RogueLife/src/pathfinding.c

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2021-06-15 17:27:30 +02:00
#include "pathfinding.h"
#include <stdlib.h>
#include <string.h>
//---
// BFS algorithm
//---
struct node {
int16_t dist;
int16_t prev;
};
ipoint_t *bfs(map_t const *map, ipoint_t start, ipoint_t end, int *count)
{
int h = map->height;
int w_shift = 0;
int w = 1;
while(w < map->width) w <<= 1, w_shift++;
#define idx(x, y) (((y) << w_shift) + (x))
static int dx_array[4] = { -1, +1, 0, 0 };
static int dy_array[4] = { 0, 0, -1, +1 };
/* Array keeping track of each node's distance and previous-link */
struct node *array = malloc(w * h * sizeof *array);
if(!array) return NULL;
memset(array, 0xff, (w * h * sizeof *array));
int i = idx(start.x, start.y);
array[i].dist = 0;
array[i].prev = i;
/* Queue of nodes to check */
uint16_t *queue = malloc(w * h * sizeof *queue);
if(!queue) { free(array); return NULL; }
int queue_start=0, queue_end=0;
queue[queue_end++] = idx(start.x, start.y);
/* Explore nodes listed in the queue */
while(queue_start < queue_end) {
int current = queue[queue_start++];
int x = current & (w-1);
int y = current >> w_shift;
if(x == end.x && y == end.y) break;
for(int i = 0; i < 4; i++) {
int dx = dx_array[i];
int dy = dy_array[i];
struct tile *tile = map_tile(map, x+dx, y+dy);
if(!tile || tile->solid) continue;
int next = idx(x+dx, y+dy);
if(array[next].prev != -1) continue;
array[next].dist = array[current].dist + 1;
array[next].prev = current;
queue[queue_end++] = next;
}
}
free(queue);
/* Generate the path */
int n = idx(end.x, end.y);
if(array[n].prev == -1) { free(array); return NULL; }
*count = array[n].dist;
ipoint_t *points = malloc((*count + 1) * sizeof *points);
for(int i = *count; i >= 0; i--) {
points[i].x = n & (w-1);
points[i].y = n >> w_shift;
n = array[n].prev;
}
free(array);
return points;
}
//---
// Ray casting
//---
int raycast_clear_points = 0;
fpoint_t *raycast_clear_p;
bool raycast_clear(map_t const *map, fpoint_t start, fpoint_t end)
{
fpoint_t u = { end.x - start.x, end.y - start.y };
if(u.x == 0 && u.y == 0) return true;
fixed_t inv_ux = u.x ? fdiv(fix(1), u.x) : 0;
fixed_t inv_uy = u.y ? fdiv(fix(1), u.y) : 0;
/* Current point is [start + t*u]; when t = 1, we're reached [end] */
fixed_t t = fix(0);
raycast_clear_points = 0;
while(t < fix(1)) {
fixed_t x = start.x + fmul(t, u.x);
fixed_t y = start.y + fmul(t, u.y);
/* Re-check current cell to avoid diagonal clips, where we change tiles
diagonally in a single stpe (which happens quite often when snapping
to points with integer or half-integer coordinates) as things align
perfectly */
int current_x = ffloor(x-(u.x < 0));
int current_y = ffloor(y-(u.y < 0));
struct tile *tile = map_tile(map, current_x, current_y);
if(tile && tile->solid) return false;
if(raycast_clear_points < 64) {
raycast_clear_p[raycast_clear_points].x = x;
raycast_clear_p[raycast_clear_points].y = y;
}
raycast_clear_points++;
/* Distance to the next horizontal, and vertical line */
fixed_t dist_y = (u.y >= 0) ? fix(1) - fdec(y) : -(fdec(y-1) + 1);
fixed_t dist_x = (u.x >= 0) ? fix(1) - fdec(x) : -(fdec(x-1) + 1);
/* Increase in t that would make us hit a horizontal line */
fixed_t dty = fmul(dist_y, inv_uy);
fixed_t dtx = fmul(dist_x, inv_ux);
/* Move to the next point */
if(!u.x || (u.y && dty <= dtx)) {
/* Make sure we don't get stuck, at all costs */
t += dty + (dty == 0);
if(t > fix(1)) break;
int next_x = ffloor(x-(u.x < 0));
int next_y = ffloor(y-(u.y < 0)) + (u.y >= 0 ? 1 : -1);
struct tile *tile = map_tile(map, next_x, next_y);
if(tile && tile->solid) return false;
}
else {
t += dtx + (dtx == 0);
if(t > fix(1)) break;
int next_x = ffloor(x-(u.x < 0)) + (u.x >= 0 ? 1 : -1);
int next_y = ffloor(y-(u.y < 0));
struct tile *tile = map_tile(map, next_x, next_y);
if(tile && tile->solid) return false;
}
}
return true;
}
int rch_c1=0, rch_c2=0;
fpoint_t rch_p1[64], rch_p2[64];
bool raycast_clear_hitbox(map_t const *map, fpoint_t start, fpoint_t end,
frect_t hitbox)
{
fpoint_t dir = { end.x - start.x, end.y - start.y };
/* Opposite corners */
fpoint_t p1, p2;
/* Select the corners of the hitbox */
if(((dir.x >= 0) ^ (dir.y >= 0)) == 0) {
p1 = (fpoint_t){ hitbox.r, hitbox.t };
p2 = (fpoint_t){ hitbox.l, hitbox.b };
}
else {
p1 = (fpoint_t){ hitbox.l, hitbox.t };
p2 = (fpoint_t){ hitbox.r, hitbox.b };
}
fpoint_t s1 = { start.x + p1.x, start.y + p1.y };
fpoint_t s2 = { start.x + p2.x, start.y + p2.y };
fpoint_t e1 = { end.x + p1.x, end.y + p1.y };
fpoint_t e2 = { end.x + p2.x, end.y + p2.y };
raycast_clear_p = rch_p1;
bool b1 = raycast_clear(map, s1, e1);
rch_c1 = raycast_clear_points;
raycast_clear_p = rch_p2;
bool b2 = raycast_clear(map, s2, e2);
rch_c2 = raycast_clear_points;
return b1 && b2;
}
//---
// General pathfinding
//---
fpoint_t *pathfind(map_t const *map, fpoint_t start, fpoint_t end, int *count,
ipoint_t **p_grid, int *p_grid_length, frect_t hitbox)
{
int grid_length;
ipoint_t *grid = bfs(map, (ipoint_t){ ffloor(start.x), ffloor(start.y) },
(ipoint_t){ ffloor(end.x), ffloor(end.y) }, &grid_length);
if(p_grid) *p_grid = grid;
if(p_grid_length) *p_grid_length = grid_length;
if(!grid) return NULL;
/* Allocate enough points to avoid doing the calculation twice */
fpoint_t *path = malloc((grid_length+3) * sizeof *path);
if(!path) goto pathfind_end;
*count = 0;
path[*count] = start;
int current = -1;
/* Find the furthest point on the integer path which can be reached in a
straight line, then start again from there */
while(current <= grid_length) {
fpoint_t p1 = (current == -1) ? start : (fpoint_t){
fix(grid[current].x) + fix(1)/2,
fix(grid[current].y) + fix(1)/2 };
bool made_progress = false;
for(int next = grid_length + 1; next > current; next--) {
fpoint_t p2 = (next == grid_length + 1) ? end : (fpoint_t){
fix(grid[next].x) + fix(1)/2,
fix(grid[next].y) + fix(1)/2 };
if(raycast_clear_hitbox(map, p1, p2, hitbox)) {
path[++*count] = p2;
current = next;
made_progress = true;
break;
}
}
/* This should never happen because you can always move from start to
the first grid point, and from the last grid point to the end; plus,
grid points are trivially adjacent. But for robustness, check */
if(!made_progress) { free(path); path = NULL; goto pathfind_end; }
}
pathfind_end:
if(!p_grid) free(grid);
return path;
}
fpoint_t pathfind_one(map_t const *map, fpoint_t start, fpoint_t end,
frect_t hitbox)
{
fpoint_t target = start;
int grid_length;
ipoint_t *grid = bfs(map, (ipoint_t){ ffloor(start.x), ffloor(start.y) },
(ipoint_t){ ffloor(end.x), ffloor(end.y) }, &grid_length);
if(!grid) return target;
/* Find the furthest point that can be reached */
for(int next = grid_length + 1; next >= 0; next--) {
fpoint_t p2 = (next == grid_length + 1) ? end : (fpoint_t){
fix(grid[next].x) + fix(1)/2,
fix(grid[next].y) + fix(1)/2 };
if(raycast_clear_hitbox(map, start, p2, hitbox)) {
target = p2;
break;
}
}
free(grid);
return target;
}