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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/FINDPATH.CPP 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : FINDPATH.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : September 10, 1993 *
- * *
- * Last Update : May 25, 1995 [PWG] *
- * *
- * The path algorithm works by following a LOS path to the target. If it *
- * collides with an impassable spot, it uses an Edge following routine to *
- * get around it. The edge follower moves along the edge in a clockwise or *
- * counter clockwise fashion until finding the destination spot. The *
- * destination is determined by Find_Path. It is the first passable that *
- * can be reached (so it will handle the doughnut case, where there is *
- * a passable in the center of an unreachable area). *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Clear_Path_Overlap -- clears the path overlap list *
- * Find_Path -- Find a path from point a to point b. *
- * Find_Path_Cell -- Finds a given cell on a specified path *
- * Follow_Edge -- Follow an edge to get around an impassable spot. *
- * FootClass::Unravel_Loop -- Unravels a loop in the movement path *
- * Get_New_XY -- Get the new x,y based on current position and direction. *
- * Optimize_Moves -- Optimize the move list. *
- * Set_Path_Overlap -- Sets the overlap bit for given cell *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- //#include <string.h>
- /*
- ** When an edge search is started, it can be performed CLOCKwise or
- ** COUNTERCLOCKwise direction.
- */
- #define CLOCK (FacingType)1 // Clockwise.
- #define COUNTERCLOCK (FacingType)-1 // Counterclockwise.
- /*
- ** If defined, diagonal moves are allowed, else no diagonals.
- */
- #define DIAGONAL
- /*
- ** This is the marker to signify the end of the path list.
- */
- #define END FACING_NONE
- /*
- ** "- 1" test for bit manipulation.
- */
- #define TEST
- /*
- ** If memory is more important than speed, set this define to
- ** true. It will then perform intermediate optimizations to get the most
- ** milage out of a limited movement list staging area. If this value
- ** is true then it figures paths a bit more intelligently.
- */
- #define SAVEMEM true
- /*
- ** Modify this macro so that given two cell values, it will return
- ** a value between 0 and 7, with 0 being North and moving
- ** clockwise (just like map degrees).
- */
- #define CELL_FACING(a, b) Dir_Facing(::Direction((a), (b)))
- /*-------------------------------------------------------------------------*/
- /*
- ** Cells values are really indexes into the 'map'. The following value is
- ** the X width of the map.
- */
- #define MODULO MAP_CELL_W
- /*
- ** Maximum lookahead cells. Twice this value in bytes will be
- ** reserved on the stack. The smaller this number, the faster the processing.
- */
- #define MAX_MLIST_SIZE 300
- #define THREAT_THRESHOLD 5
- #define MAX_PATH_EDGE_FOLLOW 400
- #ifdef NEVER
- typedef enum {
- FACING_N, // North
- FACING_NE, // North-East
- FACING_E, // East
- FACING_SE, // South-East
- FACING_S, // South
- FACING_SW, // South-West
- FACING_W, // West
- FACING_NW, // North-West
- FACING_COUNT // Total of 8 directions (0..7).
- } FacingType;
- #endif
- /*-------------------------------------------------------------------------*/
- //static bool DrawPath;
- inline FacingType Opposite(FacingType face)
- {
- return( (FacingType) (face ^ 4));
- }
- inline static FacingType Next_Direction(FacingType facing, FacingType dir)
- {
- facing = facing + dir;
- #ifndef DIAGONAL
- facing = (FacingType)(facing & 0x06);
- #endif
- return(facing);
- }
- /*=========================================================================*/
- /* Define a couple of variables which are private to the module they are */
- /* declared in. */
- /*=========================================================================*/
- static unsigned long MainOverlap[MAP_CELL_TOTAL/32]; // overlap list for the main path
- static unsigned long LeftOverlap[MAP_CELL_TOTAL/32]; // overlap list for the left path
- static unsigned long RightOverlap[MAP_CELL_TOTAL/32]; // overlap list for the right path
- //static CELL MoveMask = 0;
- static CELL DestLocation;
- static CELL StartLocation;
- /***************************************************************************
- * Point_Relative_To_Line -- Relation between a point and a line *
- * *
- * If a point is on a line then the following function holds true: *
- * (x - x2)(z1 - z2) = (z - z2)(x1 - x2) given x,z a point on the *
- * line (x1,z1),(x2,z2). *
- * If the right side is > then the left side then the point is on one *
- * side of the line and if the right side is < the the left side, then*
- * the point is on the other side of the line. By subtracting one side*
- * from the other we can determine on what side (if any) the point is on*
- * by testing the side of the resulting subtraction. *
- * *
- * INPUT: *
- * int x - x pos of point. *
- * int z - z pos of point. *
- * int x1 - x pos of first end of line segment. *
- * int z1 - z pos of first end of line segment. *
- * int x1 - x pos of second end of line segment. *
- * int z1 - z pos of second end of line segment. *
- * *
- * OUTPUT: *
- * Assuming (x1,z1) is north, (x2,z2) is south: *
- * 0 : point is on line. *
- * > 0 : point is east of line. *
- * < 0 : point is west of line. *
- * *
- * WARNINGS: *
- * Remember that int means that assumes 16 bits of precision. *
- * *
- * HISTORY: *
- * 10/28/1994 SKB : Created. *
- *=========================================================================*/
- int Point_Relative_To_Line(int x, int z, int x1, int z1, int x2, int z2)
- {
- return((((long)x - (long)x2) * ((long)z1 - (long)z2)) - (((long)z - (long)z2) * ((long)x1 - (long)x2)));
- }
- /***************************************************************************
- * FootClass::Unravel_Loop -- Unravels a loop in the movement path *
- * *
- * While in the midst of the Follow Edge logic, it is possible (due to the *
- * fact that we support diagonal movement) to begin looping around a *
- * column of some type. The Unravel loop function will scan backward *
- * through the list and fixup the path to try to prevent the loop. *
- * *
- * INPUT: path - pointer to the generated path so we can pull the *
- * commands out of it. *
- * cell - the cell we tried to enter that generated the *
- * double overlap condition. *
- * dir - the direction we tried to enter from when we *
- * generated the double overlap condition *
- * startx - the start x position of this path segment *
- * starty - the start y position of this path segment *
- * destx - the dest x position for this path segment *
- * desty - the dest y position for this path segment *
- * *
- * OUTPUT: TRUE - loop has been successfully unravelled *
- * FALSE - loop can not be unravelled so abort follow edge *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/25/1995 PWG : Created. *
- *=========================================================================*/
- bool FootClass::Unravel_Loop(PathType * path, CELL &cell, FacingType &dir, int sx, int sy, int dx, int dy, MoveType threshhold)
- {
- /*
- ** Walk back to the actual cell before we advanced our position
- */
- FacingType curr_dir = dir;
- CELL curr_pos = Adjacent_Cell(cell, Opposite(curr_dir));
- int idx = path->Length; // start at the last position
- FacingType * list = &path->Command[idx-1]; // point to the last command
- int checkx;
- int checky;
- int last_was_line = false;
- /*
- ** loop backward through the list searching for a point that is
- ** on the line. If the point was a diagonal move then adjust
- ** it.
- */
- while (idx) {
- checkx = Cell_X(curr_pos);
- checky = Cell_Y(curr_pos);
- if (!Point_Relative_To_Line(checkx, checky, sx, sy, dx, dy) || last_was_line) {
- /*
- ** We have now found a point on the line. Now we must check to see
- ** if we left the line on a diagonal. If we did then we need to fix
- ** it up.
- */
- if (curr_dir & 1 && curr_pos != path->LastFixup) {
- cell = curr_pos;
- dir = *(list-1);
- path->Length = idx;
- path->LastFixup = curr_pos;
- return(true);
- }
- last_was_line = !last_was_line;
- }
- /*
- ** Since this cell will not be in the list, then pull out its cost
- */
- path->Cost -= Passable_Cell(curr_pos, *list, -1, threshhold);
- /*
- ** Remove this cells flag from the overlap list for the path
- */
- #ifdef TEST
- path->Overlap[curr_pos >> 5] &= ~(1 << ((curr_pos & 31)));
- #else
- path->Overlap[curr_pos >> 5] &= ~(1 << ((curr_pos & 31) - 1));
- #endif
- /*
- ** Adjust to the next list position and direction.
- */
- curr_dir = *list--;
- curr_pos = Adjacent_Cell(curr_pos, Opposite(curr_dir));
- idx--;
- }
- /*
- ** If we can't modify the list to eliminate the problem, then we have
- ** a larger problem in that we have deleted all of the cells in the
- ** list.
- */
- return(false);
- }
- /***************************************************************************
- * Register_Cell -- registers a cell on our path and check for backtrack *
- * *
- * This function adds a new cell to our path. If the cell has already *
- * been recorded as part of our path, then this function moves back down *
- * the list truncating it at the point we registered that cell. This *
- * function will eliminate all backtracking from the list. *
- * *
- * INPUT: long * list - the list to set the overlap bit for *
- * CELL cell - the cell to mark on the overlap list *
- * *
- * OUTPUT: BOOL - TRUE if bit has been set, FALSE if bit already set *
- * *
- * HISTORY: *
- * 05/23/1995 PWG : Created. *
- *=========================================================================*/
- bool FootClass::Register_Cell(PathType * path, CELL cell, FacingType dir, int cost, MoveType threshhold)
- {
- FacingType * list;
- int pos = cell >> 5;
- #ifdef TEST
- int bit = (cell & 31);
- #else
- int bit = (cell & 31) - 1;
- #endif
- /*
- ** See if this point has already been registered as on the list. If so
- ** we need to truncate the list back to this point and register the
- ** new direction.
- */
- if (path->Overlap[pos] & (1 << bit)) {
- /*
- ** If this is not a case of immediate back tracking then handle
- ** by searching the list to see what we find. However is this is
- ** an immediate back track, then pop of the last direction
- ** and unflag the cell we are in (not the cell we are moving to).
- ** Note: That we do not check for a zero length cell because we
- ** could not have a duplicate unless there are cells in the list.
- */
- if (path->Command[path->Length - 1] == Opposite(dir)) {
- CELL pos = Adjacent_Cell(cell, Opposite(dir));
- #ifdef TEST
- path->Overlap[pos >> 5] &= ~(1 << ((pos & 31)));
- #else
- path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
- #endif
- path->Length--;
- } else {
- /*
- ** If this overlap is in the same place as we had our last overlap
- ** then we are in a loop condition. We need to signify that we
- ** cannot register this cell.
- */
- if (path->LastOverlap == cell) {
- return(false);
- } else {
- path->LastOverlap = cell;
- }
- CELL pos = path->Start;
- int newlen = 0;
- int idx = 0;
- list = path->Command;
- /*
- ** Note that the cell has to be in this list, so theres no sense
- ** in checking whether we found it (famous last words).
- **
- ** PWG 8/16/95 - However there is no sense searching the list if
- ** the cell we have overlapped on is the cell we
- ** started in.
- */
- if (pos != cell) {
- while (idx < path->Length) {
- pos = Adjacent_Cell(pos, *list);
- if (pos == cell) {
- idx++;
- list++;
- break;
- }
- idx++;
- list++;
- }
- newlen = idx;
- }
- /*
- ** Now we are pointing at the next command in the list. From here on
- ** out we need to unmark the fact that we have entered these cells and
- ** adjust the cost of our path to reflect that we have not entered
- ** then.
- */
- while (idx < path->Length) {
- pos = Adjacent_Cell(pos, *list);
- path->Cost -= Passable_Cell(pos, *list, -1, threshhold);
- #ifdef TEST
- path->Overlap[pos >> 5] &= ~(1 << ((pos & 31)));
- #else
- path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
- #endif
- idx++;
- list++;
- }
- path->Length = newlen;
- }
- } else {
- /*
- ** Now we need to register the new direction, updating the cell structure
- ** and the cost.
- */
- int cpos = path->Length++;
- path->Command[cpos] = dir; // save of the direction we moved
- path->Cost += cost; // figure new cost for cell
- path->Overlap[pos] |= (1 << bit); // mark the we have entered point
- }
- return(true);
- }
- /***********************************************************************************************
- * Find_Path -- Find a path from point a to point b. *
- * *
- * INPUT: int source x,y, int destination x,y, char *final moves *
- * array to store moves, int maximum moves we may attempt *
- * *
- * OUTPUT: int number of moves it took (IMPOSSIBLE_MOVES if we could *
- * not reach the destination *
- * *
- * WARNINGS: This algorithm assumes that the target is NOT situated *
- * inside an impassable. If this case may arise, the do-while *
- * statement inside the inner while (true) must be changed *
- * to include a check to se if the next_x,y is equal to the *
- * dest_x,y. If it is, then return(IMPOSSIBLE_MOVES). *
- * *
- * HISTORY: *
- * 07/08/1991 CY : Created. *
- *=============================================================================================*/
- PathType * FootClass::Find_Path(CELL dest, FacingType * final_moves, int maxlen, MoveType threshhold)
- {
- CELL source = Coord_Cell(Coord); // Source expressed as cell
- static PathType path; // Main path control.
- CELL next; // Next cell to enter
- CELL startcell; // Cell we started in
- FacingType direction; // Working direction of look ahead.
- FacingType newdir; // Tentative facing value.
- bool left=false, // Was leftward path legal?
- right=false; // Was rightward path legal?
- int len; // Length of detour command list.
- int unit_threat; // Calculated unit threat rating
- int cost; // Cost to enter the square
- FacingType moves_left[MAX_MLIST_SIZE+2], // Counterclockwise move list.
- moves_right[MAX_MLIST_SIZE+2]; // Clockwise move list.
- PathType pleft,pright; // Path control structures.
- PathType * which; // Which path to actually use.
- int threat = 0; //
- int threat_stage = 0; //These weren't initialized. ST - 1/8/2019 12:03PM
- /*
- ** If we have been provided an illegal place to store our final moves
- ** then forget it.
- */
- if (!final_moves) return(NULL);
- BStart(BENCH_FINDPATH);
- PathCount++;
- if (Team && Team->Class->IsRoundAbout) {
- unit_threat = (Team) ? Team->Risk : Risk();
- threat_stage = 0;
- threat = 0;
- } else {
- unit_threat = threat = -1;
- }
- StartLocation = source;
- DestLocation = dest;
- /*
- ** Initialize the path structure so that we can keep track of the
- ** path.
- */
- path.Start = source;
- path.Cost = 0;
- path.Length = 0;
- path.Command = final_moves;
- path.Command[0] = END;
- path.Overlap = MainOverlap;
- path.LastOverlap = -1;
- path.LastFixup = -1;
- memset(path.Overlap, 0, sizeof(MainOverlap));
- /*
- ** Clear the over lap list and then make sure that our starting position is marked
- ** on the overlap list. (Otherwise the harvesters will drive in circles... )
- */
- #ifdef TEST
- path.Overlap[source >> 5] |= (1 << ((source & 31)));
- #else
- path.Overlap[source >> 5] |= (1 << ((source & 31) - 1));
- #endif
- startcell = source;
- /*
- ** Account for trailing end of list command, so reduce the maximum
- ** allowed legal commands to reflect this.
- */
- maxlen--;
- /*
- ** As long as there is room to put commands in the movement command list,
- ** then put commands in it. We build the path using the following
- ** methodology.
- **
- ** 1. Scan through the desired straight line path until we either hit an
- ** impassable or have created a valid path.
- **
- ** 2. If we have hit an impassable, walk through the impassable to make
- ** sure that there is a passable on the other side. If there is not
- ** and we can not change the impassable, then this list is dead.
- **
- ** 3. Walk around the impassable on both the left and right edges and
- ** take the shorter of the two paths.
- **
- ** 4. Taking the new location as our start location start again with
- ** step #1.
- */
- while (path.Length < maxlen) {
- top_of_list:
- /*
- ** Have we reached the destination already? If so abort any further
- ** command building.
- */
- if (startcell == dest) {
- break;
- }
- /*
- ** Find the absolute correct direction to reach the next straight
- ** line cell and what cell it is.
- */
- direction = CELL_FACING(startcell, dest);
- next = Adjacent_Cell(startcell, direction);
- /*
- ** If we can move here, then make this our next move.
- */
- cost = Passable_Cell(next, direction, threat, threshhold);
- if (cost) {
- Register_Cell(&path, next, direction, cost, threshhold);
- } else {
- /*
- ** If the impassable location is actually the destination,
- ** then stop here and consider this "good enough".
- */
- if (next == dest) break;
- /*
- ** We could not move to the next cell, so follow through the
- ** impassable until we find a passable spot that can be reached.
- ** Once we find a passable, figure out the shortest path to it.
- ** Since we have variable passable conditions this is not as
- ** simple as it used to be. The limiter loop below allows us to
- ** step through ten doughnuts before we give up.
- */
- for (int limiter = 0; limiter < 5; limiter++) {
- /*
- ** Get the next passable position by zipping through the
- ** impassable positions until a passable position is found
- ** or the destination is reached.
- */
- for (;;) {
- /*
- ** Move one step closer toward destination.
- */
- newdir = CELL_FACING(next, dest);
- next = Adjacent_Cell(next, newdir);
- /*
- ** If the cell is passable then we have been completely
- ** successful. If the cell is not passable then continue.
- */
- if (Passable_Cell(next, FACING_NONE, threat, threshhold)) {
- // if ((Passable_Cell(next, FACING_NONE, threat, threshhold)) || (next == dest)) {
- break;
- }
- /*
- ** If we reached destination while in this loop, we
- ** know that either the destination is impassible (if
- ** we are ignoring) or that we need to up our threat
- ** tolerance and try again.
- */
- if (next == dest) {
- if (threat != -1) {
- switch (threat_stage++) {
- case 0:
- threat = unit_threat >> 1;
- break;
- case 1:
- threat += unit_threat;
- break;
- case 2:
- threat = -1;
- break;
- }
- goto top_of_list;
- }
- goto end_of_list;
- }
- }
- /*
- ** Try to find a path to the passable position by following
- ** the edge of the blocking object in both CLOCKwise and
- ** COUNTERCLOCKwise fashions.
- */
- int follow_len = maxlen + (maxlen >> 1);
- Mem_Copy(&path, &pleft, sizeof(PathType));
- pleft.Command = &moves_left[0];
- pleft.Overlap = LeftOverlap;
- Mem_Copy(path.Command, pleft.Command, path.Length);
- Mem_Copy(path.Overlap, pleft.Overlap, sizeof(LeftOverlap));
- // MBL 09.30.2019: We hit a runtime bounds crash where END (-1 / 0xFF) was being poked into +1 just past the end of the moves_right[] array;
- // The FacingType moves_left[] and moves_right[] arrays already have MAX_MLIST_SIZE+2 as their size, which may have been a previous attempted fix;
- // We are now passing MAX_MLIST_SIZE, since the sizeof calculations included the +2 buffering;
- #if 0
- left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, sizeof(moves_left)/sizeof(moves_left[0]), threshhold);
- // left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, follow_len, threshhold);
- #endif
- left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, MAX_MLIST_SIZE, threshhold);
- if (left) {
- follow_len = min(maxlen, pleft.Length + (pleft.Length >> 1));
- }
- Mem_Copy(&path, &pright, sizeof(PathType));
- pright.Command = &moves_right[0];
- pright.Overlap = RightOverlap;
- Mem_Copy(path.Command, pright.Command, path.Length);
- Mem_Copy(path.Overlap, pright.Overlap, sizeof(RightOverlap));
- // MBL 09.30.2019: We hit a runtime bounds crash where END (-1 / 0xFF) was being poked into +1 just past the end of the moves_right[] array;
- // The FacingType moves_left[] and moves_right[] arrays already have MAX_MLIST_SIZE+2 as their size, which may have been a previous attempted fix;
- // We are now passing MAX_MLIST_SIZE, since the sizeof calculations included the +2 buffering;
- #if 0
- right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, sizeof(moves_right)/sizeof(moves_right[0]), threshhold);
- // right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, follow_len, threshhold);
- #endif
- right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, MAX_MLIST_SIZE, threshhold);
- /*
- ** If we could find a path, break from this loop. Otherwise this
- ** means that we have found a "hole" of passable terrain that
- ** cannot be reached by normal means. Scan forward looking for
- ** the other side of the "doughnut".
- */
- if (left || right) break;
- /*
- ** If no path can be found to the intermediate cell, then
- ** presume we have found a doughnut of some sort. Scan
- ** forward until the next impassable is found and then
- ** process this loop again.
- */
- do {
- /*
- ** If we reached destination while in this loop, we
- ** know that either the destination is impassible (if
- ** we are ignoring) or that we need to up our threat
- ** tolerance and try again.
- */
- if (next == dest) {
- if (threat != -1) {
- switch (threat_stage++) {
- case 0:
- threat = unit_threat >> 1;
- break;
- case 1:
- threat += unit_threat;
- break;
- case 2:
- threat = -1;
- break;
- }
- goto top_of_list;
- }
- goto end_of_list;
- }
- newdir = CELL_FACING(next, dest);
- next = Adjacent_Cell(next, newdir);
- } while (Passable_Cell(next, newdir, threat, threshhold));
- }
- if (!left && !right) break;
- /*
- ** We found a path around the impassable locations, so figure out
- ** which one was the smallest and copy those moves into the
- ** path.Command array.
- */
- which = &pleft;
- if (right) {
- which = &pright;
- if (left) {
- if (pleft.Length < pright.Length) {
- which = &pleft;
- } else {
- which = &pright;
- }
- }
- }
- /*
- ** Record as much as possible of the shorter of the two
- ** paths. The trailing EOL command is not copied because
- ** this may not be the end of the find path logic.
- */
- len = which->Length;
- len = min(len, maxlen);
- if (len > 0) {
- memcpy(&path.Overlap[0], &which->Overlap[0], sizeof(LeftOverlap));
- memcpy(&path.Command[0], &which->Command[0], len * sizeof(FacingType));
- path.Length = len;
- path.Cost = which->Cost;
- path.LastOverlap = -1;
- path.LastFixup = -1;
- } else {
- break;
- }
- }
- startcell = next;
- }
- end_of_list:
- /*
- ** Poke in the stop command.
- */
- if (path.Length < maxlen) {
- path.Command[path.Length++] = END;
- }
- /*
- ** Optimize the move list but only necessary if
- ** diagonal moves are allowed.
- */
- #ifdef DIAGONAL
- Optimize_Moves(&path, threshhold);
- #endif
- BEnd(BENCH_FINDPATH);
- return(&path);
- }
- /***********************************************************************************************
- * Follow_Edge -- Follow an edge to get around an impassable spot. *
- * *
- * INPUT: start -- cell to head from *
- * *
- * target -- Target cell to head to. *
- * *
- * path -- Pointer to path list structure. *
- * *
- * search -- Direction of search (1=clock, -1=counterclock). *
- * *
- * olddir -- Facing impassible direction from start. *
- * *
- * callback -- Function pointer for determining if a cell is *
- * passable or not. *
- * *
- * OUTPUT: bool: Could a path be found to the desired cell? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/08/1991 CY : Created. *
- * 06/01/1992 JLB : Optimized & commented. *
- *=============================================================================================*/
- bool FootClass::Follow_Edge(CELL start, CELL target, PathType * path, FacingType search, FacingType olddir, int threat, int , int max_cells, MoveType threshhold)
- {
- FacingType newdir; // Direction of facing before surrounding cell check.
- CELL oldcell, // Current cell.
- newcell; // Tentative new cell.
- int cost; // Working cost value.
- int startx;
- int starty;
- int online=true;
- int targetx;
- int targety;
- int oldval = 0;
- int cellcount=0;
- int forceout = false;
- FacingType firstdir = (FacingType)-1;
- CELL firstcell = -1;
- bool stepped_off_line = false;
- startx = Cell_X(start);
- starty = Cell_Y(start);
- targetx = Cell_X(target);
- targety = Cell_Y(target);
- if (!path) return(false);
- path->LastOverlap = -1;
- path->LastFixup = -1;
- #ifndef DIAGONAL
- /*
- ** The edge following algorithm doesn't "do" diagonals. Force initial facing
- ** to be an even 90 degree value. Adjust it in the direction it should be
- ** rotating.
- */
- if (olddir & 0x01) {
- olddir = Next_Direction(olddir, search);
- }
- #endif
- newdir = Next_Direction(olddir, search);
- oldcell = start;
- newcell = Adjacent_Cell(oldcell, newdir);
- /*
- ** Continue until we find our target, find our original starting spot,
- ** or run out of moves.
- */
- while (path->Length < max_cells) {
- /*
- ** Look in all the adjacent cells to determine a passable one that
- ** most closely matches the desired direction (working in the specified
- ** direction).
- */
- newdir = olddir;
- for (;;) {
- bool forcefail; // Is failure forced?
- forcefail = false;
- #ifdef DIAGONAL
- /*
- ** Rotate 45/90 degrees in desired direction.
- */
- newdir = Next_Direction(newdir, search);
- /*
- ** If facing a diagonal we must check the next 90 degree location
- ** to make sure that we don't walk right by the destination. This
- ** will happen if the destination it is at the corner edge of an
- ** impassable that we are moving around.
- */
- if (newdir & FACING_NE) {
- CELL checkcell; // Non-diagonal check cell.
- //int x,y;
- checkcell = Adjacent_Cell(oldcell, Next_Direction(newdir, search));
- if (checkcell == target) {
- /*
- ** This only works if in fact, it is possible to move to the
- ** cell from the current location.
- */
- cost = Passable_Cell(checkcell, Next_Direction(newdir, search), threat, threshhold);
- if (cost) {
- /*
- ** YES! The destination is at the corner of an impassable, so
- ** set the direction to point directly at it and then the
- ** scanning will terminate later.
- */
- newdir = Next_Direction(newdir, search);
- newcell = Adjacent_Cell(oldcell, newdir);
- break;
- }
- }
- /*
- ** Perform special diagonal check. If the edge follower would cross the
- ** diagonal or fall on the diagonal line from the source, then consider
- ** that cell impassible. Otherwise, the find path algorithm will fail
- ** when there are two impassible locations located on a diagonal
- ** that is lined up between the source and destination location.
- **
- ** P.S. It might help if you check the right cell rather than using
- ** the value that just happened to be in checkcell.
- */
- checkcell = Adjacent_Cell(oldcell, newdir);
- int checkx = Cell_X(checkcell);
- int checky = Cell_Y(checkcell);
- int checkval = Point_Relative_To_Line(checkx, checky, startx, starty, targetx, targety);
- if (checkval && !online) {
- forcefail = ((checkval ^ oldval) < 0);
- } else {
- forcefail = false;
- }
- /*
- ** The only exception to the above is when we are directly backtracking
- ** because we could be trying to escape from a culdesack!
- */
- if (forcefail && path->Length > 0 && (FacingType)(newdir ^ 4) == path->Command[path->Length - 1]) {
- forcefail = false;
- }
- }
- #else
- newdir = Next_Direction(newdir, search*2);
- #endif
- /*
- ** If we have just checked the same heading we started with,
- ** we are surrounded by impassable characters and we exit.
- */
- if (newdir == olddir) {
- return(false);
- }
- /*
- ** Get the new cell.
- */
- newcell = Adjacent_Cell(oldcell, newdir);
- /*
- ** If we found a passable position, this is where we should move.
- */
- if (!forcefail && ((cost = Passable_Cell(newcell, newdir, threat, threshhold)) != 0)) {
- break;
- } else {
- if (newcell == target) {
- forceout = true;
- break;
- }
- }
- }
- /*
- ** Record the direction.
- */
- if (!forceout) {
- /*
- ** Mark the cell because this is where we need to be. If register
- ** cell fails then the list has been shortened and we need to adjust
- ** the new direction.
- */
- if (!Register_Cell(path, newcell, newdir, cost, threshhold)) {
- /*
- ** The only reason we could not register a cell is that we are in
- ** a looping situation. So we need to try and unravel the loop if
- ** we can.
- */
- if (!Unravel_Loop(path, newcell, newdir, startx, starty, targetx, targety, threshhold)) {
- return(false);
- }
- /*
- ** Since we need to eliminate a diagonal we must pretend the upon
- ** attaining this square, we were moving turned further in the
- ** search direction then we really were.
- */
- newdir = Next_Direction(newdir, (FacingType)(search*2));
- }
- /*
- ** Find out which side of the line this cell is on. If it is on
- ** a side, then store off that side.
- */
- int newx = Cell_X(newcell);
- int newy = Cell_Y(newcell);
- int val = Point_Relative_To_Line(newx, newy, startx, starty, targetx, targety);
- if (val) {
- oldval = val;
- online = false;
- } else {
- online = true;
- }
- cellcount++;
- if (cellcount == MAX_PATH_EDGE_FOLLOW) {
- return(false);
- }
- }
- /*
- ** If we have found the target spot, we are done.
- */
- if (newcell == target) {
- path->Command[path->Length] = END;
- return(true);
- }
- /*
- ** If we make a full circle back to our original spot, get out.
- */
- if (newcell == firstcell && newdir == firstdir) {
- return(false);
- }
- if (firstcell == -1) {
- firstcell = newcell;
- firstdir = newdir;
- }
- /*
- ** Because we moved, our facing is now incorrect. We want to face toward
- ** the impassable edge we are following (well, not actually toward, but
- ** a little past so that we can turn corners). We have to turn 45/90 degrees
- ** more than expected in anticipation of the pending 45/90 degree turn at
- ** the start of this loop.
- */
- #ifdef DIAGONAL
- olddir = Next_Direction(newdir, (FacingType)(-(int)search*3));
- #else
- olddir = Next_Direction(newdir, (FacingType)(-(int)search*4));
- #endif
- oldcell = newcell;
- }
- /*
- ** The maximum search path is exhausted... abort with a failure.
- */
- return(false);
- }
- /***********************************************************************************************
- * Optimize_Moves -- Optimize the move list. *
- * *
- * INPUT: char *moves to optimize *
- * *
- * OUTPUT: none (list is optimized) *
- * *
- * WARNINGS: EMPTY moves are used to hold the place of eliminated *
- * commands. Also, NEVER call this routine with a list that *
- * contains illegal commands. The list MUST be terminated *
- * with a EOL command *
- * *
- * HISTORY: *
- * 07/08/1991 CY : Created. *
- * 06/01/1992 JLB : Optimized and commented. *
- *=============================================================================================*/
- #define EMPTY (FacingType)-2
- int FootClass::Optimize_Moves(PathType * path, MoveType threshhold)
- //int Optimize_Moves(PathType *path, int (*callback)(CELL, FacingType), int threshold)
- {
- /*
- ** Facing command pair adjustment table. Compare the facing difference between
- ** the two commands. 0 means no optimization is possible. 3 means backtracking
- ** so eliminate both commands. Any other value adjusts the first command facing.
- */
- #ifdef DIAGONAL
- static FacingType _trans[FACING_COUNT] = {(FacingType)0, (FacingType)0, (FacingType)1, (FacingType)2, (FacingType)3, (FacingType)-2, (FacingType)-1, (FacingType)0}; // Smoothing.
- #else
- static FacingType _trans[FACING_COUNT] = {(FacingType)0, (FacingType)0, (FacingType)0, (FacingType)2, (FacingType)3, (FacingType)-2, (FacingType)0, (FacingType)0};
- #endif
- FacingType * cmd1, // Floating first command pointer.
- * cmd2, // Floating second command pointer.
- newcmd; // Calculated new optimized command.
- FacingType newdir; // Tentative new direction for smoothing.
- CELL cell; // Working cell (as it moves along path).
- /*
- ** Abort if there is any illegal parameter.
- */
- if (!path || !path->Command) return(0);
- /*
- ** Optimization loop -- start scanning with the
- ** first pair of commands (if there are at least two
- ** in the command list).
- */
- path->Command[path->Length] = END; // Force end of list.
- if (path->Length == 0) return(0);
- cell = path->Start;
- if (path->Length > 1) {
- cmd2 = path->Command + 1;
- while (*cmd2 != END) {
- /*
- ** Set the cmd1 pointer to point to the valid command closest, but
- ** previous to cmd2. Be sure not to go previous to the head of the
- ** command list.
- */
- cmd1 = cmd2-1;
- while (*cmd1 == EMPTY && cmd1 != path->Command) {
- cmd1--;
- }
- /*
- ** If there isn't any valid previous command, then bump the
- ** cmd pointers to the next command pair and continue...
- */
- if (*cmd1 == EMPTY) {
- cmd2++;
- continue;
- }
- /*
- ** Fetch precalculated command change value. 0 means leave
- ** command set alone, 3 means backtrack and eliminate two
- ** commands. Any other value is new direction and eliminate
- ** one command.
- */
- newcmd = (FacingType)(*cmd2 - *cmd1);
- if (newcmd < FACING_N) newcmd = (FacingType)(newcmd + FACING_COUNT);
- newcmd = _trans[newcmd];
- /*
- ** Check for backtracking. If this occurs, then eliminate the
- ** two commands. This is the easiest optimization.
- */
- if (newcmd == FACING_SE) {
- *cmd1 = EMPTY;
- *cmd2++ = EMPTY;
- continue;
- }
- /*
- ** If an optimization code was found the process it. The command is a facing
- ** offset to more directly travel toward the immediate destination cell.
- */
- if (newcmd) {
- /*
- ** Optimizations differ when dealing with diagonals. Especially when dealing
- ** with diagonals of 90 degrees. In such a case, 90 degree optimizations can
- ** only be optimized if the intervening cell is passable. The distance travelled
- ** is the same, but the path is less circuitous.
- */
- if (*cmd1 & FACING_NE) {
- /*
- ** Diagonal optimizations are always only 45
- ** degree adjustments.
- */
- newdir = Next_Direction(*cmd1, (newcmd < FACING_N) ? (FacingType)-1 : (FacingType)1);
- /*
- ** Diagonal 90 degree changes can be smoothed, although
- ** the path isn't any shorter.
- */
- if (ABS((int)newcmd) == 1) {
- if (Passable_Cell(Adjacent_Cell(cell, newdir), newdir, -1, threshhold)) {
- *cmd2 = newdir;
- *cmd1 = newdir;
- }
- // BOB 16.12.92
- cell = Adjacent_Cell(cell, *cmd1);
- cmd2++;
- continue;
- }
- } else {
- newdir = Next_Direction(*cmd1, newcmd);
- }
- /*
- ** Allow shortening turn only on right angle moves that are based on
- ** 90 degrees. Always allow 135 degree optimizations.
- */
- *cmd2 = newdir;
- *cmd1 = EMPTY;
- /*
- ** Backup what it thinks is the current cell.
- */
- while (*cmd1 == EMPTY && cmd1 != path->Command) {
- cmd1--;
- }
- if (*cmd1 != EMPTY) {
- cell = Adjacent_Cell(cell, Next_Direction(*cmd1, FACING_S));
- } else {
- cell = path->Start;
- }
- continue;
- }
- /*
- ** Since we could not make an optimization, we move our
- ** head pointer forward.
- */
- cell = Adjacent_Cell(cell, *cmd1);
- cmd2++;
- }
- }
- /*
- ** Pack the command list to remove any EMPTY command entries.
- */
- cmd1 = path->Command;
- cmd2 = path->Command;
- cell = path->Start;
- path->Cost = 0;
- path->Length = 0;
- while (*cmd2 != END) {
- if (*cmd2 != EMPTY) {
- cell = Adjacent_Cell(cell, *cmd2);
- path->Cost+= Passable_Cell(cell, *cmd2, -1, threshhold);
- path->Length++;
- *cmd1++ = *cmd2;
- }
- cmd2++;
- }
- path->Length++;
- *cmd1 = END;
- return(path->Length);
- }
- CELL FootClass::Safety_Point(CELL src, CELL dst, int start, int max)
- {
- FacingType dir;
- CELL next;
- int lp;
- dir = (FacingType)(CELL_FACING(src, dst) ^ 4) - 1;
- /*
- ** Loop through the different acceptable distances.
- */
- for (int dist = start; dist < max; dist ++) {
- /*
- ** Move to the starting location.
- */
- next = dst;
- for (lp = 0; lp < dist; lp ++) {
- next = Adjacent_Cell(next, dir);
- }
- if (dir & 1) {
- /*
- ** If our direction is diagonal than we need to check
- ** only one side which is as long as both of the old sides
- ** together.
- */
- for (lp = 0; lp < dist << 1; lp ++) {
- next = Adjacent_Cell(next, dir + 3);
- if (!Can_Enter_Cell(next)) {
- return(next);
- }
- }
- } else {
- /*
- ** If our direction is not diagonal than we need to check two
- ** sides so that we are checking a corner like location.
- */
- for (lp = 0; lp < dist; lp ++) {
- next = Adjacent_Cell(next, dir + 2);
- if (!Can_Enter_Cell(next)) {
- return(next);
- }
- }
- for (lp = 0; lp < dist; lp ++) {
- next = Adjacent_Cell(next, dir + 4);
- if (!Can_Enter_Cell(next)) {
- return(next);
- }
- }
- }
- }
- return(-1);
- }
- int FootClass::Passable_Cell(CELL cell, FacingType face, int threat, MoveType threshhold)
- {
- MoveType move = Can_Enter_Cell(cell, face);
- if (move < MOVE_MOVING_BLOCK && Distance(Cell_Coord(cell)) > 0x0100) threshhold = MOVE_MOVING_BLOCK;
- if (move > threshhold) return(0);
- if (Session.Type == GAME_NORMAL) {
- if (threat != -1) {
- if (::Distance(Cell_Coord(cell), Cell_Coord(DestLocation)) > (THREAT_THRESHOLD * CELL_LEPTON_W)) {
- // if (Map.Cell_Distance(cell, DestLocation) > THREAT_THRESHOLD) {
- if (Map.Cell_Threat(cell, Owner()) > threat)
- return(0);
- }
- }
- }
- static int _value[MOVE_COUNT] = {
- 1, // MOVE_OK
- 1, // MOVE_CLOAK
- 3, // MOVE_MOVING_BLOCK
- 8, // MOVE_DESTROYABLE
- 10, // MOVE_TEMP
- 0 // MOVE_NO
- };
- return(_value[move]);
- }
|