From c66b28e01e09ba26994ef95102e2a3c25815a67d Mon Sep 17 00:00:00 2001 From: Bjørn Lindeijer Date: Sat, 12 Feb 2005 19:03:25 +0000 Subject: Avoid three indentation levels. --- src/astar.cpp | 390 ++++++++++++++++++++++++++++------------------------------ 1 file changed, 189 insertions(+), 201 deletions(-) (limited to 'src') diff --git a/src/astar.cpp b/src/astar.cpp index d121ca1f..8565ec6b 100644 --- a/src/astar.cpp +++ b/src/astar.cpp @@ -173,112 +173,195 @@ PATH_NODE *find_path(int pathfinderID, int s_x, int s_y, int e_x, int e_y) } while (u != v); // Reorder the binary heap - // Check the adjacent squares. (Its "children" -- these path - // children are similar, conceptually, to the binary heap children - // mentioned above, but don't confuse them. They are different. - // Path children are portrayed in Demo 1 with grey pointers - // pointing toward their parents.) Add these adjacent child - // squares to the open list for later consideration if appropriate - // (see various if statements below). + // Check the adjacent squares. (Its "children" -- these path + // children are similar, conceptually, to the binary heap children + // mentioned above, but don't confuse them. They are different. + // Path children are portrayed in Demo 1 with grey pointers + // pointing toward their parents.) Add these adjacent child + // squares to the open list for later consideration if appropriate + // (see various if statements below). for (b = parentYval - 1; b <= parentYval + 1; b++) { for (a = parentXval - 1; a <= parentXval + 1; a++) { - // If not off the map (do this first to avoid array - // out-of-bounds errors) - if (a != -1 && b != -1 && - a != MAP_WIDTH && b != MAP_HEIGHT) + // Skip if off the map (do this first to avoid array + // out-of-bounds errors) + if (!(a != -1 && b != -1 && + a != MAP_WIDTH && b != MAP_HEIGHT)) { - // If not already on the closed list (items on the - // closed list have already been considered and can now - // be ignored). - if (whichList[a][b] != onClosedList) { - // If not a wall/obstacle square. - if (tiledMap.getWalk(a, b)) { - // Don't cut across corners - corner = WALKABLE; - - if (a == parentXval - 1) { - if (b == parentYval - 1) { - if (!tiledMap.getWalk(parentXval - 1, parentYval) || !tiledMap.getWalk(parentXval, parentYval - 1)) // cera slash - corner = NOT_WALKABLE; - } else if (b == parentYval + 1) { - if (!tiledMap.getWalk(parentXval, parentYval + 1) || !tiledMap.getWalk(parentXval - 1, parentYval)) - corner = NOT_WALKABLE; - } + continue; + } + + // Skip if already on the closed list (items on the + // closed list have already been considered and can now + // be ignored). Skip also if the tile is obstructed. + if (whichList[a][b] == onClosedList || + !tiledMap.getWalk(a, b)) + { + continue; + } + + // Don't cut across corners + corner = WALKABLE; + + if (a == parentXval - 1) { + if (b == parentYval - 1) { + if (!tiledMap.getWalk(parentXval - 1, parentYval) || !tiledMap.getWalk(parentXval, parentYval - 1)) // cera slash + corner = NOT_WALKABLE; + } else if (b == parentYval + 1) { + if (!tiledMap.getWalk(parentXval, parentYval + 1) || !tiledMap.getWalk(parentXval - 1, parentYval)) + corner = NOT_WALKABLE; + } + } + else if (a == parentXval + 1) { + if (b == parentYval - 1) { + if (!tiledMap.getWalk(parentXval, parentYval - 1) || !tiledMap.getWalk(parentXval + 1, parentYval)) + corner = NOT_WALKABLE; + } else if (b == parentYval + 1) { + if (!tiledMap.getWalk(parentXval + 1, parentYval) || !tiledMap.getWalk(parentXval, parentYval + 1)) + corner = NOT_WALKABLE; + } + } + + if (corner == WALKABLE) { + // If not already on the open list, add it to the open + // list. + if (whichList[a][b] != onOpenList) { + // Create a new open list item in the + // binary heap. + // Each new item has a unique ID # + newOpenListItemID += 1; + m = numberOfOpenListItems + 1; + + // Place the new open list item (actually, its ID#) + // at the bottom of the heap + openList[m] = newOpenListItemID; + // Record the x and y coordinates of the new item + openX[newOpenListItemID] = a; + openY[newOpenListItemID] = b; + + // Figure out its G_cost cost + if (abs(a - parentXval) == 1 && + abs(b - parentYval) == 1) + { + // Cost of going to diagonal squares. + addedGCost = 14; + } + else { + // Cost of going to non-diagonal squares. + addedGCost = 10; + } + + G_cost[a][b] = G_cost[parentXval][parentYval] + + addedGCost; + + // Figure out its H and F costs and parent. + H_cost[openList[m]] = + 10 * (abs(a - e_x) + abs(b - e_y)); + F_cost[openList[m]] = + G_cost[a][b] + H_cost[openList[m]]; + parentX[a][b] = parentXval; + parentY[a][b] = parentYval; + + // Move the new open list item to the proper place + // in the binary heap. Starting at the bottom, + // successively compare to parent items, swapping + // as needed until the item finds its place in the + // heap or bubbles all the way to the top (if it + // has the lowest F cost). + + // While item hasn't bubbled to the top (m = 1) + while (m != 1) + { + // Check if child's F cost is < parent's F + // cost. If so, swap them. + + if (F_cost[openList[m]] <= + F_cost[openList[m / 2]]) + { + temp = openList[m / 2]; + openList[m / 2] = openList[m]; + openList[m] = temp; + m = m / 2; } - else if (a == parentXval + 1) { - if (b == parentYval - 1) { - if (!tiledMap.getWalk(parentXval, parentYval - 1) || !tiledMap.getWalk(parentXval + 1, parentYval)) - corner = NOT_WALKABLE; - } else if (b == parentYval + 1) { - if (!tiledMap.getWalk(parentXval + 1, parentYval) || !tiledMap.getWalk(parentXval, parentYval + 1)) - corner = NOT_WALKABLE; - } + else { + break; } - - if (corner == WALKABLE) { - // If not already on the open list, add it - // to the open list. - if (whichList[a][b] != onOpenList) { - // Create a new open list item in the - // binary heap. - // Each new item has a unique ID # - newOpenListItemID += 1; - m = numberOfOpenListItems + 1; - // Place the new open list item - // (actually, its ID#) at the bottom of - // the heap - openList[m] = newOpenListItemID; - // Record the x and y coordinates of - // the new item - openX[newOpenListItemID] = a; - openY[newOpenListItemID] = b; - - // Figure out its G_cost cost - if (abs(a - parentXval) == 1 && - abs(b - parentYval) == 1) + } + + // Add one to the number of items in the heap. + numberOfOpenListItems += 1; + // Change whichList to show that the new item is on + // the open list. + whichList[a][b] = onOpenList; + } else { + // If whichList(a,b) = onOpenList + + // If adjacent cell is already on the open list, + // check to see if this path to that cell from the + // starting location is a better one. If so, + // change the parent of the cell and its G_cost and + // F costs. Figure out the G_cost cost of this + // possible new path + + if (abs(a - parentXval) == 1 && + abs(b - parentYval) == 1) + { + // Cost of going to diagonal tiles + addedGCost = 14; + } + else { + // Cost of going to non-diagonal + // tiles + addedGCost = 10; + } + + tempG = G_cost[parentXval][parentYval] + + addedGCost; + + // If this path is shorter (G_cost cost is lower) + // then change the parent cell, G_cost cost and F + // cost. + if (tempG < G_cost[a][b]) + { + // If G_cost cost is less, + // change the square's parent + parentX[a][b] = parentXval; + parentY[a][b] = parentYval; + // Change the G_cost cost + G_cost[a][b] = tempG; + + // Because changing the G_cost cost also + // changes the F cost, if the item is on the + // open list we need to change the item's + // recorded F cost and its position on the open + // list to make sure that we maintain a + // properly ordered open list. + + // Look for the item in the heap + for (int x = 1; x <= numberOfOpenListItems; + x++) + { + if (openX[openList[x]] == a && + openY[openList[x]] == b) + { + // Item FOUND + // Change the F cost + F_cost[openList[x]] = G_cost[a][b] + + H_cost[openList[x]]; + + // See if changing the F score bubbles + // the item up from it's current + // location in the heap + m = x; + + // While item hasn't bubbled to the top + // (m = 1) + while (m != 1) { - // Cost of going to diagonal - // squares. - addedGCost = 14; - } - else { - // Cost of going to non-diagonal - // squares. - addedGCost = 10; - } - - G_cost[a][b] = - G_cost[parentXval][parentYval] + - addedGCost; - - // Figure out its H and F costs and - // parent. - H_cost[openList[m]] = - 10 * (abs(a - e_x) + abs(b - e_y)); - F_cost[openList[m]] = - G_cost[a][b] + H_cost[openList[m]]; - parentX[a][b] = parentXval; - parentY[a][b] = parentYval; - - // Move the new open list item to the - // proper place in the binary heap. - // Starting at the bottom, successively - // compare to parent items, swapping as - // needed until the item finds its - // place in the heap or bubbles all the - // way to the top (if it has the lowest - // F cost). - - // While item hasn't bubbled to the - // top (m = 1) - while (m != 1) { - // Check if child's F cost is < - // parent's F cost. If so, swap - // them. - if (F_cost[openList[m]] <= - F_cost[openList[m / 2]]) - { + // Check if child is < parent. If + // so, swap them. + if (F_cost[openList[m]] < + F_cost[openList[m / 2]]) { temp = openList[m / 2]; openList[m / 2] = openList[m]; openList[m] = temp; @@ -288,108 +371,13 @@ PATH_NODE *find_path(int pathfinderID, int s_x, int s_y, int e_x, int e_y) break; } } - - // Add one to the number of items in - // the heap. - numberOfOpenListItems += 1; - // Change whichList to show that the - // new item is on the open list. - whichList[a][b] = onOpenList; - } else { - // If whichList(a,b) = onOpenList - - // If adjacent cell is already on the - // open list, check to see if this path - // to that cell from the starting - // location is a better one. If so, - // change the parent of the cell and - // its G_cost and F costs. Figure out - // the G_cost cost of this possible new - // path - - if (abs(a - parentXval) == 1 && - abs(b - parentYval) == 1) - { - // Cost of going to diagonal tiles - addedGCost = 14; - } - else { - // Cost of going to non-diagonal - // tiles - addedGCost = 10; - } - - tempG = G_cost[parentXval][parentYval] - + addedGCost; - - // If this path is shorter (G_cost cost - // is lower) then change the parent - // cell, G_cost cost and F cost. - if (tempG < G_cost[a][b]) { - // If G_cost cost is less, - // change the square's parent - parentX[a][b] = parentXval; - parentY[a][b] = parentYval; - // Change the G_cost cost - G_cost[a][b] = tempG; - - // Because changing the G_cost cost - // also changes the F cost, if the - // item is on the open list we need - // to change the item's recorded F - // cost and its position on the - // open list to make sure that we - // maintain a properly ordered open - // list. - - // Look for the item in the heap - for (int x = 1; - x <= numberOfOpenListItems; - x++) - { - if (openX[openList[x]] == a && - openY[openList[x]] == b) - { - // Item FOUND - // Change the F cost - F_cost[openList[x]] = - G_cost[a][b] + - H_cost[openList[x]]; - - // See if changing the F - // score bubbles the item - // up from it's current - // location in the heap - m = x; - - // While item hasn't - // bubbled to the top - // (m = 1) - while (m != 1) { - // Check if child is < - // parent. If so, swap - // them. - if (F_cost[openList[m]] < F_cost[openList[m / 2]]) { - temp = openList[m / 2]; - openList[m / 2] = - openList[m]; - openList[m] = temp; - m = m / 2; - } - else { - break; - } - } - //Exit for x = loop - break; - } // If openX(openList(x)) = a - } // F x = 1 To nrOfOpenListItems - } // If tempG < G_cost(a, b) - } // else If whichList(a, b) = onOpenList - } // If not cutting a corner - } // If not a wall/obstacle square. - } // If not already on the closed list - } // If not off the map + // Exit for x = loop + break; + } // If openX(openList(x)) = a + } // F x = 1 To nrOfOpenListItems + } // If tempG < G_cost(a, b) + } // else If whichList(a, b) = onOpenList + } // If not cutting a corner } // for (a = parentXval - 1; a <= parentXval + 1; a++) } // for (b = parentYval - 1; b <= parentYval + 1; b++) } else { // if (numberOfOpenListItems != 0) -- cgit v1.2.3-70-g09d2