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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
This commit is contained in:
parent
d767495d5b
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3322 changed files with 903437 additions and 0 deletions
651
src/game/WaypointMovementGenerator.cpp
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651
src/game/WaypointMovementGenerator.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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creature_movement Table
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alter table creature_movement add `text1` varchar(255) default NULL;
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alter table creature_movement add `text2` varchar(255) default NULL;
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alter table creature_movement add `text3` varchar(255) default NULL;
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alter table creature_movement add `text4` varchar(255) default NULL;
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alter table creature_movement add `text5` varchar(255) default NULL;
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alter table creature_movement add `emote` int(10) unsigned default '0';
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alter table creature_movement add `spell` int(5) unsigned default '0';
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alter table creature_movement add `wpguid` int(11) default '0';
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*/
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#include <ctime>
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#include "WaypointMovementGenerator.h"
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#include "ObjectMgr.h"
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#include "Creature.h"
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#include "DestinationHolderImp.h"
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#include "CreatureAI.h"
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#include "WaypointManager.h"
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#include <cassert>
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//-----------------------------------------------//
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void
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WaypointMovementGenerator<Creature>::LoadPath(Creature &c)
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{
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sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow());
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i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow());
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if(!i_path)
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{
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sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s(%d) doesn't have waypoint path", c.GetName(), c.GetDBTableGUIDLow());
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return;
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}
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uint32 node_count = i_path->size();
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i_hasDone.resize(node_count);
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for(uint32 i = 0; i < node_count-1; i++)
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i_hasDone[i] = false;
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// to prevent a misbehaviour inside "update"
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// update is always called with the next wp - but the wpSys needs the current
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// so when the routine is called the first time, wpSys gets the last waypoint
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// and this prevents the system from performing text/emote, etc
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i_hasDone[node_count - 1] = true;
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}
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void
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WaypointMovementGenerator<Creature>::ClearWaypoints()
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{
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i_path = NULL;
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}
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void
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WaypointMovementGenerator<Creature>::Initialize()
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{
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}
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bool
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WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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{
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if(!&creature)
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return true;
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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// prevent a crash at empty waypoint path.
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if(!i_path || i_path->empty())
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return true;
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// i_path was modified by chat commands for example
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if(i_path->size() != i_hasDone.size())
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i_hasDone.resize(i_path->size());
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if(i_currentNode >= i_path->size())
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i_currentNode = 0;
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CreatureTraveller traveller(creature);
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i_nextMoveTime.Update(diff);
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i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
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// creature has been stoped in middle of the waypoint segment
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if (!i_destinationHolder.HasArrived() && creature.IsStopped())
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{
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if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
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{
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SetStopedByPlayer(false);
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// Now we re-set destination to same node and start travel
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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else // if( !i_nextMoveTime.Passed())
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{ // unexpected end of timer && creature stopped && not at end of segment
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if (!IsStopedByPlayer())
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{ // Put 30 seconds delay
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i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
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i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
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SetStopedByPlayer(true); // Mark we did it
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}
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}
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return true; // Abort here this update
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}
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if( creature.IsStopped())
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{
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uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
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if (!i_hasDone[idx])
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{
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if (i_path->at(idx).orientation !=100)
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creature.SetOrientation(i_path->at(idx).orientation);
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if(WaypointBehavior *behavior = i_path->at(idx).behavior)
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{
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if(behavior->emote != 0)
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creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
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if(behavior->spell != 0)
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creature.CastSpell(&creature,behavior->spell, false);
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if(behavior->model1 != 0)
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creature.SetDisplayId(behavior->model1);
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if(!behavior->text[0].empty())
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{
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// Only one text is set
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if( !behavior->text[1].empty() )
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{
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// Select one from max 5 texts (0 and 1 laready checked)
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int i = 2;
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for( ; i < 5; ++i )
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if( behavior->text[i].empty() )
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break;
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creature.Say(behavior->text[rand() % i].c_str(), 0, 0);
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}
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else
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creature.Say(behavior->text[0].c_str(), 0, 0);
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}
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i_hasDone[idx] = true;
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MovementInform(creature);
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} // wpBehaviour found
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} // HasDone == false
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} // i_creature.IsStopped()
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if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
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{
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if( creature.IsStopped() ) // If stopped then begin a new move segment
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{
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
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if (i_path->at(idx).orientation !=100)
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creature.SetOrientation(i_path->at(idx).orientation);
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if(WaypointBehavior *behavior = i_path->at(idx).behavior )
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{
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i_hasDone[idx] = false;
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if(behavior->model2 != 0)
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creature.SetDisplayId(behavior->model2);
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creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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}
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}
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else // If not stopped then stop it and set the reset of TimeTracker to waittime
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{
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creature.StopMoving();
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SetStopedByPlayer(false);
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i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
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++i_currentNode;
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if( i_currentNode >= i_path->size() )
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i_currentNode = 0;
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}
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}
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return true;
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}
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void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
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{
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if(unit.AI())
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unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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//----------------------------------------------------//
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void
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FlightPathMovementGenerator::LoadPath(Player &)
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{
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objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds);
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}
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uint32
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FlightPathMovementGenerator::GetPathAtMapEnd() const
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{
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if(i_currentNode >= i_mapIds.size())
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return i_mapIds.size();
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uint32 curMapId = i_mapIds[i_currentNode];
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for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
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{
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if(i_mapIds[i] != curMapId)
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return i;
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}
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return i_mapIds.size();
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}
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void
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FlightPathMovementGenerator::Initialize(Player &player)
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{
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player.getHostilRefManager().setOnlineOfflineState(false);
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player.addUnitState(UNIT_STAT_IN_FLIGHT);
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player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
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LoadPath(player);
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Traveller<Player> traveller(player);
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MOVEMENTFLAG_WALK_MODE|MOVEMENTFLAG_ONTRANSPORT);
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}
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void FlightPathMovementGenerator::Finalize(Player & player)
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{
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float x, y, z;
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i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z);
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player.SetPosition(x, y, z, player.GetOrientation());
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player.clearUnitState(UNIT_STAT_IN_FLIGHT);
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player.Unmount();
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player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
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if(player.m_taxi.empty())
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{
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player.getHostilRefManager().setOnlineOfflineState(true);
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if(player.pvpInfo.inHostileArea)
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player.CastSpell(&player, 2479, true);
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player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
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player.StopMoving();
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}
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}
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bool
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FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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{
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if( MovementInProgress() )
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{
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Traveller<Player> traveller(player);
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )
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{
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i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
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if( i_destinationHolder.HasArrived() )
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{
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uint32 curMap = i_mapIds[i_currentNode];
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++i_currentNode;
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if( MovementInProgress() )
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{
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DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
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if(i_mapIds[i_currentNode]==curMap)
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{
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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}
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return true;
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}
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//else HasArrived()
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}
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else
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return true;
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}
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else
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return true;
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}
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// we have arrived at the end of the path
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return false;
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}
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void
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FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
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{
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if(i_mapIds.empty())
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return;
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uint32 map0 = i_mapIds[0];
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for(int i = 1; i < i_mapIds.size(); ++i)
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{
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if(i_mapIds[i]!=map0)
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{
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i_currentNode = i;
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return;
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}
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}
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}
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//
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// Unique1's ASTAR Pathfinding Code... For future use & reference...
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//
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#ifdef __PATHFINDING__
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int GetFCost(int to, int num, int parentNum, float *gcost); // Below...
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int ShortenASTARRoute(short int *pathlist, int number)
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{ // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1
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short int temppathlist[MAX_PATHLIST_NODES];
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int count = 0;
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// int count2 = 0;
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int temp, temp2;
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int link;
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int upto = 0;
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for (temp = number; temp >= 0; temp--)
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{
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qboolean shortened = qfalse;
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for (temp2 = 0; temp2 < temp; temp2++)
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{
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for (link = 0; link < nodes[pathlist[temp]].enodenum; link++)
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{
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if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED)
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continue;
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//if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it
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// continue;
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//if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32)
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// continue;
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if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2])
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{ // Found a shorter route...
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//if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1))
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{
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temppathlist[count] = pathlist[temp2];
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temp = temp2;
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++count;
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shortened = qtrue;
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}
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}
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}
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}
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if (!shortened)
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{
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temppathlist[count] = pathlist[temp];
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++count;
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}
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}
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upto = count;
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for (temp = 0; temp < count; temp++)
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{
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pathlist[temp] = temppathlist[upto];
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--upto;
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}
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G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count);
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return count;
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}
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/*
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===========================================================================
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CreatePathAStar
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This function uses the A* pathfinding algorithm to determine the
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shortest path between any two nodes.
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It's fairly complex, so I'm not really going to explain it much.
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Look up A* and binary heaps for more info.
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pathlist stores the ideal path between the nodes, in reverse order,
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and the return value is the number of nodes in that path
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===========================================================================
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*/
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int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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{
|
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//all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES
|
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//we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it
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short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index
|
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float gcost[MAX_NODES];
|
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int fcost[MAX_NODES];
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char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type
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short int parent[MAX_NODES];
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short int numOpen = 0;
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short int atNode, temp, newnode=-1;
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qboolean found = qfalse;
|
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int count = -1;
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float gc;
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int i, u, v, m;
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vec3_t vec;
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//clear out all the arrays
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memset(openlist, 0, sizeof(short int)*(MAX_NODES+1));
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memset(fcost, 0, sizeof(int)*MAX_NODES);
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memset(list, 0, sizeof(char)*MAX_NODES);
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memset(parent, 0, sizeof(short int)*MAX_NODES);
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memset(gcost, -1, sizeof(float)*MAX_NODES);
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//make sure we have valid data before calculating everything
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if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to))
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return -1;
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openlist[1] = from; //add the starting node to the open list
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++numOpen;
|
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gcost[from] = 0; //its f and g costs are obviously 0
|
||||
fcost[from] = 0;
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||||
|
||||
while (1)
|
||||
{
|
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if (numOpen != 0) //if there are still items in the open list
|
||||
{
|
||||
//pop the top item off of the list
|
||||
atNode = openlist[1];
|
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list[atNode] = 2; //put the node on the closed list so we don't check it again
|
||||
--numOpen;
|
||||
|
||||
openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position
|
||||
v = 1;
|
||||
|
||||
//this while loop reorders the list so that the new lowest fcost is at the top again
|
||||
while (1)
|
||||
{
|
||||
u = v;
|
||||
if ((2*u+1) < numOpen) //if both children exist
|
||||
{
|
||||
if (fcost[openlist[u]] >= fcost[openlist[2*u]])
|
||||
v = 2*u;
|
||||
if (fcost[openlist[v]] >= fcost[openlist[2*u+1]])
|
||||
v = 2*u+1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((2*u) < numOpen) //if only one child exists
|
||||
{
|
||||
if (fcost[openlist[u]] >= fcost[openlist[2*u]])
|
||||
v = 2*u;
|
||||
}
|
||||
}
|
||||
|
||||
if (u != v) //if they're out of order, swap this item with its parent
|
||||
{
|
||||
temp = openlist[u];
|
||||
openlist[u] = openlist[v];
|
||||
openlist[v] = temp;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
for (i = 0; i < nodes[atNode].enodenum; i++) //loop through all the links for this node
|
||||
{
|
||||
newnode = nodes[atNode].links[i].targetNode;
|
||||
|
||||
//if this path is blocked, skip it
|
||||
if (nodes[atNode].links[i].flags & PATH_BLOCKED)
|
||||
continue;
|
||||
//if this path is blocked, skip it
|
||||
if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS)
|
||||
continue;
|
||||
//skip any unreachable nodes
|
||||
if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES))
|
||||
continue;
|
||||
if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS))
|
||||
continue;
|
||||
|
||||
if (list[newnode] == 2) //if this node is on the closed list, skip it
|
||||
continue;
|
||||
|
||||
if (list[newnode] != 1) //if this node is not already on the open list
|
||||
{
|
||||
openlist[++numOpen] = newnode; //add the new node to the open list
|
||||
list[newnode] = 1;
|
||||
parent[newnode] = atNode; //record the node's parent
|
||||
|
||||
if (newnode == to) //if we've found the goal, don't keep computing paths!
|
||||
break; //this will break the 'for' and go all the way to 'if (list[to] == 1)'
|
||||
|
||||
//store it's f cost value
|
||||
fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
|
||||
|
||||
//this loop re-orders the heap so that the lowest fcost is at the top
|
||||
m = numOpen;
|
||||
while (m != 1) //while this item isn't at the top of the heap already
|
||||
{
|
||||
//if it has a lower fcost than its parent
|
||||
if (fcost[openlist[m]] <= fcost[openlist[m/2]])
|
||||
{
|
||||
temp = openlist[m/2];
|
||||
openlist[m/2] = openlist[m];
|
||||
openlist[m] = temp; //swap them
|
||||
m /= 2;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
else //if this node is already on the open list
|
||||
{
|
||||
gc = gcost[atNode];
|
||||
VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec);
|
||||
gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path
|
||||
|
||||
if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before)
|
||||
{
|
||||
parent[newnode] = atNode; //set the new parent for this node
|
||||
gcost[newnode] = gc; //and the new g cost
|
||||
|
||||
for (i = 1; i < numOpen; i++) //loop through all the items on the open list
|
||||
{
|
||||
if (openlist[i] == newnode) //find this node in the list
|
||||
{
|
||||
//calculate the new fcost and store it
|
||||
fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
|
||||
|
||||
//reorder the list again, with the lowest fcost item on top
|
||||
m = i;
|
||||
while (m != 1)
|
||||
{
|
||||
//if the item has a lower fcost than it's parent
|
||||
if (fcost[openlist[m]] < fcost[openlist[m/2]])
|
||||
{
|
||||
temp = openlist[m/2];
|
||||
openlist[m/2] = openlist[m];
|
||||
openlist[m] = temp; //swap them
|
||||
m /= 2;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
break; //exit the 'for' loop because we already changed this node
|
||||
} //if
|
||||
} //for
|
||||
} //if (gc < gcost[newnode])
|
||||
} //if (list[newnode] != 1) --> else
|
||||
} //for (loop through links)
|
||||
} //if (numOpen != 0)
|
||||
else
|
||||
{
|
||||
found = qfalse; //there is no path between these nodes
|
||||
break;
|
||||
}
|
||||
|
||||
if (list[to] == 1) //if the destination node is on the open list, we're done
|
||||
{
|
||||
found = qtrue;
|
||||
break;
|
||||
}
|
||||
} //while (1)
|
||||
|
||||
if (found == qtrue) //if we found a path
|
||||
{
|
||||
//G_Printf("%s - path found!n", bot->client->pers.netname);
|
||||
count = 0;
|
||||
|
||||
temp = to; //start at the end point
|
||||
while (temp != from) //travel along the path (backwards) until we reach the starting point
|
||||
{
|
||||
pathlist[count++] = temp; //add the node to the pathlist and increment the count
|
||||
temp = parent[temp]; //move to the parent of this node to continue the path
|
||||
}
|
||||
|
||||
pathlist[count++] = from; //add the beginning node to the end of the pathlist
|
||||
|
||||
#ifdef __BOT_SHORTEN_ROUTING__
|
||||
count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
|
||||
#endif //__BOT_SHORTEN_ROUTING__
|
||||
}
|
||||
else
|
||||
{
|
||||
//G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to);
|
||||
count = CreateDumbRoute(from, to, pathlist);
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
#ifdef __BOT_SHORTEN_ROUTING__
|
||||
count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
|
||||
#endif //__BOT_SHORTEN_ROUTING__
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
return count; //return the number of nodes in the path, -1 if not found
|
||||
}
|
||||
|
||||
/*
|
||||
===========================================================================
|
||||
GetFCost
|
||||
Utility function used by A* pathfinding to calculate the
|
||||
cost to move between nodes towards a goal. Using the A*
|
||||
algorithm F = G + H, G here is the distance along the node
|
||||
paths the bot must travel, and H is the straight-line distance
|
||||
to the goal node.
|
||||
Returned as an int because more precision is unnecessary and it
|
||||
will slightly speed up heap access
|
||||
===========================================================================
|
||||
*/
|
||||
int GetFCost(int to, int num, int parentNum, float *gcost)
|
||||
{
|
||||
float gc = 0;
|
||||
float hc = 0;
|
||||
vec3_t v;
|
||||
|
||||
if (gcost[num] == -1)
|
||||
{
|
||||
if (parentNum != -1)
|
||||
{
|
||||
gc = gcost[parentNum];
|
||||
VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v);
|
||||
gc += VectorLength(v);
|
||||
}
|
||||
gcost[num] = gc;
|
||||
}
|
||||
else
|
||||
gc = gcost[num];
|
||||
|
||||
VectorSubtract(nodes[to].origin, nodes[num].origin, v);
|
||||
hc = VectorLength(v);
|
||||
|
||||
return (int)(gc + hc);
|
||||
}
|
||||
#endif //__PATHFINDING__
|
||||
Loading…
Add table
Add a link
Reference in a new issue