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vcmi/CPathfinder.cpp
mateuszb 0c2cf02ca6 * given hero is placed in the town entrance
Wspólne zmiany
* some objects such as river delta won't be blitted "on" hero
* tiles under FoW are inaccessible
* giving random hero on RoE maps
* improved protection against hero duplication
* fixed starting values of primary abilities of random heroes on RoE/AB maps
2008-02-23 19:20:41 +00:00

204 lines
7.0 KiB
C++

#include "stdafx.h"
#include "global.h"
#include "CPathfinder.h"
#include "CGameInfo.h"
#include "hch\CAmbarCendamo.h"
#include "mapHandler.h"
#include "CGameState.h"
using namespace boost::logic;
int3 CPath::startPos()
{
return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z);
}
int3 CPath::endPos()
{
return int3(nodes[0].coord.x,nodes[0].coord.y,nodes[0].coord.z);
}
CPath * CPathfinder::getPath(int3 src, int3 dest, const CGHeroInstance * hero, unsigned char type) //TODO: test it (seems to be finished, but relies on unwritten functions :()
{
//check input
if ((src.x < 0)||(src.y < 0)||(src.z < 0)||(dest.x < 0)||(dest.y < 0)||(dest.z < 0))
{
return NULL;
}
if ((src.x >= CGI->mh->sizes.x)||(src.y >= CGI->mh->sizes.y)||(src.z >= CGI->mh->sizes.z)
||(dest.x >= CGI->mh->sizes.x)||(dest.y >= CGI->mh->sizes.y)||(dest.z >= CGI->mh->sizes.z))
{
return NULL;
}
int3 hpos = hero->getPosition(false);
tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
if (!hero->canWalkOnSea())
{
if (CGI->mh->ttiles[hpos.x][hpos.y][hpos.z].terType==EterrainType::water)
blockLandSea=false;
else
blockLandSea=true;
}
else
{
blockLandSea = indeterminate;
}
//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 = !CGI->mh->ttiles[i][j][src.z].blocked;
if(i==dest.x && j==dest.y && CGI->mh->ttiles[i][j][src.z].visitable)
graph[i][j].accesible = true; //for allowing visiting objects
graph[i][j].dist = -1;
graph[i][j].theNodeBefore = NULL;
graph[i][j].visited = false;
graph[i][j].coord.x = i;
graph[i][j].coord.y = j;
graph[i][j].coord.z = dest.z;
if (CGI->mh->ttiles[i][j][src.z].terType==EterrainType::rock)
graph[i][j].accesible = false;
if ((blockLandSea) && (CGI->mh->ttiles[i][j][src.z].terType==EterrainType::water))
graph[i][j].accesible = false;
else if ((!blockLandSea) && (CGI->mh->ttiles[i][j][src.z].terType!=EterrainType::water))
graph[i][j].accesible = false;
if(graph[i][j].accesible)
graph[i][j].accesible = CGI->state->players[hero->tempOwner].fogOfWarMap[i][j][src.z];
}
}
//graph initialized
graph[src.x][src.y].dist = 0;
std::queue<CPathNode> mq;
mq.push(graph[src.x][src.y]);
unsigned int curDist = 4000000000;
while(!mq.empty())
{
CPathNode cp = mq.front();
mq.pop();
if ((cp.coord.x == dest.x) && (cp.coord.y==dest.y))
{
if (cp.dist < curDist)
curDist=cp.dist;
}
else
{
if (cp.dist > curDist)
continue;
}
if(cp.coord.x>0)
{
CPathNode & dp = graph[cp.coord.x-1][cp.coord.y];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.y>0)
{
CPathNode & dp = graph[cp.coord.x][cp.coord.y-1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x, cp.coord.y-1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.x>0 && cp.coord.y>0)
{
CPathNode & dp = graph[cp.coord.x-1][cp.coord.y-1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y-1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y-1, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.x<graph.size()-1)
{
CPathNode & dp = graph[cp.coord.x+1][cp.coord.y];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.y<graph[0].size()-1)
{
CPathNode & dp = graph[cp.coord.x][cp.coord.y+1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x, cp.coord.y+1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x, cp.coord.y+1, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.x<graph.size()-1 && cp.coord.y<graph[0].size()-1)
{
CPathNode & dp = graph[cp.coord.x+1][cp.coord.y+1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y+1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y+1, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.x>0 && cp.coord.y<graph[0].size()-1)
{
CPathNode & dp = graph[cp.coord.x-1][cp.coord.y+1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y+1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x-1, cp.coord.y+1, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
if(cp.coord.x<graph.size()-1 && cp.coord.y>0)
{
CPathNode & dp = graph[cp.coord.x+1][cp.coord.y-1];
if((dp.dist==-1 || (dp.dist > cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y-1, src.z), hero))) && dp.accesible)
{
dp.dist = cp.dist + CGI->mh->getCost(int3(cp.coord.x, cp.coord.y, src.z), int3(cp.coord.x+1, cp.coord.y-1, src.z), hero);
dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
mq.push(dp);
}
}
}
CPathNode curNode = graph[dest.x][dest.y];
if(!curNode.theNodeBefore)
return NULL;
CPath * ret = new CPath;
while(curNode.coord!=graph[src.x][src.y].coord)
{
ret->nodes.push_back(curNode);
curNode = *(curNode.theNodeBefore);
}
ret->nodes.push_back(graph[src.x][src.y]);
return ret;
}
void CPathfinder::convertPath(CPath * path, unsigned int mode) //mode=0 -> from 'manifest' to 'object'
{
if (mode==0)
{
for (int i=0;i<path->nodes.size();i++)
{
path->nodes[i].coord = CGHeroInstance::convertPosition(path->nodes[i].coord,true);
}
}
}