ref: 577f61eb155225c434adc2e663596d4b95a234b4
parent: ba39ad85f42fc53bdca90add900d6a8147010f1c
author: qwx <[email protected]>
date: Fri Apr 23 12:01:24 EDT 2021
path: missing logic to skip pathfinding for air units
--- a/map.c
+++ b/map.c
@@ -67,7 +67,7 @@
werrstr("getspawn: building placement at %d,%d blocked", x, y);
return -1;
}
- }else if((o->f & Fair) == 0){
+ }else{
m = map + y / Node2Tile * mapwidth + x / Node2Tile;
for(mo=nil, ml=m->ml.l; ml!=&m->ml; ml=ml->l){
mo = ml->mo;
--- a/path.c
+++ b/path.c
@@ -71,6 +71,8 @@
{
u64int *row;
+ if(o->f & Fair)
+ return 0;
row = bload(x, y, o->w, o->h, 0, 0, 0, 0);
return (*row & 1ULL << 63) != 0;
}
@@ -107,6 +109,8 @@
{
int w, h;
+ if(mo->o->f & Fair)
+ return;
w = mo->o->w;
if((mo->subpx & Subpxmask) != 0 && mo->x != (mo->px + 1) / Nodewidth)
w++;
@@ -392,6 +396,26 @@
}
static void
+resizepathbuf(Mobj *mo, int nstep)
+{
+ if(mo->npathbuf >= nstep)
+ return;
+ nstep = nstep + 16;
+ mo->paths = erealloc(mo->paths, nstep * sizeof mo->paths, mo->npathbuf * sizeof mo->paths);
+ mo->npathbuf = nstep;
+}
+
+static void
+directpath(Node *g, Mobj *mo)
+{
+ resizepathbuf(mo, 1);
+ mo->pathlen = 1;
+ mo->pathe = mo->paths + 1;
+ mo->paths->x = g->x * Nodewidth;
+ mo->paths->y = g->y * Nodewidth;
+}
+
+static void
backtrack(Node *n, Node *a, Mobj *mo)
{
int x, y;
@@ -398,12 +422,7 @@
Point *p;
assert(n != a && n->step > 0);
- if(mo->npathbuf < n->step){
- mo->paths = erealloc(mo->paths,
- n->step * sizeof mo->paths,
- mo->npathbuf * sizeof mo->paths);
- mo->npathbuf = n->step;
- }
+ resizepathbuf(mo, n->step);
mo->pathlen = n->len;
p = mo->paths + n->step;
mo->pathe = p--;
@@ -458,7 +477,7 @@
double Δ, Δ´;
Node *n1, *n2, *pm;
- if(block == nil){
+ if(mo->o->f & Fair || block == nil){
mo->goalblocked = 0;
return;
}
@@ -528,6 +547,10 @@
b = nodemap + p.y * nodemapwidth + p.x;
b->x = p.x;
b->y = p.y;
+ if(mo->o->f & Fair){
+ directpath(b, mo);
+ return 0;
+ }
markmobj(mo, 0);
n = a∗(a, b, mo);
if(n != b){