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Diffstat (limited to 'engines/sword25/math/walkregion.cpp')
-rw-r--r-- | engines/sword25/math/walkregion.cpp | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/engines/sword25/math/walkregion.cpp b/engines/sword25/math/walkregion.cpp new file mode 100644 index 0000000000..7cdd8c64c5 --- /dev/null +++ b/engines/sword25/math/walkregion.cpp @@ -0,0 +1,390 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on Broken Sword 2.5 engine + * + * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer + * + * Licensed under GNU GPL v2 + * + */ + +#include "sword25/kernel/kernel.h" +#include "sword25/kernel/inputpersistenceblock.h" +#include "sword25/kernel/outputpersistenceblock.h" +#include "sword25/math/walkregion.h" +#include "sword25/math/line.h" + +#define BS_LOG_PREFIX "WALKREGION" + +namespace Sword25 { + +static const int Infinity = 0x7fffffff; + +WalkRegion::WalkRegion() { + _type = RT_WALKREGION; +} + +WalkRegion::WalkRegion(InputPersistenceBlock &reader, uint handle) : + Region(reader, handle) { + _type = RT_WALKREGION; + unpersist(reader); +} + +WalkRegion::~WalkRegion() { +} + +bool WalkRegion::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) { + // Default initialisation of the region + if (!Region::init(contour, pHoles)) return false; + + // Prepare structures for pathfinding + initNodeVector(); + computeVisibilityMatrix(); + + // Signal success + return true; +} + +bool WalkRegion::queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path) { + BS_ASSERT(path.empty()); + + // If the start and finish are identical, no path can be found trivially + if (startPoint == endPoint) + return true; + + // Ensure that the start and finish are valid and find new start points if either + // are outside the polygon + if (!checkAndPrepareStartAndEnd(startPoint, endPoint)) return false; + + // If between the start and point a line of sight exists, then it can be returned. + if (isLineOfSight(startPoint, endPoint)) { + path.push_back(startPoint); + path.push_back(endPoint); + return true; + } + + return findPath(startPoint, endPoint, path); +} + +struct DijkstraNode { + typedef Common::Array<DijkstraNode> Container; + typedef Container::iterator Iter; + typedef Container::const_iterator ConstIter; + + DijkstraNode() : cost(Infinity), chosen(false) {}; + ConstIter parentIter; + int cost; + bool chosen; +}; + +static void initDijkstraNodes(DijkstraNode::Container &dijkstraNodes, const Region ®ion, + const Vertex &start, const Common::Array<Vertex> &nodes) { + // Allocate sufficient space in the array + dijkstraNodes.resize(nodes.size()); + + // Initialise all the nodes which are visible from the starting node + DijkstraNode::Iter dijkstraIter = dijkstraNodes.begin(); + for (Common::Array<Vertex>::const_iterator nodesIter = nodes.begin(); + nodesIter != nodes.end(); nodesIter++, dijkstraIter++) { + (*dijkstraIter).parentIter = dijkstraNodes.end(); + if (region.isLineOfSight(*nodesIter, start))(*dijkstraIter).cost = (*nodesIter).distance(start); + } + BS_ASSERT(dijkstraIter == dijkstraNodes.end()); +} + +static DijkstraNode::Iter chooseClosestNode(DijkstraNode::Container &nodes) { + DijkstraNode::Iter closestNodeInter = nodes.end(); + int minCost = Infinity; + + for (DijkstraNode::Iter iter = nodes.begin(); iter != nodes.end(); iter++) { + if (!(*iter).chosen && (*iter).cost < minCost) { + minCost = (*iter).cost; + closestNodeInter = iter; + } + } + + return closestNodeInter; +} + +static void relaxNodes(DijkstraNode::Container &nodes, + const Common::Array< Common::Array<int> > &visibilityMatrix, + const DijkstraNode::ConstIter &curNodeIter) { + // All the successors of the current node that have not been chosen will be + // inserted into the boundary node list, and the cost will be updated if + // a shorter path has been found to them. + + int curNodeIndex = curNodeIter - nodes.begin(); + for (uint i = 0; i < nodes.size(); i++) { + int cost = visibilityMatrix[curNodeIndex][i]; + if (!nodes[i].chosen && cost != Infinity) { + int totalCost = (*curNodeIter).cost + cost; + if (totalCost < nodes[i].cost) { + nodes[i].parentIter = curNodeIter; + nodes[i].cost = totalCost; + } + } + } +} + +static void relaxEndPoint(const Vertex &curNodePos, + const DijkstraNode::ConstIter &curNodeIter, + const Vertex &endPointPos, + DijkstraNode &endPoint, + const Region ®ion) { + if (region.isLineOfSight(curNodePos, endPointPos)) { + int totalCost = (*curNodeIter).cost + curNodePos.distance(endPointPos); + if (totalCost < endPoint.cost) { + endPoint.parentIter = curNodeIter; + endPoint.cost = totalCost; + } + } +} + +bool WalkRegion::findPath(const Vertex &start, const Vertex &end, BS_Path &path) const { + // This is an implementation of Dijkstra's algorithm + + // Initialise edge node list + DijkstraNode::Container dijkstraNodes; + initDijkstraNodes(dijkstraNodes, *this, start, _nodes); + + // The end point is treated separately, since it does not exist in the visibility graph + DijkstraNode endPoint; + + // Since a node is selected each round from the node list, and can never be selected again + // after that, the maximum number of loop iterations is limited by the number of nodes + for (uint i = 0; i < _nodes.size(); i++) { + // Determine the nearest edge node in the node list + DijkstraNode::Iter nodeInter = chooseClosestNode(dijkstraNodes); + + // If no free nodes are absent from the edge node list, there is no path from start + // to end node. This case should never occur, since the number of loop passes is + // limited, but etter safe than sorry + if (nodeInter == dijkstraNodes.end()) + return false; + + // If the destination point is closer than the point cost, scan can stop + (*nodeInter).chosen = true; + if (endPoint.cost <= (*nodeInter).cost) { + // Insert the end point in the list + path.push_back(end); + + // The list is done in reverse order and inserted into the path + DijkstraNode::ConstIter curNode = endPoint.parentIter; + while (curNode != dijkstraNodes.end()) { + BS_ASSERT((*curNode).chosen); + path.push_back(_nodes[curNode - dijkstraNodes.begin()]); + curNode = (*curNode).parentIter; + } + + // The starting point is inserted into the path + path.push_back(start); + + // The nodes of the path must be untwisted, as they were extracted in reverse order. + // This step could be saved if the path from end to the beginning was desired + ReverseArray<Vertex>(path); + + return true; + } + + // Relaxation step for nodes of the graph, and perform the end nodes + relaxNodes(dijkstraNodes, _visibilityMatrix, nodeInter); + relaxEndPoint(_nodes[nodeInter - dijkstraNodes.begin()], nodeInter, end, endPoint, *this); + } + + // If the loop has been completely run through, all the nodes have been chosen, and still + // no path was found. There is therefore no path available + return false; +} + +void WalkRegion::initNodeVector() { + // Empty the Node list + _nodes.clear(); + + // Determine the number of nodes + int nodeCount = 0; + { + for (uint i = 0; i < _polygons.size(); i++) + nodeCount += _polygons[i].vertexCount; + } + + // Knoten-Vector füllen + _nodes.reserve(nodeCount); + { + for (uint j = 0; j < _polygons.size(); j++) + for (int i = 0; i < _polygons[j].vertexCount; i++) + _nodes.push_back(_polygons[j].vertices[i]); + } +} + +void WalkRegion::computeVisibilityMatrix() { + // Initialise visibility matrix + _visibilityMatrix = Common::Array< Common::Array <int> >(); + for (uint idx = 0; idx < _nodes.size(); ++idx) { + Common::Array<int> arr; + for (uint idx2 = 0; idx2 < _nodes.size(); ++idx2) + arr.push_back(Infinity); + + _visibilityMatrix.push_back(arr); + } + + // Calculate visibility been vertecies + for (uint j = 0; j < _nodes.size(); ++j) { + for (uint i = j; i < _nodes.size(); ++i) { + if (isLineOfSight(_nodes[i], _nodes[j])) { + // There is a line of sight, so save the distance between the two + int distance = _nodes[i].distance(_nodes[j]); + _visibilityMatrix[i][j] = distance; + _visibilityMatrix[j][i] = distance; + } else { + // There is no line of sight, so save Infinity as the distance + _visibilityMatrix[i][j] = Infinity; + _visibilityMatrix[j][i] = Infinity; + } + } + } +} + +bool WalkRegion::checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const { + if (!isPointInRegion(start)) { + Vertex newStart = findClosestRegionPoint(start); + + // Check to make sure the point is really in the region. If not, stop with an error + if (!isPointInRegion(newStart)) { + BS_LOG_ERRORLN("Constructed startpoint ((%d,%d) from (%d,%d)) is not inside the region.", + newStart.x, newStart.y, + start.x, start.y); + return false; + } + + start = newStart; + } + + // If the destination is outside the region, a point is determined that is within the region, + // and that is used as an endpoint instead + if (!isPointInRegion(end)) { + Vertex newEnd = findClosestRegionPoint(end); + + // Make sure that the determined point is really within the region + if (!isPointInRegion(newEnd)) { + BS_LOG_ERRORLN("Constructed endpoint ((%d,%d) from (%d,%d)) is not inside the region.", + newEnd.x, newEnd.y, + end.x, end.y); + return false; + } + + end = newEnd; + } + + // Signal success + return true; +} + +void WalkRegion::setPos(int x, int y) { + // Calculate the difference between old and new position + Vertex Delta(x - _position.x, y - _position.y); + + // Move all the nodes + for (uint i = 0; i < _nodes.size(); i++) + _nodes[i] += Delta; + + // Move regions + Region::setPos(x, y); +} + +bool WalkRegion::persist(OutputPersistenceBlock &writer) { + bool result = true; + + // Persist the parent region + result &= Region::persist(writer); + + // Persist the nodes + writer.write(_nodes.size()); + Common::Array<Vertex>::const_iterator it = _nodes.begin(); + while (it != _nodes.end()) { + writer.write(it->x); + writer.write(it->y); + ++it; + } + + // Persist the visibility matrix + writer.write(_visibilityMatrix.size()); + Common::Array< Common::Array<int> >::const_iterator rowIter = _visibilityMatrix.begin(); + while (rowIter != _visibilityMatrix.end()) { + writer.write(rowIter->size()); + Common::Array<int>::const_iterator colIter = rowIter->begin(); + while (colIter != rowIter->end()) { + writer.write(*colIter); + ++colIter; + } + + ++rowIter; + } + + return result; +} + +bool WalkRegion::unpersist(InputPersistenceBlock &reader) { + bool result = true; + + // The parent object was already loaded in the constructor of BS_Region, so at + // this point only the additional data from BS_WalkRegion needs to be loaded + + // Node load + uint nodeCount; + reader.read(nodeCount); + _nodes.clear(); + _nodes.resize(nodeCount); + Common::Array<Vertex>::iterator it = _nodes.begin(); + while (it != _nodes.end()) { + reader.read(it->x); + reader.read(it->y); + ++it; + } + + // Visibility matrix load + uint rowCount; + reader.read(rowCount); + _visibilityMatrix.clear(); + _visibilityMatrix.resize(rowCount); + Common::Array< Common::Array<int> >::iterator rowIter = _visibilityMatrix.begin(); + while (rowIter != _visibilityMatrix.end()) { + uint colCount; + reader.read(colCount); + rowIter->resize(colCount); + Common::Array<int>::iterator colIter = rowIter->begin(); + while (colIter != rowIter->end()) { + reader.read(*colIter); + ++colIter; + } + + ++rowIter; + } + + return result && reader.isGood(); +} + +} // End of namespace Sword25 |