path finding agk modified version of patrick lesters. Modified for agk. I think this is right might be some bugs if you find them please fix them, and repost.
/*
;===================================================================
;A* Pathfinder (Version 1.71a) by Patrick Lester. Used by permission.
;===================================================================
;Last updated 06/16/03 -- Visual C++ version
*/
#include "Main.h"
#include "global.h"
//Declare constants
const int mapWidth = 22, mapHeight = 18, tileSize = 25, numberPeople = 3;
int onClosedList = 10;
const int notfinished = 0, notStarted = 0;// path-related constants
const int found = 1, nonexistent = 2;
const int walkable = 0, unwalkable = 1;// walkability array constants
// extern int walkability [mapWidth][mapHeight];
//Create needed arrays
//extern int *walkability;
int openList[mapWidth*mapHeight+2]; //1 dimensional array holding ID# of open list items
int whichList[mapWidth+1][mapHeight+1]; //2 dimensional array used to record
// whether a cell is on the open list or on the closed list.
int openX[mapWidth*mapHeight+2]; //1d array stores the x location of an item on the open list
int openY[mapWidth*mapHeight+2]; //1d array stores the y location of an item on the open list
int parentX[mapWidth+1][mapHeight+1]; //2d array to store parent of each cell (x)
int parentY[mapWidth+1][mapHeight+1]; //2d array to store parent of each cell (y)
int Fcost[mapWidth*mapHeight+2]; //1d array to store F cost of a cell on the open list
int Gcost[mapWidth+1][mapHeight+1]; //2d array to store G cost for each cell.
int Hcost[mapWidth*mapHeight+2]; //1d array to store H cost of a cell on the open list
int pathLength[numberPeople+1]; //stores length of the found path for critter
int pathLocation[numberPeople+1]; //stores current position along the chosen path for critter
int* pathBank [numberPeople+1];
//Path reading variables
int xPath[numberPeople+1];
int yPath[numberPeople+1];
//-----------------------------------------------------------------------------
// Function Prototypes: where needed
//-----------------------------------------------------------------------------
void ReadPath(int pathfinderID,int currentX,int currentY, int pixelsPerFrame);
int ReadPathX(int pathfinderID,int pathLocation);
int ReadPathY(int pathfinderID,int pathLocation);
//-----------------------------------------------------------------------------
// Name: InitializePathfinder
// Desc: Allocates memory for the pathfinder.
//-----------------------------------------------------------------------------
void InitializePathfinder (void)
{
for (int x = 0; x < numberPeople+1; x++)
pathBank [x] = (int*) malloc(4);
}
//-----------------------------------------------------------------------------
// Name: EndPathfinder
// Desc: Frees memory used by the pathfinder.
//-----------------------------------------------------------------------------
void EndPathfinder (void)
{
for (int x = 0; x < numberPeople+1; x++)
{
free (pathBank [x]);
}
}
//-----------------------------------------------------------------------------
// Name: FindPath
// Desc: Finds a path using A*
//-----------------------------------------------------------------------------
int FindPath (int pathfinderID,int startingX, int startingY,
int targetX, int targetY)
{
agk::Print("in");
int onOpenList=0, parentXval=0, parentYval=0,
a=0, b=0, m=0, u=0, v=0, temp=0, corner=0, numberOfOpenListItems=0,
addedGCost=0, tempGcost = 0, path = 0,
tempx, pathX, pathY, cellPosition,
newOpenListItemID=0;
//1. Convert location data (in pixels) to coordinates in the walkability array.
int startX = startingX/tileSize;
int startY = startingY/tileSize;
targetX = targetX/tileSize;
targetY = targetY/tileSize;
//2.Quick Path Checks: Under the some circumstances no path needs to
// be generated ...
// If starting location and target are in the same location...
if (startX == targetX && startY == targetY && pathLocation[pathfinderID] > 0)
return found;
if (startX == targetX && startY == targetY && pathLocation[pathfinderID] == 0)
return nonexistent;
// If target square is unwalkable, return that it's a nonexistent path.
if (walkability[targetX][targetY] == unwalkable)
goto noPath;
//3.Reset some variables that need to be cleared
if (onClosedList > 1000000) //reset whichList occasionally
{
for (int x = 0; x < mapWidth;x++) {
for (int y = 0; y < mapHeight;y++)
whichList [x][y] = 0;
}
onClosedList = 10;
}
onClosedList = onClosedList+2; //changing the values of onOpenList and onClosed list is faster than redimming whichList() array
onOpenList = onClosedList-1;
pathLength [pathfinderID] = notStarted;//i.e, = 0
pathLocation [pathfinderID] = notStarted;//i.e, = 0
Gcost[startX][startY] = 0; //reset starting square's G value to 0
//4.Add the starting location to the open list of squares to be checked.
numberOfOpenListItems = 1;
openList[1] = 1;//assign it as the top (and currently only) item in the open list, which is maintained as a binary heap (explained below)
openX[1] = startX ; openY[1] = startY;
//5.Do the following until a path is found or deemed nonexistent.
do
{
agk::Print(parentXval);
//6.If the open list is not empty, take the first cell off of the list.
// This is the lowest F cost cell on the open list.
if (numberOfOpenListItems != 0)
{
//7. Pop the first item off the open list.
parentXval = openX[openList[1]];
parentYval = openY[openList[1]]; //record cell coordinates of the item
whichList[parentXval][parentYval] = onClosedList;//add the item to the closed list
// Open List = Binary Heap: Delete this item from the open list, which
// is maintained as a binary heap. For more information on binary heaps, see:
// http://www.policyalmanac.org/games/binaryHeaps.htm
numberOfOpenListItems = numberOfOpenListItems - 1;//reduce number of open list items by 1
// Delete the top item in binary heap and reorder the heap, with the lowest F cost item rising to the top.
openList[1] = openList[numberOfOpenListItems+1];//move the last item in the heap up to slot #1
v = 1;
// Repeat the following until the new item in slot #1 sinks to its proper spot in the heap.
do
{
u = v;
if (2*u+1 <= numberOfOpenListItems) //if both children exist
{
//Check if the F cost of the parent is greater than each child.
//Select the lowest of the two children.
if (Fcost[openList[u]] >= Fcost[openList[2*u]])
v = 2*u;
if (Fcost[openList[v]] >= Fcost[openList[2*u+1]])
v = 2*u+1;
}
else
{
if (2*u <= numberOfOpenListItems) //if only child #1 exists
{
//Check if the F cost of the parent is greater than child #1
if (Fcost[openList[u]] >= Fcost[openList[2*u]])
v = 2*u;
}
}
if (u != v) //if parent's F is > one of its children, swap them
{
temp = openList[u];
openList[u] = openList[v];
openList[v] = temp;
}
else
break; //otherwise, exit loop
}
while (agk::GetRawKeyState(27)!=0);//reorder the binary heap
//7.Check the adjacent squares. (Its "children" -- these path children
// are similar, conceptually, to the binary heap children mentioned
// above, but don't confuse them. They are different. Path children
// are portrayed in Demo 1 with grey pointers pointing toward
// their parents.) Add these adjacent child squares to the open list
// for later consideration if appropriate (see various if statements
// below).
for (b = parentYval-1; b <= parentYval+1; b++)
{
for (a = parentXval-1; a <= parentXval+1; a++)
{
// If not off the map (do this first to avoid array out-of-bounds errors)
if (a != -1 && b != -1 && a != mapWidth && b != mapHeight){
// If not already on the closed list (items on the closed list have
// already been considered and can now be ignored).
if (whichList[a][b] != onClosedList) {
// If not a wall/obstacle square.
if (walkability [a][b] != unwalkable) {
// Don't cut across corners
corner = walkable;
if (a == parentXval-1)
{
if (b == parentYval-1)
{
if (walkability[parentXval-1][parentYval] == unwalkable
|| walkability[parentXval][parentYval-1] == unwalkable) \
corner = unwalkable;
}
else if (b == parentYval+1)
{
if (walkability[parentXval][parentYval+1] == unwalkable
|| walkability[parentXval-1][parentYval] == unwalkable)
corner = unwalkable;
}
}
else if (a == parentXval+1)
{
if (b == parentYval-1)
{
if (walkability[parentXval][parentYval-1] == unwalkable
|| walkability[parentXval+1][parentYval] == unwalkable)
corner = unwalkable;
}
else if (b == parentYval+1)
{
if (walkability[parentXval+1][parentYval] == unwalkable
|| walkability[parentXval][parentYval+1] == unwalkable)
corner = unwalkable;
}
}
if (corner == walkable) {
// If not already on the open list, add it to the open list.
if (whichList[a][b] != onOpenList)
{
//Create a new open list item in the binary heap.
newOpenListItemID = newOpenListItemID + 1; //each new item has a unique ID #
m = numberOfOpenListItems+1;
openList[m] = newOpenListItemID;//place the new open list item (actually, its ID#) at the bottom of the heap
openX[newOpenListItemID] = a;
openY[newOpenListItemID] = b;//record the x and y coordinates of the new item
//Figure out its G cost
if (abs(a-parentXval) == 1 && abs(b-parentYval) == 1)
addedGCost = 14;//cost of going to diagonal squares
else
addedGCost = 10;//cost of going to non-diagonal squares
Gcost[a][b] = Gcost[parentXval][parentYval] + addedGCost;
//Figure out its H and F costs and parent
Hcost[openList[m]] = 10*(abs(a - targetX) + abs(b - targetY));
Fcost[openList[m]] = Gcost[a][b] + Hcost[openList[m]];
parentX[a][b] = parentXval ; parentY[a][b] = parentYval;
//Move the new open list item to the proper place in the binary heap.
//Starting at the bottom, successively compare to parent items,
//swapping as needed until the item finds its place in the heap
//or bubbles all the way to the top (if it has the lowest F cost).
while (m != 1) //While item hasn't bubbled to the top (m=1)
{
//Check if child's F cost is < parent's F cost. If so, swap them.
if (Fcost[openList[m]] <= Fcost[openList[m/2]])
{
temp = openList[m/2];
openList[m/2] = openList[m];
openList[m] = temp;
m = m/2;
}
else
break;
}
numberOfOpenListItems = numberOfOpenListItems+1;//add one to the number of items in the heap
//Change whichList to show that the new item is on the open list.
whichList[a][b] = onOpenList;
}
//8.If adjacent cell is already on the open list, check to see if this
// path to that cell from the starting location is a better one.
// If so, change the parent of the cell and its G and F costs.
else //If whichList(a,b) = onOpenList
{
//Figure out the G cost of this possible new path
if (abs(a-parentXval) == 1 && abs(b-parentYval) == 1)
addedGCost = 14;//cost of going to diagonal tiles
else
addedGCost = 10;//cost of going to non-diagonal tiles
tempGcost = Gcost[parentXval][parentYval] + addedGCost;
//If this path is shorter (G cost is lower) then change
//the parent cell, G cost and F cost.
if (tempGcost < Gcost[a][b]) //if G cost is less,
{
parentX[a][b] = parentXval; //change the square's parent
parentY[a][b] = parentYval;
Gcost[a][b] = tempGcost;//change the G cost
//Because changing the G cost also changes the F cost, if
//the item is on the open list we need to change the item's
//recorded F cost and its position on the open list to make
//sure that we maintain a properly ordered open list.
for (int x = 1; x <= numberOfOpenListItems; x++) //look for the item in the heap
{
if (openX[openList[x]] == a && openY[openList[x]] == b) //item found
{
Fcost[openList[x]] = Gcost[a][b] + Hcost[openList[x]];//change the F cost
//See if changing the F score bubbles the item up from it's current location in the heap
m = x;
while (m != 1) //While item hasn't bubbled to the top (m=1)
{
//Check if child is < parent. If so, swap them.
if (Fcost[openList[m]] < Fcost[openList[m/2]])
{
temp = openList[m/2];
openList[m/2] = openList[m];
openList[m] = temp;
m = m/2;
}
else
break;
}
break; //exit for x = loop
} //If openX(openList(x)) = a
} //For x = 1 To numberOfOpenListItems
}//If tempGcost < Gcost(a,b)
}//else If whichList(a,b) = onOpenList
}//If not cutting a corner
}//If not a wall/obstacle square.
}//If not already on the closed list
}//If not off the map
}//for (a = parentXval-1; a <= parentXval+1; a++){
}//for (b = parentYval-1; b <= parentYval+1; b++){
}//if (numberOfOpenListItems != 0)
//9.If open list is empty then there is no path.
else
{
path = nonexistent; break;
}
//If target is added to open list then path has been found.
if (whichList[targetX][targetY] == onOpenList)
{
path = found; break;
}
}
while (1);//Do until path is found or deemed nonexistent
//10.Save the path if it exists.
if (path == found)
{
//a.Working backwards from the target to the starting location by checking
// each cell's parent, figure out the length of the path.
pathX = targetX; pathY = targetY;
do
{
//Look up the parent of the current cell.
tempx = parentX[pathX][pathY];
pathY = parentY[pathX][pathY];
pathX = tempx;
//Figure out the path length
pathLength[pathfinderID] = pathLength[pathfinderID] + 1;
}
while (pathX != startX || pathY != startY);
//b.Resize the data bank to the right size in bytes
pathBank[pathfinderID] = (int*) realloc (pathBank[pathfinderID],
pathLength[pathfinderID]*8);
//c. Now copy the path information over to the databank. Since we are
// working backwards from the target to the start location, we copy
// the information to the data bank in reverse order. The result is
// a properly ordered set of path data, from the first step to the
// last.
pathX = targetX ; pathY = targetY;
cellPosition = pathLength[pathfinderID]*2;//start at the end
do
{
cellPosition = cellPosition - 2;//work backwards 2 integers
pathBank[pathfinderID] [cellPosition] = pathX;
pathBank[pathfinderID] [cellPosition+1] = pathY;
//d.Look up the parent of the current cell.
tempx = parentX[pathX][pathY];
pathY = parentY[pathX][pathY];
pathX = tempx;
//e.If we have reached the starting square, exit the loop.
}
while (pathX != startX || pathY != startY);
//11.Read the first path step into xPath/yPath arrays
ReadPath(pathfinderID,startingX,startingY,1);
}
return path;
//13.If there is no path to the selected target, set the pathfinder's
// xPath and yPath equal to its current location and return that the
// path is nonexistent.
noPath:
xPath[pathfinderID] = startingX;
yPath[pathfinderID] = startingY;
return nonexistent;
}
//==========================================================
//READ PATH DATA: These functions read the path data and convert
//it to screen pixel coordinates.
void ReadPath(int pathfinderID,int currentX,int currentY,
int pixelsPerFrame)
{
/*
; Note on PixelsPerFrame: The need for this parameter probably isn't
; that obvious, so a little explanation is in order. This
; parameter is used to determine if the pathfinder has gotten close
; enough to the center of a given path square to warrant looking up
; the next step on the path.
;
; This is needed because the speed of certain sprites can
; make reaching the exact center of a path square impossible.
; In Demo #2, the chaser has a velocity of 3 pixels per frame. Our
; tile size is 50 pixels, so the center of a tile will be at location
; 25, 75, 125, etc. Some of these are not evenly divisible by 3, so
; our pathfinder has to know how close is close enough to the center.
; It calculates this by seeing if the pathfinder is less than
; pixelsPerFrame # of pixels from the center of the square.
; This could conceivably cause problems if you have a *really* fast
; sprite and/or really small tiles, in which case you may need to
; adjust the formula a bit. But this should almost never be a problem
; for games with standard sized tiles and normal speeds. Our smiley
; in Demo #4 moves at a pretty fast clip and it isn't even close
; to being a problem.
*/
int ID = pathfinderID; //redundant, but makes the following easier to read
//If a path has been found for the pathfinder ...
if (pathStatus[ID] == found)
{
//If path finder is just starting a new path or has reached the
//center of the current path square (and the end of the path
//hasn't been reached), look up the next path square.
if (pathLocation[ID] < pathLength[ID])
{
//if just starting or if close enough to center of square
if (pathLocation[ID] == 0 ||
(abs(currentX - xPath[ID]) < pixelsPerFrame && abs(currentY - yPath[ID]) < pixelsPerFrame))
pathLocation[ID] = pathLocation[ID] + 1;
}
//Read the path data.
xPath[ID] = ReadPathX(ID,pathLocation[ID]);
yPath[ID] = ReadPathY(ID,pathLocation[ID]);
//If the center of the last path square on the path has been
//reached then reset.
if (pathLocation[ID] == pathLength[ID])
{
if (abs(currentX - xPath[ID]) < pixelsPerFrame
&& abs(currentY - yPath[ID]) < pixelsPerFrame) //if close enough to center of square
pathStatus[ID] = notStarted;
}
}
//If there is no path for this pathfinder, simply stay in the current
//location.
else
{
xPath[ID] = currentX;
yPath[ID] = currentY;
}
}
//The following two functions read the raw path data from the pathBank.
//You can call these functions directly and skip the readPath function
//above if you want. Make sure you know what your current pathLocation
//is.
//-----------------------------------------------------------------------------
// Name: ReadPathX
// Desc: Reads the x coordinate of the next path step
//-----------------------------------------------------------------------------
int ReadPathX(int pathfinderID,int pathLocation)
{
int x;
if (pathLocation <= pathLength[pathfinderID])
{
//Read coordinate from bank
x = pathBank[pathfinderID] [pathLocation*2-2];
//Adjust the coordinates so they align with the center
//of the path square (optional). This assumes that you are using
//sprites that are centered -- i.e., with the midHandle command.
//Otherwise you will want to adjust this.
x = tileSize*x ;
}
return x;
}
//-----------------------------------------------------------------------------
// Name: ReadPathY
// Desc: Reads the y coordinate of the next path step
//-----------------------------------------------------------------------------
int ReadPathY(int pathfinderID,int pathLocation)
{
int y;
if (pathLocation <= pathLength[pathfinderID])
{
//Read coordinate from bank
y = pathBank[pathfinderID] [pathLocation*2-1];
//Adjust the coordinates so they align with the center
//of the path square (optional). This assumes that you are using
//sprites that are centered -- i.e., with the midHandle command.
//Otherwise you will want to adjust this.
y = tileSize*y ;
}
return y;
}
/*
Name: Example 27
Description: Box2D Walls
*/
// include our main header file
#include "Main.h"
#include "aStarlibrary.h"
#include <fstream>
using namespace AGK;
using namespace std;
int xLoc [4]; int yLoc [4]; int speed [4];
int searchTime;
void CreateWallImage (void);
void DrawMap (void);
void EditMap (void);
void LoadGraphics (void);
void LoadMapData (void);
void LoadUnitData (void);
void MoveChaser (int ID);
void MoveSmiley (void);
void MoveSprite(int ID,int id2);
void RenderScreen (void);
//void SaveMapData (void);
//void ShowDirections (void);
int player;
int spriteidmonsters;
int wall;
//player=agk::CreateSprite(agk::LoadImage("corners.jpg");
// let the compiler know we're using the AGK namespace
//extern int mapWidth = 22, mapHeight = 18;
// declare our app
app App;
void LoadGraphics ()
{
player=agk::CreateSprite(agk::LoadImage("ship.png"));
agk::SetSpritePosition(player,25,25);
spriteidmonsters=agk::CreateSprite(agk::LoadImage("shape6.png"));
agk::SetSpritePosition(spriteidmonsters,125,325);
int clone=agk::CloneSprite(spriteidmonsters);
agk::SetSpritePosition(clone,325,125);
wall=agk::CreateSprite(agk::LoadImage("corners.jpg"));
agk::SetSpritePosition(wall,-100,-100);
//CreateWallImage();
// int clone;
for(int y=0; y<9;y++)
{
for(int x=0;x<12;x++)
{
if(floorplan[x][y]==1)
{
clone=agk::CloneSprite(wall);
agk::SetSpritePosition(wall,50*x+25,50*y+25);
}
}
}
}
void LoadUnitData ()
{
xLoc[1] = 25 ; yLoc[1] = 25; //initial smiley location
xLoc[2] = 125 ; yLoc[2] = 375; //initial chaser location
xLoc[3] = 325 ; yLoc[3] = 145; //initial chaser location
speed[1] = 5;//smiley speed
speed[2] = 1;//chaser
speed[3] = 2;//chaser
}
void MoveChaser(int ID,int id2)
{
//agk::SetSpritePosition(ID,-xLoc[2],-yLoc[2]);
int targetID = player; //ID of target (the smiley)
//1. Find Path: If smiley and chaser are not at the same location on the
// screen and no path is currently active, find a new path.
if (xLoc[id2] != xLoc[1] || yLoc[id2] != yLoc[1])
{
//agk::Print("in");
//If no path has been generated, generate one. Update it when
//the chaser reaches its fifth step on the current path.
agk::Print(pathStatus[id2]);
agk::Print(notStarted);
if (pathStatus[id2] == notStarted || pathLocation[id2] == 5)
{
agk::Print("in");
// system("pause");
//Generate a new path. Enter coordinates of smiley sprite (xLoc(1)/
//yLoc(1)) as the target.
pathStatus[id2] = FindPath(id2,xLoc[id2],yLoc[id2],xLoc[1],yLoc[1]);
}}
//2.Move chaser.
if (pathStatus[id2] == found) MoveSprite(ID,id2);
}
void MoveSprite(int ID,int id2)
{
agk::Print("found");
//1.Read path information
ReadPath(id2,xLoc[id2],yLoc[id2],speed[id2]);
//2.Move sprite. xLoc/yLoc = current location of sprite. xPath and
// yPath = coordinates of next step on the path that were/are
// read using the readPath function.
if (xLoc[id2] > xPath[id2]) xLoc[id2] = xLoc[id2] - speed[id2];
if (xLoc[id2] < xPath[id2]) xLoc[id2] = xLoc[id2] + speed[id2];
if (yLoc[id2] > yPath[id2]) yLoc[id2] = yLoc[id2] - speed[id2];
if (yLoc[id2] < yPath[id2]) yLoc[id2] = yLoc[id2] + speed[id2];
//3.When sprite reaches the end location square (end of its current
// path) ...
if (pathLocation[id2] == pathLength[id2])
{
// Center the chaser in the square (not really necessary, but
// it looks a little better for the chaser, which moves in 3 pixel
// increments and thus isn't always centered when it reaches its
// target).
if (abs(xLoc[id2] - xPath[id2]) < speed[id2]) xLoc[id2] = xPath[id2];
if (abs(yLoc[id2] - yPath[id2]) < speed[id2]) yLoc[id2] = yPath[id2];
}
agk::SetSpritePosition(ID,xLoc[id2],yLoc[id2]);
}
void RenderScreen()
{
}
void LoadMapData()
{
}
void MoveSmiley()
{
}
void app::Begin ( void )
{
agk::SetVirtualResolution ( 550, 400 );
LoadMapData();
LoadUnitData();
LoadGraphics();
InitializePathfinder();
}
void app::Loop ( void )
{
MoveSmiley();
MoveChaser(spriteidmonsters,2);
agk::Print(xLoc[2]);
agk::Print(yLoc[2]);
//yLoc[2]=yLoc[2]--;
//for (int ID = 2; ID <= 3; ID++)
//MoveChaser(ID);
RenderScreen();
//CheckWinMessages();
// this function gets called on a continual basis, use this to update your
// game logic and deal with input and other events
// we call agk::Sync to update the screen, when this happens our sprite
// will get drawn on screen
agk::Sync ( );
}
void app::End ( void )
{
// this function gets called when the game ends, in here you can clean up
// all resources and deal with things like saving game data
}
#ifndef _GLOBALS_H_
#define _GLOBALS_H_
int walkability [22][16]={
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},//0
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//1
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//2
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//3
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//4
{1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1},//5
{1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1},//6
{1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1},//7
{1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1},//8
{1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1},//9
{1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1},//0
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//1
{1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1},//2
{1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1},//3
{1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1},//4
{1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1},//5
{1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1},//6
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},//7
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},//8
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
int floorplan[10][7]={
{0,1,0,0,0,0,0},
{0,1,0,0,0,0,0},
{0,0,0,0,1,0,0},
{0,0,0,0,1,0,0},
{0,1,0,0,1,0,0},
{0,1,0,0,0,0,0},
{0,1,0,0,1,0,0},
{1,1,1,1,1,1,0},
{0,0,0,0,0,0,0},
{0,0,0,0,0,0,0}
};
int pathStatus[4]={0,0,0,0};
#endif
Go through yourself at a wall.