Files
devilution/Source/path.cpp
Eric Robinson 27e6ef5f4c Add Diablo Version 1.08-Specific Behavior with Preprocessor Directives (#2292)
* add preprocessor directive for version 1.08

* Update MakefileVC

* Missed "endif"

* revise handling of diablo version
2024-03-06 05:27:53 +01:00

385 lines
9.7 KiB
C++

/**
* @file path.cpp
*
* Implementation of the path finding algorithms.
*/
#include "all.h"
/** 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
*/
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
#if VERSION == 108
return min + (2 * max);
#else
return 2 * (min + max);
#endif
}
/**
* @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) {
if (result->x == dx && result->y == dy)
return result;
result = result->NextNode;
}
return NULL;
}
/**
* @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) {
if (result->x == dx && result->y == dy)
return result;
result = result->NextNode;
}
return NULL;
}
/**
* @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;
}