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85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
#ifndef GAME_MWMECHANICS_PATHGRID_H
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#define GAME_MWMECHANICS_PATHGRID_H
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#include <deque>
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#include <components/esm/loadpgrd.hpp>
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namespace ESM
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{
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struct Cell;
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}
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namespace MWWorld
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{
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class CellStore;
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}
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namespace MWMechanics
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{
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class PathgridGraph
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{
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public:
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PathgridGraph(const MWWorld::CellStore* cell);
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bool load(const MWWorld::CellStore *cell);
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const ESM::Pathgrid* getPathgrid() const;
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// returns true if end point is strongly connected (i.e. reachable
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// from start point) both start and end are pathgrid point indexes
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bool isPointConnected(const int start, const int end) const;
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// get neighbouring nodes for index node and put them to "nodes" vector
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void getNeighbouringPoints(const int index, ESM::Pathgrid::PointList &nodes) const;
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// the input parameters are pathgrid point indexes
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// the output list is in local (internal cells) or world (external
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// cells) coordinates
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//
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// NOTE: if start equals end an empty path is returned
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std::deque<ESM::Pathgrid::Point> aStarSearch(const int start, const int end) const;
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private:
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const ESM::Cell *mCell;
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const ESM::Pathgrid *mPathgrid;
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struct ConnectedPoint // edge
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{
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int index; // pathgrid point index of neighbour
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float cost;
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};
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struct Node // point
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{
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int componentId;
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std::vector<ConnectedPoint> edges; // neighbours
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};
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// componentId is an integer indicating the groups of connected
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// pathgrid points (all connected points will have the same value)
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//
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// In Seyda Neen there are 3:
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//
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// 52, 53 and 54 are one set (enclosed yard)
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// 48, 49, 50, 51, 84, 85, 86, 87, 88, 89, 90 (ship & office)
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// all other pathgrid points are the third set
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//
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std::vector<Node> mGraph;
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bool mIsGraphConstructed;
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// variables used to calculate connected components
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int mSCCId;
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int mSCCIndex;
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std::vector<int> mSCCStack;
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typedef std::pair<int, int> VPair; // first is index, second is lowlink
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std::vector<VPair> mSCCPoint;
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// methods used to calculate connected components
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void recursiveStrongConnect(int v);
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void buildConnectedPoints();
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};
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}
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#endif
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