📄 asuanfa.cpp
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#include <stdio.h>
#include "Asuanfa.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->SumCost;
register 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->SumCost) break;
if (i>OpenCount) return -2;
node->Next=p;
node->Prev=b;
if (b) b->Next=node;
else Open=node;
if (p) p->Prev=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 (Open) Open->Prev=NULL;
if (BestChoice->Modified&4) return -2; // 已经在Close中了
BestChoice->Next=Close;
BestChoice->Prev=NULL;
BestChoice->Modified&=5; // 清除Open标志
BestChoice->Modified|=4; // 设置Close标志
if (Close) Close->Prev=BestChoice;
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;
if (Close) Close->Prev=NULL;
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,char FromDir)
{
register TAstarNode *node;
short ActualCost;
if (!MoveAble(x,y)) return 1; // 如果地图无法通过则退出
node=&Node[y][x];
ActualCost=Father->ActualCost+1; // 实际值计算
if (ActualCost>=node->ActualCost) return 1;
if (node->Modified&2) // 在Open表中就清除
{
if (node->Next) node->Next->Prev=node->Prev;
if (node->Prev) node->Prev->Next=node->Next;
else Open=node->Next;
OpenCount--;
node->Modified=1;
node->Father=Father;
node->ActualCost=ActualCost;
node->SumCost=ActualCost+node->EstimateCost;
AddToOpenQueue(node);
} else if (node->Modified&4) { // 在Close表中就清除
if (node->Next) node->Next->Prev=node->Prev;
if (node->Prev) node->Prev->Next=node->Next;
else Close=node->Next;
CloseCount--;
node->Modified=1;
node->Father=Father;
node->ActualCost=ActualCost;
node->SumCost=ActualCost+node->EstimateCost;
AddToOpenQueue(node);
} else {
if (!(node->Modified&1)) Modify[ModifyPoint++]=node; // 记录这个修改过的点以还原
node->Modified=1;
node->Father=Father;
node->DirFrom=FromDir;
node->ActualCost=ActualCost;
node->EstimateCost=JudgeCost(x,y,TargetX,TargetY);
node->SumCost=ActualCost+node->EstimateCost;
AddToOpenQueue(node); // 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 j,ok;
short x,y;
ADWORD max=0;
short MinJudge;
if (!Node||!Modify) return -1;
ClearModified();
root=&Node[starty][startx];
root->ActualCost=0;
root->EstimateCost=JudgeCost(startx,starty,endx,endy);
root->SumCost=root->EstimateCost;
root->Father=NULL;
root->Modified=1;
Modify[ModifyPoint++]=root;
AddToOpenQueue(root);
MinPos=tile_pos(startx,starty);
MinJudge=root->EstimateCost;
TargetX=endx;
TargetY=endy;
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=(short)tile_x(root->Pos);
y=(short)tile_y(root->Pos);
if (root->EstimateCost<MinJudge) // 找到一个估计离终点最近的点
MinJudge=root->EstimateCost, 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 {
j=1;
if (DirMask&1) j&=TryTile(x,y-1,root,0);
if (DirMask&2) j&=TryTile(x+1,y-1,root,0);
if (DirMask&4) j&=TryTile(x+1,y,root,0);
if (DirMask&8) j&=TryTile(x+1,y+1,root,0);
if (DirMask&16) j&=TryTile(x,y+1,root,0);
if (DirMask&32) j&=TryTile(x-1,y+1,root,0);
if (DirMask&64) j&=TryTile(x-1,y,root,0);
if (DirMask&128) j&=TryTile(x-1,y-1,root,0);
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 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=(short)tile_x(p->Pos);
y=(short)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 char inc2r[10]={ 7,0,1,6,8,2,5,4,3,0 };
short i,x,y,nx,ny;
ADWORD j;
TAstarNode *p,*s;
x=(short)tile_x(MinPos);
y=(short)tile_y(MinPos);
if (maxpos>1) maxpos--;
for (p=&Node[y][x],s=p,j=0;p&&j<MaxSize;p=p->Father,j++)
{
nx=(short)tile_x(p->Pos);
ny=(short)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,short,short))
{
int i,j;
height=maph; width=mapw;
MaxSize=maph; MaxSize*=mapw;
Modify=new TAstarNode*[MaxSize*2];
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(JudgeCost=JudgeFun);
SetDirMask(0x55);
SetOpenLimited(200);
SetCloseLimited(MaxSize/20);
return 0;
}
int AstarPathFind::Release()
{
int 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,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=(short)DM; }
/////////////////////////////////////////////////////////////////////
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