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/**
* @file path.cpp
*
* Implementation of the path finding algorithms.
*/
#include "path.h"
#include "gendung.h"
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namespace devilution {
#define MAXPATHNODES 300
/** Notes visisted by the path finding algorithm. */
PATHNODE path_nodes[MAXPATHNODES];
/** size of the pnode_tblptr stack */
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int gdwCurPathStep;
/** the number of in-use nodes in path_nodes */
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int gdwCurNodes;
/**
* for reconstructing the path after the A* search is done. The longest
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* possible path is actually 24 steps, even though we can fit 25
*/
int8_t pnode_vals[MAX_PATH_LENGTH];
/** A linked list of all visited nodes */
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PATHNODE *pnode_ptr;
/** A stack for recursively searching nodes */
PATHNODE *pnode_tblptr[MAXPATHNODES];
/** A linked list of the A* frontier, sorted by distance */
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PATHNODE *path_2_nodes;
/** For iterating over the 8 possible movement directions */
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const Displacement PathDirs[8] = {
// clang-format off
{ -1, -1 },
{ -1, 1 },
{ 1, -1 },
{ 1, 1 },
{ -1, 0 },
{ 0, -1 },
{ 1, 0 },
{ 0, 1 },
// clang-format on
};
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/* data */
/**
* each step direction is assigned a number like this:
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* dx
* -1 0 1
* +-----
* -1|5 1 6
* dy 0|2 0 3
* 1|8 4 7
*/
int8_t path_directions[9] = { 5, 1, 6, 2, 0, 3, 8, 4, 7 };
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/**
* find the shortest path from (sx,sy) to (dx,dy), using PosOk(PosOkArg,x,y) to
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* check that each step is a valid position. Store the step directions (see
* path_directions) in path, which must have room for 24 steps
*/
int FindPath(bool (*posOk)(int, Point), int posOkArg, int sx, int sy, int dx, int dy, int8_t path[MAX_PATH_LENGTH])
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{
// clear all nodes, create root nodes for the visited/frontier linked lists
gdwCurNodes = 0;
path_2_nodes = path_new_step();
pnode_ptr = path_new_step();
gdwCurPathStep = 0;
PATHNODE *pathStart = path_new_step();
pathStart->g = 0;
pathStart->h = path_get_h_cost(sx, sy, dx, dy);
pathStart->position.x = sx;
pathStart->f = pathStart->h + pathStart->g;
pathStart->position.y = sy;
path_2_nodes->NextNode = pathStart;
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// A* search until we find (dx,dy) or fail
PATHNODE *nextNode;
while ((nextNode = GetNextPath()) != nullptr) {
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// reached the end, success!
if (nextNode->position.x == dx && nextNode->position.y == dy) {
PATHNODE *current = nextNode;
int pathLength = 0;
while (current->Parent != nullptr) {
if (pathLength >= MAX_PATH_LENGTH)
break;
pnode_vals[pathLength++] = path_directions[3 * (current->position.y - current->Parent->position.y) - current->Parent->position.x + 4 + current->position.x];
current = current->Parent;
}
if (pathLength != MAX_PATH_LENGTH) {
int i;
for (i = 0; i < pathLength; i++)
path[i] = pnode_vals[pathLength - i - 1];
return i;
}
return 0;
}
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// ran out of nodes, abort!
if (!path_get_path(posOk, posOkArg, nextNode, dx, dy))
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return 0;
}
// frontier is empty, no path!
return 0;
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}
/**
* @brief heuristic, estimated cost from (sx,sy) to (dx,dy)
*/
int path_get_h_cost(int sx, int sy, int dx, int dy)
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{
int deltaX = abs(sx - dx);
int deltaY = abs(sy - dy);
int min = deltaX < deltaY ? deltaX : deltaY;
int max = deltaX > deltaY ? deltaX : deltaY;
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// see path_check_equal for why this is times 2
return 2 * (min + max);
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}
/**
* @brief return 2 if pPath is horizontally/vertically aligned with (dx,dy), else 3
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*
* This approximates that diagonal movement on a square grid should have a cost
* of sqrt(2). That's approximately 1.5, so they multiply all step costs by 2,
* except diagonal steps which are times 3
*/
int path_check_equal(PATHNODE *pPath, int dx, int dy)
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{
if (pPath->position.x == dx || pPath->position.y == dy)
return 2;
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return 3;
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}
/**
* @brief get the next node on the A* frontier to explore (estimated to be closest to the goal), mark it as visited, and return it
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*/
PATHNODE *GetNextPath()
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{
PATHNODE *result;
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result = path_2_nodes->NextNode;
if (result == nullptr) {
return result;
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}
path_2_nodes->NextNode = result->NextNode;
result->NextNode = pnode_ptr->NextNode;
pnode_ptr->NextNode = result;
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return result;
}
/**
* @brief check if stepping from pPath to (dx,dy) cuts a corner.
*
* If you step from A to B, both Xs need to be clear:
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*
* AX
* XB
*
* @return true if step is allowed
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*/
bool path_solid_pieces(PATHNODE *pPath, int dx, int dy)
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{
bool rv = true;
switch (path_directions[3 * (dy - pPath->position.y) + 3 - pPath->position.x + 1 + dx]) {
case 5:
rv = !nSolidTable[dPiece[dx][dy + 1]] && !nSolidTable[dPiece[dx + 1][dy]];
break;
case 6:
rv = !nSolidTable[dPiece[dx][dy + 1]] && !nSolidTable[dPiece[dx - 1][dy]];
break;
case 7:
rv = !nSolidTable[dPiece[dx][dy - 1]] && !nSolidTable[dPiece[dx - 1][dy]];
break;
case 8:
rv = !nSolidTable[dPiece[dx + 1][dy]] && !nSolidTable[dPiece[dx][dy - 1]];
break;
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}
return rv;
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}
/**
* @brief perform a single step of A* bread-first search by trying to step in every possible direction from pPath with goal (x,y). Check each step with PosOk
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*
* @return false if we ran out of preallocated nodes to use, else true
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*/
bool path_get_path(bool (*posOk)(int, Point), int posOkArg, PATHNODE *pPath, int x, int y)
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{
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for (auto dir : PathDirs) {
Point tile = pPath->position + dir;
bool ok = posOk(posOkArg, tile);
if ((ok && path_solid_pieces(pPath, tile.x, tile.y)) || (!ok && tile == Point { x, y })) {
if (!path_parent_path(pPath, tile.x, tile.y, x, y))
return false;
}
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}
return true;
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}
/**
* @brief add a step from pPath to (dx,dy), return 1 if successful, and update the frontier/visited nodes accordingly
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*
* @return true if step successfully added, false if we ran out of nodes to use
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*/
bool path_parent_path(PATHNODE *pPath, int dx, int dy, int sx, int sy)
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{
int nextG = pPath->g + path_check_equal(pPath, dx, dy);
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// 3 cases to consider
// case 1: (dx,dy) is already on the frontier
PATHNODE *dxdy = path_get_node1(dx, dy);
if (dxdy != nullptr) {
int i;
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == nullptr)
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break;
}
pPath->Child[i] = dxdy;
if (nextG < dxdy->g) {
if (path_solid_pieces(pPath, dx, dy)) {
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// we'll explore it later, just update
dxdy->Parent = pPath;
dxdy->g = nextG;
dxdy->f = nextG + dxdy->h;
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}
}
} else {
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// case 2: (dx,dy) was already visited
dxdy = path_get_node2(dx, dy);
if (dxdy != nullptr) {
int i;
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == nullptr)
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break;
}
pPath->Child[i] = dxdy;
if (nextG < dxdy->g && path_solid_pieces(pPath, dx, dy)) {
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// update the node
dxdy->Parent = pPath;
dxdy->g = nextG;
dxdy->f = nextG + dxdy->h;
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// already explored, so re-update others starting from that node
path_set_coords(dxdy);
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}
} else {
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// case 3: (dx,dy) is totally new
dxdy = path_new_step();
if (dxdy == nullptr)
return false;
dxdy->Parent = pPath;
dxdy->g = nextG;
dxdy->h = path_get_h_cost(dx, dy, sx, sy);
dxdy->f = nextG + dxdy->h;
dxdy->position = { dx, dy };
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// add it to the frontier
path_next_node(dxdy);
int i;
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == nullptr)
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break;
}
pPath->Child[i] = dxdy;
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}
}
return true;
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}
/**
* @brief return a node for (dx,dy) on the frontier, or NULL if not found
*/
PATHNODE *path_get_node1(int dx, int dy)
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{
PATHNODE *result = path_2_nodes->NextNode;
while (result != nullptr) {
if (result->position.x == dx && result->position.y == dy)
return result;
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result = result->NextNode;
}
return nullptr;
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}
/**
* @brief return a node for (dx,dy) if it was visited, or NULL if not found
*/
PATHNODE *path_get_node2(int dx, int dy)
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{
PATHNODE *result = pnode_ptr->NextNode;
while (result != nullptr) {
if (result->position.x == dx && result->position.y == dy)
return result;
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result = result->NextNode;
}
return nullptr;
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}
/**
* @brief insert pPath into the frontier (keeping the frontier sorted by total distance)
*/
void path_next_node(PATHNODE *pPath)
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{
if (path_2_nodes->NextNode == nullptr) {
path_2_nodes->NextNode = pPath;
return;
}
PATHNODE *current = path_2_nodes;
PATHNODE *next = path_2_nodes->NextNode;
int f = pPath->f;
while (next != nullptr && next->f < f) {
current = next;
next = next->NextNode;
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}
pPath->NextNode = next;
current->NextNode = pPath;
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}
/**
* @brief update all path costs using depth-first search starting at pPath
*/
void path_set_coords(PATHNODE *pPath)
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{
path_push_active_step(pPath);
// while there are path nodes to check
while (gdwCurPathStep > 0) {
PATHNODE *pathOld = path_pop_active_step();
for (auto *pathAct : pathOld->Child) {
if (pathAct == nullptr)
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break;
if (pathOld->g + path_check_equal(pathOld, pathAct->position.x, pathAct->position.y) < pathAct->g) {
if (path_solid_pieces(pathOld, pathAct->position.x, pathAct->position.y)) {
pathAct->Parent = pathOld;
pathAct->g = pathOld->g + path_check_equal(pathOld, pathAct->position.x, pathAct->position.y);
pathAct->f = pathAct->g + pathAct->h;
path_push_active_step(pathAct);
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}
}
}
}
}
/**
* @brief push pPath onto the pnode_tblptr stack
*/
void path_push_active_step(PATHNODE *pPath)
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{
int stackIndex = gdwCurPathStep;
gdwCurPathStep++;
pnode_tblptr[stackIndex] = pPath;
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}
/**
* @brief pop and return a node from the pnode_tblptr stack
*/
PATHNODE *path_pop_active_step()
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{
gdwCurPathStep--;
return pnode_tblptr[gdwCurPathStep];
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}
/**
* @brief zero one of the preallocated nodes and return a pointer to it, or NULL if none are available
*/
PATHNODE *path_new_step()
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{
PATHNODE *newNode;
if (gdwCurNodes == MAXPATHNODES)
return nullptr;
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newNode = &path_nodes[gdwCurNodes];
gdwCurNodes++;
memset(newNode, 0, sizeof(PATHNODE));
return newNode;
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}
} // namespace devilution