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2026-02-02 04:50:13 +01:00

219 lines
7.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/shared/std/containers.h"
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/pathfinder/dir_finder.h"
#include "ultima/nuvie/pathfinder/astar_path.h"
namespace Ultima {
namespace Nuvie {
AStarPath::AStarPath() : final_node(0) {
}
void AStarPath::create_path() {
astar_node *i = final_node; // iterator through steps, from back
delete_path();
Std::vector<astar_node *> reverse_list;
while (i) {
reverse_list.push_back(i);
i = i->parent;
}
while (!reverse_list.empty()) {
i = reverse_list.back();
add_step(i->loc);
reverse_list.pop_back();
}
set_path_size(step_count);
}/* Get a new neighbor to nnode and score it, returning true if it's usable. */
bool AStarPath::score_to_neighbor(sint8 dir, astar_node *nnode, astar_node *neighbor,
sint32 &nnode_to_neighbor) {
sint8 sx = -1, sy = -1;
DirFinder::get_adjacent_dir(sx, sy, dir); // sx,sy = neighbor -1,-1 + dir
// get neighbor of nnode towards sx,sy, and cost to that neighbor
neighbor->loc = nnode->loc.abs_coords(sx, sy);
nnode_to_neighbor = step_cost(nnode->loc, neighbor->loc);
if (nnode_to_neighbor == -1) {
delete neighbor; // this neighbor is blocked
return false;
}
return true;
}/* Compare a node's score to the start node to already scored neighbors. */
bool AStarPath::compare_neighbors(astar_node *nnode, astar_node *neighbor,
sint32 nnode_to_neighbor, astar_node *in_open,
astar_node *in_closed) {
neighbor->to_start = nnode->to_start + nnode_to_neighbor;
// ignore this neighbor if already checked and closer to start
if ((in_open && in_open->to_start <= neighbor->to_start)
|| (in_closed && in_closed->to_start <= neighbor->to_start)) {
delete neighbor;
return false;
}
return true;
}/* Check all neighbors of a node (location) and save them to the "seen" list. */
bool AStarPath::search_node_neighbors(astar_node *nnode, const MapCoord &goal,
const uint32 max_score) {
for (uint32 dir = 1; dir < 8; dir += 2) {
astar_node *neighbor = new astar_node;
sint32 nnode_to_neighbor = -1;
if (!score_to_neighbor(dir, nnode, neighbor, nnode_to_neighbor))
continue; // this neighbor is blocked
astar_node *in_open = find_open_node(neighbor),
*in_closed = find_closed_node(neighbor);
if (!compare_neighbors(nnode, neighbor, nnode_to_neighbor, in_open, in_closed))
continue;
neighbor->parent = nnode;
neighbor->to_goal = path_cost_est(neighbor->loc, goal);
neighbor->score = neighbor->to_start + neighbor->to_goal;
neighbor->len = nnode->len + 1;
if (neighbor->score > max_score) {
delete neighbor; // too far away
continue;
}
// take neighbor out of closed list and put into open list
if (in_closed)
remove_closed_node(in_closed);
if (!in_open)
push_open_node(neighbor);
}
return true;
}
/* Do A* search of tiles to create a path from `start' to `goal'.
* Don't search past nodes with a score over the max. score.
* Create a partial path to low-score nodes with a distance-to-start over the
* max_steps count, defined here. Actor may perform another search when needed.
* Returns true if a path is created
*/
bool AStarPath::path_search(const MapCoord &start, const MapCoord &goal) {
//DEBUG(0,LEVEL_DEBUGGING,"SEARCH: %d: %d,%d -> %d,%d\n",actor->get_actor_num(),start.x,start.y,goal.x,goal.y);
astar_node *start_node = new astar_node;
start_node->loc = start;
start_node->to_start = 0;
start_node->to_goal = path_cost_est(start, goal);
start_node->score = start_node->to_start + start_node->to_goal;
start_node->len = 0;
push_open_node(start_node);
const uint32 max_score = get_max_score(start_node->to_goal);
const uint32 max_steps = 8 * 2 * 4; // walk up to four screen lengths before searching again
while (!open_nodes.empty()) {
astar_node *nnode = pop_open_node(); // next closest
if (nnode->loc == goal || nnode->len >= max_steps) {
if (nnode->loc != goal)
DEBUG(0, LEVEL_DEBUGGING, "out of steps, making partial path (nnode->len=%d)\n", nnode->len);
//DEBUG(0,LEVEL_DEBUGGING,"GOAL\n");
final_node = nnode;
create_path();
delete_nodes();
return true; // reached goal - success
}
// check cardinal neighbors (starting at top going clockwise)
search_node_neighbors(nnode, goal, max_score);
// node and neighbors checked, put into closed
closed_nodes.push_back(nnode);
}
//DEBUG(0,LEVEL_DEBUGGING,"FAIL\n");
delete_nodes();
return false; // out of open nodes - failure
}
/* Return the cost of moving one step from `c1' to `c2', which is always 1. This
* isn't very helpful, so subclasses should provide their own function.
* Returns -1 if c2 is blocked. */
sint32 AStarPath::step_cost(const MapCoord &c1, const MapCoord &c2) {
if (!pf->check_loc(c2.x, c2.y, c2.z)
|| c2.distance(c1) > 1)
return -1;
return 1;
}
/* Return an item in the list of closed nodes whose location matches `ncmp'.
*/
astar_node *AStarPath::find_closed_node(astar_node *ncmp) {
for (astar_node *n : closed_nodes)
if (n->loc == ncmp->loc)
return n;
return nullptr;
}
/* Return an item in the list of open nodes whose location matches `ncmp'.
*/
astar_node *AStarPath::find_open_node(astar_node *ncmp) {
for (astar_node *n : open_nodes)
if (n->loc == ncmp->loc)
return n;
return nullptr;
}
/* Add new node pointer to the list of open nodes (sorting by score).
*/
void AStarPath::push_open_node(astar_node *node) {
if (open_nodes.empty()) {
open_nodes.push_front(node);
return;
}
Std::list<astar_node *>::iterator n = open_nodes.begin();
// get to end of list or to a node with equal or greater score
while (n != open_nodes.end() && (*n++)->score < node->score);
open_nodes.insert(n, node); // and add before that location
}
/* Return pointer to the highest priority node from the list of open nodes, and
* remove it.
*/
astar_node *AStarPath::pop_open_node() {
astar_node *best = open_nodes.front();
open_nodes.pop_front(); // remove it
return best;
}
/* Find item in the list of closed nodes whose location matched `ncmp', and
* remove it from the list.
*/
void AStarPath::remove_closed_node(astar_node *ncmp) {
Std::list<astar_node *>::iterator n;
for (n = closed_nodes.begin(); n != closed_nodes.end(); n++)
if ((*n)->loc == ncmp->loc) {
closed_nodes.erase(n);
return;
}
}
/* Delete nodes dereferenced from pointers in the lists.
*/
void AStarPath::delete_nodes() {
while (!open_nodes.empty()) {
astar_node *delnode = open_nodes.front();
open_nodes.pop_front();
delete delnode;
}
while (!closed_nodes.empty()) {
astar_node *delnode = closed_nodes.front();
closed_nodes.pop_front();
delete delnode;
}
}
} // End of namespace Nuvie
} // End of namespace Ultima