int find_first_step(sh_int src, sh_int target, int stay_zone) { int curr_dir; sh_int curr_room; int src_zone = ((src - (src % 100)) / 100); int target_zone = ((target - (target % 100)) / 100); if (src < 0 || src > top_of_world || target < 0 || target > top_of_world) { stderr_log("Illegal value passed to find_first_step (graph.c)"); return BFS_ERROR; } /* dez 19980805 if ((src_zone != target_zone && stay_zone == 1) || stay_zone == 2) { return BFS_NO_PATH; } */ if (src_zone != target_zone && stay_zone == 1) { return BFS_NO_PATH; } if (src == target) { return BFS_ALREADY_THERE; } /* clear marks first */ for (curr_room = 0; curr_room <= top_of_world; curr_room++) { UNMARK(curr_room); } MARK(src); /* first, enqueue the first steps, saving which direction we're going. */ for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) { if (VALID_EDGE(src, curr_dir)) { MARK(TOROOM(src, curr_dir)); bfs_enqueue(TOROOM(src, curr_dir), curr_dir); } } /* now, do the classic BFS. */ while (queue_head) { if (queue_head->room == target) { curr_dir = queue_head->dir; bfs_clear_queue(); return curr_dir; } else { for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) { if (VALID_EDGE(queue_head->room, curr_dir)) { MARK(TOROOM(queue_head->room, curr_dir)); bfs_enqueue(TOROOM(queue_head->room, curr_dir), queue_head->dir); } } bfs_dequeue(); } } return BFS_NO_PATH; }
/* * find_first_step: given a source room and a target room, find the first * step on the shortest path from the source to the target. * * Intended usage: in mobile_activity, give a mob a dir to go if they're * tracking another mob or a PC. Or, a 'track' skill for PCs. */ int find_first_step(room_rnum src, room_rnum target) { int curr_dir; room_rnum curr_room; if (src == NOWHERE || target == NOWHERE || src > top_of_world || target > top_of_world) { extended_mudlog(NRM, SYSL_BUGS, TRUE, "Illegal value %d or %d passed to find_first_step. (%s)", src, target, __FILE__); return (BFS_ERROR); } if (src == target) return (BFS_ALREADY_THERE); /* clear marks first, some OLC systems will save the mark. */ for (curr_room = 0; curr_room <= top_of_world; curr_room++) UNMARK(curr_room); MARK(src); /* first, enqueue the first steps, saving which direction we're going. */ for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) if (VALID_EDGE(src, curr_dir)) { MARK(TOROOM(src, curr_dir)); bfs_enqueue(TOROOM(src, curr_dir), curr_dir); } /* now, do the classic BFS. */ while (queue_head) { if (queue_head->room == target) { curr_dir = queue_head->dir; bfs_clear_queue(); return (curr_dir); } else { for (curr_dir = 0; curr_dir < NUM_OF_DIRS; curr_dir++) if (VALID_EDGE(queue_head->room, curr_dir)) { MARK(TOROOM(queue_head->room, curr_dir)); bfs_enqueue(TOROOM(queue_head->room, curr_dir), queue_head->dir); } bfs_dequeue(); } } return (BFS_NO_PATH); }
void bfs_clear_queue(void) { while (queue_head) bfs_dequeue(); }
int find_first_step( ROOM_INDEX_DATA * src, ROOM_INDEX_DATA * target, int maxdist ) { int curr_dir, count; EXIT_DATA *pexit; if( !src || !target ) { bug( "%s", "Illegal value passed to find_first_step (track.c)" ); return BFS_ERROR; } if( src == target ) return BFS_ALREADY_THERE; if( src->area != target->area ) return BFS_NO_PATH; room_enqueue( src ); MARK( src ); /* * first, enqueue the first steps, saving which direction we're going. */ for( pexit = src->first_exit; pexit; pexit = pexit->next ) if( valid_edge( pexit ) ) { curr_dir = pexit->vdir; MARK( pexit->to_room ); room_enqueue( pexit->to_room ); bfs_enqueue( pexit->to_room, curr_dir ); } count = 0; while( queue_head ) { if( ++count > maxdist ) { bfs_clear_queue( ); clean_room_queue( ); return BFS_NO_PATH; } if( queue_head->room == target ) { curr_dir = queue_head->dir; bfs_clear_queue( ); clean_room_queue( ); return curr_dir; } else { for( pexit = queue_head->room->first_exit; pexit; pexit = pexit->next ) if( valid_edge( pexit ) ) { curr_dir = pexit->vdir; MARK( pexit->to_room ); room_enqueue( pexit->to_room ); bfs_enqueue( pexit->to_room, queue_head->dir ); } bfs_dequeue( ); } } clean_room_queue( ); return BFS_NO_PATH; }