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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "path.hpp"
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include "../common/cbasetypes.hpp"
- #include "../common/db.hpp"
- #include "../common/malloc.hpp"
- #include "../common/nullpo.hpp"
- #include "../common/random.hpp"
- #include "../common/showmsg.hpp"
- #include "battle.hpp"
- #include "map.hpp"
- #define SET_OPEN 0
- #define SET_CLOSED 1
- #define PATH_DIR_NORTH 1
- #define PATH_DIR_WEST 2
- #define PATH_DIR_SOUTH 4
- #define PATH_DIR_EAST 8
- /// @name Structures and defines for A* pathfinding
- /// @{
- /// Path node
- struct path_node {
- struct path_node *parent; ///< pointer to parent (for path reconstruction)
- short x; ///< X-coordinate
- short y; ///< Y-coordinate
- short g_cost; ///< Actual cost from start to this node
- short f_cost; ///< g_cost + heuristic(this, goal)
- short flag; ///< SET_OPEN / SET_CLOSED
- };
- /// Binary heap of path nodes
- BHEAP_STRUCT_DECL(node_heap, struct path_node*);
- static BHEAP_STRUCT_VAR(node_heap, g_open_set); // use static heap for all path calculations
- // it get's initialized in do_init_path, freed in do_final_path.
- /// Comparator for binary heap of path nodes (minimum cost at top)
- #define NODE_MINTOPCMP(i,j) ((i)->f_cost - (j)->f_cost)
- #define calc_index(x,y) (((x)+(y)*MAX_WALKPATH) & (MAX_WALKPATH*MAX_WALKPATH-1))
- /// Estimates the cost from (x0,y0) to (x1,y1).
- /// This is inadmissible (overestimating) heuristic used by game client.
- #define heuristic(x0, y0, x1, y1) (MOVE_COST * (abs((x1) - (x0)) + abs((y1) - (y0)))) // Manhattan distance
- /// @}
- // Translates dx,dy into walking direction
- static enum directions walk_choices [3][3] =
- {
- {DIR_NORTHWEST,DIR_NORTH,DIR_NORTHEAST},
- {DIR_WEST,DIR_CENTER,DIR_EAST},
- {DIR_SOUTHWEST,DIR_SOUTH,DIR_SOUTHEAST},
- };
- void do_init_path(){
- BHEAP_INIT(g_open_set); // [fwi]: BHEAP_STRUCT_VAR already initialized the heap, this is rudendant & just for code-conformance/readability
- }//
- void do_final_path(){
- BHEAP_CLEAR(g_open_set);
- }//
- /*==========================================
- * Find the closest reachable cell, 'count' cells away from (x0,y0) in direction (dx,dy).
- * Income after the coordinates of the blow
- *------------------------------------------*/
- int path_blownpos(int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count)
- {
- struct map_data *mapdata = map_getmapdata(m);
- if( !mapdata->cell )
- return -1;
- if( count>25 ){ //Cap to prevent too much processing...?
- ShowWarning("path_blownpos: count too many %d !\n",count);
- count=25;
- }
- if( dx > 1 || dx < -1 || dy > 1 || dy < -1 ){
- ShowError("path_blownpos: illegal dx=%d or dy=%d !\n",dx,dy);
- dx=(dx>0)?1:((dx<0)?-1:0);
- dy=(dy>0)?1:((dy<0)?-1:0);
- }
- while( count > 0 && (dx != 0 || dy != 0) )
- {
- if( !map_getcellp(mapdata,x0+dx,y0+dy,CELL_CHKPASS) )
- {
- if (battle_config.path_blown_halt)
- break;
- else
- {// attempt partial movement
- int fx = ( dx != 0 && map_getcellp(mapdata,x0+dx,y0,CELL_CHKPASS) );
- int fy = ( dy != 0 && map_getcellp(mapdata,x0,y0+dy,CELL_CHKPASS) );
- if( fx && fy )
- {
- if(rnd()&1)
- dx=0;
- else
- dy=0;
- }
- if( !fx )
- dx=0;
- if( !fy )
- dy=0;
- }
- }
- x0 += dx;
- y0 += dy;
- count--;
- }
- return (x0<<16)|y0; //TODO: use 'struct point' here instead?
- }
- /*==========================================
- * is ranged attack from (x0,y0) to (x1,y1) possible?
- *------------------------------------------*/
- bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,cell_chk cell)
- {
- int dx, dy;
- int wx = 0, wy = 0;
- int weight;
- struct map_data *mapdata = map_getmapdata(m);
- struct shootpath_data s_spd;
- if( spd == NULL )
- spd = &s_spd; // use dummy output variable
- if (!mapdata->cell)
- return false;
- dx = (x1 - x0);
- if (dx < 0) {
- SWAP(x0, x1);
- SWAP(y0, y1);
- dx = -dx;
- }
- dy = (y1 - y0);
- spd->rx = spd->ry = 0;
- spd->len = 1;
- spd->x[0] = x0;
- spd->y[0] = y0;
- if (dx > abs(dy)) {
- weight = dx;
- spd->ry = 1;
- } else {
- weight = abs(y1 - y0);
- spd->rx = 1;
- }
- while (x0 != x1 || y0 != y1)
- {
- wx += dx;
- wy += dy;
- if (wx >= weight) {
- wx -= weight;
- x0++;
- }
- if (wy >= weight) {
- wy -= weight;
- y0++;
- } else if (wy < 0) {
- wy += weight;
- y0--;
- }
- if( spd->len<MAX_WALKPATH )
- {
- spd->x[spd->len] = x0;
- spd->y[spd->len] = y0;
- spd->len++;
- }
- if ((x0 != x1 || y0 != y1) && map_getcellp(mapdata,x0,y0,cell))
- return false;
- }
- return true;
- }
- /// @name A* pathfinding related functions
- /// @{
- /// Pushes path_node to the binary node_heap.
- /// Ensures there is enough space in array to store new element.
- #define swap_ptrcast_pathnode(a, b) swap_ptrcast(struct path_node *, a, b)
- static void heap_push_node(struct node_heap *heap, struct path_node *node)
- {
- #ifndef __clang_analyzer__ // TODO: Figure out why clang's static analyzer doesn't like this
- BHEAP_ENSURE2(*heap, 1, 256, struct path_node **);
- BHEAP_PUSH2(*heap, node, NODE_MINTOPCMP, swap_ptrcast_pathnode);
- #endif // __clang_analyzer__
- }
- /// Updates path_node in the binary node_heap.
- static int heap_update_node(struct node_heap *heap, struct path_node *node)
- {
- int i;
- ARR_FIND(0, BHEAP_LENGTH(*heap), i, BHEAP_DATA(*heap)[i] == node);
- if (i == BHEAP_LENGTH(*heap)) {
- ShowError("heap_update_node: node not found\n");
- return 1;
- }
- BHEAP_UPDATE(*heap, i, NODE_MINTOPCMP, swap_ptrcast_pathnode);
- return 0;
- }
- /// Path_node processing in A* pathfinding.
- /// Adds new node to heap and updates/re-adds old ones if necessary.
- static int add_path(struct node_heap *heap, struct path_node *tp, int16 x, int16 y, int g_cost, struct path_node *parent, int h_cost)
- {
- int i = calc_index(x, y);
- if (tp[i].x == x && tp[i].y == y) { // We processed this node before
- if (g_cost < tp[i].g_cost) { // New path to this node is better than old one
- // Update costs and parent
- tp[i].g_cost = g_cost;
- tp[i].parent = parent;
- tp[i].f_cost = g_cost + h_cost;
- if (tp[i].flag == SET_CLOSED) {
- heap_push_node(heap, &tp[i]); // Put it in open set again
- }
- else if (heap_update_node(heap, &tp[i])) {
- return 1;
- }
- tp[i].flag = SET_OPEN;
- }
- return 0;
- }
- if (tp[i].x || tp[i].y) // Index is already taken; see `tp` array FIXME for details
- return 1;
- // New node
- tp[i].x = x;
- tp[i].y = y;
- tp[i].g_cost = g_cost;
- tp[i].parent = parent;
- tp[i].f_cost = g_cost + h_cost;
- tp[i].flag = SET_OPEN;
- heap_push_node(heap, &tp[i]);
- return 0;
- }
- ///@}
- /*==========================================
- * path search (x0,y0)->(x1,y1)
- * wpd: path info will be written here
- * flag: &1 = easy path search only
- * flag: &2 = call path_search_long instead
- * cell: type of obstruction to check for
- *
- * Note: uses global g_open_set, therefore this method can't be called in parallel or recursivly.
- *------------------------------------------*/
- bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell)
- {
- register int i, x, y, dx = 0, dy = 0;
- struct map_data *mapdata = map_getmapdata(m);
- struct walkpath_data s_wpd;
- if (flag&2)
- return path_search_long(NULL, m, x0, y0, x1, y1, cell);
- if (wpd == NULL)
- wpd = &s_wpd; // use dummy output variable
- if (!mapdata->cell)
- return false;
- //Do not check starting cell as that would get you stuck.
- if (x0 < 0 || x0 >= mapdata->xs || y0 < 0 || y0 >= mapdata->ys /*|| map_getcellp(mapdata,x0,y0,cell)*/)
- return false;
- // Check destination cell
- if (x1 < 0 || x1 >= mapdata->xs || y1 < 0 || y1 >= mapdata->ys || map_getcellp(mapdata,x1,y1,cell))
- return false;
- if (flag&1) {
- // Try finding direct path to target
- // Direct path goes diagonally first, then in straight line.
- // calculate (sgn(x1-x0), sgn(y1-y0))
- dx = ((dx = x1-x0)) ? ((dx<0) ? -1 : 1) : 0;
- dy = ((dy = y1-y0)) ? ((dy<0) ? -1 : 1) : 0;
- x = x0; // Current position = starting cell
- y = y0;
- i = 0;
- while( i < ARRAYLENGTH(wpd->path) ) {
- wpd->path[i] = walk_choices[-dy + 1][dx + 1];
- i++;
- x += dx; // Advance current position
- y += dy;
- if( x == x1 ) dx = 0; // destination x reached, no longer move along x-axis
- if( y == y1 ) dy = 0; // destination y reached, no longer move along y-axis
- if( dx == 0 && dy == 0 )
- break; // success
- if( map_getcellp(mapdata,x,y,cell) )
- break; // obstacle = failure
- }
- if( x == x1 && y == y1 ) { // easy path successful.
- wpd->path_len = i;
- wpd->path_pos = 0;
- return true;
- }
- return false; // easy path unsuccessful
- } else { // !(flag&1)
- // FIXME: This array is too small to ensure all paths shorter than MAX_WALKPATH
- // can be found without node collision: calc_index(node1) = calc_index(node2).
- // Figure out more proper size or another way to keep track of known nodes.
- struct path_node tp[MAX_WALKPATH * MAX_WALKPATH];
- struct path_node *current, *it;
- int xs = mapdata->xs - 1;
- int ys = mapdata->ys - 1;
- int len = 0;
- int j;
- // A* (A-star) pathfinding
- // We always use A* for finding walkpaths because it is what game client uses.
- // Easy pathfinding cuts corners of non-walkable cells, but client always walks around it.
- BHEAP_RESET(g_open_set);
- memset(tp, 0, sizeof(tp));
- // Start node
- i = calc_index(x0, y0);
- tp[i].parent = NULL;
- tp[i].x = x0;
- tp[i].y = y0;
- tp[i].g_cost = 0;
- tp[i].f_cost = heuristic(x0, y0, x1, y1);
- tp[i].flag = SET_OPEN;
- heap_push_node(&g_open_set, &tp[i]); // Put start node to 'open' set
- for(;;) {
- int e = 0; // error flag
- // Saves allowed directions for the current cell. Diagonal directions
- // are only allowed if both directions around it are allowed. This is
- // to prevent cutting corner of nearby wall.
- // For example, you can only go NW from the current cell, if you can
- // go N *and* you can go W. Otherwise you need to walk around the
- // (corner of the) non-walkable cell.
- int allowed_dirs = 0;
- int g_cost;
- if (BHEAP_LENGTH(g_open_set) == 0) {
- return false;
- }
- current = BHEAP_PEEK(g_open_set); // Look for the lowest f_cost node in the 'open' set
- BHEAP_POP2(g_open_set, NODE_MINTOPCMP, swap_ptrcast_pathnode); // Remove it from 'open' set
- x = current->x;
- y = current->y;
- g_cost = current->g_cost;
- current->flag = SET_CLOSED; // Add current node to 'closed' set
- if (x == x1 && y == y1) {
- break;
- }
- if (y < ys && !map_getcellp(mapdata, x, y+1, cell)) allowed_dirs |= PATH_DIR_NORTH;
- if (y > 0 && !map_getcellp(mapdata, x, y-1, cell)) allowed_dirs |= PATH_DIR_SOUTH;
- if (x < xs && !map_getcellp(mapdata, x+1, y, cell)) allowed_dirs |= PATH_DIR_EAST;
- if (x > 0 && !map_getcellp(mapdata, x-1, y, cell)) allowed_dirs |= PATH_DIR_WEST;
- #define chk_dir(d) ((allowed_dirs & (d)) == (d))
- // Process neighbors of current node
- if (chk_dir(PATH_DIR_SOUTH|PATH_DIR_EAST) && !map_getcellp(mapdata, x+1, y-1, cell))
- e += add_path(&g_open_set, tp, x+1, y-1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x+1, y-1, x1, y1)); // (x+1, y-1) 5
- if (chk_dir(PATH_DIR_EAST))
- e += add_path(&g_open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
- if (chk_dir(PATH_DIR_NORTH|PATH_DIR_EAST) && !map_getcellp(mapdata, x+1, y+1, cell))
- e += add_path(&g_open_set, tp, x+1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x+1, y+1, x1, y1)); // (x+1, y+1) 7
- if (chk_dir(PATH_DIR_NORTH))
- e += add_path(&g_open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
- if (chk_dir(PATH_DIR_NORTH|PATH_DIR_WEST) && !map_getcellp(mapdata, x-1, y+1, cell))
- e += add_path(&g_open_set, tp, x-1, y+1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y+1, x1, y1)); // (x-1, y+1) 1
- if (chk_dir(PATH_DIR_WEST))
- e += add_path(&g_open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
- if (chk_dir(PATH_DIR_SOUTH|PATH_DIR_WEST) && !map_getcellp(mapdata, x-1, y-1, cell))
- e += add_path(&g_open_set, tp, x-1, y-1, g_cost + MOVE_DIAGONAL_COST, current, heuristic(x-1, y-1, x1, y1)); // (x-1, y-1) 3
- if (chk_dir(PATH_DIR_SOUTH))
- e += add_path(&g_open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
- #undef chk_dir
- if (e) {
- return false;
- }
- }
- for (it = current; it->parent != NULL; it = it->parent, len++);
- if (len > sizeof(wpd->path))
- return false;
- // Recreate path
- wpd->path_len = len;
- wpd->path_pos = 0;
- for (it = current, j = len-1; j >= 0; it = it->parent, j--) {
- dx = it->x - it->parent->x;
- dy = it->y - it->parent->y;
- wpd->path[j] = walk_choices[-dy + 1][dx + 1];
- }
- return true;
- } // A* end
- return false;
- }
- //Distance functions, taken from http://www.flipcode.com/articles/article_fastdistance.shtml
- bool check_distance(int dx, int dy, int distance)
- {
- #ifdef CIRCULAR_AREA
- //In this case, we just do a square comparison. Add 1 tile grace for diagonal range checks.
- return (dx*dx + dy*dy <= distance*distance + (dx&&dy?1:0));
- #else
- if (dx < 0) dx = -dx;
- if (dy < 0) dy = -dy;
- return ((dx<dy?dy:dx) <= distance);
- #endif
- }
- unsigned int distance(int dx, int dy)
- {
- #ifdef CIRCULAR_AREA
- unsigned int min, max;
- if ( dx < 0 ) dx = -dx;
- if ( dy < 0 ) dy = -dy;
- //There appears to be something wrong with the approximation below when either dx/dy is 0! [Skotlex]
- if ( dx == 0 ) return dy;
- if ( dy == 0 ) return dx;
- if ( dx < dy )
- {
- min = dx;
- max = dy;
- } else {
- min = dy;
- max = dx;
- }
- // coefficients equivalent to ( 123/128 * max ) and ( 51/128 * min )
- return ((( max << 8 ) + ( max << 3 ) - ( max << 4 ) - ( max << 1 ) +
- ( min << 7 ) - ( min << 5 ) + ( min << 3 ) - ( min << 1 )) >> 8 );
- #else
- if (dx < 0) dx = -dx;
- if (dy < 0) dy = -dy;
- return (dx<dy?dy:dx);
- #endif
- }
- /**
- * The client uses a circular distance instead of the square one. The circular distance
- * is only used by units sending their attack commands via the client (not monsters).
- * @param dx: Horizontal distance
- * @param dy: Vertical distance
- * @param distance: Distance to check against
- * @return Within distance(1); Not within distance(0);
- */
- bool check_distance_client(int dx, int dy, int distance)
- {
- if(distance < 0) distance = 0;
- return (distance_client(dx,dy) <= distance);
- }
- /**
- * The client uses a circular distance instead of the square one. The circular distance
- * is only used by units sending their attack commands via the client (not monsters).
- * @param dx: Horizontal distance
- * @param dy: Vertical distance
- * @return Circular distance
- */
- int distance_client(int dx, int dy)
- {
- double temp_dist = sqrt((double)(dx*dx + dy*dy));
- //Bonus factor used by client
- //This affects even horizontal/vertical lines so they are one cell longer than expected
- temp_dist -= 0.1;
- if(temp_dist < 0) temp_dist = 0;
- return ((int)temp_dist);
- }
- bool direction_diagonal( enum directions direction ){
- return direction == DIR_NORTHWEST || direction == DIR_SOUTHWEST || direction == DIR_SOUTHEAST || direction == DIR_NORTHEAST;
- }
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