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394 lines
11 KiB
394 lines
11 KiB
/** |
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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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if (!InDungeonBounds(position)) { |
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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 IsTileSolid(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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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) { |
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if (pathLength >= MAX_PATH_LENGTH) |
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break; |
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pnodeVals[pathLength++] = GetPathDirection(current->Parent->position, current->position); |
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current = current->Parent; |
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} |
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if (pathLength != MAX_PATH_LENGTH) { |
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int i; |
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for (i = 0; i < pathLength; i++) |
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path[i] = pnodeVals[pathLength - i - 1]; |
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return i; |
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} |
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return 0; |
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} |
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// ran out of nodes, abort! |
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if (!GetPath(posOk, nextNode, destinationPosition)) |
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return 0; |
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} |
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// frontier is empty, no path! |
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return 0; |
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} |
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bool path_solid_pieces(Point startPosition, Point destinationPosition) |
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{ |
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// These checks are written as if working backwards from the destination to the source, given |
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// both tiles are expected to be adjacent this doesn't matter beyond being a bit confusing |
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bool rv = true; |
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switch (GetPathDirection(startPosition, destinationPosition)) { |
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case 5: // Stepping north |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::SouthEast); |
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break; |
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case 6: // Stepping east |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 7: // Stepping south |
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rv = IsTileNotSolid(destinationPosition + Direction::NorthEast) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 8: // Stepping west |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthEast) && IsTileNotSolid(destinationPosition + Direction::NorthEast); |
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break; |
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} |
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return rv; |
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} |
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#ifdef RUN_TESTS |
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int TestPathGetHeuristicCost(Point startPosition, Point destinationPosition) |
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{ |
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return GetHeuristicCost(startPosition, destinationPosition); |
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} |
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#endif |
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} // namespace devilution
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