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0c2cf02ca6
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
204 lines
7.0 KiB
C++
204 lines
7.0 KiB
C++
#include "stdafx.h"
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#include "global.h"
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#include "CPathfinder.h"
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#include "CGameInfo.h"
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#include "hch\CAmbarCendamo.h"
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#include "mapHandler.h"
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#include "CGameState.h"
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using namespace boost::logic;
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int3 CPath::startPos()
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{
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return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z);
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}
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int3 CPath::endPos()
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{
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return int3(nodes[0].coord.x,nodes[0].coord.y,nodes[0].coord.z);
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}
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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 :()
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{
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//check input
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if ((src.x < 0)||(src.y < 0)||(src.z < 0)||(dest.x < 0)||(dest.y < 0)||(dest.z < 0))
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{
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return NULL;
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}
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if ((src.x >= CGI->mh->sizes.x)||(src.y >= CGI->mh->sizes.y)||(src.z >= CGI->mh->sizes.z)
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||(dest.x >= CGI->mh->sizes.x)||(dest.y >= CGI->mh->sizes.y)||(dest.z >= CGI->mh->sizes.z))
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{
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return NULL;
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}
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int3 hpos = hero->getPosition(false);
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tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
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if (!hero->canWalkOnSea())
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{
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if (CGI->mh->ttiles[hpos.x][hpos.y][hpos.z].terType==EterrainType::water)
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blockLandSea=false;
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else
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blockLandSea=true;
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}
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else
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{
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blockLandSea = indeterminate;
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}
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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 = !CGI->mh->ttiles[i][j][src.z].blocked;
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if(i==dest.x && j==dest.y && CGI->mh->ttiles[i][j][src.z].visitable)
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graph[i][j].accesible = true; //for allowing visiting objects
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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].visited = false;
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graph[i][j].coord.x = i;
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graph[i][j].coord.y = j;
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graph[i][j].coord.z = dest.z;
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if (CGI->mh->ttiles[i][j][src.z].terType==EterrainType::rock)
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graph[i][j].accesible = false;
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if ((blockLandSea) && (CGI->mh->ttiles[i][j][src.z].terType==EterrainType::water))
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graph[i][j].accesible = false;
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else if ((!blockLandSea) && (CGI->mh->ttiles[i][j][src.z].terType!=EterrainType::water))
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graph[i][j].accesible = false;
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if(graph[i][j].accesible)
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graph[i][j].accesible = CGI->state->players[hero->tempOwner].fogOfWarMap[i][j][src.z];
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}
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}
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//graph initialized
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graph[src.x][src.y].dist = 0;
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std::queue<CPathNode> mq;
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mq.push(graph[src.x][src.y]);
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unsigned int curDist = 4000000000;
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while(!mq.empty())
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{
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CPathNode cp = mq.front();
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mq.pop();
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if ((cp.coord.x == dest.x) && (cp.coord.y==dest.y))
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{
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if (cp.dist < curDist)
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curDist=cp.dist;
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}
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else
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{
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if (cp.dist > curDist)
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continue;
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}
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if(cp.coord.x>0)
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{
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CPathNode & dp = graph[cp.coord.x-1][cp.coord.y];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.y>0)
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{
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CPathNode & dp = graph[cp.coord.x][cp.coord.y-1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.x>0 && cp.coord.y>0)
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{
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CPathNode & dp = graph[cp.coord.x-1][cp.coord.y-1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.x<graph.size()-1)
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{
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CPathNode & dp = graph[cp.coord.x+1][cp.coord.y];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.y<graph[0].size()-1)
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{
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CPathNode & dp = graph[cp.coord.x][cp.coord.y+1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.x<graph.size()-1 && cp.coord.y<graph[0].size()-1)
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{
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CPathNode & dp = graph[cp.coord.x+1][cp.coord.y+1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.x>0 && cp.coord.y<graph[0].size()-1)
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{
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CPathNode & dp = graph[cp.coord.x-1][cp.coord.y+1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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if(cp.coord.x<graph.size()-1 && cp.coord.y>0)
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{
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CPathNode & dp = graph[cp.coord.x+1][cp.coord.y-1];
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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)
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{
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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);
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dp.theNodeBefore = &graph[cp.coord.x][cp.coord.y];
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mq.push(dp);
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}
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}
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}
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CPathNode curNode = graph[dest.x][dest.y];
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if(!curNode.theNodeBefore)
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return NULL;
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CPath * ret = new CPath;
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while(curNode.coord!=graph[src.x][src.y].coord)
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{
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ret->nodes.push_back(curNode);
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curNode = *(curNode.theNodeBefore);
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}
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ret->nodes.push_back(graph[src.x][src.y]);
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return ret;
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}
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void CPathfinder::convertPath(CPath * path, unsigned int mode) //mode=0 -> from 'manifest' to 'object'
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{
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if (mode==0)
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{
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for (int i=0;i<path->nodes.size();i++)
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{
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path->nodes[i].coord = CGHeroInstance::convertPosition(path->nodes[i].coord,true);
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}
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}
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} |