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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name pathfinder.cpp - The path finder routines. */
//
// I use breadth-first.
//
// (c) Copyright 1998-2007 by Lutz Sammer, Russell Smith
//
// 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; only version 2 of the License.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include "stratagus.h"
#include "map.h"
#include "unittype.h"
#include "unit.h"
#include "pathfinder.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
/**
** The matrix is used to generated the paths.
**
** 0: Nothing must check if usable.
** 1-8: Field on the path 1->2->3->4->5...
** 88: Marks the possible goal fields.
** 98: Marks map border, for faster limits checks.
*/
static unsigned char Matrix[(MaxMapWidth + 2) * (MaxMapHeight + 3) + 2]; /// Path matrix
static int STDCALL CostMoveTo(int x, int y, void *data);
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Init the pathfinder
*/
void InitPathfinder()
{
InitAStar(Map.Info.MapWidth, Map.Info.MapHeight, CostMoveTo);
}
/**
** Free the pathfinder
*/
void FreePathfinder()
{
FreeAStar();
}
/**
** Initialize a matrix
**
** @note Double border for ships/flyers.
**
** 98 98 98 98 98
** 98 98 98 98 98
** 98 98
** 98 98
** 98 98 98 98 98
*/
static void InitMatrix(unsigned char *matrix)
{
unsigned i;
unsigned w;
unsigned h;
unsigned e;
w = Map.Info.MapWidth + 2;
h = Map.Info.MapHeight;
i = w + w + 1;
memset(matrix, 98, i); // +1 for ships!
memset(matrix + i, 0, w * h); // initialize matrix
for (e = i + w * h; i < e;) { // mark left and right border
matrix[i] = 98;
i += w;
matrix[i - 1] = 98;
}
memset(matrix + i, 98, w + 1); // +1 for ships!
}
/**
** Create empty movement matrix.
*/
unsigned char *CreateMatrix(void)
{
InitMatrix(Matrix);
return Matrix;
}
/**
** Allocate a new matrix and initialize
*/
unsigned char *MakeMatrix(void)
{
unsigned char *matrix;
matrix = new unsigned char[(Map.Info.MapWidth + 2) * (Map.Info.MapHeight + 3) + 2];
InitMatrix(matrix);
return matrix;
}
/*----------------------------------------------------------------------------
-- PATH-FINDER USE
----------------------------------------------------------------------------*/
/**
** Can the unit 'src' reach the place x,y.
**
** @param src Unit for the path.
** @param x Map X tile position.
** @param y Map Y tile position.
** @param w Width of Goal
** @param h Height of Goal
** @param minrange min range to the tile
** @param range Range to the tile.
**
** @pre The unit's field flags must have been marked
** on the map; see MarkUnitFieldFlags.
**
** @return Distance to place.
*/
int PlaceReachable(const CUnit *src, int x, int y, int w, int h, int minrange, int range)
{
// Please do not use UnmarkUnitFieldFlags and MarkUnitFieldFlags
// around PlaceReachable calls.
Assert((Map.Field(src->X, src->Y)->Flags & src->Type->FieldFlags) != 0);
UnmarkUnitFieldFlags(src);
int i = AStarFindPath(src->X, src->Y, x, y, w, h,
src->Type->TileWidth, src->Type->TileHeight, minrange, range, NULL, 0, (void *)src);
MarkUnitFieldFlags(src);
switch (i) {
case PF_FAILED:
case PF_UNREACHABLE:
case PF_REACHED:
i = 0;
break;
case PF_WAIT:
Assert(0);
i = 0;
break;
case PF_MOVE:
break;
default:
break;
}
return i;
}
/**
** Can the unit 'src' reach the unit 'dst'.
**
** @param src Unit for the path.
** @param dst Unit to be reached.
** @param range Range to unit.
**
** @pre The unit's field flags must have been marked
** on the map; see MarkUnitFieldFlags.
**
** @return Distance to place.
*/
int UnitReachable(const CUnit *src, const CUnit *dst, int range)
{
int depth;
// Please do not use UnmarkUnitFieldFlags and MarkUnitFieldFlags
// around UnitReachable calls.
Assert((Map.Field(src->X, src->Y)->Flags & src->Type->FieldFlags) != 0);
//
// Find a path to the goal.
//
depth = PlaceReachable(src, dst->X, dst->Y, dst->Type->TileWidth, dst->Type->TileHeight, 0, range);
if (depth <= 0) {
return 0;
}
return depth;
}
/**
** Compute the cost of crossing tile (dx,dy)
**
** @param data The CUnit * that wants to cross the tile. This is
** passed in as void * so that the low-level A* code
** need not know about CUnit.
** @param x X tile where to move.
** @param y Y tile where to move.
**
** @pre The unit's field flags must have been unmarked
** on the map; see UnmarkUnitFieldFlags.
**
** @return -1 -> impossible to cross.
** 0 -> no induced cost, except move
** >0 -> costly tile
*/
static int STDCALL CostMoveTo(int x, int y, void *data)
{
int i;
int j;
int flag;
int cost = 0;
CUnit *goal;
const CUnit *unit = (const CUnit *)data;
int mask = unit->Type->MovementMask;
cost = 0;
// Doesn't cost anything to move to ourselves :)
// Used when marking goals mainly. Could cause speed problems
if (unit->X == x && unit->Y == y) {
return 0;
}
// verify each tile of the unit.
for (i = x; i < x + unit->Type->TileWidth; ++i) {
for (j = y; j < y + unit->Type->TileHeight; ++j) {
flag = Map.Field(i, j)->Flags & mask;
if (flag && (AStarKnowUnseenTerrain || Map.IsFieldExplored(unit->Player, i, j))) {
if (flag & ~(MapFieldLandUnit | MapFieldAirUnit | MapFieldSeaUnit)) {
// we can't cross fixed units and other unpassable things
return -1;
}
goal = UnitOnMapTile(i, j, unit->Type->UnitType);
if (!goal) {
// Shouldn't happen, mask says there is something on this tile
Assert(0);
return -1;
}
// The unit must not be blocked by itself.
// Please use UnmarkUnitFieldFlags and
// MarkUnitFieldFlags around pathfinder calls.
Assert(goal != unit);
if (goal->Moving) {
// moving unit are crossable
cost += AStarMovingUnitCrossingCost;
} else {
// for non moving unit Always Fail
// FIXME: Need support for moving a fixed unit to add cost
return -1;
//cost += AStarFixedUnitCrossingCost;
}
}
// Add cost of crossing unknown tiles if required
if (!AStarKnowUnseenTerrain && !Map.IsFieldExplored(unit->Player, i, j)) {
// Tend against unknown tiles.
cost += AStarUnknownTerrainCost;
}
if (unit->Type->UnitType != UnitTypeFly) {
// Add tile movement cost
cost += Map.Field(i, j)->Cost;
}
}
}
return cost;
}
/*----------------------------------------------------------------------------
-- REAL PATH-FINDER
----------------------------------------------------------------------------*/
/**
** Find new path.
**
** The destination could be a unit or a field.
** Range gives how far we must reach the goal.
**
** @note The destination could become negative coordinates!
**
** @param unit Path for this unit.
**
** @pre The unit's field flags must have been unmarked
** on the map; see UnmarkUnitFieldFlags.
**
** @return >0 remaining path length, 0 wait for path, -1
** reached goal, -2 can't reach the goal.
*/
int NewPath(CUnit *unit)
{
int i;
int gw;
int gh;
int gx;
int gy;
int minrange;
int maxrange;
char *path;
// Please use UnmarkUnitFieldFlags and MarkUnitFieldFlags
// around NewPath calls.
Assert((Map.Field(unit->X, unit->Y)->Flags & unit->Type->FieldFlags) == 0);
if (unit->Orders[0]->Goal) {
gw = unit->Orders[0]->Goal->Type->TileWidth;
gh = unit->Orders[0]->Goal->Type->TileHeight;
gx = unit->Orders[0]->Goal->X;
gy = unit->Orders[0]->Goal->Y;
maxrange = unit->Orders[0]->Range;
minrange = unit->Orders[0]->MinRange;
} else {
// Take care of non square goals :)
// If goal is non square, range states a non-existant goal rather
// than a tile.
gw = unit->Orders[0]->Width;
gh = unit->Orders[0]->Height;
maxrange = unit->Orders[0]->Range;
minrange = unit->Orders[0]->MinRange;
// Large units may have a goal that goes outside the map, fix it here
if (unit->Orders[0]->X + unit->Type->TileWidth - 1 >= Map.Info.MapWidth) {
unit->Orders[0]->X = Map.Info.MapWidth - unit->Type->TileWidth;
}
if (unit->Orders[0]->Y + unit->Type->TileHeight - 1 >= Map.Info.MapHeight) {
unit->Orders[0]->Y = Map.Info.MapHeight - unit->Type->TileHeight;
}
gx = unit->Orders[0]->X;
gy = unit->Orders[0]->Y;
}
path = unit->Data.Move.Path;
i = AStarFindPath(unit->X, unit->Y, gx, gy, gw, gh,
unit->Type->TileWidth, unit->Type->TileHeight, minrange, maxrange, path, MAX_PATH_LENGTH, unit);
if (i == PF_FAILED) {
i = PF_UNREACHABLE;
}
// Update path if it was requested. Otherwise we may only want
// to know if there exists a path.
if (path != NULL) {
if (i >= MAX_PATH_LENGTH) {
unit->Data.Move.Length = MAX_PATH_LENGTH;
} else {
unit->Data.Move.Length = i;
}
if (unit->Data.Move.Length == 0) {
++unit->Data.Move.Length;
}
}
return i;
}
/**
** Returns the next element of a path.
**
** @param unit Unit that wants the path element.
** @param pxd Pointer for the x direction.
** @param pyd Pointer for the y direction.
**
** @pre The unit's field flags must have been unmarked
** on the map; see UnmarkUnitFieldFlags.
**
** @return >0 remaining path length, 0 wait for path, -1
** reached goal, -2 can't reach the goal.
*/
int NextPathElement(CUnit *unit, int *pxd, int *pyd)
{
int result;
// Please use UnmarkUnitFieldFlags and MarkUnitFieldFlags
// around NextPathElement calls.
Assert((Map.Field(unit->X, unit->Y)->Flags & unit->Type->FieldFlags) == 0);
// Attempt to use path cache
// FIXME: If there is a goal, it may have moved, ruining the cache
*pxd = 0;
*pyd = 0;
// Goal has moved, need to recalculate path or no cached path
if (unit->Data.Move.Length <= 0 ||
(unit->Orders[0]->Goal && (unit->Orders[0]->Goal->X != unit->Orders[0]->X ||
unit->Orders[0]->Goal->Y != unit->Orders[0]->Y))) {
result = NewPath(unit);
if (result == PF_UNREACHABLE) {
unit->Data.Move.Length = 0;
return result;
}
if (result == PF_REACHED) {
return result;
}
if (unit->Goal) {
// Update Orders
unit->Orders[0]->X = unit->Goal->X;
unit->Orders[0]->Y = unit->Goal->Y;
}
}
*pxd = Heading2X[(int)unit->Data.Move.Path[(int)unit->Data.Move.Length - 1]];
*pyd = Heading2Y[(int)unit->Data.Move.Path[(int)unit->Data.Move.Length - 1]];
result = unit->Data.Move.Length;
unit->Data.Move.Length--;
if (!UnitCanBeAt(unit, *pxd + unit->X, *pyd + unit->Y)) {
// If obstructing unit is moving, wait for a bit.
if (unit->Data.Move.Fast) {
unit->Data.Move.Fast--;
AstarDebugPrint("WAIT at %d\n" _C_ unit->Data.Move.Fast);
result = PF_WAIT;
} else {
unit->Data.Move.Fast = 10;
AstarDebugPrint("SET WAIT to 10\n");
result = PF_WAIT;
}
if (unit->Data.Move.Fast == 0 && result != 0) {
AstarDebugPrint("WAIT expired\n");
result = NewPath(unit);
if (result > 0) {
*pxd = Heading2X[(int)unit->Data.Move.Path[(int)unit->Data.Move.Length - 1]];
*pyd = Heading2Y[(int)unit->Data.Move.Path[(int)unit->Data.Move.Length - 1]];
if (!UnitCanBeAt(unit, *pxd + unit->X, *pyd + unit->Y)) {
// There may be unit in the way, Astar may allow you to walk onto it.
result = PF_UNREACHABLE;
*pxd = 0;
*pyd = 0;
} else {
result = unit->Data.Move.Length;
unit->Data.Move.Length--;
}
}
}
}
if (result != PF_WAIT) {
unit->Data.Move.Fast = 0;
}
return result;
}
//@}
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