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/**
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* @file path.cpp
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*
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* Implementation of the path finding algorithms.
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*/
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#include "path.h"
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#include "gendung.h"
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#include "objects.h"
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namespace devilution {
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namespace {
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/** A linked list of the A* frontier, sorted by distance */
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PATHNODE *path_2_nodes;
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/**
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* @brief return a node for a position on the frontier, or NULL if not found
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*/
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PATHNODE *GetNode1(Point targetPosition)
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{
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PATHNODE *result = path_2_nodes->NextNode;
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while (result != nullptr) {
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if (result->position == targetPosition)
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return result;
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result = result->NextNode;
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}
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return nullptr;
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}
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/**
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* @brief insert pPath into the frontier (keeping the frontier sorted by total distance)
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*/
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void NextNode(PATHNODE *pPath)
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{
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if (path_2_nodes->NextNode == nullptr) {
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path_2_nodes->NextNode = pPath;
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return;
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}
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PATHNODE *current = path_2_nodes;
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PATHNODE *next = path_2_nodes->NextNode;
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int f = pPath->f;
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while (next != nullptr && next->f < f) {
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current = next;
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next = next->NextNode;
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}
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pPath->NextNode = next;
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current->NextNode = pPath;
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}
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/** A linked list of all visited nodes */
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PATHNODE *pnode_ptr;
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/**
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* @brief return a node for this position if it was visited, or NULL if not found
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*/
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PATHNODE *GetNode2(Point targetPosition)
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{
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PATHNODE *result = pnode_ptr->NextNode;
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while (result != nullptr) {
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if (result->position == targetPosition)
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return result;
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result = result->NextNode;
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}
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return nullptr;
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}
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/**
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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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*/
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PATHNODE *GetNextPath()
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{
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PATHNODE *result = path_2_nodes->NextNode;
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if (result == nullptr) {
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return result;
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}
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path_2_nodes->NextNode = result->NextNode;
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result->NextNode = pnode_ptr->NextNode;
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pnode_ptr->NextNode = result;
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return result;
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}
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constexpr size_t MAXPATHNODES = 300;
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/** Notes visisted by the path finding algorithm. */
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PATHNODE path_nodes[MAXPATHNODES];
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/** the number of in-use nodes in path_nodes */
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uint32_t gdwCurNodes;
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/**
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* @brief zero one of the preallocated nodes and return a pointer to it, or NULL if none are available
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*/
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PATHNODE *NewStep()
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{
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if (gdwCurNodes >= MAXPATHNODES)
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return nullptr;
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PATHNODE *newNode = &path_nodes[gdwCurNodes];
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gdwCurNodes++;
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memset(newNode, 0, sizeof(PATHNODE));
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return newNode;
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}
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/** A stack for recursively searching nodes */
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PATHNODE *pnode_tblptr[MAXPATHNODES];
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/** size of the pnode_tblptr stack */
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uint32_t gdwCurPathStep;
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/**
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* @brief push pPath onto the pnode_tblptr stack
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*/
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void PushActiveStep(PATHNODE *pPath)
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{
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assert(gdwCurPathStep < MAXPATHNODES);
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pnode_tblptr[gdwCurPathStep] = pPath;
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gdwCurPathStep++;
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}
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/**
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* @brief pop and return a node from the pnode_tblptr stack
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*/
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PATHNODE *PopActiveStep()
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{
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gdwCurPathStep--;
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return pnode_tblptr[gdwCurPathStep];
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}
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/**
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* @brief return 2 if pPath is horizontally/vertically aligned with (dx,dy), else 3
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*
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* This approximates that diagonal movement on a square grid should have a cost
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* of sqrt(2). That's approximately 1.5, so they multiply all step costs by 2,
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* except diagonal steps which are times 3
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*/
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int CheckEqual(Point startPosition, Point destinationPosition)
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{
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if (startPosition.x == destinationPosition.x || startPosition.y == destinationPosition.y)
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return 2;
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return 3;
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}
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/**
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* @brief update all path costs using depth-first search starting at pPath
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*/
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void SetCoords(PATHNODE *pPath)
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{
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PushActiveStep(pPath);
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// while there are path nodes to check
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while (gdwCurPathStep > 0) {
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PATHNODE *pathOld = PopActiveStep();
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for (auto *pathAct : pathOld->Child) {
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if (pathAct == nullptr)
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break;
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if (pathOld->g + CheckEqual(pathOld->position, pathAct->position) < pathAct->g) {
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if (path_solid_pieces(pathOld->position, pathAct->position)) {
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pathAct->Parent = pathOld;
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pathAct->g = pathOld->g + CheckEqual(pathOld->position, pathAct->position);
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pathAct->f = pathAct->g + pathAct->h;
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PushActiveStep(pathAct);
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}
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}
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}
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}
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}
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/**
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* Returns a number representing the direction from a starting tile to a neighbouring tile.
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*
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* Used in the pathfinding code, each step direction is assigned a number like this:
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* dx
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* -1 0 1
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* +-----
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* -1|5 1 6
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* dy 0|2 0 3
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* 1|8 4 7
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*/
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int8_t GetPathDirection(Point startPosition, Point destinationPosition)
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{
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constexpr int8_t PathDirections[9] = { 5, 1, 6, 2, 0, 3, 8, 4, 7 };
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return PathDirections[3 * (destinationPosition.y - startPosition.y) + 4 + destinationPosition.x - startPosition.x];
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}
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/**
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* @brief heuristic, estimated cost from startPosition to destinationPosition.
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*/
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int GetHeuristicCost(Point startPosition, Point destinationPosition)
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{
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// see path_check_equal for why this is times 2
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return 2 * startPosition.ManhattanDistance(destinationPosition);
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}
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/**
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* @brief add a step from pPath to destination, return 1 if successful, and update the frontier/visited nodes accordingly
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*
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* @param pPath pointer to the current path node
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* @param candidatePosition expected to be a neighbour of the current path node position
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* @param destinationPosition where we hope to end up
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* @return true if step successfully added, false if we ran out of nodes to use
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*/
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bool ParentPath(PATHNODE *pPath, Point candidatePosition, Point destinationPosition)
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{
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int nextG = pPath->g + CheckEqual(pPath->position, candidatePosition);
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// 3 cases to consider
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// case 1: (dx,dy) is already on the frontier
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PATHNODE *dxdy = GetNode1(candidatePosition);
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if (dxdy != nullptr) {
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int i;
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for (i = 0; i < 8; i++) {
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if (pPath->Child[i] == nullptr)
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break;
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}
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pPath->Child[i] = dxdy;
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if (nextG < dxdy->g) {
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if (path_solid_pieces(pPath->position, candidatePosition)) {
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// we'll explore it later, just update
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dxdy->Parent = pPath;
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dxdy->g = nextG;
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dxdy->f = nextG + dxdy->h;
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}
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}
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} else {
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// case 2: (dx,dy) was already visited
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dxdy = GetNode2(candidatePosition);
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if (dxdy != nullptr) {
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int i;
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for (i = 0; i < 8; i++) {
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if (pPath->Child[i] == nullptr)
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break;
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}
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pPath->Child[i] = dxdy;
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if (nextG < dxdy->g && path_solid_pieces(pPath->position, candidatePosition)) {
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// update the node
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dxdy->Parent = pPath;
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dxdy->g = nextG;
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dxdy->f = nextG + dxdy->h;
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// already explored, so re-update others starting from that node
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SetCoords(dxdy);
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}
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} else {
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// case 3: (dx,dy) is totally new
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dxdy = NewStep();
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if (dxdy == nullptr)
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return false;
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dxdy->Parent = pPath;
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dxdy->g = nextG;
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dxdy->h = GetHeuristicCost(candidatePosition, destinationPosition);
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dxdy->f = nextG + dxdy->h;
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dxdy->position = candidatePosition;
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// add it to the frontier
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NextNode(dxdy);
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int i;
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for (i = 0; i < 8; i++) {
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if (pPath->Child[i] == nullptr)
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break;
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}
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pPath->Child[i] = dxdy;
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}
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}
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return true;
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}
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/**
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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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*
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* @return false if we ran out of preallocated nodes to use, else true
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*/
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bool GetPath(const std::function<bool(Point)> &posOk, PATHNODE *pPath, Point destination)
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{
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for (auto dir : PathDirs) {
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Point tile = pPath->position + dir;
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bool ok = posOk(tile);
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if ((ok && path_solid_pieces(pPath->position, tile)) || (!ok && tile == destination)) {
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if (!ParentPath(pPath, tile, destination))
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return false;
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}
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}
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return true;
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}
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} // namespace
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bool IsTileNotSolid(Point position)
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{
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return !nSolidTable[dPiece[position.x][position.y]];
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}
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bool IsTileSolid(Point position)
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{
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if (position.x < 0 || position.y < 0 || position.x >= MAXDUNX || position.y >= MAXDUNY) {
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return false;
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}
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return nSolidTable[dPiece[position.x][position.y]];
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}
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bool IsTileWalkable(Point position, bool ignoreDoors)
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{
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if (dObject[position.x][position.y] != 0) {
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int oi = abs(dObject[position.x][position.y]) - 1;
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if (ignoreDoors && Objects[oi].IsDoor())
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return true;
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if (Objects[oi]._oSolidFlag)
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return false;
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}
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return !IsTileSolid(position);
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}
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int FindPath(const std::function<bool(Point)> &posOk, Point startPosition, Point destinationPosition, int8_t path[MAX_PATH_LENGTH])
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{
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/**
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* 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
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*/
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static int8_t pnodeVals[MAX_PATH_LENGTH];
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// clear all nodes, create root nodes for the visited/frontier linked lists
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gdwCurNodes = 0;
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path_2_nodes = NewStep();
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pnode_ptr = NewStep();
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gdwCurPathStep = 0;
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PATHNODE *pathStart = NewStep();
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pathStart->g = 0;
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pathStart->h = GetHeuristicCost(startPosition, destinationPosition);
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pathStart->f = pathStart->h + pathStart->g;
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pathStart->position = startPosition;
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path_2_nodes->NextNode = pathStart;
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// A* search until we find (dx,dy) or fail
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PATHNODE *nextNode;
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while ((nextNode = GetNextPath()) != nullptr) {
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// reached the end, success!
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if (nextNode->position == destinationPosition) {
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PATHNODE *current = nextNode;
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int pathLength = 0;
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while (current->Parent != nullptr) {
|
|
|
|
|
if (pathLength >= MAX_PATH_LENGTH)
|
|
|
|
|
break;
|
|
|
|
|
pnodeVals[pathLength++] = GetPathDirection(current->Parent->position, current->position);
|
|
|
|
|
current = current->Parent;
|
|
|
|
|
}
|
|
|
|
|
if (pathLength != MAX_PATH_LENGTH) {
|
|
|
|
|
int i;
|
|
|
|
|
for (i = 0; i < pathLength; i++)
|
|
|
|
|
path[i] = pnodeVals[pathLength - i - 1];
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
// ran out of nodes, abort!
|
|
|
|
|
if (!GetPath(posOk, nextNode, destinationPosition))
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
// frontier is empty, no path!
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool path_solid_pieces(Point startPosition, Point destinationPosition)
|
|
|
|
|
{
|
|
|
|
|
// These checks are written as if working backwards from the destination to the source, given
|
|
|
|
|
// both tiles are expected to be adjacent this doesn't matter beyond being a bit confusing
|
|
|
|
|
bool rv = true;
|
|
|
|
|
switch (GetPathDirection(startPosition, destinationPosition)) {
|
|
|
|
|
case 5: // Stepping north
|
|
|
|
|
rv = IsTileNotSolid(destinationPosition + DIR_SW) && IsTileNotSolid(destinationPosition + DIR_SE);
|
|
|
|
|
break;
|
|
|
|
|
case 6: // Stepping east
|
|
|
|
|
rv = IsTileNotSolid(destinationPosition + DIR_SW) && IsTileNotSolid(destinationPosition + DIR_NW);
|
|
|
|
|
break;
|
|
|
|
|
case 7: // Stepping south
|
|
|
|
|
rv = IsTileNotSolid(destinationPosition + DIR_NE) && IsTileNotSolid(destinationPosition + DIR_NW);
|
|
|
|
|
break;
|
|
|
|
|
case 8: // Stepping west
|
|
|
|
|
rv = IsTileNotSolid(destinationPosition + DIR_SE) && IsTileNotSolid(destinationPosition + DIR_NE);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
return rv;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef RUN_TESTS
|
|
|
|
|
int TestPathGetHeuristicCost(Point startPosition, Point destinationPosition)
|
|
|
|
|
{
|
|
|
|
|
return GetHeuristicCost(startPosition, destinationPosition);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|