195 lines
4.8 KiB
C++
195 lines
4.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/std/queue.h"
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#include "common/std/vector.h"
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#include "common/std/algorithm.h"
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#include "common/std/functional.h"
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#include "common/std/xutility.h"
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// Not all platforms define INFINITY
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#ifndef INFINITY
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#define INFINITY ((float)(1e+300 * 1e+300)) // This must overflow
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#endif
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namespace AGS3 {
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// TODO: this could be cleaned up/simplified ...
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// further optimizations possible:
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// - forward refinement should use binary search
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class Navigation {
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public:
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Navigation();
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void Resize(int width, int height);
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enum NavResult {
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// unreachable
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NAV_UNREACHABLE,
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// straight line exists
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NAV_STRAIGHT,
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// path used
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NAV_PATH
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};
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// ncpath = navpoint-compressed path
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// opath = path composed of individual grid elements
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NavResult NavigateRefined(int sx, int sy, int ex, int ey, std::vector<int> &opath,
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std::vector<int> &ncpath);
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NavResult Navigate(int sx, int sy, int ex, int ey, std::vector<int> &opath);
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bool TraceLine(int srcx, int srcy, int targx, int targy, int &lastValidX, int &lastValidY) const;
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bool TraceLine(int srcx, int srcy, int targx, int targy, std::vector<int> *rpath = nullptr) const;
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inline void SetMapRow(int y, const unsigned char *row) {
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map[y] = row;
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}
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static int PackSquare(int x, int y);
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static void UnpackSquare(int sq, int &x, int &y);
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private:
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// priority queue entry
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struct Entry {
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float cost;
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int index;
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inline Entry() {}
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inline Entry(float ncost, int nindex)
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: cost(ncost)
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, index(nindex) {
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}
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inline bool operator <(const Entry &b) const {
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return cost < b.cost;
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}
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inline bool operator >(const Entry &b) const {
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return cost > b.cost;
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}
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};
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int mapWidth;
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int mapHeight;
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std::vector<const unsigned char *> map;
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typedef unsigned short tFrameId;
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typedef int tPrev;
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struct NodeInfo {
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// quantized min distance from origin
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unsigned short dist;
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// frame id (counter to detect new search)
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tFrameId frameId;
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// previous node index (packed, relative to current node)
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tPrev prev;
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inline NodeInfo()
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: dist(0)
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, frameId(0)
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, prev(-1) {
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}
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};
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static const float DIST_SCALE_PACK;
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static const float DIST_SCALE_UNPACK;
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std::vector<NodeInfo> mapNodes;
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tFrameId frameId;
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std::priority_queue<Entry, std::vector<Entry>, Common::Greater<Entry> > pq;
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// temporary buffers:
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mutable std::vector<int> fpath;
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std::vector<int> ncpathIndex;
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std::vector<int> rayPath, orayPath;
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// temps for routing towards unreachable areas
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int cnode;
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int closest;
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// orthogonal only (this should correspond to what AGS is doing)
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bool nodiag;
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bool navLock;
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void IncFrameId();
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// outside map test
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inline bool Outside(int x, int y) const;
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// stronger inside test
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bool Passable(int x, int y) const;
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// plain access, unchecked
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inline bool Walkable(int x, int y) const;
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void AddPruned(int *buf, int &bcount, int x, int y) const;
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bool HasForcedNeighbor(int x, int y, int dx, int dy) const;
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int FindJump(int x, int y, int dx, int dy, int ex, int ey);
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int FindOrthoJump(int x, int y, int dx, int dy, int ex, int ey);
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// neighbor reachable (nodiag only)
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bool Reachable(int x0, int y0, int x1, int y1) const;
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static inline int sign(int n) {
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return n < 0 ? -1 : (n > 0 ? 1 : 0);
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}
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static inline int iabs(int n) {
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return n < 0 ? -n : n;
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}
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static inline int iclamp(int v, int min, int max) {
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return v < min ? min : (v > max ? max : v);
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}
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static inline int ClosestDist(int dx, int dy) {
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return dx * dx + dy * dy;
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// Manhattan?
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//return iabs(dx) + iabs(dy);
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}
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};
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inline int Navigation::PackSquare(int x, int y) {
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return (y << 16) + x;
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}
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inline void Navigation::UnpackSquare(int sq, int &x, int &y) {
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y = sq >> 16;
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x = sq & ((1 << 16) - 1);
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}
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inline bool Navigation::Outside(int x, int y) const {
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return
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(unsigned)x >= (unsigned)mapWidth ||
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(unsigned)y >= (unsigned)mapHeight;
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}
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inline bool Navigation::Walkable(int x, int y) const {
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// invert condition because of AGS
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return map[y][x] != 0;
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}
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} // namespace AGS3
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