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authorHaruna <haru@dotalux.com>2013-07-23 09:26:01 -0700
committerHaruna <haru@dotalux.com>2013-07-23 09:26:01 -0700
commit356a3ab31d7569eac9b2fa996c8d641eba7c9f99 (patch)
treec553cbaeee540c4836d70d86c0da9ebbda00a5d7 /src/map/path.c
parent8d14a2e979fa7aab75b38a2c92e617de9c2e5f2e (diff)
parent78028c8b652a4edf761b6f250c2fca4b6c576dee (diff)
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Merge pull request #65 from piotrhalaczkiewicz/pathfinding
Pathfinding code cleanup.
Diffstat (limited to 'src/map/path.c')
-rw-r--r--src/map/path.c486
1 files changed, 242 insertions, 244 deletions
diff --git a/src/map/path.c b/src/map/path.c
index 95895cb2a..32a4189bb 100644
--- a/src/map/path.c
+++ b/src/map/path.c
@@ -2,25 +2,55 @@
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
+#include "../common/db.h"
+#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
-#include "../common/malloc.h"
-#include "map.h"
-#include "battle.h"
+
#include "path.h"
+#include "map.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.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
+
+/// @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*);
-#define MAX_HEAP 150
+/// Comparator for binary heap of path nodes (minimum cost at top)
+#define NODE_MINTOPCMP(i,j) ((i)->f_cost - (j)->f_cost)
-struct tmp_path { short x,y,dist,before,cost,flag;};
#define calc_index(x,y) (((x)+(y)*MAX_WALKPATH) & (MAX_WALKPATH*MAX_WALKPATH-1))
-const char walk_choices [3][3] =
+/// 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},
@@ -28,124 +58,6 @@ const char walk_choices [3][3] =
};
/*==========================================
- * heap push (helper function)
- *------------------------------------------*/
-static void push_heap_path(int *heap,struct tmp_path *tp,int index)
-{
- int i,h;
-
- h = heap[0];
- heap[0]++;
-
- for( i = (h-1)/2; h > 0 && tp[index].cost < tp[heap[i+1]].cost; i = (h-1)/2 )
- heap[h+1] = heap[i+1], h = i;
-
- heap[h+1] = index;
-}
-
-/*==========================================
- * heap update (helper function)
- * Move toward the root because cost has decreased.
- *------------------------------------------*/
-static void update_heap_path(int *heap,struct tmp_path *tp,int index)
-{
- int i,h;
-
- ARR_FIND( 0, heap[0], h, heap[h+1] == index );
- if( h == heap[0] )
- {
- ShowError("update_heap_path bug\n");
- exit(EXIT_FAILURE);
- }
-
- for( i = (h-1)/2; h > 0 && tp[index].cost < tp[heap[i+1]].cost; i = (h-1)/2 )
- heap[h+1] = heap[i+1], h = i;
-
- heap[h+1] = index;
-}
-
-/*==========================================
- * heap pop (helper function)
- *------------------------------------------*/
-static int pop_heap_path(int *heap,struct tmp_path *tp)
-{
- int i,h,k;
- int ret,last;
-
- if( heap[0] <= 0 )
- return -1;
- ret = heap[1];
- last = heap[heap[0]];
- heap[0]--;
-
- for( h = 0, k = 2; k < heap[0]; k = k*2+2 )
- {
- if( tp[heap[k+1]].cost > tp[heap[k]].cost )
- k--;
- heap[h+1] = heap[k+1], h = k;
- }
-
- if( k == heap[0] )
- heap[h+1] = heap[k], h = k-1;
-
- for( i = (h-1)/2; h > 0 && tp[heap[i+1]].cost > tp[last].cost; i = (h-1)/2 )
- heap[h+1] = heap[i+1], h = i;
-
- heap[h+1]=last;
-
- return ret;
-}
-
-/*==========================================
- * calculate cost for the specified position
- *------------------------------------------*/
-static int calc_cost(struct tmp_path *p,int16 x1,int16 y1)
-{
- int xd = abs(x1 - p->x);
- int yd = abs(y1 - p->y);
- return (xd + yd)*10 + p->dist;
-}
-
-/*==========================================
- * attach/adjust path if neccessary
- *------------------------------------------*/
-static int add_path(int *heap,struct tmp_path *tp,int16 x,int16 y,int dist,int before,int cost)
-{
- int i;
-
- i = calc_index(x,y);
-
- if( tp[i].x == x && tp[i].y == y )
- {
- if( tp[i].dist > dist )
- {
- tp[i].dist = dist;
- tp[i].before = before;
- tp[i].cost = cost;
- if( tp[i].flag )
- push_heap_path(heap,tp,i);
- else
- update_heap_path(heap,tp,i);
- tp[i].flag = 0;
- }
- return 0;
- }
-
- if( tp[i].x || tp[i].y )
- return 1;
-
- tp[i].x = x;
- tp[i].y = y;
- tp[i].dist = dist;
- tp[i].before = before;
- tp[i].cost = cost;
- tp[i].flag = 0;
- push_heap_path(heap,tp,i);
-
- return 0;
-}
-
-/*==========================================
* Find the closest reachable cell, 'count' cells away from (x0,y0) in direction (dx,dy).
* Income after the coordinates of the blow
*------------------------------------------*/
@@ -262,164 +174,250 @@ bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16
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)
+{
+ BHEAP_ENSURE(*heap, 1, 256);
+ BHEAP_PUSH(*heap, node, NODE_MINTOPCMP, swap_ptr);
+}
+
+/// 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_POPINDEX(*heap, i, NODE_MINTOPCMP, swap_ptr);
+ BHEAP_PUSH(*heap, node, 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)
+bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell)
{
- int heap[MAX_HEAP+1];
- struct tmp_path tp[MAX_WALKPATH*MAX_WALKPATH];
- register int i,j,len,x,y,dx,dy;
- int rp,xs,ys;
+ register int i, j, x, y, dx, dy;
struct map_data *md;
struct walkpath_data s_wpd;
- if( wpd == NULL )
+ if (wpd == NULL)
wpd = &s_wpd; // use dummy output variable
- if( !map[m].cell )
+ 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 )
+ 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)*/ )
+ if (x0 < 0 || x0 >= md->xs || y0 < 0 || y0 >= md->ys /*|| md->getcellp(md,x0,y0,cell)*/)
#endif
return false;
- if( x1 < 0 || x1 >= md->xs || y1 < 0 || y1 >= md->ys || md->getcellp(md,x1,y1,cell) )
+
+ // Check destination cell
+ if (x1 < 0 || x1 >= md->xs || y1 < 0 || y1 >= md->ys || md->getcellp(md,x1,y1,cell))
return false;
- // 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;
+ if (flag&1) {
+ // Try finding direct path to target
+ // Direct path goes diagonally first, then in straight line.
- // try finding direct path to target
- x = x0;
- y = y0;
- i = 0;
- while( i < ARRAYLENGTH(wpd->path) )
- {
- wpd->path[i] = walk_choices[-dy + 1][dx + 1];
- i++;
+ // 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 += dx;
- y += dy;
+ 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++;
- if( x == x1 ) dx = 0;
- if( y == y1 ) dy = 0;
+ x += dx; // Advance current position
+ y += dy;
- if( dx == 0 && dy == 0 )
- break; // success
- if( md->getcellp(md,x,y,cell) )
- break; // obstacle = failure
- }
+ 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( x == x1 && y == y1 )
- { //easy path successful.
- wpd->path_len = i;
- wpd->path_pos = 0;
- return true;
+ 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
- if( flag&1 )
- return false;
+ // 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;
- memset(tp,0,sizeof(tp));
-
- i=calc_index(x0,y0);
- tp[i].x=x0;
- tp[i].y=y0;
- tp[i].dist=0;
- tp[i].before=0;
- tp[i].cost=calc_cost(&tp[i],x1,y1);
- tp[i].flag=0;
- heap[0]=0;
- push_heap_path(heap,tp,calc_index(x0,y0));
- xs = md->xs - 1; // Place by subtracting a pre-
- ys = md->ys-1;
-
- for(;;)
- {
- int e=0,f=0,dist,cost,dc[4]={0,0,0,0};
+ int g_cost;
- if(heap[0]==0)
- return false;
- rp = pop_heap_path(heap,tp);
- x = tp[rp].x;
- y = tp[rp].y;
- dist = tp[rp].dist + 10;
- cost = tp[rp].cost;
-
- if(x==x1 && y==y1)
- break;
-
- // dc[0] : y++ Incremental cost at the time
- // dc[1] : x--
- // dc[2] : y--
- // dc[3] : x++
-
- if(y < ys && !md->getcellp(md,x ,y+1,cell)) {
- f |= 1; dc[0] = (y >= y1 ? 20 : 0);
- e+=add_path(heap,tp,x ,y+1,dist,rp,cost+dc[0]); // (x, y+1)
- }
- if(x > 0 && !md->getcellp(md,x-1,y ,cell)) {
- f |= 2; dc[1] = (x <= x1 ? 20 : 0);
- e+=add_path(heap,tp,x-1,y ,dist,rp,cost+dc[1]); // (x-1, y )
- }
- if(y > 0 && !md->getcellp(md,x ,y-1,cell)) {
- f |= 4; dc[2] = (y <= y1 ? 20 : 0);
- e+=add_path(heap,tp,x ,y-1,dist,rp,cost+dc[2]); // (x , y-1)
- }
- if(x < xs && !md->getcellp(md,x+1,y ,cell)) {
- f |= 8; dc[3] = (x >= x1 ? 20 : 0);
- e+=add_path(heap,tp,x+1,y ,dist,rp,cost+dc[3]); // (x+1, y )
- }
- if( (f & (2+1)) == (2+1) && !md->getcellp(md,x-1,y+1,cell))
- e+=add_path(heap,tp,x-1,y+1,dist+4,rp,cost+dc[1]+dc[0]-6); // (x-1, y+1)
- if( (f & (2+4)) == (2+4) && !md->getcellp(md,x-1,y-1,cell))
- e+=add_path(heap,tp,x-1,y-1,dist+4,rp,cost+dc[1]+dc[2]-6); // (x-1, y-1)
- if( (f & (8+4)) == (8+4) && !md->getcellp(md,x+1,y-1,cell))
- e+=add_path(heap,tp,x+1,y-1,dist+4,rp,cost+dc[3]+dc[2]-6); // (x+1, y-1)
- if( (f & (8+1)) == (8+1) && !md->getcellp(md,x+1,y+1,cell))
- e+=add_path(heap,tp,x+1,y+1,dist+4,rp,cost+dc[3]+dc[0]-6); // (x+1, y+1)
- tp[rp].flag=1;
- if(e || heap[0]>=MAX_HEAP-5)
- return false;
- }
+ if (BHEAP_LENGTH(open_set) == 0) {
+ BHEAP_CLEAR(open_set);
+ return false;
+ }
- if( !(x==x1 && y==y1) ) // will never happen...
- 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
- for(len=0,i=rp;len<100 && i!=calc_index(x0,y0);i=tp[i].before,len++);
- if(len==100 || len>=sizeof(wpd->path))
- return false;
+ x = current->x;
+ y = current->y;
+ g_cost = current->g_cost;
+
+ current->flag = SET_CLOSED; // Add current node to 'closed' set
- wpd->path_len = len;
- wpd->path_pos = 0;
- for(i=rp,j=len-1;j>=0;i=tp[i].before,j--) {
- int dx = tp[i].x - tp[tp[i].before].x;
- int dy = tp[i].y - tp[tp[i].before].y;
- uint8 dir;
- if( dx == 0 ) {
- dir = (dy > 0 ? 0 : 4);
- } else if( dx > 0 ) {
- dir = (dy == 0 ? 6 : (dy < 0 ? 5 : 7) );
- } else {
- dir = (dy == 0 ? 2 : (dy > 0 ? 1 : 3) );
+ 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;
+ }
}
- wpd->path[j] = dir;
- }
- return true;
+ 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.flpcode.com/articles/article_fastdistance.shtml
+//Distance functions, taken from http://www.flipcode.com/articles/article_fastdistance.shtml
int check_distance(int dx, int dy, int distance)
{
#ifdef CIRCULAR_AREA
@@ -439,7 +437,7 @@ unsigned int distance(int dx, int dy)
if ( dx < 0 ) dx = -dx;
if ( dy < 0 ) dy = -dy;
- //There appears to be something wrong with the aproximation below when either dx/dy is 0! [Skotlex]
+ //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;