devilutionX/Source/path.cpp
Anders Jenbo 20621a0642
add all.h and use in place of diablo.h (#2005)
Now diablo.h is treated in the same way as all other header files of
Source, as it only contains the declarations of global variables and
functions of diablo.cpp.

Besides consistency, this also enables mods to include diablo.h just
like any other header file without having to include every header file
(and without having to include C++ specific aspects of the now all.h).
2020-02-14 13:12:54 +01:00

368 lines
9.5 KiB
C++

#include "all.h"
// preallocated nodes, search is terminated after 300 nodes are visited
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
*/
int 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;
PATHNODE path_unusednodes[MAXPATHNODES];
// for iterating over the 8 possible movement directions
const char pathxdir[8] = { -1, -1, 1, 1, -1, 0, 1, 0 };
const char pathydir[8] = { -1, 1, -1, 1, 0, -1, 0, 1 };
/* 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
*/
char path_directions[9] = { 5, 1, 6, 2, 0, 3, 8, 4, 7 };
/**
* 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(BOOL (*PosOk)(int, int, int), int PosOkArg, int sx, int sy, int dx, int dy, char *path)
{
PATHNODE *path_start, *next_node, *current;
int path_length, i;
// 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;
path_start = path_new_step();
path_start->g = 0;
path_start->h = path_get_h_cost(sx, sy, dx, dy);
path_start->x = sx;
path_start->f = path_start->h + path_start->g;
path_start->y = sy;
path_2_nodes->NextNode = path_start;
// A* search until we find (dx,dy) or fail
while ((next_node = GetNextPath())) {
// reached the end, success!
if (next_node->x == dx && next_node->y == dy)
{
current = next_node;
path_length = 0;
while (current->Parent) {
if (path_length >= MAX_PATH_LENGTH)
break;
pnode_vals[path_length++] = path_directions[3 * (current->y - current->Parent->y) - current->Parent->x + 4 + current->x];
current = current->Parent;
}
if (path_length != MAX_PATH_LENGTH) {
for (i = 0; i < path_length; i++)
path[i] = pnode_vals[path_length - i - 1];
return i;
}
return 0;
}
// ran out of nodes, abort!
if (!path_get_path(PosOk, PosOkArg, next_node, 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 delta_x = abs(sx - dx);
int delta_y = abs(sy - dy);
int min = delta_x < delta_y ? delta_x : delta_y;
int max = delta_x > delta_y ? delta_x : delta_y;
// 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->x == dx || pPath->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 == NULL) {
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->y) + 3 - pPath->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;
}
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(BOOL (*PosOk)(int, int, int), int PosOkArg, PATHNODE *pPath, int x, int y)
{
int dx, dy;
int i;
BOOL ok;
for (i = 0; i < 8; i++) {
dx = pPath->x + pathxdir[i];
dy = pPath->y + pathydir[i];
ok = PosOk(PosOkArg, dx, dy);
if (ok && path_solid_pieces(pPath, dx, dy) || !ok && dx == x && dy == y) {
if (!path_parent_path(pPath, dx, dy, 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 next_g;
PATHNODE *dxdy;
int i;
next_g = pPath->g + path_check_equal(pPath, dx, dy);
// 3 cases to consider
// case 1: (dx,dy) is already on the frontier
dxdy = path_get_node1(dx, dy);
if (dxdy != NULL) {
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == NULL)
break;
}
pPath->Child[i] = dxdy;
if (next_g < dxdy->g) {
if (path_solid_pieces(pPath, dx, dy)) {
// we'll explore it later, just update
dxdy->Parent = pPath;
dxdy->g = next_g;
dxdy->f = next_g + dxdy->h;
}
}
} else {
// case 2: (dx,dy) was already visited
dxdy = path_get_node2(dx, dy);
if (dxdy != NULL) {
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == NULL)
break;
}
pPath->Child[i] = dxdy;
if (next_g < dxdy->g && path_solid_pieces(pPath, dx, dy)) {
// update the node
dxdy->Parent = pPath;
dxdy->g = next_g;
dxdy->f = next_g + 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 == NULL)
return FALSE;
dxdy->Parent = pPath;
dxdy->g = next_g;
dxdy->h = path_get_h_cost(dx, dy, sx, sy);
dxdy->f = next_g + dxdy->h;
dxdy->x = dx;
dxdy->y = dy;
// add it to the frontier
path_next_node(dxdy);
for (i = 0; i < 8; i++) {
if (pPath->Child[i] == NULL)
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 != NULL && (result->x != dx || result->y != dy))
result = result->NextNode;
return result;
}
/**
* @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 != NULL && (result->x != dx || result->y != dy))
result = result->NextNode;
return result;
}
/**
* @brief insert pPath into the frontier (keeping the frontier sorted by total distance)
*/
void path_next_node(PATHNODE *pPath)
{
PATHNODE *next, *current;
int f;
next = path_2_nodes;
if (!path_2_nodes->NextNode) {
path_2_nodes->NextNode = pPath;
} else {
current = path_2_nodes;
next = path_2_nodes->NextNode;
f = pPath->f;
while (next && 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)
{
PATHNODE *PathOld;
PATHNODE *PathAct;
int i;
path_push_active_step(pPath);
while (gdwCurPathStep) {
PathOld = path_pop_active_step();
for (i = 0; i < 8; i++) {
PathAct = PathOld->Child[i];
if (PathAct == NULL)
break;
if (PathOld->g + path_check_equal(PathOld, PathAct->x, PathAct->y) < PathAct->g) {
if (path_solid_pieces(PathOld, PathAct->x, PathAct->y)) {
PathAct->Parent = PathOld;
PathAct->g = PathOld->g + path_check_equal(PathOld, PathAct->x, PathAct->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 stack_index = gdwCurPathStep;
gdwCurPathStep++;
pnode_tblptr[stack_index] = 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 *new_node;
if (gdwCurNodes == MAXPATHNODES)
return NULL;
new_node = &path_nodes[gdwCurNodes];
gdwCurNodes++;
memset(new_node, 0, sizeof(PATHNODE));
return new_node;
}