📄 path.cpp
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/*===============================================================
通用最短路径A*算法优化求解
Common shortest path finding in A*
作者 林伟 于2001年12月19日
Written by Wei Lin On Dec.19 2001
电子科技大学通讯工程学院20013080班
Uestc Dept.1 - 20013080
*/
#ifndef _ASTAR_H_
#define _ASTAR_H_
// 从上面#ifndef开始到#endif结束是头文件内容
typedef unsigned long ADWORD;
class AstarPathFind
{
protected:
struct TAstarNode
{
ADWORD Pos; // 该点的坐标(16,16)的模式保存(y,x)
short ActualCost; // 保存从起点到该节点的实际开销
short EstimateCost; // 保存此点的估价开销
TAstarNode *Father; // 此点的父节点
TAstarNode *Next; // 在Open或者Next链表中的下一个节点
char Modified; // 该节点是否被修改过,记录而备清除1空,2 Open,4 Close
};
TAstarNode **Node; // 对应地图中每个节点
TAstarNode *Open; // 保存没有处理的按估计值排序的节点
TAstarNode *Close; // 保存处理过的节点
TAstarNode **Modify; // 保存修改过的节点
int height; // 地图的高度
int width; // 地图的宽度
ADWORD MaxSize; // 最大面积即height*width
ADWORD ModifyPoint; // Modify数组的指针
ADWORD OpenCount; // Open队列中的节点数目
ADWORD CloseCount; // Close队列里面的节点数目
ADWORD OpenLimited; // Open队列最多节点数目
ADWORD CloseLimited; // Close队列最多节点数目
short DirMask; // 要搜索方向的标志,0-7位为从上开始顺时针七个方向
ADWORD MinPos; // 终点或最接近终点的节点
char (*MoveAble)(short x,short y); // 检查地图是否可以移动函数指针
short (*JudgeCost)(short x,short y); // 取得估计值的函数指针
char AddToOpenQueue(TAstarNode *node); // 将节点排序加入Open队列
char GetFromOpenQueue(); // 从Open队列取出最小的并放入Close队列
char PopCloseStack(); // 取出Close队列中的节点
void ClearModified(); // 清除所有搜索记录
char TryTile(short x,short y,TAstarNode *Father);
public:
int Create(int map_w,int map_h,char (*MoveCheck)(short x,short y),short (*JudgeFun)(short x,short y));
int Release();
int FindPath(short startx,short starty,short endx,short endy);
int GetPosPath(short *PosXY,int maxpos);
int GetDirPath(char *Dirs,int maxpos);
void SetJudgeFun(short (*JudgeFun)(short,short));
void SetMapCheck(char (*MapCheck)(short,short));
void SetOpenLimited(long OpenLimited);
void SetCloseLimited(long CloseLimited);
void SetDirMask(long DirMask);
};
#endif
#include <stdio.h>
#define COST_MAX 30000
#define tile_pos(x,y) (((ADWORD)y<<16)|x)
#define tile_x(pos) (pos&0xffff)
#define tile_y(pos) (pos>>16)
// 待处理节点入队列, 依靠对目的地估价距离插入排序
char AstarPathFind::AddToOpenQueue(TAstarNode *node)
{
ADWORD i;
short f=node->EstimateCost;
TAstarNode *p,*b;
node->Modified|=2; // 记录Open标志
for (b=NULL,p=Open,i=0;p&&i<=OpenCount;b=p,p=p->Next,i++)
if (f<=p->EstimateCost) break;
if (i>OpenCount) return -2;
node->Next=p;
if (b) b->Next=node;
else Open=node;
OpenCount++;
return 0;
}
// 将离目的地估计最近的方案出队列
char AstarPathFind::GetFromOpenQueue()
{
TAstarNode *BestChoice=Open;
if (!Open) return -1;
Open=Open->Next;
if (BestChoice->Modified&4) return -2; // 已经在Close中了
BestChoice->Next=Close;
BestChoice->Modified&=5; // 清除Open标志
BestChoice->Modified|=4; // 设置Close标志
Close=BestChoice;
OpenCount--;
CloseCount++;
return 0;
}
// 释放栈顶节点
char AstarPathFind::PopCloseStack()
{
if (Close) {
Close->Modified&=3; // 清除Close标志
Close=Close->Next;
CloseCount--;
return 0;
}
return -1;
}
// 还原修改过的所有节点
void AstarPathFind::ClearModified()
{
ADWORD i;
for (i=0;i<ModifyPoint;i++) {
Modify[i]->Modified=0;
Modify[i]->ActualCost=COST_MAX;
}
ModifyPoint=0;
OpenCount=0;
CloseCount=0;
Open=NULL;
Close=NULL;
}
// 尝试下一步移动到 x,y 可行否
char AstarPathFind::TryTile(short x,short y,TAstarNode *Father)
{
int ActualCost;
if (!MoveAble(x,y)) return 1; // 如果地图无法通过则退出
if (Node[y][x].Modified&6) return 1; // 如果已经存在在Open,Close队列中则退出
ActualCost=Father->ActualCost+1; // 实际值计算
if (ActualCost>=Node[y][x].ActualCost) return 1;
if (!Node[y][x].Modified) Modify[ModifyPoint++]=&Node[y][x]; // 记录这个修改过的点以还原
Node[y][x].ActualCost=ActualCost;
Node[y][x].Modified=1;
Node[y][x].Father=Father;
Node[y][x].EstimateCost=ActualCost+JudgeCost(x,y);
AddToOpenQueue(&Node[y][x]); // 将节点加入Open队列
return 0;
}
// 路径寻找主函数
int AstarPathFind::FindPath(short startx,short starty,short endx,short endy)
{
TAstarNode *root;
int i,j,x,y,ok,dirs,max=0;
short MinJudge;
static short incx[8]={ 0, 1, 1, 1, 0, -1, -1, -1 };
static short incy[8]={ -1, -1, 0, 1, 1, 1, 0, -1 };
if (!Node||!Modify) return -1;
ClearModified();
root=&Node[starty][startx];
root->ActualCost=0;
root->EstimateCost=JudgeCost(startx,starty);
root->Father=NULL;
root->Modified=1;
Modify[ModifyPoint++]=root;
AddToOpenQueue(root);
MinPos=tile_pos(startx,starty);
MinJudge=JudgeCost(startx,starty);
for (ok=0;ok==0;)
{
ok=GetFromOpenQueue(); // 取出Open队列估价值最小的节点放入Close中
root=Close; // 得到刚才取出的节点
if (ok||root==NULL) { ok=-1; break; }
x=tile_x(root->Pos);
y=tile_y(root->Pos);
if (root->EstimateCost-root->ActualCost<MinJudge) // 找到一个估计离终点最近的点
MinJudge=root->EstimateCost-root->ActualCost, MinPos=root->Pos;
if (CloseCount>max) max=CloseCount;
if (x==endx&&y==endy) MinPos=root->Pos,ok=1; // 如果走到终点了
else {
for (i=0,dirs=1,j=1;i<8;i++,dirs<<=1) // 如果没有走到终点
if (DirMask&dirs) j&=TryTile(x+incx[i],y+incy[i],root);
if (j) if (PopCloseStack()) { ok=-2; break; } // 如果不是通路则从Close中取出
}
if (OpenCount>=OpenLimited||CloseCount>=CloseLimited) ok=2;
}
if (ok<0) return -2;
return 0;
}
int AstarPathFind::GetPosPath(short *PosXY,int maxpos)
{
short x,y;
ADWORD Pos,j;
TAstarNode *p,*s;
int i;
if (maxpos>1) maxpos--;
for (p=&Node[tile_y(MinPos)][tile_x(MinPos)],s=p,j=0;p&&j<MaxSize;p=p->Father,j++)
{
x=tile_x(p->Pos);
y=tile_y(p->Pos);
i=(p->ActualCost<maxpos)?p->ActualCost:maxpos;
PosXY[i<<1]=x;
PosXY[(i<<1)+1]=y;
}
i=(s->ActualCost+1<maxpos)?(s->ActualCost+1):maxpos;
PosXY[i*2]=-1;
PosXY[i*2+1]=-1;
return 0;
}
int AstarPathFind::GetDirPath(char *PosDir,int maxpos)
{
static short incx[8]={ 0, 1, 1, 1, 0, -1, -1, -1 };
static short incy[8]={ -1, -1, 0, 1, 1, 1, 0, -1 };
static char inc2r[10]={ 0,0,0,0 };
short i,x,y,nx,ny;
ADWORD j;
TAstarNode *p,*s;
if (!inc2r[0])
{
for (i=0;i<8;i++) inc2r[(incy[i]+1)*3+incx[i]+1]=i;
inc2r[4]=8;
}
x=tile_x(MinPos);
y=tile_y(MinPos);
if (maxpos>1) maxpos--;
for (p=&Node[y][x],s=p,j=0;p&&j<MaxSize;p=p->Father,j++)
{
nx=tile_x(p->Pos);
ny=tile_y(p->Pos);
i=(p->ActualCost<maxpos)?(p->ActualCost):maxpos;
PosDir[i]=inc2r[(y-ny+1)*3+x-nx+1];
x=nx;
y=ny;
}
i=(s->ActualCost+1<maxpos)?(s->ActualCost+1):maxpos;
PosDir[i]=8;
return 0;
}
int AstarPathFind::Create(int mapw,int maph,char (*MoveCheck)(short,short),short (*JudgeFun)(short x,short y))
{
int i,j;
height=maph; width=mapw;
MaxSize=maph; MaxSize*=mapw;
Modify=new TAstarNode*[MaxSize];
if (!Modify) return -1;
Node=new TAstarNode*[maph];
if (!Node) { delete Modify; Modify=NULL; return -1; }
for (i=0;i<maph;i++) Node[i]=new TAstarNode[mapw];
for (i=0,j=1;i<maph;i++) if (!Node[i]) j=0;
if (!j)
{
for (i=0;i<maph;i++) if (Node[i]) delete Node[i];
delete Node;
delete Modify;
Node=NULL;
Modify=NULL;
return -2;
}
for (j=0;j<maph;j++)
for (i=0;i<mapw;i++)
{
Node[j][i].Pos=tile_pos(i,j);
Node[j][i].Modified=0;
Node[j][i].ActualCost=COST_MAX;
}
ModifyPoint=0;
SetMapCheck(MoveCheck);
SetJudgeFun(JudgeFun);
SetDirMask(0x55);
SetOpenLimited(200);
SetCloseLimited(MaxSize/20);
return 0;
}
int AstarPathFind::Release()
{
int i,j;
if (Node) for (j=0;j<height;j++) if (Node[j]) delete Node[j];
if (Node) delete Node;
if (Modify) delete Modify;
Node=NULL;
Modify=NULL;
return 0;
}
void AstarPathFind::SetJudgeFun(short (*JudgeFun)(short,short)) { JudgeCost=JudgeFun; }
void AstarPathFind::SetMapCheck(char (*MapCheck)(short,short)) { MoveAble=MapCheck; }
void AstarPathFind::SetOpenLimited(long OL) { OpenLimited=OL; }
void AstarPathFind::SetCloseLimited(long CL) { CloseLimited=CL; }
void AstarPathFind::SetDirMask(long DM) { DirMask=DM; }
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