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📄 pathfinding.h

📁 游戏开发数据结构Data Structures for Game Programmers
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//  Arguments:      p_map: the map
//                  p_x, p_y: starting coordinates
//                  p_gx, p_gy: goal coordinates
//  Return Value:   None
// ----------------------------------------------------------------
void PathSimpleHeuristic( Array2D<Cell>& p_map, 
                          int p_x, int p_y, 
                          int p_gx, int p_gy )
{
    Coordinate c;
    int x, y;
    int ax, ay;
    int dir;
    float distance;

    static Heap<Coordinate> queue( QUEUESIZE, CompareCoordinatesDescending );
    queue.m_count = 0;

    // clear the cells first.
    ClearCells( p_map );
    
    // enqueue the starting cell in the queue
    c.x = p_x;
    c.y = p_y;
    queue.Enqueue( c );


    // start the main loop
    while( queue.m_count != 0 )
    {
        // pull the first cell off the queue and process it.
        x = queue.Item().x;
        y = queue.Item().y;
        queue.Dequeue();

        // make sure the node isn't already marked. If it is, do
        // nothing.
        if( p_map.Get( x, y ).m_marked == false )
        {
            // mark the cell as it is pulled off the queue.
            p_map.Get( x, y ).m_marked = true;

            // quit out if the goal has been reached.
            if( x == p_gx && y == p_gy )
                break;

            // loop through each direction.
            for( dir = 0; dir < 8; dir++ )
            {
                // retrieve the coordinates of the current adjacent cell
                ax = x + DIRTABLE[dir][0];
                ay = y + DIRTABLE[dir][1];

                // check to see if the adjacent cell is a valid index, 
                // passable, and not marked.
                if( ax >= 0 && ax < p_map.Width() && 
                    ay >= 0 && ay < p_map.Height() &&
                    p_map.Get( ax, ay ).m_passable == true &&
                    p_map.Get( ax, ay ).m_marked == false )
                {
                    // calculate the distance to get into this cell.
                    // this is calulated as:
                    // distance of the current cell plus
                    // the weight of the adjacent cell times the distance
                    // of the cell.
                    // diagonal cell's cost is around 1.4 times the cost of
                    // a horizontal or vertical cell.
                    distance = p_map.Get( x, y ).m_distance + 
                               p_map.Get( ax, ay ).m_weight * DISTTABLE[dir]; 

                    // check if the node has already been calculated before
                    if( p_map.Get( ax, ay ).m_lastx != -1 )
                    {
                        // the node has already been calculated, see if the
                        // new distance is shorter. If so, update the links.
                        if( distance < p_map.Get( ax, ay ).m_distance )
                        {
                            // the new distance is shorter, update the links
                            p_map.Get( ax, ay ).m_lastx = x;
                            p_map.Get( ax, ay ).m_lasty = y;
                            p_map.Get( ax, ay ).m_distance = distance;

                            // add the cell to the queue.
                            c.x = ax;
                            c.y = ay;
                            c.heuristic = SimpleHeuristic( x, y, 
                                                           p_gx, p_gy, 
                                                           dir );
                            queue.Enqueue( c );
                        }
                    }
                    else
                    {
                        // set the links and the distance
                        p_map.Get( ax, ay ).m_lastx = x;
                        p_map.Get( ax, ay ).m_lasty = y;
                        p_map.Get( ax, ay ).m_distance = distance;

                        // add the cell to the queue.
                        c.x = ax;
                        c.y = ay;
                        c.heuristic = SimpleHeuristic( x, y, 
                                                       p_gx, p_gy,
                                                       dir );
                        queue.Enqueue( c );
                    }
                }
            }
        }
    }
}




// ----------------------------------------------------------------
//  Name:           ComplexHeuristic
//  Description:    calculates a complex heuristic
//  Arguments:      x, y: coordinates of the current cell
//                  gx, gy: goal coordinates
//                  dir: direction of the target cell
//  Return Value:   the heuristic
// ----------------------------------------------------------------
float ComplexHeuristic( int x, int y, int gx, int gy, int dir )
{
    // calculate the coordinates of the target cell
    x = x + DIRTABLE[dir][0];
    y = y + DIRTABLE[dir][1];

    // find the distance from the target to the goal
    return CellDistance( x, y, gx, gy );

}


// ----------------------------------------------------------------
//  Name:           PathComplexHeuristic
//  Description:    pathfinder that uses a complex heuristic
//  Arguments:      p_map: the map
//                  p_x, p_y: starting coordinates
//                  p_gx, p_gy: goal coordinates
//  Return Value:   None
// ----------------------------------------------------------------
void PathComplexHeuristic( Array2D<Cell>& p_map, 
                           int p_x, int p_y, 
                           int p_gx, int p_gy )
{
    Coordinate c;
    int x, y;
    int ax, ay;
    int dir;
    float distance;

    static Heap<Coordinate> queue( QUEUESIZE, CompareCoordinatesDescending );
    queue.m_count = 0;

    // clear the cells first.
    ClearCells( p_map );
    
    // enqueue the starting cell in the queue
    c.x = p_x;
    c.y = p_y;
    queue.Enqueue( c );


    // start the main loop
    while( queue.m_count != 0 )
    {
        // pull the first cell off the queue and process it.
        x = queue.Item().x;
        y = queue.Item().y;
        queue.Dequeue();

        // make sure the node isn't already marked. If it is, do
        // nothing.
        if( p_map.Get( x, y ).m_marked == false )
        {
            // mark the cell as it is pulled off the queue.
            p_map.Get( x, y ).m_marked = true;

            // quit out if the goal has been reached.
            if( x == p_gx && y == p_gy )
                break;

            // loop through each direction.
            for( dir = 0; dir < 8; dir++ )
            {
                // retrieve the coordinates of the current adjacent cell
                ax = x + DIRTABLE[dir][0];
                ay = y + DIRTABLE[dir][1];

                // check to see if the adjacent cell is a valid index, 
                // passable, and not marked.
                if( ax >= 0 && ax < p_map.Width() && 
                    ay >= 0 && ay < p_map.Height() &&
                    p_map.Get( ax, ay ).m_passable == true &&
                    p_map.Get( ax, ay ).m_marked == false )
                {
                    // calculate the distance to get into this cell.
                    // this is calulated as:
                    // distance of the current cell plus
                    // the weight of the adjacent cell times the distance
                    // of the cell.
                    // diagonal cell's cost is around 1.4 times the cost of
                    // a horizontal or vertical cell.
                    distance = p_map.Get( x, y ).m_distance + 
                               p_map.Get( ax, ay ).m_weight * DISTTABLE[dir]; 

                    // check if the node has already been calculated before
                    if( p_map.Get( ax, ay ).m_lastx != -1 )
                    {
                        // the node has already been calculated, see if the
                        // new distance is shorter. If so, update the links.
                        if( distance < p_map.Get( ax, ay ).m_distance )
                        {
                            // the new distance is shorter, update the links
                            p_map.Get( ax, ay ).m_lastx = x;
                            p_map.Get( ax, ay ).m_lasty = y;
                            p_map.Get( ax, ay ).m_distance = distance;

                            // add the cell to the queue.
                            c.x = ax;
                            c.y = ay;
                            c.heuristic = ComplexHeuristic( x, y, 
                                                            p_gx, p_gy, 
                                                            dir );
                            queue.Enqueue( c );
                        }
                    }
                    else
                    {
                        // set the links and the distance
                        p_map.Get( ax, ay ).m_lastx = x;
                        p_map.Get( ax, ay ).m_lasty = y;
                        p_map.Get( ax, ay ).m_distance = distance;

                        // add the cell to the queue.
                        c.x = ax;
                        c.y = ay;
                        c.heuristic = ComplexHeuristic( x, y, 
                                                        p_gx, p_gy,
                                                        dir );
                        queue.Enqueue( c );
                    }
                }
            }
        }
    }
}




// ----------------------------------------------------------------
//  Name:           AStarHeuristic
//  Description:    calculates the A* heuristic
//  Arguments:      x, y: coordinates of the current cell
//                  gx, gy: goal coordinates
//                  dir: direction of the target cell
//  Return Value:   the heuristic
// ----------------------------------------------------------------
float AStarHeuristic( int x, int y, int gx, int gy, int dir )
{
    x = x + DIRTABLE[dir][0];
    y = y + DIRTABLE[dir][1];

    return CellDistance( x, y, gx, gy );

}

// ----------------------------------------------------------------
//  Name:           PathAStar
//  Description:    pathfinder that uses the A* heuristic
//  Arguments:      p_map: the map
//                  p_x, p_y: starting coordinates
//                  p_gx, p_gy: goal coordinates
//  Return Value:   None
// ----------------------------------------------------------------
void PathAStar( Array2D<Cell>& p_map, 
                int p_x, int p_y, 
                int p_gx, int p_gy )
{
    Coordinate c;
    int x, y;
    int ax, ay;
    int dir;
    float distance;

    static Heap<Coordinate> queue( QUEUESIZE, CompareCoordinatesDescending );
    queue.m_count = 0;

    // clear the cells first.
    ClearCells( p_map );
    
    // enqueue the starting cell in the queue
    c.x = p_x;
    c.y = p_y;
    queue.Enqueue( c );


    // start the main loop
    while( queue.m_count != 0 )
    {
        // pull the first cell off the queue and process it.
        x = queue.Item().x;
        y = queue.Item().y;
        queue.Dequeue();

        // make sure the node isn't already marked. If it is, do
        // nothing.
        if( p_map.Get( x, y ).m_marked == false )
        {
            // mark the cell as it is pulled off the queue.
            p_map.Get( x, y ).m_marked = true;

            // quit out if the goal has been reached.
            if( x == p_gx && y == p_gy )
                break;

            // loop through each direction.
            for( dir = 0; dir < 8; dir++ )
            {
                // retrieve the coordinates of the current adjacent cell
                ax = x + DIRTABLE[dir][0];
                ay = y + DIRTABLE[dir][1];

                // check to see if the adjacent cell is a valid index, 
                // passable, and not marked.
                if( ax >= 0 && ax < p_map.Width() && 
                    ay >= 0 && ay < p_map.Height() &&
                    p_map.Get( ax, ay ).m_passable == true &&
                    p_map.Get( ax, ay ).m_marked == false )
                {
                    // calculate the distance to get into this cell.
                    // this is calulated as:
                    // distance of the current cell plus
                    // the weight of the adjacent cell times the distance
                    // of the cell.
                    // diagonal cell's cost is around 1.4 times the cost of
                    // a horizontal or vertical cell.
                    distance = p_map.Get( x, y ).m_distance + 
                               p_map.Get( ax, ay ).m_weight * DISTTABLE[dir]; 

                    // check if the node has already been calculated before
                    if( p_map.Get( ax, ay ).m_lastx != -1 )
                    {
                        // the node has already been calculated, see if the
                        // new distance is shorter. If so, update the links.
                        if( distance < p_map.Get( ax, ay ).m_distance )
                        {
                            // the new distance is shorter, update the links
                            p_map.Get( ax, ay ).m_lastx = x;
                            p_map.Get( ax, ay ).m_lasty = y;
                            p_map.Get( ax, ay ).m_distance = distance;

                            // add the cell to the queue.
                            c.x = ax;
                            c.y = ay;
                            c.heuristic = distance + 
                                          AStarHeuristic( x, y, 
                                                          p_gx, p_gy, 
                                                          dir );
                            queue.Enqueue( c );
                        }
                    }
                    else
                    {
                        // set the links and the distance
                        p_map.Get( ax, ay ).m_lastx = x;
                        p_map.Get( ax, ay ).m_lasty = y;
                        p_map.Get( ax, ay ).m_distance = distance;

                        // add the cell to the queue.
                        c.x = ax;
                        c.y = ay;
                        c.heuristic = distance + 
                                      AStarHeuristic( x, y,
                                                      p_gx, p_gy,
                                                      dir );
                        queue.Enqueue( c );
                    }
                }
            }
        }
    }
}




#endif

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