mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 08:48:13 +00:00
475 lines
11 KiB
C++
475 lines
11 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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* 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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* 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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#include "common/debug.h"
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#include "toon/path.h"
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namespace Toon {
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PathFindingHeap::PathFindingHeap() {
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_count = 0;
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_alloc = 0;
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_data = NULL;
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}
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PathFindingHeap::~PathFindingHeap() {
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delete[] _data;
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}
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int32 PathFindingHeap::init(int32 size) {
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debugC(1, kDebugPath, "init(%d)", size);
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delete[] _data;
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_data = new HeapDataGrid[size * 2];
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memset(_data, 0, sizeof(HeapDataGrid) * size * 2);
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_count = 0;
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_alloc = size;
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return size;
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}
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int32 PathFindingHeap::unload() {
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delete[] _data;
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_data = NULL;
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return 0;
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}
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int32 PathFindingHeap::clear() {
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//debugC(1, kDebugPath, "clear()");
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_count = 0;
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memset(_data, 0, sizeof(HeapDataGrid) * _alloc * 2);
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return 1;
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}
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int32 PathFindingHeap::push(int32 x, int32 y, int32 weight) {
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//debugC(6, kDebugPath, "push(%d, %d, %d)", x, y, weight);
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_count++;
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_data[_count]._x = x;
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_data[_count]._y = y;
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_data[_count]._weight = weight;
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int32 lMax = _count;
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int32 lT = 0;
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while (1) {
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lT = lMax / 2;
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if (lT < 1)
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break;
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if (_data[lT]._weight > _data[lMax]._weight) {
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HeapDataGrid temp;
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temp = _data[lT];
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_data[lT] = _data[lMax];
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_data[lMax] = temp;
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lMax = lT;
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} else {
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break;
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}
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}
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return 1;
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}
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int32 PathFindingHeap::pop(int32 *x, int32 *y, int32 *weight) {
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//debugC(6, kDebugPath, "pop(x, y, weight)");
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if (!_count)
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return 0;
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*x = _data[1]._x;
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*y = _data[1]._y;
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*weight = _data[1]._weight;
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_data[1] = _data[_count];
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_count--;
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if (!_count)
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return 0;
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int32 lMin = 1;
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int32 lT = 1;
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while (1) {
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lT = lMin << 1;
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if (lT <= _count) {
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if (lT < _count) {
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if (_data[lT + 1]._weight < _data[lT]._weight)
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lT++;
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}
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if (_data[lT]._weight <= _data[lMin]._weight) {
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HeapDataGrid temp;
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temp = _data[lMin];
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_data[lMin] = _data[lT];
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_data[lT] = temp;
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lMin = lT;
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} else {
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break;
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}
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} else {
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break;
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}
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}
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return 0;
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}
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PathFinding::PathFinding(ToonEngine *vm) : _vm(vm) {
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_width = 0;
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_height = 0;
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_heap = new PathFindingHeap();
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_gridTemp = NULL;
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_numBlockingRects = 0;
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}
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PathFinding::~PathFinding(void) {
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if (_heap)
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_heap->unload();
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delete _heap;
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delete[] _gridTemp;
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}
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bool PathFinding::isLikelyWalkable(int32 x, int32 y) {
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for (int32 i = 0; i < _numBlockingRects; i++) {
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if (_blockingRects[i][4] == 0) {
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if (x >= _blockingRects[i][0] && x <= _blockingRects[i][2] && y >= _blockingRects[i][1] && y < _blockingRects[i][3])
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return false;
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} else {
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int32 dx = abs(_blockingRects[i][0] - x);
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int32 dy = abs(_blockingRects[i][1] - y);
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if ((dx << 8) / _blockingRects[i][2] < (1 << 8) && (dy << 8) / _blockingRects[i][3] < (1 << 8)) {
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return false;
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}
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}
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}
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return true;
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}
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bool PathFinding::isWalkable(int32 x, int32 y) {
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//debugC(6, kDebugPath, "isWalkable(%d, %d)", x, y);
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bool maskWalk = (_currentMask->getData(x, y) & 0x1f) > 0;
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return maskWalk;
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}
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int32 PathFinding::findClosestWalkingPoint(int32 xx, int32 yy, int32 *fxx, int32 *fyy, int origX, int origY) {
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debugC(1, kDebugPath, "findClosestWalkingPoint(%d, %d, fxx, fyy, %d, %d)", xx, yy, origX, origY);
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int32 currentFound = -1;
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int32 dist = -1;
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int32 dist2 = -1;
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if (origX == -1)
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origX = xx;
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if (origY == -1)
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origY = yy;
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for (int y = 0; y < _height; y++) {
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for (int x = 0; x < _width; x++) {
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if (isWalkable(x, y) && isLikelyWalkable(x, y)) {
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int32 ndist = (x - xx) * (x - xx) + (y - yy) * (y - yy);
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int32 ndist2 = (x - origX) * (x - origX) + (y - origY) * (y - origY);
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if (currentFound < 0 || ndist < dist || (ndist == dist && ndist2 < dist2)) {
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dist = ndist;
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dist2 = ndist2;
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currentFound = y * _width + x;
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}
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}
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}
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}
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if (currentFound != -1) {
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*fxx = currentFound % _width;
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*fyy = currentFound / _width;
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return 1;
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} else {
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*fxx = 0;
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*fyy = 0;
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return 0;
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}
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}
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bool PathFinding::walkLine(int32 x, int32 y, int32 x2, int32 y2) {
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uint32 bx = x << 16;
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int32 dx = x2 - x;
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uint32 by = y << 16;
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int32 dy = y2 - y;
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uint32 adx = abs(dx);
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uint32 ady = abs(dy);
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int32 t = 0;
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if (adx <= ady)
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t = ady;
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else
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t = adx;
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int32 cdx = (dx << 16) / t;
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int32 cdy = (dy << 16) / t;
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int32 i = t;
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_gridPathCount = 0;
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while (i) {
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_tempPathX[i] = bx >> 16;
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_tempPathY[i] = by >> 16;
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_gridPathCount++;
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bx += cdx;
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by += cdy;
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i--;
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}
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_tempPathX[0] = x2;
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_tempPathY[0] = y2;
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return true;
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}
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bool PathFinding::lineIsWalkable(int32 x, int32 y, int32 x2, int32 y2) {
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uint32 bx = x << 16;
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int32 dx = x2 - x;
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uint32 by = y << 16;
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int32 dy = y2 - y;
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uint32 adx = abs(dx);
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uint32 ady = abs(dy);
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int32 t = 0;
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if (adx <= ady)
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t = ady;
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else
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t = adx;
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int32 cdx = (dx << 16) / t;
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int32 cdy = (dy << 16) / t;
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int32 i = t;
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while (i) {
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if (!isWalkable(bx >> 16, by >> 16))
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return false;
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bx += cdx;
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by += cdy;
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i--;
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}
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return true;
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}
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int32 PathFinding::findPath(int32 x, int32 y, int32 destx, int32 desty) {
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debugC(1, kDebugPath, "findPath(%d, %d, %d, %d)", x, y, destx, desty);
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if (x == destx && y == desty) {
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_gridPathCount = 0;
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return true;
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}
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// ignore path finding if the character is outside the screen
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if (x < 0 || x > 1280 || y < 0 || y > 400 || destx < 0 || destx > 1280 || desty < 0 || desty > 400) {
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_gridPathCount = 0;
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return true;
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}
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// first test direct line
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if (lineIsWalkable(x, y, destx, desty)) {
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walkLine(x, y, destx, desty);
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return true;
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}
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// no direct line, we use the standard A* algorithm
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memset(_gridTemp , 0, _width * _height * sizeof(int32));
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_heap->clear();
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int32 curX = x;
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int32 curY = y;
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int32 curWeight = 0;
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int32 *sq = _gridTemp;
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sq[curX + curY *_width] = 1;
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_heap->push(curX, curY, abs(destx - x) + abs(desty - y));
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int wei = 0;
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while (_heap->_count) {
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wei = 0;
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_heap->pop(&curX, &curY, &curWeight);
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int curNode = curX + curY * _width;
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int32 endX = MIN<int32>(curX + 1, _width - 1);
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int32 endY = MIN<int32>(curY + 1, _height - 1);
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int32 startX = MAX<int32>(curX - 1, 0);
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int32 startY = MAX<int32>(curY - 1, 0);
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for (int32 px = startX; px <= endX; px++) {
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for (int py = startY; py <= endY; py++) {
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if (px != curX || py != curY) {
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wei = ((abs(px - curX) + abs(py - curY)));
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int32 curPNode = px + py * _width;
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if (isWalkable(px, py)) { // walkable ?
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int sum = sq[curNode] + wei * (1 + (isLikelyWalkable(px, py) ? 5 : 0));
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if (sq[curPNode] > sum || !sq[curPNode]) {
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int newWeight = abs(destx - px) + abs(desty - py);
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sq[curPNode] = sum;
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_heap->push(px, py, sq[curPNode] + newWeight);
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if (!newWeight)
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goto next; // we found it !
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}
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}
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}
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}
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}
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}
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next:
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// let's see if we found a result !
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if (!_gridTemp[destx + desty * _width]) {
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// didn't find anything
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_gridPathCount = 0;
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return false;
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}
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curX = destx;
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curY = desty;
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int32 *retPathX = (int32 *)malloc(4096 * sizeof(int32));
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int32 *retPathY = (int32 *)malloc(4096 * sizeof(int32));
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if (!retPathX || !retPathY) {
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free(retPathX);
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free(retPathY);
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error("[PathFinding::findPath] Cannot allocate pathfinding buffers");
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}
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int32 numpath = 0;
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retPathX[numpath] = curX;
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retPathY[numpath] = curY;
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numpath++;
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int32 bestscore = sq[destx + desty * _width];
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while (1) {
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int32 bestX = -1;
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int32 bestY = -1;
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int32 endX = MIN<int32>(curX + 1, _width - 1);
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int32 endY = MIN<int32>(curY + 1, _height - 1);
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int32 startX = MAX<int32>(curX - 1, 0);
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int32 startY = MAX<int32>(curY - 1, 0);
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for (int32 px = startX; px <= endX; px++) {
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for (int32 py = startY; py <= endY; py++) {
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if (px != curX || py != curY) {
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wei = abs(px - curX) + abs(py - curY);
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int PNode = px + py * _width;
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if (sq[PNode] && (isWalkable(px, py))) {
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if (sq[PNode] < bestscore) {
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bestscore = sq[PNode];
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bestX = px;
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bestY = py;
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}
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}
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}
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}
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}
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if (bestX < 0 || bestY < 0) {
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free(retPathX);
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free(retPathY);
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return 0;
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}
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retPathX[numpath] = bestX;
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retPathY[numpath] = bestY;
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numpath++;
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if ((bestX == x && bestY == y)) {
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_gridPathCount = numpath;
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memcpy(_tempPathX, retPathX, sizeof(int32) * numpath);
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memcpy(_tempPathY, retPathY, sizeof(int32) * numpath);
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free(retPathX);
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free(retPathY);
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return true;
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}
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curX = bestX;
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curY = bestY;
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}
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free(retPathX);
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free(retPathY);
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return false;
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}
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void PathFinding::init(Picture *mask) {
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debugC(1, kDebugPath, "init(mask)");
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_width = mask->getWidth();
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_height = mask->getHeight();
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_currentMask = mask;
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_heap->unload();
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// In order to reduce memory fragmentation on small devices, we use the maximum
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// possible size here which is TOON_BACKBUFFER_WIDTH. Even though this is
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// 1280 as opposed to the possible 640, it actually helps memory allocation on
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// those devices.
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_heap->init(TOON_BACKBUFFER_WIDTH * _height); // should really be _width
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delete[] _gridTemp;
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_gridTemp = new int32[_width*_height];
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}
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void PathFinding::resetBlockingRects() {
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_numBlockingRects = 0;
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}
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void PathFinding::addBlockingRect(int32 x1, int32 y1, int32 x2, int32 y2) {
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debugC(1, kDebugPath, "addBlockingRect(%d, %d, %d, %d)", x1, y1, x2, y2);
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_blockingRects[_numBlockingRects][0] = x1;
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_blockingRects[_numBlockingRects][1] = y1;
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_blockingRects[_numBlockingRects][2] = x2;
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_blockingRects[_numBlockingRects][3] = y2;
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_blockingRects[_numBlockingRects][4] = 0;
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_numBlockingRects++;
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}
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void PathFinding::addBlockingEllipse(int32 x1, int32 y1, int32 w, int32 h) {
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debugC(1, kDebugPath, "addBlockingRect(%d, %d, %d, %d)", x1, y1, w, h);
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_blockingRects[_numBlockingRects][0] = x1;
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_blockingRects[_numBlockingRects][1] = y1;
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_blockingRects[_numBlockingRects][2] = w;
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_blockingRects[_numBlockingRects][3] = h;
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_blockingRects[_numBlockingRects][4] = 1;
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_numBlockingRects++;
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}
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int32 PathFinding::getPathNodeCount() const {
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return _gridPathCount;
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}
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int32 PathFinding::getPathNodeX(int32 nodeId) const {
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return _tempPathX[ _gridPathCount - nodeId - 1];
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}
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int32 PathFinding::getPathNodeY(int32 nodeId) const {
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return _tempPathY[ _gridPathCount - nodeId - 1];
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}
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} // End of namespace Toon
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