How to fix binary operators errors? - c++

I have to write code that represent the graph using an adjacency list. I tried setting up my code to use a std::list but now that gives me errors saying
Error C2679 binary '=': no operator found which takes a right-hand operand of type 'int' (or there is no acceptable conversion) on multiple lines of my code. I'm confused on how I get my code to use an adjacency list without having all these issues.
#include "GraphInterface.h"
#include <string>
#include <fstream>
#include <iostream>
#include <vector>
#include<list>
#ifndef GRAPH_TWO
#define GRAPH_TWO
template<class LabelType>
class GraphTwo : public GraphInterface<LabelType>
{
private:
// Define maximum number of nodes
static const int size = 10;
std::list <int> adj[size][size];
std::list<bool>visited[size];
public:
GraphTwo();
// Get the number of vertices
int getNumVertices() const;
// Get the number of the edges
int getNumEdges() const;
// Creates an undirected edge in this graph between two vertices
// that have the given labels.If such vertices do not exist, creates
// themand adds them to the graph before creating the edge
bool add(LabelType start, LabelType end, int edgeWeight);
// Removes an edge from this graph. If a vertex has no other edges,
// it is removed from the graph since this is a connected graph.
bool remove(LabelType start, LabelType end);
// Gets the weight of an edge in this graph.
int getEdgeWeight(LabelType start, LabelType end) const;
// Performs a depth - first search of this graph beginning at the given
// vertex and calls a given function once for each vertex visited.
void depthFirstTraversal(LabelType start, void visit(LabelType&));
// Performs a breadth - first search of this graph beginning at the given
// vertex and calls a given function once for each vertex visited.
void breadthFirstTraversal(LabelType start, void visit(LabelType&));
};
template<class LabelType>
GraphTwo<LabelType>::GraphTwo()
{}
template<class LabelType>
int GraphTwo<LabelType>::getNumVertices() const
{
return size;
}
template<class LabelType>
int GraphTwo<LabelType>::getNumEdges() const
{
int edgeCount = 0;
for (int i = 0; i < size; ++i)
for (int j = 0; j < size; ++j)
if (adj[i][j] != 0)
++edgeCount;
return edgeCount / 2;
}
template<class LabelType>
bool GraphTwo<LabelType>::add(LabelType start, LabelType end, int edgeWeight)
{
adj[start][end] = edgeWeight; //error here
adj[end][start] = edgeWeight; //error here
return true;
}
template<class LabelType>
bool GraphTwo<LabelType>::remove(LabelType start, LabelType end)
{
adj[start][end] = 0; // error here
adj[end][start] = 0; // error here
return true;
}
template<class LabelType>
int GraphTwo<LabelType>::getEdgeWeight(LabelType start, LabelType end) const
{
return adj[start][end];
}
template<class LabelType>
void GraphTwo<LabelType>::depthFirstTraversal(LabelType start, void visit(LabelType&))
{
// Visit the current node
visit(start);
// Mark the current node as visited
visited[start] = true;
// For all other nodes
for (int i = 0; i < size; ++i) {
if (adj[start][i] != 0 && (!visited[i]))
depthFirstTraversal(i, visit);
}
}
template<class LabelType>
void GraphTwo<LabelType>::breadthFirstTraversal(LabelType start, void visit(LabelType&))
{
// Vector that contains the adjacent nodes
std::vector<LabelType> alist;
alist.push_back(start);
// Mark current node as visited
visited[start] = true; // error here
int check;
while (!alist.empty()) {
check = alist[0];
// Print node
visit(check);
alist.erase(alist.begin());
// Every vertex adjacent
for (int i = 0; i < size; ++i) {
if (adj[check][i] != 0 && (!visited[i])) {
// Add node to the queue
alist.push_back(i);
// Mark next node as visited
visited[i] = true; // error here
}
}
}
// Reset visited as all false
for (int i = 0; i < size; ++i)
visited[i] = false; // error here
}
#endif

std::list <int> adj[size][size];
This is not what you think it is. adj is an array of size arrays of size lists.
This makes adj[start][end] have type std::list<int>. The same applies to all your lists. Go find a good documentation on how to use std::list and don't try to guess the C++ syntax, learn it.

Related

Breadth First Search implementing to vector of Linked List

Can anybody explain me, how to do Breadth first search in the graph that uses vector of linked lists ?
My Graph header file:
#include <string>
#include <iostream>
#include <map>
#include <vector>
using namespace std;
struct vertex {
string code;
vertex* next;
};
struct AdjList {
vertex *head;
AdjList(vertex* Given) {
head = Given;
}
};
class Graph {
map<string, string> associations;
int nodeNum; //amount of nodes or size of the graph;
vector<AdjList> adjList;
public:
Graph(int NodeNum);
~Graph();
int singleSize(string codeName);
int getSize();// must destroy every prerequisite list connected to the node
vertex* generateVertex(string codeName);
int getIndexOfVertex(vertex* givenVertex); // will find the location of the vertex in the array
void addVertex(vertex* newVertex);
void addEdge(string codeName, string linkCodeName);
void printPrerequisites(vertex* ptr, int i);
bool deleteVertex(string codeName);
bool deleteEdge(string codeName, string linkCodeName);
bool elemExistsInGraph(string codeName);
void printPrereq(string codeName);
void printCourseTitle(string codeName);
void printGraph();
};
I am trying to print all connected nodes within the graph using the breadth first search. Here is my code for the breadth first search algorithm that does not work.
void Graph::printPrereq(string codeName) {
int adjListSize = this->adjList.size();
int index = getIndexOfVertex(generateVertex(codeName));
bool visited[this->adjList.size()];
for(int i = 0; i < adjListSize; i++) {
visited[i] = false;
}
list<int> queue;
visited[index] = true;
queue.push_back(index);
while(!queue.empty()) {
index = queue.front();
vertex* pointer = this->adjList[index].head;
cout << pointer->code;
queue.pop_front();
while(pointer != nullptr){
if(!visited[getIndexOfVertex(pointer)]) {
queue.push_back(getIndexOfVertex(pointer));
visited[getIndexOfVertex(pointer)] = true;
}
cout << pointer->code <<"->";
pointer = pointer->next;
}
cout << "Null" << endl;
}
}
This algorithm outputs nodes that are only within the linked list, but not the ones that are connected through the graph.
Can anybody help and solve this problem?

Access private struct within class c++

Trying to implement an adjacency matrix graph and practice OOP. I've been stuck on implementing the inserNode(string ) method.
My troubles are with accessing the private data fields. What am I completely missing?
Some of the errors:
Graph.cpp:30:26: error: unknown type name 'node'
graph[id] = new node;
^
Graph.cpp:35:10: error: use of undeclared identifier 'numnodes'
numnodes++;
Graph.cpp:34:19: error: expected ';' at end of declaration
graph[id]->nodename = name;
Graph.cpp:34:15: error: decomposition declaration '[id]' requires an initializer
graph.h
#include <iostream>
using namespace std;
class Graph {
public:
Graph();
int insertNode(string name);
private:
static const int vertices = 20;
int nodeCount;
struct node {
int nodeid; // node position in graph[]
string nodename; // username
};
// pointers to the graph nodes
node *graph[vertices];
// adjacency matrix for graph. True if edge is going from node i to j.
bool edges[vertices][vertices];
};
#endif
graph.cpp
#include "Graph.h"
Graph::Graph() {
for (int i = 0; i < vertices; i++) {
graph[i] = 0;
for (int j = 0; j < vertices; j++ )
edges[i][j] = 0;
}
}
/* create node and insert pointer in first available graph position. Returns id value, -1 if unsuccessful. */
int insertNode(string name) {
int id = 0;
while (id < vertices) {
if (graph[id] == NULL) {
graph[id] = new node;
if (!graph[id])
return -1;
graph[id]->nodeid = id;
graph[id]->nodename = name;
numnodes++;
return id;
}
id++;
}
return -1;
}
The insertNode you've defined is not the same way you declared in Graph. You've just made a free function called insertNode, which isn't a member of Graph and therefore can't access Graph. You need to define it like so:
int Graph::insertNode(string name)
{
}

Performance collapse C++ (std vector bad_allocation)

Following code is about searching for neighbours in realtime. As soon as a new node is added to my graph, the function updateSeqNeighbours for this node is called. What I know is, that the new node is definitely neighbour to the last one added. In the next step I use this fact to look in the neighbourhood of the previously added node, find the one closest to the new and then search this neighbourhood for the closest neighbour.
I repeat this only for example 3 times, to limit the number of neighbours for one node to 4 to keep a constant time frame for calculation. It works wonderful, except for after ~30 nodes the calculation time increases very fast with every additional node resulting in a bad_alloc exception.
#ifndef GRAPH_NODE_H_
#define GRAPH_NODE_H_
#include <vector>
#include <cmath>
#include <iostream>
using namespace std;
class Node {
public:
double x;
double y;
Node* nodePrev;
vector<Node> seqNeighbours;
//Constructor
Node();
Node(double x, double y);
virtual ~Node();
//Operator functions
Node& operator=(const Node& n);
//Get&Set
int getID();
//Public member functions
void addNeighbour(Node& n);
bool isSeqNeighbour(int ID);
int updateSeqNeighbours();
double distanceTo(Node& n);
private:
static int count;
int ID;
void _setDefaults();
};
int Node::count = 0;
Node::Node() {
_setDefaults();
}
Node::Node(double x, double y) {
_setDefaults();
this->x = x;
this->y = y;
}
Node::~Node() {
// TODO Auto-generated destructor stub
}
//Operator functions
Node& Node::operator=(const Node& n) {
if (this != &n) {
ID = n.ID;
x = n.x;
y = n.y;
seqNeighbours.clear();
seqNeighbours = n.seqNeighbours;
nodePrev = n.nodePrev;
}
return *this;
}
//Get&Set
int Node::getID() {
return this->ID;
}
//Public member functions
void Node::addNeighbour(Node& n) {
seqNeighbours.push_back(n);
}
double Node::distanceTo(Node& n) {
return sqrt((n.x-x)*(n.x-x) + (n.y-y)*(n.y-y));
}
bool Node::isSeqNeighbour(int ID) {
for (int i = 0; i < seqNeighbours.size(); i++) {
if (seqNeighbours[i].getID() == ID) {
return true;
}
}
return false;
}
int Node::updateSeqNeighbours() {
if (nodePrev == NULL) {
return 1;
} else {
Node seed = *nodePrev; //previous node as seed
seqNeighbours.push_back(seed);
for (int i = 0; i < 3; i++) {
if (seed.nodePrev == NULL) break;
double minDist = 15353453;
Node closest;
for (int j = 0; j < seed.seqNeighbours.size(); j++) {
double dist = distanceTo(seed.seqNeighbours[j]);
if (dist < minDist) {
minDist = dist;
closest = seed.seqNeighbours[j];
}
}
if (minDist < 150) {
seqNeighbours.push_back(closest);
}
seed = closest;
}
cout << "neighbours = " << seqNeighbours.size() << endl;
}
return 0;
}
void Node::_setDefaults() {
x = 0;
y = 0;
ID = count;
nodePrev = NULL;
seqNeighbours.clear();
count++;
}
#endif /* GRAPH_NODE_H_ */
Graph:
#ifndef GRAPH_GRAPH_H_
#define GRAPH_GRAPH_H_
#include <vector>
#include <iostream>
#include "Node.h"
using namespace std;
class Graph {
public:
Graph();
virtual ~Graph();
vector<Node> list;
void addNode(Node& n);
void addSeqNode(Node& n);
private:
void _setDefaults();
};
Graph::Graph() {
// TODO Auto-generated constructor stub
}
Graph::~Graph() {
// TODO Auto-generated destructor stub
}
void Graph::addNode(Node& n) {
list.push_back(n);
}
void Graph::addSeqNode(Node& n) {
if (!list.empty()) {
n.nodePrev = &list.back();
}
n.updateSeqNeighbours();
list.push_back(n);
}
void Graph::_setDefaults() {
list.clear();
}
#endif /* GRAPH_GRAPH_H_ */
I suspect running out of memory causes this. However 40 nodes with each 4 neighbours doesn't sound much of a problem to me. Anyone any idea what goes wrong?
Edit:
Error in german, so I need to guess:
An exception accured in project prSimulation1.exe of class std::bad_alloc. Adress of Exception: '0x5476016'. Process was stopped.
Your seqNeighbours is vector<Node>. That means it stores the neighbours themselves, not pointers to them or their indices. The copy constructor, therefore, copies all the neighbours. Copying each neighbour, in turn, requires to copy its neighbours, which requires to copy their neighbours, and so on. Your assignment also copies all the neighbours, which requires to copy their neighbours, and so on. This means that each copy exponentially increases memory load, until the system is unable to store all the neighbours, neighbours of neigbours etc.
PS: on a side note, a vector called "list" is a bad idea. It is like a list called "vector", a set called "map", or a cat called Dog.

Displaying Depth-First Search Graph Traversal C++

I am working on traversing a graph which I have set up as a class, using vectors to store the vertices and edges. I am using a Depth-First Search on the graph to show paths as it is traversed, but I would like to somehow get my code to display the vertices in order as it goes through them, in a format sort of like this:
<u, i1, i2, ... v>
Where 'u' and 'v' are BOTH the start vertex (I want it to start and end at the same vertex) and the 'i' values are the vertices that it passes through along the way.
This is the function for DFS that I have so far, I've simplified it so that this can be used as a general reference. Is there anything I can modify here in order to get this to display what I want it to? (It is not currently set up to display anything).
vector<Vertex*> vertices;
vector<Edge*> edges;
class Vertex {
public:
Vertex () {};
Vertex (int id, float safetyIndex, string name)
: id(id), safetyIndex(safetyIndex), name(name), previous(NULL), distFromStart(INT_MAX), color("white")
{
vertices.push_back(this);
}
public:
int id;
float safetyIndex;
string name;
int distFromStart;
Vertex* previous;
string color;
};
class Edge {
public:
Edge () {};
Edge (Vertex* intersection1, Vertex* intersection2, int distance)
: intersection1(intersection1), intersection2(intersection2), distance(distance)
{
edges.push_back(this);
}
bool street_connection(Vertex* intersection1, Vertex* intersection2)
{
return (
(intersection1 == this->intersection1 && intersection2 == this->intersection2) ||
(intersection1 == this->intersection2 && intersection2 == this->intersection1));
}
public:
Vertex* intersection1;
Vertex* intersection2;
int distance;
};
void pathFinder(Vertex* startVertex)
{
DFS_visit(startVertex);
}
void DFS_visit(Vertex* u)
{
u->color = "gray"; // Mark that we have visited intersection 'u'
// Create a vector containing all adjacent vertices to intersection 'u'
vector<Vertex*>* adjVertex = AdjVertices(u);
const int size = adjVertex->size();
for( int i=0; i<size; ++i)
{
Vertex* v = adjVertex->at(i);
if ( v->color == "white" )
{
DFS_visit(v); // recursive function call
}
}
// Once all adjacent vertices have been located, we are done with this node
u->color = "black";
}
vector <Vertex*>* AdjVertices(Vertex* vert)
{
// Creates a vector containing all of the adjacent vertices
// to the intersection in question (vert)
vector<Vertex*>* adjVertex = new vector <Vertex*> ();
const int size = edges.size();
for(int i=0; i<size; ++i)
{
Edge* edge = edges.at(i);
Vertex* adjacent = NULL;
if (edge->intersection1 == vert) // if edge's start vertex is the vertex in question
{
adjacent = edge->intersection2;
}
else if (edge->intersection2 == vert) // if edge's end vertex is the vertex in question
{
adjacent = edge->intersection1;
}
if (adjacent && vertices_check(vertices, adjacent))
{
adjVertex->push_back(adjacent);
}
}
return adjVertex;
}
You could use a Vector (constructed in your other function calling DFS_visit) and pass it on to DFS_visit. In DFS_visit, you add the node at the start and then each time you would return from an investigated child. That should give you a complete path description.
void DFS_visit(Vertex* u, Vector<Vertex*> path )
{
u->color = "gray"; // Mark that we have visited intersection 'u'
path.push_back(u);
// Create a vector containing all adjacent vertices to intersection 'u'
vector<Vertex*>* adjVertex = AdjVertices(u);
const int size = adjVertex->size();
for( int i=0; i<size; ++i)
{
Vertex* v = adjVertex->at(i);
if ( v->color == "white" )
{
DFS_visit(v,path); // recursive function call
path.push_back(u);
}
}
// Once all adjacent vertices have been located, we are done with this node
u->color = "black";
}

how to convert this code from Dijkstra to Astar?

So I have a project of which I want to switch to Astar due to speed reasons.
But C++ is not my strongest point. Could anyone help me (or tell me how to do the..) converting the algorythm from Dijkstra to Astar?
I found this Astar implementation:
http://code.google.com/p/a-star-algorithm-implementation/
But I don't know how to use it with my existing code.
Here is the graph file which got the algorithm:
#include "Graph.h"
#include <iostream>
#include <algorithm>
#include <stack>
Graph::Graph(void)
{
}
Graph::~Graph(void)
{
while(!mNodes.empty())
{
delete mNodes.back();
mNodes.pop_back();
}
}
void Graph::addNode(int name, bool exists, Node** NodeID )
{
Node* pStart = NULL;
mNodes.push_back(new Node(name,exists));
std::vector<Node*>::iterator itr;
itr = mNodes.begin()+mNodes.size()-1;
pStart = (*itr);
if(exists == true)pStart->DoesExist_yes();
*NodeID = pStart;
}
void Graph::connect_oneway(Node* pFirst, Node* pSecond, int moveCost)
{
if(pFirst != NULL && pSecond != NULL)
{
pFirst->createEdge(pSecond, moveCost);
}
}
#define MAX_NODES (32768)
#define MAX_CONNECTIONS (5)
#include <time.h>
int * Graph::findPath_r(Node* pStart, Node* pEnd)
{
int *arr = new int[MAX_NODES+2];
for (int i=0; i<MAX_NODES; i++)
arr[i] = -1;
arr[0] = 0;
if(pStart == pEnd)
{
return arr;
}
std::vector<Node*> openList;
openList.push_back(pStart);
Node* pCurrNode = NULL;
while(!openList.empty())
{
//Get best node from open list (lowest F value).
//Since we sort the list at the end of the previous loop we know
//the front node is the best
pCurrNode = openList.front();
//Exit if we're are the goal
if(pCurrNode == pEnd)
break;
//Remove the node from the open list and place it in the closed
openList.erase(openList.begin());
pCurrNode->setClosed(true); //We use a flag instead of a list for speed
//Test all of the edge nodes from the current node
std::vector<Edge*>* pEdges = pCurrNode->getEdges();
Node* pEdgeNode = NULL;
for(std::vector<Edge*>::iterator i = pEdges->begin(); i != pEdges->end(); ++i)
{
pEdgeNode = (*i)->pNode;
//If it's closed we've already analysed it
if(!pEdgeNode->getClosed() && pCurrNode->DoesExist() == true)
{
if(!inList(pEdgeNode,&openList))
{
openList.push_back(pEdgeNode);
pEdgeNode->setGCost(pCurrNode->getGCost()+(*i)->moveCost);
pEdgeNode->calcFCost();
pEdgeNode->setParent(pCurrNode);
}
else
{
//If this is a better node (lower G cost)
if(pEdgeNode->getGCost() > pCurrNode->getGCost()+(*i)->moveCost)
{
pEdgeNode->setGCost(pCurrNode->getGCost()+(*i)->moveCost);
pEdgeNode->calcFCost();
pEdgeNode->setParent(pCurrNode);
}
}
}
}
//Place the lowest F cost item in the open list at the top, so we can
//access it easily next iteration
std::sort(openList.begin(), openList.end(), Graph::compareNodes);
}
//Make sure we actually found a path
if(pEnd->getParent() != NULL)
{
//Output the path
//Use a stack because it is LIFO
std::stack<Node*> path;
while(pCurrNode != NULL)
{
path.push(pCurrNode);
pCurrNode = pCurrNode->getParent();
}
int counter = 0;
arr[1] = 0;
while(!path.empty())
{
arr[counter+2] = path.top()->getName();
counter++;
arr[1] += path.top()->getGCost();
path.pop();
}
arr[0] = counter;
return arr;
}
return arr;
}
bool Graph::inList(Node* pNode, std::vector<Node*>* pList)
{
for(std::vector<Node*>::iterator i = pList->begin(); i != pList->end(); ++i)
{
if((*i) == pNode)
{
return true;
}
}
return false;
}
bool Graph::compareNodes(Node* pFirst, Node* pSecond)
{
return pFirst->getFCost() < pSecond->getFCost();
}
void Graph::reset(void)
{
for(std::vector<Node*>::iterator i = mNodes.begin(); i != mNodes.end(); ++i)
{
(*i)->reset();
}
}
The function for finding the path is this one:
Graph::findPath_r
What I really want to do is preserve the edges (because they decide if the road is both or one-way).
Here are the other files:
Graph.h
#ifndef _GRAPH_H_
#define _GRAPH_H
#include "Node.h"
class Graph
{
public:
Graph(void);
~Graph(void);
//void addNode(int name, bool exists);
void addNode(int name, bool exists, Node** NodeID );
void connect_oneway(int ppFirst, int ppSecond, int moveCost);
void connect_oneway(Node* pFirst, Node* pSecond, int moveCost);
//int * findPath_r(int start, int end);
int * findPath_r(Node* pStart, Node* pEnd);
void reset(void);
private:
void findNodesx(int firstName, Node** ppFirstNode);
bool inList(Node* pNode, std::vector<Node*>* pList);
static bool compareNodes(Node* pFirst, Node* pSecond);
std::vector<Node*> mNodes;
};
#endif
Node.h
#ifndef _NODE_H_
#define _NODE_H_
#include <string>
#include <vector>
//Forward declare Node so Edge can see it
class Node;
struct Edge
{
Edge(Node* node, int cost) : pNode(node), moveCost(cost){}
Node* pNode;
int moveCost;
};
class Node
{
public:
Node(void);
Node(int name, bool exists);
~Node(void);
void createEdge(Node* pTarget, int moveCost);
void setGCost(int cost);
void setClosed(bool closed);
void setParent(Node* pParent);
int getGCost(void);
int getFCost(void);
bool getClosed(void);
Node* getParent(void);
int getName(void);
bool DoesExist(void);
bool DoesExist_yes(void);
std::vector<Edge*>* getEdges(void);
void calcFCost(void);
void reset(void);
private:
int mGCost;
int mTotal;
bool mClosed;
Node* mpParent;
int mName;
bool mHeur;
std::vector<Edge*> mEdges;
};
#endif
Node.cpp
#include "Node.h"
Node::Node(void)
{
}
Node::Node(/*const std::string&*/int name, bool exists) : mGCost(0), mTotal(0), mClosed(false), mpParent(NULL), mName(name), mHeur(exists)
{
}
Node::~Node(void)
{
while(!mEdges.empty())
{
delete mEdges.back();
mEdges.pop_back();
}
}
int Node::getName(void)
{
return mName;
}
void Node::createEdge(Node* pTarget, int moveCost)
{
mEdges.push_back(new Edge(pTarget, moveCost));
}
void Node::setClosed(bool closed)
{
mClosed = closed;
}
bool Node::getClosed(void)
{
return mClosed;
}
std::vector<Edge*>* Node::getEdges(void)
{
return &mEdges;
}
int Node::getGCost(void)
{
return mGCost;
}
void Node::setGCost(int cost)
{
mGCost = cost;
}
void Node::calcFCost(void)
{
mTotal = mGCost;
}
void Node::setParent(Node* pParent)
{
mpParent = pParent;
}
int Node::getFCost(void)
{
return mTotal;
}
bool Node::DoesExist(void)
{
return mHeur;
}
bool Node::DoesExist_yes(void)
{
mHeur = true;
return true;
}
Node* Node::getParent(void)
{
return mpParent;
}
void Node::reset(void)
{
mGCost = 0;
mTotal = 0;
mClosed = false;
mpParent = NULL;
}
You mentioned a library on GoogleCode. It is node clear what you want to do with, and I think the best is to write your implementation yourself.
First, you should know that Dijsktra is a special case of A*. In A*, you have an heuristic, named h; A* = possible implementation of Dijsktra when h is the null function.
Then, about your implementation, let's start with Node. It will need the following functions:
constructor, destructor
create/get edge
set/get parent
set/is closed (for speed)
set/get GCost
set/get FCost
set/is obstacle (name way more descriptive than 'DoesExist')
set/get position
reset
// optional method:
get name
Hopefully, this part of your code won't change a lot. The heuristic code will be placed in the pathfinder. The Edge class is left untouched.
Now the big one: Graph. You won't need to delete any of your public methods.
You will need a heuristic method. For the implementation which will be described, you will need an admissible consistent heuristic:
it must not over-estimate the distance to the goal (admissible)
it must be monotone (consistent)
The general case signature is int getHCost(Node* node);. If you always return 0, you will have a Dijsktra algorithm, which is not what you want. Here we will take the euclidiean distance between the node and the goal. Slower to compute than manhattan distance, but better results. You can change this afterwards.
int getHCost(Node* node, Note* goal);
This implies you must place your nodes in the 3d space. Note that the heuristic is a heuristic, ie, an estimation of the distance.
I won't write the code. I will write some pseudo-code adapted to your situation. The original pseudocode is located on the Wikipedia A* page. This pseudo-code is your findPath_r function:
function A*(start,goal)
set all nodes to not closed // The set of nodes already evaluated.
openset = {start} // The set of tentative nodes to be evaluated, initially containing the start node
start.gcost = 0 // Cost from start along best known path.
// Estimated total cost from start to goal through y.
start.fcost = start.gcost + getHCost(start, goal)
while openset is not empty
current = the node in openset having the lowest f_cost (usually the first if you use a sorted list)
if current == goal
return construct_path(goal)
remove current from openset
current.closed = true
for each neighbor in (node connected by edge in current.edges) // Here is the condition for one-way edges
if neighbor.closed or neighbor.obstacle
continue
gcost = current.gcost + dist_between(current,neighbor) // via edge distance
if neighbor not in openset
add neighbor to openset
neighbor.parent = current
neighbor.gcost = gcost
neighbor.fcost = neighbor.gcost + getHCost(neighbor, goal)
else if gcost < neighbor.gcost
neighbor.parent = current
neighbor.gcost = gcost
neighbor.fcost = neighbor.gcost + getHCost(neighbor, goal)
update neighbor position in openset
return failure
function construct_path(current_node)
std::vector<Node*> path
while current_node != 0
path.push_front(current_node)
current_node = current_node.parent
return path
The implementation above use one-way edges.
You were able to write Dijsktra algorithm in C++, so writing this pseudocode in C++ shouldn't be a problem.
Second part, performances. First, measure ;).
I have some hints that can improve performances:
use a memory pool for allocation deallocation
use an intrusive list for the open list (you can also make it auto-sorted with this technique)
I advise you to read A* for beginners, which is a useful reading, even if you don't use tilemap.