#include "pathfinding.h" #include "game.h" #include "util.h" #include "comp/physical.h" #include "comp/fighter.h" #include #include void pfg_all2one_free(pfg_all2one_t *paths) { free(paths->direction); free(paths->distance); } void pfg_path_free(pfg_path_t *grid_path) { free(grid_path->points); } //--- // BFS algorithm //--- struct point { uint8_t x, y; int16_t cost; uint8_t dir; }; static int compare_point(void const *_p1, void const *_p2) { struct point const *p1=_p1, *p2=_p2; return p1->cost - p2->cost; } pfg_all2one_t pfg_dijkstra(map_t const *map, ivec2 center, uint8_t *occupation) { pfg_all2one_t paths = { .map = map, .x = center.x, .y = center.y }; int size = map->width * map->height; #define idx(x, y) ((y) * map->width + (x)) /* These correspond to the opposites of the directions of */ static int dx_array[4] = { 0, -1, 0, +1 }; static int dy_array[4] = { +1, 0, -1, 0 }; /* Distance and shortest path information for each node */ paths.direction = malloc(size * sizeof *paths.direction); paths.distance = malloc(size * sizeof *paths.distance); /* Queue of nodes to check */ pqueue_t queue = pqueue_alloc(size, sizeof(struct point), compare_point); if(!paths.direction || !paths.distance || !queue.array) { pfg_all2one_free(&paths); paths.direction = NULL; paths.distance = NULL; pqueue_destroy(&queue); return paths; } /* Initialize directions and distance */ memset(paths.direction, 0xff, size * sizeof *paths.direction); memset(paths.distance, 0xff, size * sizeof *paths.distance); /* Initialize queue */ struct point point = { center.x, center.y, 0, UP }; pqueue_add(&queue, &point); /* Explore nodes listed in the queue */ while(!pqueue_empty(&queue)) { /* Pop a node from the queue; ignore it if we've visited it before */ pqueue_pop(&queue, &point); int point_i = idx(point.x, point.y); if(paths.direction[point_i] != -1) continue; paths.direction[point_i] = point.dir; for(int dir = 0; dir < 4; dir++) { int dx = dx_array[dir]; int dy = dy_array[dir]; map_cell_t *cell = map_cell(map, point.x+dx, point.y+dy); if(!cell) continue; if(map->tileset->tiles[cell->base].solid) continue; if(cell->decor && map->tileset->tiles[cell->decor].solid) continue; int next_i = idx(point.x+dx, point.y+dy); int occ = occupation ? occupation[next_i] : 0; /* The direction to the center is the opposite of [dx;dy], which is [dir] due to how [dx_array] and [dy_array] are laid out */ struct point next = { .x=point.x+dx, .y=point.y+dy }; next.cost = paths.distance[point_i] + 1 + 2*occ; if(paths.distance[next_i]>=0 && paths.distance[next_i]<=next.cost) continue; paths.distance[next_i] = next.cost; next.dir = dir; pqueue_add(&queue, &next); } } pqueue_destroy(&queue); return paths; #undef idx } //--- // Path generation from the BFS //--- pfg_path_t pfg_inwards(pfg_all2one_t const *field, ivec2 p) { #define idx(x, y) ((y) * field->map->width + (x)) pfg_path_t path = { field->map, field->distance[idx(p.x, p.y)], NULL }; if(path.length < 0 || !field->distance) return path; path.points = malloc((path.length + 1) * sizeof *path.points); if(!path.points) return path; for(int i = 0; i <= path.length; i++) { path.points[i] = p; vec2 dir = fdir(field->direction[idx(p.x,p.y)]); p.x += ffloor(dir.x); p.y += ffloor(dir.y); } return path; #undef idx } pfg_path_t pfg_outwards(pfg_all2one_t const *field, ivec2 p) { pfg_path_t path = pfg_inwards(field, p); if(!path.points) return path; /* Invert all steps along the path */ for(int i = 0; i <= path.length / 2; i++) { int j=i, k=path.length-i; ivec2 tmp = path.points[j]; path.points[j] = path.points[k]; path.points[k] = tmp; } return path; } //--- // Raycasting tools //--- bool raycast_clear(map_t const *map, vec2 start, vec2 end) { vec2 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've reached [end] */ fixed_t t = fix(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 step (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)); map_cell_t *cell = map_cell(map, current_x, current_y); if(!cell) return false; if(map->tileset->tiles[cell->base].solid) return false; if(cell->decor && map->tileset->tiles[cell->decor].solid) return false; /* 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); int next_x = current_x; int next_y = current_y; /* 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); next_y += (u.y >= 0 ? 1 : -1); } else { t += dtx + (dtx == 0); next_x += (u.x >= 0 ? 1 : -1); } if(t > fix(1)) break; cell = map_cell(map, next_x, next_y); if(!cell) return false; if(map->tileset->tiles[cell->base].solid) return false; if(cell->decor && map->tileset->tiles[cell->decor].solid) return false; } return true; } bool raycast_clear_hitbox(map_t const *map, vec2 start, vec2 end, rect hitbox) { vec2 dir = { end.x - start.x, end.y - start.y }; /* Opposite corners */ vec2 p1, p2; /* Select the corners of the hitbox */ if(((dir.x >= 0) ^ (dir.y >= 0)) == 0) { p1 = (vec2){ hitbox.r, hitbox.t }; p2 = (vec2){ hitbox.l, hitbox.b }; } else { p1 = (vec2){ hitbox.l, hitbox.t }; p2 = (vec2){ hitbox.r, hitbox.b }; } vec2 s1 = { start.x + p1.x, start.y + p1.y }; vec2 s2 = { start.x + p2.x, start.y + p2.y }; vec2 e1 = { end.x + p1.x, end.y + p1.y }; vec2 e2 = { end.x + p2.x, end.y + p2.y }; return raycast_clear(map, s1, e1) && raycast_clear(map, s2, e2); } //--- // General pathfinding //--- void pfc_path_free(pfc_path_t *path) { free(path->points); } pfc_path_t pfc_shortcut_full(pfg_path_t const *grid, vec2 start, vec2 end, rect hitbox) { pfc_path_t path = { grid->map, 0, NULL }; if(!grid->points) return path; /* Allocate enough points to avoid doing the calculation twice */ path.points = malloc((grid->length + 3) * sizeof *path.points); if(!path.points) return path; int current = -1; path.points[path.length] = start; /* 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) { vec2 p1 = (current == -1) ? start : vec_i2f_center(grid->points[current]); bool made_progress = false; for(int next = grid->length + 1; next > current; next--) { vec2 p2 = (next == grid->length + 1) ? end : vec_i2f_center(grid->points[next]); if(raycast_clear_hitbox(path.map, p1, p2, hitbox)) { path.points[++path.length] = 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) return path; } return path; } vec2 pfc_shortcut_one(pfg_path_t const *grid, vec2 start, vec2 end, rect hitbox) { vec2 target = start; if(!grid->points) return target; /* Find a point that can be reached directly by bisecting the path */ for(int next = grid->length + 1; next >= 0; next /= 2) { vec2 p2 = (next == grid->length + 1) ? end : vec_i2f_center(grid->points[next]); if(raycast_clear_hitbox(grid->map, start, p2, hitbox)) { target = p2; break; } if(next == 0) break; } return target; } //--- // Auto-aiming //--- vec2 pathfinding_autoaim(game_t const *game, entity_t *src, map_t const *map) { physical_t *src_p = getcomp(src, physical); if(!src_p) return (vec2){ 0, 0 }; vec2 src_pos = { src_p->x, src_p->y }; vec2 src_facing = fdir(src_p->facing); vec2 current_best_dir = { 0, 0 }; fixed_t best_dist2 = -1; for(int i = 0; i < game->entity_count; i++) { entity_t *e = game->entities[i]; physical_t *p = getcomp(e, physical); fighter_t *f = getcomp(e, fighter); if(!p || !f || !f->enemy) continue; vec2 relpos = { p->x - src_pos.x, p->y - src_pos.y }; if(vec_dot(relpos, vec_rotate_60(src_facing)) < 0) continue; if(vec_dot(relpos, vec_rotate_m60(src_facing)) < 0) continue; fixed_t dist2 = fmul(relpos.x, relpos.x) + fmul(relpos.y, relpos.y); if(dist2 < best_dist2 || best_dist2 < 0) { /* TODO: Prune based on raycasts */ (void)map; best_dist2 = dist2; current_best_dir = fnormalize(relpos); } } return current_best_dir; }