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https://github.com/libretro/scummvm.git
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399 lines
12 KiB
C++
399 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/math/walkregion.h"
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#include "sword25/math/line.h"
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namespace Sword25 {
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static const int Infinity = 0x7fffffff;
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WalkRegion::WalkRegion() {
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_type = RT_WALKREGION;
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}
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WalkRegion::WalkRegion(InputPersistenceBlock &reader, uint handle) :
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Region(reader, handle) {
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_type = RT_WALKREGION;
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unpersist(reader);
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}
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WalkRegion::~WalkRegion() {
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}
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bool WalkRegion::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) {
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// Default initialisation of the region
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if (!Region::init(contour, pHoles)) return false;
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// Prepare structures for pathfinding
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initNodeVector();
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computeVisibilityMatrix();
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// Signal success
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return true;
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}
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bool WalkRegion::queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path) {
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assert(path.empty());
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// If the start and finish are identical, no path can be found trivially
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if (startPoint == endPoint)
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return true;
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// Ensure that the start and finish are valid and find new start points if either
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// are outside the polygon
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if (!checkAndPrepareStartAndEnd(startPoint, endPoint)) return false;
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// If between the start and point a line of sight exists, then it can be returned.
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if (isLineOfSight(startPoint, endPoint)) {
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path.push_back(startPoint);
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path.push_back(endPoint);
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return true;
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}
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return findPath(startPoint, endPoint, path);
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}
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struct DijkstraNode {
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typedef Common::Array<DijkstraNode> Container;
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typedef Container::iterator Iter;
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typedef Container::const_iterator ConstIter;
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DijkstraNode() : parentIter(), cost(Infinity), chosen(false) {}
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ConstIter parentIter;
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int cost;
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bool chosen;
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};
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static void initDijkstraNodes(DijkstraNode::Container &dijkstraNodes, const Region ®ion,
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const Vertex &start, const Common::Array<Vertex> &nodes) {
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// Allocate sufficient space in the array
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dijkstraNodes.resize(nodes.size());
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// Initialize all the nodes which are visible from the starting node
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DijkstraNode::Iter dijkstraIter = dijkstraNodes.begin();
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for (Common::Array<Vertex>::const_iterator nodesIter = nodes.begin();
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nodesIter != nodes.end(); nodesIter++, dijkstraIter++) {
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(*dijkstraIter).parentIter = dijkstraNodes.end();
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if (region.isLineOfSight(*nodesIter, start))(*dijkstraIter).cost = (*nodesIter).distance(start);
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}
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assert(dijkstraIter == dijkstraNodes.end());
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}
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static DijkstraNode::Iter chooseClosestNode(DijkstraNode::Container &nodes) {
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DijkstraNode::Iter closestNodeInter = nodes.end();
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int minCost = Infinity;
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for (DijkstraNode::Iter iter = nodes.begin(); iter != nodes.end(); iter++) {
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if (!(*iter).chosen && (*iter).cost < minCost) {
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minCost = (*iter).cost;
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closestNodeInter = iter;
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}
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}
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return closestNodeInter;
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}
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static void relaxNodes(DijkstraNode::Container &nodes,
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const Common::Array< Common::Array<int> > &visibilityMatrix,
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const DijkstraNode::ConstIter &curNodeIter) {
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// All the successors of the current node that have not been chosen will be
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// inserted into the boundary node list, and the cost will be updated if
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// a shorter path has been found to them.
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int curNodeIndex = curNodeIter - nodes.begin();
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for (uint i = 0; i < nodes.size(); i++) {
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int cost = visibilityMatrix[curNodeIndex][i];
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if (!nodes[i].chosen && cost != Infinity) {
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int totalCost = (*curNodeIter).cost + cost;
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if (totalCost < nodes[i].cost) {
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nodes[i].parentIter = curNodeIter;
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nodes[i].cost = totalCost;
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}
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}
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}
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}
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static void relaxEndPoint(const Vertex &curNodePos,
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const DijkstraNode::ConstIter &curNodeIter,
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const Vertex &endPointPos,
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DijkstraNode &endPoint,
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const Region ®ion) {
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if (region.isLineOfSight(curNodePos, endPointPos)) {
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int totalCost = (*curNodeIter).cost + curNodePos.distance(endPointPos);
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if (totalCost < endPoint.cost) {
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endPoint.parentIter = curNodeIter;
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endPoint.cost = totalCost;
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}
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}
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}
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template<class T>
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void reverseArray(Common::Array<T> &arr) {
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const uint size = arr.size();
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if (size < 2)
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return;
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for (uint i = 0; i <= (size / 2 - 1); ++i) {
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SWAP(arr[i], arr[size - i - 1]);
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}
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}
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bool WalkRegion::findPath(const Vertex &start, const Vertex &end, BS_Path &path) const {
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// This is an implementation of Dijkstra's algorithm
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// Initialize edge node list
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DijkstraNode::Container dijkstraNodes;
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initDijkstraNodes(dijkstraNodes, *this, start, _nodes);
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// The end point is treated separately, since it does not exist in the visibility graph
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DijkstraNode endPoint;
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// Since a node is selected each round from the node list, and can never be selected again
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// after that, the maximum number of loop iterations is limited by the number of nodes
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for (uint i = 0; i < _nodes.size(); i++) {
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// Determine the nearest edge node in the node list
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DijkstraNode::Iter nodeInter = chooseClosestNode(dijkstraNodes);
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// If no free nodes are absent from the edge node list, there is no path from start
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// to end node. This case should never occur, since the number of loop passes is
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// limited, but etter safe than sorry
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if (nodeInter == dijkstraNodes.end())
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return false;
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// If the destination point is closer than the point cost, scan can stop
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(*nodeInter).chosen = true;
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if (endPoint.cost <= (*nodeInter).cost) {
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// Insert the end point in the list
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path.push_back(end);
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// The list is done in reverse order and inserted into the path
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DijkstraNode::ConstIter curNode = endPoint.parentIter;
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while (curNode != dijkstraNodes.end()) {
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assert((*curNode).chosen);
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path.push_back(_nodes[curNode - dijkstraNodes.begin()]);
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curNode = (*curNode).parentIter;
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}
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// The starting point is inserted into the path
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path.push_back(start);
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// The nodes of the path must be untwisted, as they were extracted in reverse order.
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// This step could be saved if the path from end to the beginning was desired
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reverseArray<Vertex>(path);
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return true;
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}
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// Relaxation step for nodes of the graph, and perform the end nodes
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relaxNodes(dijkstraNodes, _visibilityMatrix, nodeInter);
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relaxEndPoint(_nodes[nodeInter - dijkstraNodes.begin()], nodeInter, end, endPoint, *this);
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}
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// If the loop has been completely run through, all the nodes have been chosen, and still
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// no path was found. There is therefore no path available
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return false;
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}
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void WalkRegion::initNodeVector() {
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// Empty the Node list
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_nodes.clear();
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// Determine the number of nodes
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int nodeCount = 0;
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{
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for (uint i = 0; i < _polygons.size(); i++)
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nodeCount += _polygons[i].vertexCount;
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}
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// Knoten-Vector f<>llen
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_nodes.reserve(nodeCount);
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{
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for (uint j = 0; j < _polygons.size(); j++)
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for (int i = 0; i < _polygons[j].vertexCount; i++)
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_nodes.push_back(_polygons[j].vertices[i]);
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}
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}
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void WalkRegion::computeVisibilityMatrix() {
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// Initialize visibility matrix
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_visibilityMatrix = Common::Array< Common::Array <int> >();
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for (uint idx = 0; idx < _nodes.size(); ++idx) {
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Common::Array<int> arr;
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for (uint idx2 = 0; idx2 < _nodes.size(); ++idx2)
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arr.push_back(Infinity);
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_visibilityMatrix.push_back(arr);
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}
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// Calculate visibility been vertecies
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for (uint j = 0; j < _nodes.size(); ++j) {
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for (uint i = j; i < _nodes.size(); ++i) {
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if (isLineOfSight(_nodes[i], _nodes[j])) {
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// There is a line of sight, so save the distance between the two
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int distance = _nodes[i].distance(_nodes[j]);
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_visibilityMatrix[i][j] = distance;
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_visibilityMatrix[j][i] = distance;
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} else {
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// There is no line of sight, so save Infinity as the distance
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_visibilityMatrix[i][j] = Infinity;
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_visibilityMatrix[j][i] = Infinity;
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}
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}
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}
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}
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bool WalkRegion::checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const {
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if (!isPointInRegion(start)) {
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Vertex newStart = findClosestRegionPoint(start);
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// Check to make sure the point is really in the region. If not, stop with an error
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if (!isPointInRegion(newStart)) {
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error("Constructed startpoint ((%d,%d) from (%d,%d)) is not inside the region.",
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newStart.x, newStart.y,
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start.x, start.y);
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return false;
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}
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start = newStart;
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}
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// If the destination is outside the region, a point is determined that is within the region,
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// and that is used as an endpoint instead
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if (!isPointInRegion(end)) {
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Vertex newEnd = findClosestRegionPoint(end);
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// Make sure that the determined point is really within the region
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if (!isPointInRegion(newEnd)) {
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error("Constructed endpoint ((%d,%d) from (%d,%d)) is not inside the region.",
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newEnd.x, newEnd.y,
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end.x, end.y);
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return false;
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}
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end = newEnd;
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}
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// Signal success
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return true;
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}
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void WalkRegion::setPos(int x, int y) {
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// Calculate the difference between old and new position
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Vertex Delta(x - _position.x, y - _position.y);
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// Move all the nodes
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for (uint i = 0; i < _nodes.size(); i++)
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_nodes[i] += Delta;
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// Move regions
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Region::setPos(x, y);
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}
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bool WalkRegion::persist(OutputPersistenceBlock &writer) {
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bool result = true;
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// Persist the parent region
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result &= Region::persist(writer);
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// Persist the nodes
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writer.write((uint32)_nodes.size());
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Common::Array<Vertex>::const_iterator it = _nodes.begin();
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while (it != _nodes.end()) {
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writer.write((int32)it->x);
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writer.write((int32)it->y);
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++it;
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}
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// Persist the visibility matrix
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writer.write((uint32)_visibilityMatrix.size());
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Common::Array< Common::Array<int> >::const_iterator rowIter = _visibilityMatrix.begin();
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while (rowIter != _visibilityMatrix.end()) {
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writer.write((uint32)rowIter->size());
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Common::Array<int>::const_iterator colIter = rowIter->begin();
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while (colIter != rowIter->end()) {
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writer.write((int32)*colIter);
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++colIter;
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}
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++rowIter;
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}
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return result;
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}
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bool WalkRegion::unpersist(InputPersistenceBlock &reader) {
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bool result = true;
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// The parent object was already loaded in the constructor of BS_Region, so at
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// this point only the additional data from BS_WalkRegion needs to be loaded
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// Node load
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uint32 nodeCount;
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reader.read(nodeCount);
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_nodes.clear();
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_nodes.resize(nodeCount);
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Common::Array<Vertex>::iterator it = _nodes.begin();
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while (it != _nodes.end()) {
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reader.read(it->x);
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reader.read(it->y);
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++it;
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}
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// Visibility matrix load
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uint32 rowCount;
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reader.read(rowCount);
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_visibilityMatrix.clear();
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_visibilityMatrix.resize(rowCount);
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Common::Array< Common::Array<int> >::iterator rowIter = _visibilityMatrix.begin();
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while (rowIter != _visibilityMatrix.end()) {
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uint32 colCount;
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reader.read(colCount);
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rowIter->resize(colCount);
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Common::Array<int>::iterator colIter = rowIter->begin();
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while (colIter != rowIter->end()) {
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int32 t;
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reader.read(t);
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*colIter = t;
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++colIter;
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}
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++rowIter;
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}
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return result && reader.isGood();
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}
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} // End of namespace Sword25
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