/** * @file path.cpp * * Implementation of the path finding algorithms. */ #include "path.h" #include "gendung.h" #include "objects.h" namespace devilution { #define MAXPATHNODES 300 /** Notes visisted by the path finding algorithm. */ PATHNODE path_nodes[MAXPATHNODES]; /** size of the pnode_tblptr stack */ int gdwCurPathStep; /** the number of in-use nodes in path_nodes */ int gdwCurNodes; /** * for reconstructing the path after the A* search is done. The longest * 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 */ PATHNODE *pnode_ptr; /** A stack for recursively searching nodes */ PATHNODE *pnode_tblptr[MAXPATHNODES]; /** A linked list of the A* frontier, sorted by distance */ PATHNODE *path_2_nodes; /** For iterating over the 8 possible movement directions */ 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 }; /* data */ /** * each step direction is assigned a number like this: * 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 }; bool IsTileNotSolid(Point position) { return !nSolidTable[dPiece[position.x][position.y]]; } bool IsTileSolid(Point position) { if (position.x < 0 || position.y < 0 || position.x >= MAXDUNX || position.y >= MAXDUNY) { return false; } return nSolidTable[dPiece[position.x][position.y]]; } /** * @brief Checks the position is solid or blocked by an object */ bool IsTileWalkable(Point position, bool ignoreDoors) { if (dObject[position.x][position.y] != 0) { int oi = abs(dObject[position.x][position.y]) - 1; if (ignoreDoors && IsAnyOf(Objects[oi]._otype, OBJ_L1LDOOR, OBJ_L1RDOOR, OBJ_L2LDOOR, OBJ_L2RDOOR, OBJ_L3LDOOR, OBJ_L3RDOOR)) return true; if (Objects[oi]._oSolidFlag) return false; } return !IsTileSolid(position); } /** * find the shortest path from (sx,sy) to (dx,dy), using PosOk(PosOkArg,x,y) to * 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(const std::function &posOk, int sx, int sy, int dx, int dy, int8_t path[MAX_PATH_LENGTH]) { // 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; // A* search until we find (dx,dy) or fail PATHNODE *nextNode; while ((nextNode = GetNextPath()) != nullptr) { // 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; } // ran out of nodes, abort! if (!path_get_path(posOk, nextNode, dx, dy)) return 0; } // frontier is empty, no path! return 0; } /** * @brief heuristic, estimated cost from (sx,sy) to (dx,dy) */ int path_get_h_cost(int sx, int sy, int dx, int dy) { int deltaX = abs(sx - dx); int deltaY = abs(sy - dy); int min = deltaX < deltaY ? deltaX : deltaY; int max = deltaX > deltaY ? deltaX : deltaY; // see path_check_equal for why this is times 2 return 2 * (min + max); } /** * @brief return 2 if pPath is horizontally/vertically aligned with (dx,dy), else 3 * * 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) { if (pPath->position.x == dx || pPath->position.y == dy) return 2; return 3; } /** * @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 */ PATHNODE *GetNextPath() { PATHNODE *result; result = path_2_nodes->NextNode; if (result == nullptr) { return result; } path_2_nodes->NextNode = result->NextNode; result->NextNode = pnode_ptr->NextNode; pnode_ptr->NextNode = result; 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: * * AX * XB * * @return true if step is allowed */ bool path_solid_pieces(PATHNODE *pPath, int dx, int dy) { bool rv = true; switch (path_directions[3 * (dy - pPath->position.y) + 3 - pPath->position.x + 1 + dx]) { case 5: rv = IsTileNotSolid({ dx, dy + 1 }) && IsTileNotSolid({ dx + 1, dy }); break; case 6: rv = IsTileNotSolid({ dx, dy + 1 }) && IsTileNotSolid({ dx - 1, dy }); break; case 7: rv = IsTileNotSolid({ dx, dy - 1 }) && IsTileNotSolid({ dx - 1, dy }); break; case 8: rv = IsTileNotSolid({ dx + 1, dy }) && IsTileNotSolid({ dx, dy - 1 }); break; } return rv; } /** * @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 * * @return false if we ran out of preallocated nodes to use, else true */ bool path_get_path(const std::function &posOk, PATHNODE *pPath, int x, int y) { for (auto dir : PathDirs) { Point tile = pPath->position + dir; bool ok = posOk(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; } } return true; } /** * @brief add a step from pPath to (dx,dy), return 1 if successful, and update the frontier/visited nodes accordingly * * @return true if step successfully added, false if we ran out of nodes to use */ bool path_parent_path(PATHNODE *pPath, int dx, int dy, int sx, int sy) { int nextG = pPath->g + path_check_equal(pPath, dx, dy); // 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) break; } pPath->Child[i] = dxdy; if (nextG < dxdy->g) { if (path_solid_pieces(pPath, dx, dy)) { // we'll explore it later, just update dxdy->Parent = pPath; dxdy->g = nextG; dxdy->f = nextG + dxdy->h; } } } else { // 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) break; } pPath->Child[i] = dxdy; if (nextG < dxdy->g && path_solid_pieces(pPath, dx, dy)) { // update the node dxdy->Parent = pPath; dxdy->g = nextG; dxdy->f = nextG + dxdy->h; // already explored, so re-update others starting from that node path_set_coords(dxdy); } } else { // 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 }; // add it to the frontier path_next_node(dxdy); int i; for (i = 0; i < 8; i++) { if (pPath->Child[i] == nullptr) break; } pPath->Child[i] = dxdy; } } return true; } /** * @brief return a node for (dx,dy) on the frontier, or NULL if not found */ PATHNODE *path_get_node1(int dx, int dy) { PATHNODE *result = path_2_nodes->NextNode; while (result != nullptr) { if (result->position.x == dx && result->position.y == dy) return result; result = result->NextNode; } return nullptr; } /** * @brief return a node for (dx,dy) if it was visited, or NULL if not found */ PATHNODE *path_get_node2(int dx, int dy) { PATHNODE *result = pnode_ptr->NextNode; while (result != nullptr) { if (result->position.x == dx && result->position.y == dy) return result; result = result->NextNode; } return nullptr; } /** * @brief insert pPath into the frontier (keeping the frontier sorted by total distance) */ void path_next_node(PATHNODE *pPath) { 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; } pPath->NextNode = next; current->NextNode = pPath; } /** * @brief update all path costs using depth-first search starting at pPath */ void path_set_coords(PATHNODE *pPath) { 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) 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); } } } } } /** * @brief push pPath onto the pnode_tblptr stack */ void path_push_active_step(PATHNODE *pPath) { int stackIndex = gdwCurPathStep; gdwCurPathStep++; pnode_tblptr[stackIndex] = pPath; } /** * @brief pop and return a node from the pnode_tblptr stack */ PATHNODE *path_pop_active_step() { gdwCurPathStep--; return pnode_tblptr[gdwCurPathStep]; } /** * @brief zero one of the preallocated nodes and return a pointer to it, or NULL if none are available */ PATHNODE *path_new_step() { PATHNODE *newNode; if (gdwCurNodes == MAXPATHNODES) return nullptr; newNode = &path_nodes[gdwCurNodes]; gdwCurNodes++; memset(newNode, 0, sizeof(PATHNODE)); return newNode; } } // namespace devilution