinder::getPath(int3 &src, int3 &dest)
{
if(src.z!=dest.z) //first check
return NULL;
//graph initialization
graph.resize(CGI->ac->map.width);
for(int i=0; i<graph.size(); ++i)
{
graph[i].resize(CGI->ac->map.height);
for(int j=0; j<graph[i].size(); ++j)
{
graph[i][j].accesible = true;
graph[i][j].dist = -1;
graph[i][j].theNodeBefore = NULL;
graph[i][j].x = i;
graph[i][j].y = j;
}
}
for(int h=0; h<CGI->objh->objInstances.size(); ++h)
{
if(CGI->objh->objInstances[h].pos.z == src.z)
{
unsigned char blockMap[6];
std::string ourName = CGI->ac->map.defy[CGI->objh->objInstances[h].defNumber].name;
std::transform(ourName.begin(), ourName.end(), ourName.begin(), (int(*)(int))toupper);
for(int y=0; y<CGI->dobjinfo->objs.size(); ++y)
{
std::string cName = CGI->dobjinfo->objs[y].defName;
std::transform(cName.begin(), cName.end(), cName.begin(), (int(*)(int))toupper);
if(cName==ourName)
{
for(int u=0; u<6; ++u)
{
blockMap[u] = CGI->dobjinfo->objs[y].blockMap[u];
}
break;
}
}
for(int i=0; i<6; ++i)
{
for(int j=0; j<8; ++j)
{
int cPosX = CGI->objh->objInstances[h].pos.x - j;
int cPosY = CGI->objh->objInstances[h].pos.y - i;
if(cPosX>0 && cPosY>0)
{
graph[cPosX][cPosY].accesible = blockMap[i] & (128 >> j);
}
}
}
}
}
//graph initialized
return NULL;
}

36
CPathfinder.h Normal file
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@ -0,0 +1,36 @@
#ifndef CPATHFINDER_H
#define CPATHFINDER_H
#include "CGameInfo.h"
#include "int3.h"
#include <queue>
#include <vector>
struct CPathNode
{
bool v1, v2, v3,
v4, v5,
v6, v7, v8; //true if we can pass, false if not
bool accesible; //true if a hero can be on this node
int dist; //distance from the first node of searching; -1 is infinity
CPathNode * theNodeBefore;
int x, y; //coordiantes
};
struct CPath
{
std::queue<CPathNode> nodes; //just get node by node
};
/**
* main pathfinder class
*/
class CPathfinder
{
private:
std::vector< std::vector<CPathNode> > graph;
public:
CPath * getPath(int3 & src, int3 & dest); //calculates path between src and dest; returns pointer to CPath or NULL if path does not exists
CPath * getPath(int3 & src, int3 & dest, int (*getDist)(int3 & a, int3 b)); //calculates path between src and dest; returns pointer to CPath or NULL if path does not exists; uses getDist to calculate distance
};
#endif //CPATHFINDER_H

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@ -2,6 +2,7 @@
#define STARTINFO_H
#include "global.h"
#include <vector>
enum Ebonus {brandom=-1,bartifact, bgold, bresource};