/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <queue>
#include <cassert>
#include <cstring>
#include "game-server/map.hpp"
// Basic cost for moving from one tile to another.
// Used in findPath() function when computing the A* path algorithm.
static int const basicCost = 100;
MetaTile::MetaTile():
whichList(0),
blockmask(0)
{ }
Location::Location(int x, int y, MetaTile *tile):
x(x), y(y), tile(tile)
{ }
bool Location::operator< (const Location &loc) const
{
return tile->Fcost > loc.tile->Fcost;
}
Map::Map(int width, int height, int twidth, int theight):
mWidth(width), mHeight(height),
tileWidth(twidth), tileHeight(theight),
onClosedList(1), onOpenList(2)
{
mMetaTiles = new MetaTile[mWidth * mHeight];
for (int i=0; i < NB_BLOCKTYPES; i++)
{
mOccupation[i] = new int[mWidth * mHeight];
memset(mOccupation[i], 0, mWidth * mHeight * sizeof(int));
}
}
Map::~Map()
{
delete[] mMetaTiles;
for (int i=0; i < NB_BLOCKTYPES; i++)
{
delete[] mOccupation[i];
}
}
void Map::setSize(int width, int height)
{
this->mWidth = width;
this->mHeight = height;
delete[] mMetaTiles;
mMetaTiles = new MetaTile[mWidth * mHeight];
for (int i=0; i < NB_BLOCKTYPES; i++)
{
delete[] mOccupation[i];
mOccupation[i] = new int[mWidth * mHeight];
}
}
const std::string &Map::getProperty(const std::string &key) const
{
static std::string empty;
std::map<std::string, std::string>::const_iterator i;
i = mProperties.find(key);
if (i == mProperties.end())
return empty;
return i->second;
}
void Map::blockTile(int x, int y, BlockType type)
{
if (type == BLOCKTYPE_NONE || x < 0 || y < 0 || x >= mWidth || y >= mHeight)
{
return;
}
int tileNum = x + y * mWidth;
if (++mOccupation[type][tileNum])
{
switch (type)
{
case BLOCKTYPE_WALL:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_WALL;
break;
case BLOCKTYPE_CHARACTER:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_CHARACTER;
break;
case BLOCKTYPE_MONSTER:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_MONSTER;
break;
default:
// shut up!
break;
}
}
}
void Map::freeTile(int x, int y, BlockType type)
{
if (type == BLOCKTYPE_NONE || x < 0 || y < 0 || x >= mWidth || y >= mHeight)
{
return;
}
int tileNum = x + y * mWidth;
if (!(--mOccupation[type][tileNum]))
{
switch (type)
{
case BLOCKTYPE_WALL:
mMetaTiles[tileNum].blockmask &= (BLOCKMASK_WALL xor 0xff);
break;
case BLOCKTYPE_CHARACTER:
mMetaTiles[tileNum].blockmask &= (BLOCKMASK_CHARACTER xor 0xff);
break;
case BLOCKTYPE_MONSTER:
mMetaTiles[tileNum].blockmask &= (BLOCKMASK_MONSTER xor 0xff);
break;
default:
// shut up!
break;
}
}
}
bool Map::getWalk(int x, int y, char walkmask) const
{
// You can't walk outside of the map
if (!contains(x, y))
{
return false;
}
// Check if the tile is walkable
return !(mMetaTiles[x + y * mWidth].blockmask & walkmask);
}
MetaTile *Map::getMetaTile(int x, int y)
{
return &mMetaTiles[x + y * mWidth];
}
bool Map::contains(int x, int y) const
{
return x >= 0 && y >= 0 && x < mWidth && y < mHeight;
}
Path Map::findSimplePath(int startX, int startY,
int destX, int destY,
unsigned char walkmask)
{
// Path to be built up (empty by default)
Path path;
int positionX = startX, positionY = startY;
int directionX, directionY;
// Checks our path up to 1 tiles, if a blocking tile is found
// We go to the last good tile, and break out of the loop
while(true)
{
directionX = destX - positionX;
directionY = destY - positionY;
if (directionX > 0)
directionX = 1;
else if(directionX < 0)
directionX = -1;
if (directionY > 0)
directionY = 1;
else if(directionY < 0)
directionY = -1;
positionX += directionX;
positionY += directionY;
if (getWalk(positionX, positionY, walkmask))
{
path.push_back(Position(positionX, positionY));
if ((positionX == destX) && (positionY == destY))
{
return path;
}
}
else
{
return path;
}
}
}
Path Map::findPath(int startX, int startY,
int destX, int destY,
unsigned char walkmask, int maxCost)
{
// Path to be built up (empty by default)
Path path;
// Declare open list, a list with open tiles sorted on F cost
std::priority_queue<Location> openList;
// Return when destination not walkable
if (!getWalk(destX, destY, walkmask)) return path;
// Reset starting tile's G cost to 0
MetaTile *startTile = getMetaTile(startX, startY);
startTile->Gcost = 0;
// Add the start point to the open list
openList.push(Location(startX, startY, startTile));
bool foundPath = false;
// Keep trying new open tiles until no more tiles to try or target found
while (!openList.empty() && !foundPath)
{
// Take the location with the lowest F cost from the open list, and
// add it to the closed list.
Location curr = openList.top();
openList.pop();
// If the tile is already on the closed list, this means it has already
// been processed with a shorter path to the start point (lower G cost)
if (curr.tile->whichList == onClosedList)
continue;
// Put the current tile on the closed list
curr.tile->whichList = onClosedList;
// Check the adjacent tiles
for (int dy = -1; dy <= 1; dy++)
{
for (int dx = -1; dx <= 1; dx++)
{
// Calculate location of tile to check
int x = curr.x + dx;
int y = curr.y + dy;
// Skip if if we're checking the same tile we're leaving from,
// or if the new location falls outside of the map boundaries
if ((dx == 0 && dy == 0) || !contains(x, y))
continue;
MetaTile *newTile = getMetaTile(x, y);
// Skip if the tile is on the closed list or is not walkable
if (newTile->whichList == onClosedList || newTile->blockmask & walkmask)
continue;
// When taking a diagonal step, verify that we can skip the
// corner.
if (dx != 0 && dy != 0)
{
MetaTile *t1 = getMetaTile(curr.x, curr.y + dy);
MetaTile *t2 = getMetaTile(curr.x + dx, curr.y);
if ((t1->blockmask | t2->blockmask) & walkmask)
continue;
}
// Calculate G cost for this route, ~sqrt(2) for moving diagonal
int Gcost = curr.tile->Gcost +
(dx == 0 || dy == 0 ? basicCost : basicCost * 362 / 256);
/* Demote an arbitrary direction to speed pathfinding by
adding a defect (TODO: change depending on the desired
visual effect, e.g. a cross-product defect toward
destination).
Important: as long as the total defect along any path is
less than the basicCost, the pathfinder will still find one
of the shortest paths! */
if (dx == 0 || dy == 0)
{
// Demote horizontal and vertical directions, so that two
// consecutive directions cannot have the same Fcost.
++Gcost;
}
// Skip if Gcost becomes too much
// Warning: probably not entirely accurate
if (Gcost > maxCost * basicCost)
continue;
if (newTile->whichList != onOpenList)
{
// Found a new tile (not on open nor on closed list)
/* Update Hcost of the new tile. The pathfinder does not
work reliably if the heuristic cost is higher than the
real cost. In particular, using Manhattan distance is
forbidden here. */
int dx = std::abs(x - destX), dy = std::abs(y - destY);
newTile->Hcost = std::abs(dx - dy) * basicCost +
std::min(dx, dy) * (basicCost * 362 / 256);
// Set the current tile as the parent of the new tile
newTile->parentX = curr.x;
newTile->parentY = curr.y;
// Update Gcost and Fcost of new tile
newTile->Gcost = Gcost;
newTile->Fcost = newTile->Gcost + newTile->Hcost;
if (x != destX || y != destY) {
// Add this tile to the open list
newTile->whichList = onOpenList;
openList.push(Location(x, y, newTile));
}
else
{
// Target location was found
foundPath = true;
}
}
else if (Gcost < newTile->Gcost)
{
// Found a shorter route.
// Update Gcost and Fcost of the new tile
newTile->Gcost = Gcost;
newTile->Fcost = Gcost + newTile->Hcost;
// Set the current tile as the parent of the new tile
newTile->parentX = curr.x;
newTile->parentY = curr.y;
// Add this tile to the open list (it's already
// there, but this instance has a lower F score)
openList.push(Location(x, y, newTile));
}
}
}
}
// Two new values to indicate whether a tile is on the open or closed list,
// this way we don't have to clear all the values between each pathfinding.
onClosedList += 2;
onOpenList += 2;
// If a path has been found, iterate backwards using the parent locations
// to extract it.
if (foundPath)
{
int pathX = destX;
int pathY = destY;
while (pathX != startX || pathY != startY)
{
// Add the new path node to the start of the path list
path.push_front(Position(pathX, pathY));
// Find out the next parent
MetaTile *tile = getMetaTile(pathX, pathY);
pathX = tile->parentX;
pathY = tile->parentY;
}
}
return path;
}