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* a bit of pathfinding (still needs testing and implementation of something like BFS (I consider Dijkstra usless in this case))
* some minor changes
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64
CPathfinder.cpp
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64
CPathfinder.cpp
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#include "global.h"
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#include "CPathfinder.h"
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#define CGI (CGameInfo::mainObj)
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CPath * CPathfinder::getPath(int3 &src, int3 &dest)
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{
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if(src.z!=dest.z) //first check
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return NULL;
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//graph initialization
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graph.resize(CGI->ac->map.width);
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for(int i=0; i<graph.size(); ++i)
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{
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graph[i].resize(CGI->ac->map.height);
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for(int j=0; j<graph[i].size(); ++j)
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{
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graph[i][j].accesible = true;
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graph[i][j].dist = -1;
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graph[i][j].theNodeBefore = NULL;
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graph[i][j].x = i;
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graph[i][j].y = j;
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}
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}
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for(int h=0; h<CGI->objh->objInstances.size(); ++h)
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{
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if(CGI->objh->objInstances[h].pos.z == src.z)
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{
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unsigned char blockMap[6];
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std::string ourName = CGI->ac->map.defy[CGI->objh->objInstances[h].defNumber].name;
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std::transform(ourName.begin(), ourName.end(), ourName.begin(), (int(*)(int))toupper);
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for(int y=0; y<CGI->dobjinfo->objs.size(); ++y)
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{
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std::string cName = CGI->dobjinfo->objs[y].defName;
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std::transform(cName.begin(), cName.end(), cName.begin(), (int(*)(int))toupper);
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if(cName==ourName)
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{
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for(int u=0; u<6; ++u)
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{
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blockMap[u] = CGI->dobjinfo->objs[y].blockMap[u];
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}
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break;
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}
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}
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for(int i=0; i<6; ++i)
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{
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for(int j=0; j<8; ++j)
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{
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int cPosX = CGI->objh->objInstances[h].pos.x - j;
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int cPosY = CGI->objh->objInstances[h].pos.y - i;
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if(cPosX>0 && cPosY>0)
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{
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graph[cPosX][cPosY].accesible = blockMap[i] & (128 >> j);
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}
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}
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}
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}
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}
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//graph initialized
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return NULL;
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}
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