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- code cleanup based on additional gcc warnings - enabled additional gcc compiler warnings
373 lines
9.7 KiB
C++
373 lines
9.7 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_PATHFINDER_H_
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#define _GLEST_GAME_PATHFINDER_H_
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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include "vec.h"
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#include <vector>
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#include <map>
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#include "game_constants.h"
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#include "skill_type.h"
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#include "map.h"
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#include "unit.h"
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#include "leak_dumper.h"
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using std::vector;
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using Shared::Graphics::Vec2i;
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namespace Glest { namespace Game {
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// =====================================================
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// class PathFinder
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//
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/// Finds paths for units using a modification of the A* algorithm
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// =====================================================
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class PathFinder {
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public:
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class BadUnitNodeList {
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public:
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BadUnitNodeList() {
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unitSize = -1;
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field = fLand;
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}
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int unitSize;
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Field field;
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std::map<Vec2i, std::map<Vec2i,bool> > badPosList;
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inline bool isPosBad(const Vec2i &pos1,const Vec2i &pos2) {
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bool result = false;
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std::map<Vec2i, std::map<Vec2i,bool> >::iterator iterFind = badPosList.find(pos1);
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if(iterFind != badPosList.end()) {
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std::map<Vec2i,bool>::iterator iterFind2 = iterFind->second.find(pos2);
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if(iterFind2 != iterFind->second.end()) {
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result = true;
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}
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}
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return result;
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}
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};
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class Node {
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public:
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Node() {
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clear();
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}
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void clear() {
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pos.x = 0;
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pos.y = 0;
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next=NULL;
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prev=NULL;
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heuristic=0.0;
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exploredCell=false;
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}
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Vec2i pos;
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Node *next;
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Node *prev;
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float heuristic;
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bool exploredCell;
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};
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typedef vector<Node*> Nodes;
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class FactionState {
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protected:
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Mutex *factionMutexPrecache;
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public:
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FactionState() :
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//factionMutexPrecache(new Mutex) {
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factionMutexPrecache(NULL) {
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openPosList.clear();
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openNodesList.clear();
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closedNodesList.clear();
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nodePool.clear();
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nodePoolCount = 0;
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useMaxNodeCount = 0;
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precachedTravelState.clear();
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precachedPath.clear();
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}
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~FactionState() {
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delete factionMutexPrecache;
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factionMutexPrecache = NULL;
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}
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Mutex * getMutexPreCache() {
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return factionMutexPrecache;
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}
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std::map<Vec2i, bool> openPosList;
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std::map<float, Nodes> openNodesList;
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std::map<float, Nodes> closedNodesList;
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std::vector<Node> nodePool;
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int nodePoolCount;
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RandomGen random;
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int useMaxNodeCount;
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std::map<int,TravelState> precachedTravelState;
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std::map<int,std::vector<Vec2i> > precachedPath;
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};
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class FactionStateManager {
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protected:
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typedef vector<FactionState *> FactionStateList;
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FactionStateList factions;
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void init() {
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for(int index = 0; index < GameConstants::maxPlayers; ++index) {
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factions.push_back(new FactionState());
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}
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}
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public:
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FactionStateManager() {
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init();
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}
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~FactionStateManager() {
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clear();
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}
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FactionState & getFactionState(int index) {
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FactionState *faction = factions[index];
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return *faction;
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}
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void clear() {
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for(unsigned int index = 0; index < (unsigned int)factions.size(); ++index) {
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delete factions[index];
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}
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factions.clear();
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}
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int size() {
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return (int)factions.size();
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}
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};
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public:
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static const int maxFreeSearchRadius;
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static const int pathFindBailoutRadius;
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static const int pathFindExtendRefreshForNodeCount;
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static const int pathFindExtendRefreshNodeCountMin;
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static const int pathFindExtendRefreshNodeCountMax;
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private:
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static int pathFindNodesMax;
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static int pathFindNodesAbsoluteMax;
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FactionStateManager factions;
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const Map *map;
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bool minorDebugPathfinder;
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public:
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PathFinder();
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PathFinder(const Map *map);
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~PathFinder();
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PathFinder(const PathFinder& obj) {
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init();
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throw megaglest_runtime_error("class PathFinder is NOT safe to copy!");
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}
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PathFinder & operator=(const PathFinder& obj) {
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init();
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throw megaglest_runtime_error("class PathFinder is NOT safe to assign!");
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}
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void init(const Map *map);
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TravelState findPath(Unit *unit, const Vec2i &finalPos, bool *wasStuck=NULL,int frameIndex=-1);
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void clearUnitPrecache(Unit *unit);
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void removeUnitPrecache(Unit *unit);
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void clearCaches();
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bool unitCannotMove(Unit *unit);
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int findNodeIndex(Node *node, Nodes &nodeList);
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int findNodeIndex(Node *node, std::vector<Node> &nodeList);
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void saveGame(XmlNode *rootNode);
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void loadGame(const XmlNode *rootNode);
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private:
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void init();
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TravelState aStar(Unit *unit, const Vec2i &finalPos, bool inBailout,
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int frameIndex, int maxNodeCount=-1,uint32 *searched_node_count=NULL);
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inline static Node *newNode(FactionState &faction, int maxNodeCount) {
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if( faction.nodePoolCount < (int)faction.nodePool.size() &&
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faction.nodePoolCount < maxNodeCount) {
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Node *node= &(faction.nodePool[faction.nodePoolCount]);
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node->clear();
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faction.nodePoolCount++;
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return node;
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}
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return NULL;
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}
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Vec2i computeNearestFreePos(const Unit *unit, const Vec2i &targetPos);
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inline static float heuristic(const Vec2i &pos, const Vec2i &finalPos) {
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return pos.dist(finalPos);
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}
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inline static bool openPos(const Vec2i &sucPos, FactionState &faction) {
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if(faction.openPosList.find(sucPos) == faction.openPosList.end()) {
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return false;
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}
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return true;
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}
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inline static Node * minHeuristicFastLookup(FactionState &faction) {
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if(faction.openNodesList.empty() == true) {
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throw megaglest_runtime_error("openNodesList.empty() == true");
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}
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Node *result = faction.openNodesList.begin()->second[0];
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faction.openNodesList.begin()->second.erase(faction.openNodesList.begin()->second.begin());
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if(faction.openNodesList.begin()->second.size() == 0) {
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faction.openNodesList.erase(faction.openNodesList.begin());
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}
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return result;
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}
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inline bool processNode(Unit *unit, Node *node,const Vec2i finalPos,
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int i, int j, bool &nodeLimitReached,int maxNodeCount) {
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bool result = false;
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Vec2i sucPos= node->pos + Vec2i(i, j);
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int unitFactionIndex = unit->getFactionIndex();
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FactionState &faction = factions.getFactionState(unitFactionIndex);
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if(openPos(sucPos, faction) == false &&
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canUnitMoveSoon(unit, node->pos, sucPos) == true) {
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//if node is not open and canMove then generate another node
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Node *sucNode= newNode(faction,maxNodeCount);
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if(sucNode != NULL) {
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sucNode->pos= sucPos;
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sucNode->heuristic= heuristic(sucNode->pos, finalPos);
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sucNode->prev= node;
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sucNode->next= NULL;
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sucNode->exploredCell = map->getSurfaceCell(
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Map::toSurfCoords(sucPos))->isExplored(unit->getTeam());
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if(faction.openNodesList.find(sucNode->heuristic) == faction.openNodesList.end()) {
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faction.openNodesList[sucNode->heuristic].clear();
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}
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faction.openNodesList[sucNode->heuristic].push_back(sucNode);
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faction.openPosList[sucNode->pos] = true;
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result = true;
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}
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else {
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nodeLimitReached= true;
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}
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}
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return result;
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}
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void processNearestFreePos(const Vec2i &finalPos, int i, int j, int size,
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Field field, int teamIndex,Vec2i unitPos, Vec2i &nearestPos, float &nearestDist);
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int getPathFindExtendRefreshNodeCount(FactionState &faction);
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inline bool canUnitMoveSoon(const Unit *unit, const Vec2i &pos1, const Vec2i &pos2) {
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bool result = map->aproxCanMoveSoon(unit, pos1, pos2);
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return result;
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}
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inline void doAStarPathSearch(bool & nodeLimitReached, int & whileLoopCount,
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int & unitFactionIndex, bool & pathFound, Node *& node, const Vec2i & finalPos,
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std::map<Vec2i,bool> closedNodes,
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std::map<Vec2i,Vec2i> cameFrom, std::map<std::pair<Vec2i,Vec2i> ,
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bool> canAddNode, Unit *& unit, int & maxNodeCount, int curFrameIndex) {
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FactionState &faction = factions.getFactionState(unitFactionIndex);
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while(nodeLimitReached == false) {
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whileLoopCount++;
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if(faction.openNodesList.empty() == true) {
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pathFound = false;
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break;
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}
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node = minHeuristicFastLookup(faction);
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if(node->pos == finalPos || node->exploredCell == false) {
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pathFound = true;
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break;
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}
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if(faction.closedNodesList.find(node->heuristic) == faction.closedNodesList.end()) {
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faction.closedNodesList[node->heuristic].clear();
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}
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faction.closedNodesList[node->heuristic].push_back(node);
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faction.openPosList[node->pos] = true;
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int failureCount = 0;
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int cellCount = 0;
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int tryDirection = faction.random.randRange(0, 3);
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if(tryDirection == 3) {
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for(int i = 1;i >= -1 && nodeLimitReached == false;--i) {
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for(int j = -1;j <= 1 && nodeLimitReached == false;++j) {
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if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false) {
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failureCount++;
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}
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cellCount++;
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}
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}
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}
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else if(tryDirection == 2) {
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for(int i = -1;i <= 1 && nodeLimitReached == false;++i) {
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for(int j = 1;j >= -1 && nodeLimitReached == false;--j) {
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if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false) {
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failureCount++;
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}
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cellCount++;
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}
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}
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}
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else if(tryDirection == 1) {
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for(int i = -1;i <= 1 && nodeLimitReached == false;++i) {
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for(int j = -1;j <= 1 && nodeLimitReached == false;++j) {
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if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false) {
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failureCount++;
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}
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cellCount++;
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}
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}
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}
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else {
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for(int i = 1;i >= -1 && nodeLimitReached == false;--i) {
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for(int j = 1;j >= -1 && nodeLimitReached == false;--j) {
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if(processNode(unit, node, finalPos, i, j, nodeLimitReached, maxNodeCount) == false) {
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failureCount++;
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}
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cellCount++;
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}
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}
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}
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}
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}
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};
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}}//end namespace
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#endif
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