Exemple #1
0
/*==========================================
 * path search (x0,y0)->(x1,y1)
 * wpd: path info will be written here
 * flag: &1 = easy path search only
 * cell: type of obstruction to check for
 *------------------------------------------*/
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, j, x, y, dx, dy;
	struct map_data *md;
	struct walkpath_data s_wpd;

	if (wpd == NULL)
		wpd = &s_wpd; // use dummy output variable

	if (!map[m].cell)
		return false;
	md = &map[m];

#ifdef CELL_NOSTACK
	//Do not check starting cell as that would get you stuck.
	if (x0 < 0 || x0 >= md->xs || y0 < 0 || y0 >= md->ys)
#else
	if (x0 < 0 || x0 >= md->xs || y0 < 0 || y0 >= md->ys /*|| md->getcellp(md,x0,y0,cell)*/)
#endif
		return false;

	// Check destination cell
	if (x1 < 0 || x1 >= md->xs || y1 < 0 || y1 >= md->ys || md->getcellp(md,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( md->getcellp(md,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)
		// 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_STRUCT_VAR(node_heap, open_set); // 'Open' set

		// 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 = md->xs - 1;
		int ys = md->ys - 1;
		int len = 0;
		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(&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(open_set) == 0) {
				BHEAP_CLEAR(open_set);
				return false;
			}

			current = BHEAP_PEEK(open_set); // Look for the lowest f_cost node in the 'open' set
			BHEAP_POP(open_set, NODE_MINTOPCMP, swap_ptr); // 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) {
				BHEAP_CLEAR(open_set);
				break;
			}

			if (y < ys && !md->getcellp(md, x, y+1, cell)) allowed_dirs |= DIR_NORTH;
			if (y >  0 && !md->getcellp(md, x, y-1, cell)) allowed_dirs |= DIR_SOUTH;
			if (x < xs && !md->getcellp(md, x+1, y, cell)) allowed_dirs |= DIR_EAST;
			if (x >  0 && !md->getcellp(md, x-1, y, cell)) allowed_dirs |= DIR_WEST;

#define chk_dir(d) ((allowed_dirs & (d)) == (d))
			// Process neighbors of current node
			// TODO: Processing order affects chosen path if there is more than one path with same cost.
			// In few cases path found by server will be different than path found by game client.
			if (chk_dir(DIR_SOUTH))
				e += add_path(&open_set, tp, x, y-1, g_cost + MOVE_COST, current, heuristic(x, y-1, x1, y1)); // (x, y-1) 4
			if (chk_dir(DIR_SOUTH|DIR_WEST) && !md->getcellp(md, x-1, y-1, cell))
				e += add_path(&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(DIR_WEST))
				e += add_path(&open_set, tp, x-1, y, g_cost + MOVE_COST, current, heuristic(x-1, y, x1, y1)); // (x-1, y) 2
			if (chk_dir(DIR_NORTH|DIR_WEST) && !md->getcellp(md, x-1, y+1, cell))
				e += add_path(&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(DIR_NORTH))
				e += add_path(&open_set, tp, x, y+1, g_cost + MOVE_COST, current, heuristic(x, y+1, x1, y1)); // (x, y+1) 0
			if (chk_dir(DIR_NORTH|DIR_EAST) && !md->getcellp(md, x+1, y+1, cell))
				e += add_path(&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(DIR_EAST))
				e += add_path(&open_set, tp, x+1, y, g_cost + MOVE_COST, current, heuristic(x+1, y, x1, y1)); // (x+1, y) 6
			if (chk_dir(DIR_SOUTH|DIR_EAST) && !md->getcellp(md, x+1, y-1, cell))
				e += add_path(&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
#undef chk_dir
			if (e) {
				BHEAP_CLEAR(open_set);
				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;
}
Exemple #2
0
void do_final_path(){
	BHEAP_CLEAR(g_open_set);
}//