#include "astar.h" #define MAP_WIDTH 200 #define MAP_HEIGHT 200 // path-related constants const int numberPeople = 1; int onClosedList = 10; const int notfinished = 0; // Declare needed arrays //char tiledMap.getPathWalk [MAP_WIDTH][MAP_HEIGHT]; /** 1 dimensional array holding ID# of open list items */ int openList[MAP_WIDTH * MAP_HEIGHT + 2]; /** * 2 dimensional array used to record whether a cell is on the open list or * on the closed list */ int whichList[MAP_WIDTH + 1][MAP_HEIGHT + 1]; /** 1d array stores the x location of an item on the open list */ int openX[MAP_WIDTH * MAP_HEIGHT + 2]; /** 1d array stores the y location of an item on the open list */ int openY[MAP_WIDTH * MAP_HEIGHT + 2]; /** 2d array to store parent of each cell (x) */ int parentX[MAP_WIDTH + 1][MAP_HEIGHT + 1]; /** 2d array to store parent of each cell (y) */ int parentY[MAP_WIDTH + 1][MAP_HEIGHT + 1]; /** 1d array to store F cost of a cell on the open list */ int F_cost[MAP_WIDTH * MAP_HEIGHT + 2]; /** 2d array to store G_cost cost for each cell */ int G_cost[MAP_WIDTH + 1][MAP_HEIGHT + 1]; /** 1d array to store H cost of a cell on the open list */ int H_cost[MAP_WIDTH * MAP_HEIGHT + 2]; int pathLength; /**< length of the FOUND path for critter */ int pathLocation; /**< current position along the chosen path for critter */ int* path_bank; // Path reading variables int pathStatus; int xPath; int yPath; /** Initialize pathfinder */ void pathfinder_init() { path_bank = (int*)malloc(4); } /** Exit pathfinder */ void pathfinder_exit() { free(path_bank); } /** Find path */ PATH_NODE *find_path(int pathfinderID, int s_x, int s_y, int e_x, int e_y) { int onOpenList = 0, parentXval = 0, parentYval = 0; int a = 0, b = 0, m = 0, u = 0, v = 0, temp = 0, corner = 0; int numberOfOpenListItems = 0, addedGCost = 0, tempG = 0, path = 0, x = 0; int y = 0, tempx, pathX, pathY, cellPosition, newOpenListItemID = 0; // If starting location and target are in the same location... if (s_x == e_x && s_y == e_y && pathLocation > 0) return NULL; else if (s_x == e_x && s_y == e_y && pathLocation == 0) return NULL; // If dest tile is NOT_WALKABLE, return that it's a NOT_FOUND path. if (tiledMap.getPathWalk(e_x, e_y) == NOT_WALKABLE) { xPath = s_x; yPath = s_y; return NULL; } // Reset some variables that need to be cleared for (x = 0; x < MAP_WIDTH; x++) { for (y = 0; y < MAP_HEIGHT; y++) { whichList[x][y] = 0; } } // Changing the values of onOpenList and onClosed list is faster than // redimming whichList() array onClosedList = 2; onOpenList = 1; pathLength = NOT_STARTED; pathLocation = NOT_STARTED; // Reset starting square's G_cost value to 0 G_cost[s_x][s_y] = 0; // Add the starting location to the open list of tiles to be checked. numberOfOpenListItems = 1; // Assign it as the top (and currently only) item in the open list, which // is maintained as a binary heap (explained below) openList[1] = 1; openX[1] = s_x ; openY[1] = s_y; // Do the following until a path is FOUND or deemed NOT_FOUND. do { // If the open list is not empty, take the first cell off of the list. // This is the lowest F cost cell on the open list. if (numberOfOpenListItems != 0) { // Pop the first item off the open list. // Record cell coordinates of the item parentXval = openX[openList[1]]; parentYval = openY[openList[1]]; // Add the item to the closed list whichList[parentXval][parentYval] = onClosedList; // Open List = Binary Heap: Delete this item from the open list, // which // Reduce number of open list items by 1 numberOfOpenListItems = numberOfOpenListItems - 1; // Delete the top item in binary heap and reorder the heap, with // the lowest F cost item rising to the top. // Move the last item in the heap up to slot #1 openList[1] = openList[numberOfOpenListItems + 1]; v = 1; // Repeat the following until the new item in slot #1 sinks to its // proper spot in the heap. do { u = v; // If both children exist if (2 * u + 1 <= numberOfOpenListItems) { // Check if the F cost of the parent is greater than each // child. // Select the lowest of the two children. if (F_cost[openList[u]] >= F_cost[openList[2 * u]]) v = 2 * u; if (F_cost[openList[v]] >= F_cost[openList[2 * u + 1]]) v = 2 * u + 1; } else { // If only child #1 exists if (2 * u <= numberOfOpenListItems) { // Check if the F cost of the parent is greater than // child #1 if (F_cost[openList[u]] >= F_cost[openList[2 * u]]) v = 2 * u; } } if (u != v) { // If parent's F is > one of its children, swap them temp = openList[u]; openList[u] = openList[v]; openList[v] = temp; } else { // Otherwise, exit loop break; } } 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). 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) { // 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.getPathWalk(a, b) != NOT_WALKABLE) { // Don't cut across corners corner = WALKABLE; if (a == parentXval-1) { if (b == parentYval-1) { if (tiledMap.getPathWalk(parentXval - 1, parentYval) == NOT_WALKABLE || tiledMap.getPathWalk(parentXval, parentYval - 1) == NOT_WALKABLE) // cera slash corner = NOT_WALKABLE; } else if (b == parentYval + 1) { if (tiledMap.getPathWalk(parentXval, parentYval + 1) == NOT_WALKABLE || tiledMap.getPathWalk(parentXval - 1, parentYval) == NOT_WALKABLE) corner = NOT_WALKABLE; } } else if (a == parentXval + 1) { if (b == parentYval - 1) { if (tiledMap.getPathWalk(parentXval, parentYval - 1) == NOT_WALKABLE || tiledMap.getPathWalk(parentXval + 1, parentYval) == NOT_WALKABLE) corner = NOT_WALKABLE; } else if (b == parentYval + 1) { if (tiledMap.getPathWalk(parentXval + 1, parentYval) == NOT_WALKABLE || tiledMap.getPathWalk(parentXval, parentYval + 1) == NOT_WALKABLE) 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 { 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 } // for (a = parentXval - 1; a <= parentXval + 1; a++) } // for (b = parentYval - 1; b <= parentYval + 1; b++) } else { // if (numberOfOpenListItems != 0) // If open list is empty then there is no path. path = NOT_FOUND; break; } // If target is added to open list then path has been FOUND. if (whichList[e_x][e_y] == onOpenList) { path = FOUND; break; } } // Do until path is FOUND or deemed NOT_FOUND while (path != FOUND && path != NOT_FOUND); // Save the path if it exists. if (path == FOUND) { // Working backwards from the target to the starting location by // checking each cell's parent, figure out the length of the path. pathX = e_x; pathY = e_y; do { // Look up the parent of the current cell. tempx = parentX[pathX][pathY]; pathY = parentY[pathX][pathY]; pathX = tempx; // Figure out the path length pathLength = pathLength + 1; } while (pathX != s_x || pathY != s_y); // Resize the data bank to the right size in bytes path_bank = (int*)realloc(path_bank, pathLength * 8); // Now copy the path information over to the databank. Since we are // working backwards from the target to the start location, we copy the // information to the data bank in reverse order. The result is a // properly ordered set of path data, from the first step to the last. pathX = e_x ; pathY = e_y; // Start at the end cellPosition = pathLength * 2; do { // Work backwards 2 integers cellPosition = cellPosition - 2; path_bank [cellPosition] = pathX; path_bank [cellPosition+1] = pathY; // Look up the parent of the current cell. tempx = parentX[pathX][pathY]; pathY = parentY[pathX][pathY]; pathX = tempx; // If we have reached the starting square, exit the loop. } while (pathX != s_x || pathY != s_y); char stringa[80]; sprintf(stringa,"%i %i",s_x,s_y); PATH_NODE *ret = NULL, *temp = NULL; pathLocation = 1; ret = new PATH_NODE(s_x, s_y); temp = ret; //alert(stringa,"","","","",0,0); while(pathLocationnext = new PATH_NODE( path_bank[pathLocation * 2 - 2], path_bank[pathLocation * 2 - 1]); if (temp->next == NULL) throw "Unable to create path node"; temp = temp->next; pathLocation++; } if (temp != NULL) { temp->next = new PATH_NODE(e_x, e_y); } else { throw "Null reference"; } return ret; } // Path not found return NULL; } void ReadPath(int pathfinderID) { // If a path exists, read the path data from the pathbank. // Set pathLocation to 1st step pathLocation = 1; while (pathLocation