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pathFind.cpp
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pathFind.cpp
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#include "pathFind.h"
#include "map.h"
#include "game.h"
#include <fstream>
extern Map Map;
extern Game Game;
extern string intToStr(int);
PathFind::~PathFind()
{
}
void PathFind::getPath(unsigned short fromX, unsigned short fromY, unsigned short toX, unsigned short toY, unsigned char z, std::list<Point> &points)
{
points.clear();
this->finalPoints.clear();
this->checkingQueue.clear();
this->fillCollisionMap(fromX, fromY, z);
Point pointek;
pointek.globalX = fromX;
pointek.globalY = fromY;
pointek.x = 12;
pointek.y = 12;
pointek.z = z;
pointek.attribute = 0;
checkingQueue.push_back(pointek); //adding starting point to queue, attribute = 0 (start pos)
pathMap[12][12].attribute = 0; //set starting point on pathMap as attribute = 0
bool var = 0;
bool leave = false;
for(std::list<Point>::iterator it = checkingQueue.begin(); it != checkingQueue.end(); it++)
{
if(leave)
break;
if(var == 1)
checkingQueue.pop_front();
int tempx = 1, tempy = 1;
for(unsigned char x = it->x - 1; x <= it->x + 1; x++)
{
if(leave)
break;
tempy = 1;
for(unsigned char y = it->y - 1; y <= it->y + 1; y++)
{
if(x < 25 && y < 25)//&& ((tempx+tempy)%2 == 1)) //if point is not out of map (pathMap[25][25]), modulo by nie chodzi³ na skos
{
if( (pathMap[x][y].attribute != -1 || collisionMap[x][y].attribute == 1) && (pathMap[x][y].globalX != toX || pathMap[x][y].globalY != toY) ) //if checking point is allready checked or is not walkable, proceed to next point
continue;
else
{
pathMap[x][y].attribute = it->attribute + 1;
pointek.globalX = pathMap[x][y].globalX;
pointek.globalY = pathMap[x][y].globalY;
pointek.x = x;
pointek.y = y;
pointek.z = z;
pointek.attribute = it->attribute + 1;
checkingQueue.push_back(pointek); //add point to list to check this point
if(pathMap[x][y].globalX == toX && pathMap[x][y].globalY == toY) //if current point is destination point
{
leave = true;
break;
}
}
}
tempy++;
}
tempx++;
}
var = 1;
}
finalPoints.push_back(pathMap[toX-fromX+12][toY-fromY+12]);
Point *point = &pathMap[toX-fromX+12][toY-fromY+12];
Point temptab[25][25];
for(int y = 0; y < 24; y++)
for(int x = 0; x < 24; x++)
temptab[x][y] = pathMap[x][y];
while(point->attribute != 0) //&& (!finalPoints.empty() && finalPoints.begin()->attribute > 0))
{
Point *lastPoint = point;
bool leave = false;
int tempx = 1, tempy = 1;
for(unsigned char x = point->x - 1; x <= point->x + 1; x++)
{
tempy = 1;
for(unsigned char y = point->y - 1; y <= point->y + 1; y++)
{
if(x < 25 && y < 25 && (pathMap[x][y].attribute == point->attribute - 1) && ((tempx+tempy)%2 == 1)) //modulo by nie chodzi³ na skos
{
finalPoints.push_back(pathMap[x][y]);
point = &pathMap[x][y];
temptab[x][y].attribute = -9;/////////////
leave = true;
}
tempy++;
if(leave)
break;
}
tempx++;
if(leave)
break;
}
if(leave == false)
{
tempx = 1, tempy = 1;
for(unsigned char x = point->x - 1; x <= point->x + 1; x++)
{
tempy = 1;
for(unsigned char y = point->y - 1; y <= point->y + 1; y++)
{
if(x < 25 && y < 25 && (pathMap[x][y].attribute == point->attribute - 1) && ((tempx+tempy)%2 == 0)) //modulo by nie chodzi³ na skos
{
finalPoints.push_back(pathMap[x][y]);
point = &pathMap[x][y];
temptab[x][y].attribute = -9;/////////////
leave = true;
}
tempy++;
if(leave)
break;
}
tempx++;
if(leave)
break;
}
}
if(lastPoint == point)
break;
}
finalPoints.reverse();
if(finalPoints.size() > 0)
finalPoints.pop_front();
if(finalPoints.size() > 0)
finalPoints.pop_back();
points = finalPoints;
}
void PathFind::fillCollisionMap(unsigned short startX, unsigned short startY, unsigned char z)
{
unsigned int mapX = 0;
unsigned int mapY = 0;
for(unsigned int ix = startX - 12; ix <= startX + 12; ix++)
{
mapY = 0;
for(unsigned int iy = startY - 12; iy <= startY + 12; iy++)
{
this->collisionMap[mapX][mapY].x = mapX;
this->collisionMap[mapX][mapY].y = mapY;
this->collisionMap[mapX][mapY].globalX = ix;
this->collisionMap[mapX][mapY].globalY = iy;
this->collisionMap[mapX][mapY].z = z;
this->pathMap[mapX][mapY].x = mapX;
this->pathMap[mapX][mapY].y = mapY;
this->pathMap[mapX][mapY].globalX = ix;
this->pathMap[mapX][mapY].globalY = iy;
this->pathMap[mapX][mapY].z = z;
this->pathMap[mapX][mapY].attribute = -1;
if(Game.canDoCombat(ix, iy, z) && Map.getTile(ix, iy, z) && Map.getTile(ix, iy, z)->isCollision() == false && (Map.getTile(ix, iy, z)->canAddThing() == 1
|| Map.getTile(ix, iy, z)->canAddThing() == 2 || Map.getTile(ix, iy, z)->getTopItem()->mID == 32 || Map.getTile(ix, iy, z)->getTopItem()->mID == 34))
this->collisionMap[mapX][mapY].attribute = 0; //tile is walkable
else
this->collisionMap[mapX][mapY].attribute = 1; //tile is not walkable
mapY++;
}
mapX++;
}
/*
string szajs[25];
for(int y = 0; y < 24; y++)
{
szajs[y] = "";
for(int x = 0; x < 24; x++)
{
szajs[y] += " ";
szajs[y] += intToStr(collisionMap[x][y].attribute);
}
}
std::string filename = "pCollisionMap.txt";
std::ofstream plik(filename.c_str());
{
for(int y = 0; y < 24; y++)
{
plik << szajs[y].c_str() << endl;
}
plik.close();
}
*/
}