ref: 4819125f8871bab19a4058f14b56bd933d78a357
dir: /ai.c/
#include <u.h> #include <libc.h> #include <draw.h> #include "dat.h" #include "fns.h" Path *path; int pathwidth, pathheight; typedef struct Queue Queue; struct Queue{ Path *pp; Queue *q; Queue *p; }; static Queue q1 = {.q = &q1, .p = &q1}, *popen = &q1; int isblocked(Point *p, Mobj *mo) { int x, y; Path *pp, *e; if(mo->o->f & Fair) return 0; pp = path + p->y * pathwidth + p->x; x = mo->o->w * (Tlwidth / Tlsubwidth); y = mo->o->h * (Tlheight / Tlsubheight); while(y-- > 0){ for(e=pp+x; pp<e; pp++) if(pp->blk != nil && pp->blk != mo) return 1; pp += pathwidth - x; } return 0; } void setblk(Mobj *mo, int clr) { int x, y; Path *pp, *e; Lobj *lo; pp = path + mo->y * pathwidth + mo->x; x = mo->o->w * (Tlwidth / Tlsubwidth); y = mo->o->h * (Tlheight / Tlsubheight); lo = mo->blk; if(mo->x + x > pathwidth) x = pathwidth - mo->x; if(mo->y + y > pathheight) y = pathheight - mo->y; while(y-- > 0){ for(e=pp+x; pp<e; pp++) if(clr){ if(pp->blk == mo) pp->blk = nil; lunlink(lo++); }else{ if((mo->o->f & Fair) == 0) pp->blk = mo; llink(lo++, &pp->lo); } pp += pathwidth - x; } } static Path * poppath(Queue *r) { Path *p; Queue *q; q = r->q; if(q == r) return nil; p = q->pp; r->q = q->q; free(q); return p; } static void pushpath(Queue *r, Path *pp) { Queue *q, *qp, *p; for(qp=r, q=qp->q; q!=r && pp->g+pp->h > q->pp->g+q->pp->h; qp=q, q=q->q) ; p = emalloc(sizeof *p); p->pp = pp; p->q = q; qp->q = p; } static void clearpath(void) { Queue *p, *q; Path *pp; /* FIXME: separate table(s)? */ for(pp=path; pp<path+pathwidth*pathheight; pp++){ pp->g = 0x7fffffff; pp->h = 0x7fffffff; pp->from = nil; pp->closed = 0; pp->open = 0; } for(p=popen->q; p!=popen; p=q){ q = p->q; free(p); } popen->p = popen->q = popen; } static void setpath(Path *e, Mobj *mo) { int n; Point *p, *pe, x, p0, p1; /* FIXME: probably better to just replace it with a static buffer; * except for static buildings and air units, units are going to move * and use pathfinding almost always */ pe = emalloc(Npath * sizeof *pe); mo->path = pe; p = pe + Npath - 1; n = 0; /* FIXME: drawing: spawn needs to center unit on path node, and * drawing needs to offset sprite from path center */ for(; e!=nil; e=e->from){ x.x = ((e - path) % pathwidth) * Tlsubwidth + (Tlsubwidth >> 1); x.y = ((e - path) / pathwidth) * Tlsubheight + (Tlsubheight >> 1); if(n == 0){ x.x -= Tlsubwidth >> 1; x.y -= Tlsubheight >> 1; *p-- = x; p0 = x; n++; }else if(n == 1){ p1 = x; n++; }else{ if(atan2(x.y - p0.y, x.x - p0.x) != atan2(p1.y - p0.y, p1.x - p0.x)){ if(p < pe){ memmove(pe+1, pe, (Npath - 1) * sizeof *pe); *pe = p1; }else *p-- = p1; p0 = p1; n = 2; } p1 = x; } } mo->pathp = p + 1; mo->pathe = pe + Npath; } static double dist(Path *p, Path *q) { int dx, dy; dx = abs(p->x - q->x); dy = abs(p->y - q->y); return dx + dy; //return 1 * (dx + dy) + (1 - 2 * 1) * (dx < dy ? dx : dy); //return sqrt(dx * dx + dy * dy); } /* FIXME: air: ignore pathfinding? */ static Path ** trywalk(Path *pp, Mobj *mo) { int x, y; Point p, *d, diff[] = { {1,0}, {0,-1}, {-1,0}, {0,1}, {1,1}, {-1,1}, {-1,-1}, {1,-1}, }; Path **lp; static Path *l[nelem(diff) + 1]; x = (pp - path) % pathwidth; y = (pp - path) / pathwidth; for(d=diff, lp=l; d<diff+nelem(diff); d++){ p.x = x + d->x; p.y = y + d->y; if(p.x < 0 || p.x > pathwidth || p.y < 0 || p.y > pathheight) continue; if(!isblocked(&p, mo)) *lp++ = path + p.y * pathwidth + p.x; } *lp = nil; return l; } static int a∗(Mobj *mo, Point *p2) { double g; Path *s, *pp, *e, *q, **l; clearpath(); s = path + pathwidth * mo->y + mo->x; e = path + pathwidth * (p2->y / Tlsubheight) + p2->x / Tlsubwidth; /* FIXME: don't return an error, just an empty path, or the same * block as the source */ if(s == e){ werrstr("no."); return -1; } s->g = 0; s->h = dist(s, e); pushpath(popen, s); while((pp = poppath(popen)) != nil){ if(pp == e) break; pp->closed = 1; pp->open = 0; l = trywalk(pp, mo); for(q=*l; q!=nil; q=*l++) if(!q->closed){ g = pp->g + dist(pp, q); if(!q->open){ q->from = pp; q->g = g; q->h = dist(q, e); q->open = 1; pushpath(popen, q); }else if(g < q->g){ q->from = pp; q->g = g; } } } /* FIXME: move towards target anyway */ if(e->from == nil && pp != e){ werrstr("NOPE"); return -1; } setpath(e, mo); return 0; } int findpath(Mobj *mo, Point *p2) { return a∗(mo, p2); } void initpath(void) { int n, x, y; Path *pp; pathwidth = mapwidth * (Tlwidth / Tlsubwidth); pathheight = mapheight * (Tlheight / Tlsubheight); n = pathwidth * pathheight; path = emalloc(n * sizeof *path); for(y=0, pp=path; y<pathheight; y++) for(x=0; x<pathwidth; x++, pp++){ pp->x = x; pp->y = y; pp->lo.lo = pp->lo.lp = &pp->lo; } }