// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#define HERCULES_CORE
#include "../config/core.h" // CELL_NOSTACK, CIRCULAR_AREA
#include "path.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "map.h"
#include "../common/cbasetypes.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#define SET_OPEN 0
#define SET_CLOSED 1
#define DIR_NORTH 1
#define DIR_WEST 2
#define DIR_SOUTH 4
#define DIR_EAST 8
struct path_interface path_s;
/// @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*);
/// 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 const unsigned char walk_choices [3][3] =
{
{1,0,7},
{2,-1,6},
{3,4,5},
};
/*==========================================
* 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 *md;
if( !map->list[m].cell )
return -1;
md = &map->list[m];
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( !md->getcellp(md,x0+dx,y0+dy,CELL_CHKPASS) )
break;
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 *md;
struct shootpath_data s_spd;
if( spd == NULL )
spd = &s_spd; // use dummy output variable
if (!map->list[m].cell)
return false;
md = &map->list[m];
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 (md->getcellp(md,x1,y1,cell))
return false;
if (dx > abs(dy)) {
weight = dx;
spd->ry = 1;
} else {
weight = abs(y1 - y0);
spd->rx = 1;
}
while (x0 != x1 || y0 != y1)
{
if (md->getcellp(md,x0,y0,cell))
return false;
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++;
}
}
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.
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_ENSURE(*heap, 1, 256);
BHEAP_PUSH2(*heap, node, NODE_MINTOPCMP, swap_ptr);
#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_ptr);
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
* 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->list[m].cell)
return false;
md = &map->list[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_POP2(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
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
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_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_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_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_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_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_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
#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;
}
//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 (path->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 -= 0.0625;
if(temp_dist < 0) temp_dist = 0;
return ((int)temp_dist);
}
void path_defaults(void) {
path = &path_s;
path->blownpos = path_blownpos;
path->search_long = path_search_long;
path->search = path_search;
path->check_distance = check_distance;
path->distance = distance;
path->check_distance_client = check_distance_client;
path->distance_client = distance_client;
}