#include "../StdH/StdH.h" #include "Entities/Common/PathFinding.h" #include "Entities/NavigationMarker.h" #define PRINTOUT(_dummy) //#define PRINTOUT(something) something // open and closed lists of nodes static CListHead _lhOpen; static CListHead _lhClosed; FLOAT NodeDistance(CPathNode *ppn0, CPathNode *ppn1) { return ( ppn0->pn_pnmMarker->GetPlacement().pl_PositionVector - ppn1->pn_pnmMarker->GetPlacement().pl_PositionVector).Length(); } CPathNode::CPathNode(class CNavigationMarker *penMarker): pn_pnmMarker(penMarker), pn_ppnParent(NULL), pn_fG(0.0f), pn_fH(0.0f), pn_fF(0.0f){} CPathNode::~CPathNode(void) { // detach from marker when deleting ASSERT(pn_pnmMarker!=NULL); pn_pnmMarker->m_ppnNode = NULL; } // get name of this node const CTString &CPathNode::GetName(void) { ASSERT(this!=NULL); static CTString strNone=""; if (pn_pnmMarker==NULL) { return strNone; } else { return pn_pnmMarker->GetName(); } } // get link with given index or null if no more (for iteration along the graph) CPathNode *CPathNode::GetLink(INDEX i) { ASSERT(this!=NULL); if (pn_pnmMarker==NULL) { ASSERT(FALSE); return NULL; } CNavigationMarker *pnm = pn_pnmMarker->GetLink(i); if (pnm==NULL) { return NULL; } return pnm->GetPathNode(); } // add given node to open list, sorting best first static void SortIntoOpenList(CPathNode *ppnLink) { // start at head of the open list LISTITER(CPathNode, pn_lnInOpen) itpn(_lhOpen); // while the given node is further than the one in list while(ppnLink->pn_fF>itpn->pn_fF && !itpn.IsPastEnd()) { // move to next node itpn.MoveToNext(); } // if past the end of list if (itpn.IsPastEnd()) { // add to the end of list _lhOpen.AddTail(ppnLink->pn_lnInOpen); // if not past end of list } else { // add before current node itpn.InsertBeforeCurrent(ppnLink->pn_lnInOpen); } } // find shortest path from one marker to another static BOOL FindPath(CNavigationMarker *pnmSrc, CNavigationMarker *pnmDst) { ASSERT(pnmSrc!=pnmDst); CPathNode *ppnSrc = pnmSrc->GetPathNode(); CPathNode *ppnDst = pnmDst->GetPathNode(); PRINTOUT(CPrintF("--------------------\n")); PRINTOUT(CPrintF("FindPath(%s, %s)\n", ppnSrc->GetName(), ppnDst->GetName())); // start with empty open and closed lists ASSERT(_lhOpen.IsEmpty()); ASSERT(_lhClosed.IsEmpty()); // add the start node to open list ppnSrc->pn_fG = 0.0f; ppnSrc->pn_fH = NodeDistance(ppnSrc, ppnDst); ppnSrc->pn_fF = ppnSrc->pn_fG +ppnSrc->pn_fH; _lhOpen.AddTail(ppnSrc->pn_lnInOpen); PRINTOUT(CPrintF("StartState: %s\n", ppnSrc->GetName())); // while the open list is not empty while (!_lhOpen.IsEmpty()) { // get the first node from open list (that is, the one with lowest F) CPathNode *ppnNode = LIST_HEAD(_lhOpen, CPathNode, pn_lnInOpen); ppnNode->pn_lnInOpen.Remove(); _lhClosed.AddTail(ppnNode->pn_lnInClosed); PRINTOUT(CPrintF("Node: %s - moved from OPEN to CLOSED\n", ppnNode->GetName())); // if this is the goal if (ppnNode==ppnDst) { PRINTOUT(CPrintF("PATH FOUND!\n")); // the path is found return TRUE; } // for each link of current node CPathNode *ppnLink = NULL; for(INDEX i=0; (ppnLink=ppnNode->GetLink(i))!=NULL; i++) { PRINTOUT(CPrintF(" Link %d: %s\n", i, ppnLink->GetName())); // get cost to get to this node if coming from current node FLOAT fNewG = ppnLink->pn_fG+NodeDistance(ppnNode, ppnLink); // if a shorter path already exists if ((ppnLink->pn_lnInOpen.IsLinked() || ppnLink->pn_lnInClosed.IsLinked()) && fNewG>=ppnLink->pn_fG) { PRINTOUT(CPrintF(" shorter path exists through: %s\n", ppnLink->pn_ppnParent->GetName())); // skip this link continue; } // remember this path ppnLink->pn_ppnParent = ppnNode; ppnLink->pn_fG = fNewG; ppnLink->pn_fH = NodeDistance(ppnLink, ppnDst); ppnLink->pn_fF = ppnLink->pn_fG + ppnLink->pn_fH; // remove from closed list, if in it if (ppnLink->pn_lnInClosed.IsLinked()) { ppnLink->pn_lnInClosed.Remove(); PRINTOUT(CPrintF(" %s removed from CLOSED\n", ppnLink->GetName())); } // add to open if not in it if (!ppnLink->pn_lnInOpen.IsLinked()) { SortIntoOpenList(ppnLink); PRINTOUT(CPrintF(" %s added to OPEN\n", ppnLink->GetName())); } } } // if we get here, there is no path PRINTOUT(CPrintF("PATH NOT FOUND!\n")); return FALSE; } // clear all temporary structures used for path finding static void ClearPath(CEntity *penThis) { {FORDELETELIST(CPathNode, pn_lnInOpen, _lhOpen, itpn) { delete &itpn.Current(); }} {FORDELETELIST(CPathNode, pn_lnInClosed, _lhClosed, itpn) { delete &itpn.Current(); }} #ifndef NDEBUG // for each navigation marker in the world {FOREACHINDYNAMICCONTAINER(penThis->en_pwoWorld->wo_cenEntities, CEntity, iten) { if (!IsOfClass(iten, "NavigationMarker")) { continue; } CNavigationMarker &nm = (CNavigationMarker&)*iten; ASSERT(nm.m_ppnNode==NULL); }} #endif } // find marker closest to a given position static void FindClosestMarker( CEntity *penThis, const FLOAT3D &vSrc, CEntity *&penMarker, FLOAT3D &vPath) { CNavigationMarker *pnmMin = NULL; FLOAT fMinDist = UpperLimit(0.0f); // for each sector this entity is in {FOREACHSRCOFDST(penThis->en_rdSectors, CBrushSector, bsc_rsEntities, pbsc) // for each navigation marker in that sector {FOREACHDSTOFSRC(pbsc->bsc_rsEntities, CEntity, en_rdSectors, pen) if (!IsOfClass(pen, "NavigationMarker")) { continue; } CNavigationMarker &nm = (CNavigationMarker&)*pen; // get distance from source FLOAT fDist = (vSrc-nm.GetPlacement().pl_PositionVector).Length(); // if closer than best found if(fDistGetPlacement().pl_PositionVector; penMarker = pnmMin; } // find first marker for path navigation void PATH_FindFirstMarker(CEntity *penThis, const FLOAT3D &vSrc, const FLOAT3D &vDst, CEntity *&penMarker, FLOAT3D &vPath) { // find closest markers to source and destination positions CNavigationMarker *pnmSrc; FLOAT3D vSrcPath; FindClosestMarker(penThis, vSrc, (CEntity*&)pnmSrc, vSrcPath); CNavigationMarker *pnmDst; FLOAT3D vDstPath; FindClosestMarker(penThis, vDst, (CEntity*&)pnmDst, vDstPath); // if at least one is not found, or if they are same if (pnmSrc==NULL || pnmDst==NULL || pnmSrc==pnmDst) { // fail penMarker = NULL; vPath = vSrc; return; } // go to the source marker position vPath = vSrcPath; penMarker = pnmSrc; } // find next marker for path navigation void PATH_FindNextMarker(CEntity *penThis, const FLOAT3D &vSrc, const FLOAT3D &vDst, CEntity *&penMarker, FLOAT3D &vPath) { // find closest marker to destination position CNavigationMarker *pnmDst; FLOAT3D vDstPath; FindClosestMarker(penThis, vDst, (CEntity*&)pnmDst, vDstPath); // if at not found, or if same as current if (pnmDst==NULL || penMarker==pnmDst) { // fail penMarker = NULL; vPath = vSrc; return; } // try to find shortest path to the destination BOOL bFound = FindPath((CNavigationMarker*)penMarker, pnmDst); // if not found if (!bFound) { // just clean up and fail delete pnmDst->GetPathNode(); ClearPath(penThis); penMarker = NULL; vPath = vSrc; return; } // find the first marker position after current CPathNode *ppn = pnmDst->GetPathNode(); while (ppn->pn_ppnParent!=NULL && ppn->pn_ppnParent->pn_pnmMarker!=penMarker) { ppn = ppn->pn_ppnParent; } penMarker = ppn->pn_pnmMarker; // go there vPath = penMarker->GetPlacement().pl_PositionVector; // clean up ClearPath(penThis); }