CnC_Remastered_Collection/TIBERIANDAWN/FINDPATH.CPP

1558 lines
54 KiB
C++
Raw Permalink Normal View History

//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: F:\projects\c&c\vcs\code\findpath.cpv 2.17 16 Oct 1995 16:51:04 JOE_BOSTIC $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : FINDPATH.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : September 10, 1993 *
* *
* Last Update : May 25, 1995 [PWG] *
* *
* The path algorithm works by following a LOS path to the target. If it *
* collides with an impassable spot, it uses an Edge following routine to *
* get around it. The edge follower moves along the edge in a clockwise or *
* counter clockwise fashion until finding the destination spot. The *
* destination is determined by Find_Path. It is the first passable that *
* can be reached (so it will handle the doughnut case, where there is *
* a passable in the center of an unreachable area). *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Clear_Path_Overlap -- clears the path overlap list *
* Find_Path -- Find a path from point a to point b. *
* Find_Path_Cell -- Finds a given cell on a specified path *
* Follow_Edge -- Follow an edge to get around an impassable spot. *
* FootClass::Unravel_Loop -- Unravels a loop in the movement path *
* Get_New_XY -- Get the new x,y based on current position and direction. *
* Optimize_Moves -- Optimize the move list. *
* Set_Path_Overlap -- Sets the overlap bit for given cell *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
//#include <string.h>
/*
** When an edge search is started, it can be performed CLOCKwise or
** COUNTERCLOCKwise direction.
*/
#define CLOCK (FacingType)1 // Clockwise.
#define COUNTERCLOCK (FacingType)-1 // Counterclockwise.
/*
** If defined, diagonal moves are allowed, else no diagonals.
*/
#define DIAGONAL
/*
** This is the marker to signify the end of the path list.
*/
#define END FACING_NONE
/*
** If memory is more important than speed, set this define to
** true. It will then perform intermediate optimizations to get the most
** milage out of a limited movement list staging area. If this value
** is true then it figures paths a bit more intelligently.
*/
#define SAVEMEM true
/*
** Modify this macro so that given two cell values, it will return
** a value between 0 and 7, with 0 being North and moving
** clockwise (just like map degrees).
*/
#define CELL_FACING(a,b) Dir_Facing(::Direction((a),(b)))
/*-------------------------------------------------------------------------*/
/*
** Cells values are really indexes into the 'map'. The following value is
** the X width of the map.
*/
#define MODULO MAP_CELL_W
/*
** Maximum lookahead cells. Twice this value in bytes will be
** reserved on the stack. The smaller this number, the faster the processing.
*/
#define MAX_MLIST_SIZE 300
#define THREAT_THRESHOLD 5
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
#define MAX_PATH_EDGE_FOLLOW 400
#ifdef NEVER
typedef enum {
FACING_N, // North
FACING_NE, // North-East
FACING_E, // East
FACING_SE, // South-East
FACING_S, // South
FACING_SW, // South-West
FACING_W, // West
FACING_NW, // North-West
FACING_COUNT // Total of 8 directions (0..7).
} FacingType;
#endif
/*-------------------------------------------------------------------------*/
static bool DrawPath;
inline FacingType Opposite(FacingType face)
{
return( (FacingType) (face ^ 4));
}
static inline void Draw_Cell_Point(CELL cell, bool passable, int threat_stage, int overide = 0)
{
if (DrawPath) {
if (!Debug_Find_Path) {
int x, y;
if (Map.Coord_To_Pixel(Cell_Coord(cell), x, y)) {
if (threat_stage>2) {
SeenBuff.Put_Pixel(x, y, (passable) ? LTGREEN : RED);
} else {
SeenBuff.Put_Pixel(x, y, (passable) ? 9+threat_stage : RED);
}
}
} else {
int x = cell & 63;
int y = cell / 64;
if (!overide) {
SeenBuff.Put_Pixel(64 + (x * 3) + 1, 8 + (y * 3) + 1, (passable) ? WHITE : BLACK);
} else {
SeenBuff.Put_Pixel(64 + (x * 3) + 1, 8 + (y * 3) + 1, overide);
}
}
}
}
inline static FacingType Next_Direction(FacingType facing, FacingType dir)
{
facing = facing + dir;
#ifndef DIAGONAL
facing = (FacingType)(facing & 0x06);
#endif
return(facing);
}
/*=========================================================================*/
/* Define a couple of variables which are private to the module they are */
/* declared in. */
/*=========================================================================*/
static unsigned long MainOverlap[MAP_CELL_TOTAL/32]; // overlap list for the main path
static unsigned long LeftOverlap[MAP_CELL_TOTAL/32]; // overlap list for the left path
static unsigned long RightOverlap[MAP_CELL_TOTAL/32]; // overlap list for the right path
//static CELL MoveMask = 0;
static CELL DestLocation;
static CELL StartLocation;
/***************************************************************************
* Point_Relative_To_Line -- Relation between a point and a line *
* *
* If a point is on a line then the following function holds true: *
* (x - x2)(z1 - z2) = (z - z2)(x1 - x2) given x,z a point on the *
* line (x1,z1),(x2,z2). *
* If the right side is > then the left side then the point is on one *
* side of the line and if the right side is < the the left side, then*
* the point is on the other side of the line. By subtracting one side*
* from the other we can determine on what side (if any) the point is on*
* by testing the side of the resulting subtraction. *
* *
* INPUT: *
* int x - x pos of point. *
* int z - z pos of point. *
* int x1 - x pos of first end of line segment. *
* int z1 - z pos of first end of line segment. *
* int x1 - x pos of second end of line segment. *
* int z1 - z pos of second end of line segment. *
* *
* OUTPUT: *
* Assuming (x1,z1) is north, (x2,z2) is south: *
* 0 : point is on line. *
* > 0 : point is east of line. *
* < 0 : point is west of line. *
* *
* WARNINGS: *
* Remember that int means that is assumes 16 bits of persision. *
* *
* HISTORY: *
* 10/28/1994 SKB : Created. *
*=========================================================================*/
int Point_Relative_To_Line(int x, int z, int x1, int z1, int x2, int z2)
{
return((((long)x - (long)x2) * ((long)z1 - (long)z2)) - (((long)z - (long)z2) * ((long)x1 - (long)x2)));
}
/***************************************************************************
* FootClass::Unravel_Loop -- Unravels a loop in the movement path *
* *
* While in the midst of the Follow Edge logic, it is possible (due to the *
* fact that we support diagonal movement) to begin looping around a *
* column of some type. The Unravel loop function will scan backward *
* through the list and fixup the path to try to prevent the loop. *
* *
* INPUT: path - pointer to the generated path so we can pull the *
* commands out of it. *
* cell - the cell we tried to enter that generated the *
* double overlap condition. *
* dir - the direction we tried to enter from when we *
* generated the double overlap condition *
* startx - the start x position of this path segment *
* starty - the start y position of this path segment *
* destx - the dest x position for this path segment *
* desty - the dest y position for this path segment *
* *
* OUTPUT: TRUE - loop has been sucessfully unravelled *
* FALSE - loop can not be unravelled so abort follow edge *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/25/1995 PWG : Created. *
*=========================================================================*/
bool FootClass::Unravel_Loop(PathType *path, CELL &cell, FacingType &dir, int sx, int sy, int dx, int dy, MoveType threshhold)
{
/*
** Walk back to the actual cell before we advanced our position
*/
FacingType curr_dir = dir;
CELL curr_pos = Adjacent_Cell(cell, Opposite(curr_dir));
int idx = path->Length; // start at the last position
FacingType *list = &path->Command[idx-1]; // point to the last command
int checkx;
int checky;
int last_was_line = false;
/*
** loop backward through the list searching for a point that is
** on the line. If the point was a diagonal move then adjust
** it.
*/
while (idx) {
checkx = Cell_X(curr_pos);
checky = Cell_Y(curr_pos);
if (!Point_Relative_To_Line(checkx, checky, sx, sy, dx, dy) || last_was_line) {
/*
** We have now found a point on the line. Now we must check to see
** if we left the line on a diagonal. If we did then we need to fix
** it up.
*/
if (curr_dir & 1 && curr_pos != path->LastFixup) {
cell = curr_pos;
dir = *(list-1);
path->Length = idx;
path->LastFixup = curr_pos;
Draw_Cell_Point(curr_pos, true, -1, CYAN);
return(true);
}
last_was_line = !last_was_line;
}
/*
** Since this cell will not be in the list, then pull out its cost
*/
path->Cost -= Passable_Cell(curr_pos, *list, -1, threshhold);
/*
** Remove this cells flag from the overlap list for the path
*/
path->Overlap[curr_pos >> 5] &= ~(1 << ((curr_pos & 31) - 1));
/*
** Mark cell on the map
*/
Draw_Cell_Point(curr_pos, true, -1, LTCYAN);
/*
** Adjust to the next list position and direction.
*/
curr_dir = *list--;
curr_pos = Adjacent_Cell(curr_pos, Opposite(curr_dir));
idx--;
}
/*
** If we can't modify the list to eliminate the problem, then we have
** a larger problem in that we have deleted all of the cells in the
** list.
*/
return(false);
}
/***************************************************************************
* Register_Cell -- registers a cell on our path and check for backtrack *
* *
* This function adds a new cell to our path. If the cell has already *
* been recorded as part of our path, then this function moves back down *
* the list truncating it at the point we registered that cell. This *
* function will elliminate all backtracking from the list. *
* *
* INPUT: long * list - the list to set the overlap bit for *
* CELL cell - the cell to mark on the overlap list *
* *
* OUTPUT: BOOL - TRUE if bit has been set, FALSE if bit already set *
* *
* HISTORY: *
* 05/23/1995 PWG : Created. *
*=========================================================================*/
bool FootClass::Register_Cell(PathType *path, CELL cell, FacingType dir, int cost, MoveType threshhold)
{
FacingType *list;
int pos = cell >> 5;
int bit = (cell & 31) - 1;
/*
** See if this point has already been registered as on the list. If so
** we need to truncate the list back to this point and register the
** new direction.
*/
if (path->Overlap[pos] & (1 << bit)) {
/*
** If this is not a case of immediate back tracking then handle
** by searching the list to see what we find. However is this is
** an immediate back track, then pop of the last direction
** and unflag the cell we are in (not the cell we are moving to).
** Note: That we do not check for a zero length cell because we
** could not have a duplicate unless there are cells in the list.
*/
if (path->Command[path->Length - 1] == Opposite(dir)) {
CELL pos = Adjacent_Cell(cell, Opposite(dir));
path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
path->Length--;
Draw_Cell_Point(pos, true, -1, BLUE);
} else {
/*
** If this overlap is in the same place as we had our last overlap
** then we are in a loop condition. We need to signify that we
** cannot register this cell.
*/
if (path->LastOverlap == cell) {
return(false);
} else {
path->LastOverlap = cell;
}
CELL pos = path->Start;
int newlen = 0;
int idx = 0;
list = path->Command;
/*
** Note that the cell has to be in this list, so theres no sense
** in checking whether we found it (famous last words).
**
** PWG 8/16/95 - However there is no sense searching the list if
** the cell we have overlapped on is the cell we
** started in.
*/
if (pos != cell) {
while (idx < path->Length) {
pos = Adjacent_Cell(pos, *list);
if (pos == cell) {
idx++;
list++;
break;
}
idx++;
list++;
}
newlen = idx;
}
/*
** Now we are pointing at the next command in the list. From here on
** out we need to unmark the fact that we have entered these cells and
** adjust the cost of our path to reflect that we have not entered
** then.
*/
while (idx < path->Length) {
pos = Adjacent_Cell(pos, *list);
path->Cost -= Passable_Cell(pos, *list, -1, threshhold);
path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
Draw_Cell_Point(pos, true, -1, LTBLUE);
idx++;
list++;
}
path->Length = newlen;
}
} else {
/*
** Now we need to register the new direction, updating the cell structure
** and the cost.
*/
int cpos = path->Length++;
path->Command[cpos] = dir; // save of the direction we moved
path->Cost += cost; // figure new cost for cell
path->Overlap[pos] |= (1 << bit); // mark the we have entered point
}
return(true);
}
#ifdef OBSOLETE
bool FootClass::Register_Cell(PathType *path, CELL cell, FacingType dir, int cost, MoveType threshhold)
{
FacingType *list;
int pos = cell >> 5;
int bit = (cell & 31) - 1;
int idx;
/*
** See if this point has already been registered as on the list. If so
** we need to truncate the list back to this point and register the
** new direction.
*/
if (path->Overlap[pos] & (1 << bit)) {
/*
** If this is not a case of immediate back tracking then handle
** by searching the list to see what we find. However is this is
** an immediate back track, then pop of the last direction
** and unflag the cell we are in (not the cell we are moving to).
** Note: That we do not check for a zero length cell because we
** could not have a duplicate unless there are cells in the list.
*/
if (path->Command[path->Length - 1] == Opposite(dir)) {
CELL pos = Adjacent_Cell(cell, Opposite(dir));
path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
path->Length--;
Draw_Cell_Point(pos, true, -1, BLUE);
} else {
/*
** If this overlap is in the same place as we had our last overlap
** then we are in a loop condition. We need to signify that we
** cannot register this cell.
*/
if (path->LastOverlap == cell) {
return(false);
} else {
path->LastOverlap = cell;
}
CELL pos = path->Start;
int newlen = 0;
/*
** Note that the cell has to be in this list, so theres no sense
** in checking whether we found it (famous last words)
*/
for (idx = 0, list = path->Command; idx < path->Length; idx++, list++) {
pos = Adjacent_Cell(pos, *list);
if (pos == cell) {
idx++;
list++;
break;
}
}
newlen = idx;
/*
** Now we are pointing at the next command in the list. From here on
** out we need to unmark the fact that we have entered these cells and
** adjust the cost of our path to reflect that we have not entered
** then.
*/
while (idx < path->Length) {
pos = Adjacent_Cell(pos, *list);
path->Cost -= Passable_Cell(pos, *list, -1, threshhold);
path->Overlap[pos >> 5] &= ~(1 << ((pos & 31) - 1));
Draw_Cell_Point(pos, true, -1, LTBLUE);
idx++;
list++;
}
path->Length = newlen;
}
} else {
/*
** Now we need to register the new direction, updating the cell structure
** and the cost.
*/
int cpos = path->Length++;
path->Command[cpos] = dir; // save of the direction we moved
path->Cost += cost; // figure new cost for cell
path->Overlap[pos] |= (1 << bit); // mark the we have entered point
}
return(true);
}
#endif
/***********************************************************************************************
* Find_Path -- Find a path from point a to point b. *
* *
* INPUT: int source x,y, int destination x,y, char *final moves *
* array to store moves, int maximum moves we may attempt *
* *
* OUTPUT: int number of moves it took (IMPOSSIBLE_MOVES if we could *
* not reach the destination *
* *
* WARNINGS: This algorithm assumes that the target is NOT situated *
* inside an impassable. If this case may arise, the do-while *
* statement inside the inner while (true) must be changed *
* to include a check to se if the next_x,y is equal to the *
* dest_x,y. If it is, then return(IMPOSSIBLE_MOVES). *
* *
* HISTORY: *
* 07/08/1991 CY : Created. *
*=============================================================================================*/
PathType * FootClass::Find_Path(CELL dest, FacingType *final_moves, int maxlen, MoveType threshhold)
{
CELL source = Coord_Cell(Coord); // Source expressed as cell
static PathType path; // Main path control.
CELL next; // Next cell to enter
CELL startcell; // Cell we started in
FacingType direction; // Working direction of look ahead.
FacingType newdir; // Tentative facing value.
bool left=false, // Was leftward path legal?
right=false; // Was rightward path legal?
int len; // Length of detour command list.
int unit_threat; // Calculated unit threat rating
int cost; // Cost to enter the square
FacingType moves_left[MAX_MLIST_SIZE+2], // Counterclockwise move list.
moves_right[MAX_MLIST_SIZE+2]; // Clockwise move list.
PathType pleft,pright; // Path control structures.
PathType *which; // Which path to actually use.
int threat = 0; //
int threat_stage = 0; //These weren't initialized. ST - 1/8/2019 12:03PM
/*
** If we have been provided an illegal place to store our final moves
** then forget it.
*/
if (!final_moves) return(NULL);
// IsFindPath = true;
/*
** Set the draw path variable to draw the path of the selected unit
** if necessary.
*/
if (!Debug_Find_Path) {
DrawPath = Is_Selected_By_Player() && Special.IsShowPath;
} else {
DrawPath = Is_Selected_By_Player();
}
Debug_Draw_Map("Initial Draw", source, dest, false);
// MoveMask = flags;
if (Team && Team->Class->IsRoundAbout) {
unit_threat = (Team) ? Team->Risk : Risk();
threat_stage = 0;
threat = 0;
} else {
unit_threat = threat = -1;
}
StartLocation = source;
DestLocation = dest;
/*
** Initialize the path structure so that we can keep track of the
** path.
*/
path.Start = source;
path.Cost = 0;
path.Length = 0;
path.Command = final_moves;
path.Command[0] = END;
path.Overlap = MainOverlap;
path.LastOverlap = -1;
path.LastFixup = -1;
memset(path.Overlap, 0, sizeof(MainOverlap));
/*
** Clear the over lap list and then make sure that our starting position is marked
** on the overlap list. (Otherwise the harvesters will drive in circles... )
*/
// memset(path.Overlap, 0, 512);
path.Overlap[source >> 5] |= (1 << ((source & 31) - 1));
startcell = source;
/*
** Account for trailing end of list command, so reduce the maximum
** allowed legal commands to reflect this.
*/
maxlen--;
/*
** As long as there is room to put commands in the movement command list,
** then put commands in it. We build the path using the following
** methodology.
**
** 1. Scan through the desired strait line path until we eiter hit an
** impassable or have created a valid path.
**
** 2. If we have hit an impassable, walk through the impassable to make
** sure that there is a passable on the other side. If there is not
** and we can not change the impassable, then this list is dead.
**
** 3. Walk around the impassable on both the left and right edges and
** take the shorter of the two paths.
**
** 4. Taking the new location as our start location start again with
** step #1.
*/
while (path.Length < maxlen) {
top_of_list:
/*
** Have we reached the destination already? If so abort any further
** command building.
*/
if (startcell == dest) {
break;
}
/*
** Find the absolute correct direction to reach the next straight
** line cell and what cell it is.
*/
direction = CELL_FACING(startcell, dest);
next = Adjacent_Cell(startcell, direction);
/*
** If we can move here, then make this our next move.
*/
cost = Passable_Cell(next, direction, threat, threshhold);
if (cost) {
Draw_Cell_Point(next, true, threat_stage);
Register_Cell(&path, next, direction, cost, threshhold);
} else {
if (Debug_Find_Path && DrawPath) {
Debug_Draw_Map("Walk Through Obstacle", startcell, dest, true);
}
Draw_Cell_Point(next, false, threat_stage);
/*
** If the impassable location is actually the destination,
** then stop here and consider this "good enough".
*/
if (next == dest) break;
/*
** We could not move to the next cell, so follow through the
** impassable until we find a passable spot that can be reached.
** Once we find a passable, figure out the shortest path to it.
** Since we have variable passable conditions this is not as
** simple as it used to be. The limiter loop below allows us to
** step through ten donuts before we give up.
*/
for (int limiter = 0; limiter < 5; limiter++) {
/*
** Get the next passable position by zipping through the
** impassable positions until a passable position is found
** or the destination is reached.
*/
for (;;) {
/*
** Move one step closer toward destination.
*/
newdir = CELL_FACING(next, dest);
next = Adjacent_Cell(next, newdir);
/*
** If the cell is passable then we have been completely
** sucessful. If the cell is not passable then continue.
*/
if ((Passable_Cell(next, FACING_NONE, threat, threshhold)) || (next == dest)) {
Draw_Cell_Point(next, true, threat_stage);
break;
} else {
Draw_Cell_Point(next, false, threat_stage);
}
/*
** If we reached destination while in this loop, we
** know that either the destination is impassible (if
** we are ignoring) or that we need to up our threat
** tolerance and try again.
*/
if (next == dest) {
if (threat != -1) {
switch (threat_stage++) {
case 0:
threat = unit_threat >> 1;
break;
case 1:
threat += unit_threat;
break;
case 2:
threat = -1;
break;
}
goto top_of_list;
}
goto end_of_list;
}
}
/*
** Try to find a path to the passable position by following
** the edge of the blocking object in both CLOCKwise and
** COUNTERCLOCKwise fashions.
*/
int follow_len = maxlen + (maxlen >> 1);
Debug_Draw_Map("Follow left edge", startcell,next,true);
Mem_Copy(&path, &pleft, sizeof(PathType));
pleft.Command = &moves_left[0];
pleft.Overlap = LeftOverlap;
Mem_Copy(path.Command, pleft.Command, path.Length);
Mem_Copy(path.Overlap, pleft.Overlap, sizeof(LeftOverlap));
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
// MBL 09.30.2019: We hit a runtime bounds crash where END (-1 / 0xFF) was being poked into +1 just past the end of the moves_right[] array;
// The FacingType moves_left[] and moves_right[] arrays already have MAX_MLIST_SIZE+2 as their size, which may have been a previous attempted fix;
// We are now passing MAX_MLIST_SIZE, since the sizeof calculations included the +2 buffering;
#if 0
left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, sizeof(moves_left), threshhold);
// left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, follow_len, threshhold);
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
#endif
left = Follow_Edge(startcell, next, &pleft, COUNTERCLOCK, direction, threat, threat_stage, MAX_MLIST_SIZE, threshhold);
if (left) {
follow_len = MIN(maxlen, pleft.Length + (pleft.Length >> 1));
}
/*
** If we are in debug mode then let us know how well our left path
** did.
*/
if (Debug_Find_Path && DrawPath) {
Fancy_Text_Print(" Left", 0, 92, WHITE, BLACK, TPF_6POINT);
Fancy_Text_Print("Total Steps", 0, 100, WHITE, BLACK, TPF_6POINT);
if (left) {
Fancy_Text_Print(" %d", 0, 108, WHITE, BLACK, TPF_6POINT, pleft.Length);
} else {
Fancy_Text_Print(" FAIL", 0, 108, WHITE, BLACK, TPF_6POINT);
}
}
Debug_Draw_Map("Follow right edge", startcell, next, true);
Mem_Copy(&path, &pright, sizeof(PathType));
pright.Command = &moves_right[0];
pright.Overlap = RightOverlap;
Mem_Copy(path.Command, pright.Command, path.Length);
Mem_Copy(path.Overlap, pright.Overlap, sizeof(RightOverlap));
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
// MBL 09.30.2019: We hit a runtime bounds crash where END (-1 / 0xFF) was being poked into +1 just past the end of the moves_right[] array;
// The FacingType moves_left[] and moves_right[] arrays already have MAX_MLIST_SIZE+2 as their size, which may have been a previous attempted fix;
// We are now passing MAX_MLIST_SIZE, since the sizeof calculations included the +2 buffering;
#if 0
right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, sizeof(moves_right), threshhold);
// right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, follow_len, threshhold);
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
#endif
right = Follow_Edge(startcell, next, &pright, CLOCK, direction, threat, threat_stage, MAX_MLIST_SIZE, threshhold);
/*
** If we are in debug mode then let us know how well our right path
** did.
*/
if (Debug_Find_Path && DrawPath) {
Fancy_Text_Print(" Right", 0, 92, WHITE, BLACK, TPF_6POINT);
Fancy_Text_Print("Total Steps", 0, 100, WHITE, BLACK, TPF_6POINT);
if (right) {
Fancy_Text_Print(" %d", 0, 108, WHITE, BLACK, TPF_6POINT, pright.Length);
} else {
Fancy_Text_Print(" FAIL", 0, 108, WHITE, BLACK, TPF_6POINT);
}
}
/*
** If we could find a path, break from this loop. Otherwise this
** means that we have found a "hole" of passable terrain that
** cannot be reached by normal means. Scan forward looking for
** the other side of the "doughnut".
*/
if (left || right) break;
/*
** If no path can be found to the intermediate cell, then
** presume we have found a doughnut of some sort. Scan
** forward until the next impassable is found and then
** process this loop again.
*/
do {
/*
** If we reached destination while in this loop, we
** know that either the destination is impassible (if
** we are ignoring) or that we need to up our threat
** tolerance and try again.
*/
if (next == dest) {
if (threat != -1) {
switch (threat_stage++) {
case 0:
threat = unit_threat >> 1;
break;
case 1:
threat += unit_threat;
break;
case 2:
threat = -1;
break;
}
goto top_of_list;
}
goto end_of_list;
}
newdir = CELL_FACING(next, dest);
next = Adjacent_Cell(next, newdir);
} while (Passable_Cell(next, newdir, threat, threshhold));
}
if (!left && !right) break;
/*
** We found a path around the impassable locations, so figure out
** which one was the smallest and copy those moves into the
** path.Command array.
*/
which = &pleft;
if (right) {
which = &pright;
if (left) {
if (pleft.Length < pright.Length) {
which = &pleft;
} else {
which = &pright;
}
}
}
/*
** Record as much as possible of the shorter of the two
** paths. The trailing EOL command is not copied because
** this may not be the end of the find path logic.
*/
len = which->Length;
len = MIN(len, maxlen);
if (len > 0) {
memcpy(&path.Overlap[0], &which->Overlap[0], sizeof(LeftOverlap));
memcpy(&path.Command[0], &which->Command[0], len);
path.Length = len;
path.Cost = which->Cost;
path.LastOverlap = -1;
path.LastFixup = -1;
} else {
break;
}
Debug_Draw_Map("Walking to next obstacle", next, dest, true);
}
startcell = next;
}
end_of_list:
/*
** Poke in the stop command.
*/
if (path.Length < maxlen) {
path.Command[path.Length++] = END;
}
if (Debug_Find_Path && DrawPath) {
Map.Flag_To_Redraw(true);
}
/*
** Optimize the move list but only necessary if
** diagonal moves are allowed.
*/
#ifdef DIAGONAL
Optimize_Moves(&path, threshhold);
#endif
if (Debug_Find_Path && DrawPath) {
Debug_Draw_Map("Final Generated Path", startcell,dest,false);
Debug_Draw_Path(&path);
Get_Key_Num();
}
// IsFindPath = false;
return(&path);
}
/***********************************************************************************************
* Follow_Edge -- Follow an edge to get around an impassable spot. *
* *
* INPUT: start -- cell to head from *
* *
* target -- Target cell to head to. *
* *
* path -- Pointer to path list structure. *
* *
* search -- Direction of search (1=clock, -1=counterclock). *
* *
* olddir -- Facing impassible direction from start. *
* *
* callback -- Function pointer for determining if a cell is *
* passable or not. *
* *
* OUTPUT: bool: Could a path be found to the desired cell? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1991 CY : Created. *
* 06/01/1992 JLB : Optimized & commented. *
*=============================================================================================*/
bool FootClass::Follow_Edge(CELL start, CELL target, PathType *path, FacingType search, FacingType olddir, int threat, int threat_stage, int max_cells, MoveType threshhold)
{
FacingType newdir; // Direction of facing before surrounding cell check.
CELL oldcell, // Current cell.
newcell; // Tentative new cell.
int cost; // Working cost value.
int startx;
int starty;
int online=true;
int targetx;
int targety;
int oldval = 0;
int cellcount=0;
int forceout = false;
FacingType firstdir = (FacingType)-1;
CELL firstcell = -1;
bool stepped_off_line = false;
startx = Cell_X(start);
starty = Cell_Y(start);
targetx = Cell_X(target);
targety = Cell_Y(target);
if (!path) return(false);
path->LastOverlap = -1;
path->LastFixup = -1;
#ifndef DIAGONAL
/*
** The edge following algorithm doesn't "do" diagonals. Force initial facing
** to be an even 90 degree value. Adjust it in the direction it should be
** rotating.
*/
if (olddir & 0x01) {
olddir = Next_Direction(olddir, search);
}
#endif
newdir = Next_Direction(olddir, search);
oldcell = start;
newcell = Adjacent_Cell(oldcell, newdir);
/*
** Continue until we find our target, find our original starting spot,
** or run out of moves.
*/
while (path->Length < max_cells) {
/*
** Look in all the adjacent cells to determine a passable one that
** most closely matches the desired direction (working in the specified
** direction).
*/
newdir = olddir;
for (;;) {
bool forcefail; // Is failure forced?
forcefail = false;
#ifdef DIAGONAL
/*
** Rotate 45/90 degrees in desired direction.
*/
newdir = Next_Direction(newdir, search);
/*
** If facing a diagonal we must check the next 90 degree location
** to make sure that we don't walk right by the destination. This
** will happen if the destination it is at the corner edge of an
** impassable that we are moving around.
*/
if (newdir & FACING_NE) {
CELL checkcell; // Non-diagonal check cell.
//int x,y;
checkcell = Adjacent_Cell(oldcell, Next_Direction(newdir, search));
if (checkcell == target) {
/*
** This only works if in fact, it is possible to move to the
** cell from the current location.
*/
cost = Passable_Cell(checkcell, Next_Direction(newdir, search), threat, threshhold);
if (cost) {
Draw_Cell_Point(checkcell, true, threat_stage);
/*
** YES! The destination is at the corner of an impassable, so
** set the direction to point directly at it and then the
** scanning will terminate later.
*/
newdir = Next_Direction(newdir, search);
newcell = Adjacent_Cell(oldcell, newdir);
break;
} else {
Draw_Cell_Point(checkcell, false, threat_stage);
}
}
/*
** Perform special diagonal check. If the edge follower would cross the
** diagonal or fall on the diagonal line from the source, then consider
** that cell impassible. Otherwise, the find path algorithm will fail
** when there are two impassible locations located on a diagonal
** that is lined up between the source and destination location.
**
** P.S. It might help if you check the right cell rather than using
** the value that just happened to be in checkcell.
*/
checkcell = Adjacent_Cell(oldcell, newdir);
int checkx = Cell_X(checkcell);
int checky = Cell_Y(checkcell);
int checkval = Point_Relative_To_Line(checkx, checky, startx, starty, targetx, targety);
if (checkval && !online) {
forcefail = ((checkval ^ oldval) < 0);
} else {
forcefail = false;
}
/*
** The only exception to the above is when we are directly backtracking
** because we could be trying to escape from a culdesack!
*/
if (forcefail && path->Length > 0 && (FacingType)(newdir ^ 4) == path->Command[path->Length - 1]) {
// ST - 12/18/96 5:15PM if (forcefail && (FacingType)(newdir ^ 4) == path->Command[path->Length - 1]) {
forcefail = false;
}
}
#else
newdir = Next_Direction(newdir, search*2);
#endif
/*
** If we have just checked the same heading we started with,
** we are surrounded by impassable characters and we exit.
*/
if (newdir == olddir) {
return(false);
}
/*
** Get the new cell.
*/
newcell = Adjacent_Cell(oldcell, newdir);
/*
** If we found a passable position, this is where we should move.
*/
if (!forcefail && ((cost = Passable_Cell(newcell, newdir, threat, threshhold)) != 0)) {
Draw_Cell_Point(newcell, true, threat_stage);
break;
} else {
Draw_Cell_Point(newcell, false, threat_stage, (forcefail) ? BROWN : 0);
if (newcell == target) {
forceout = true;
break;
}
}
}
/*
** Record the direction.
*/
if (!forceout) {
/*
** Mark the cell because this is where we need to be. If register
** cell fails then the list has been shortened and we need to adjust
** the new direction.
*/
if (!Register_Cell(path, newcell, newdir, cost, threshhold)) {
/*
** The only reason we could not register a cell is that we are in
** a looping situation. So we need to try and unravel the loop if
** we can.
*/
if (!Unravel_Loop(path, newcell, newdir, startx, starty, targetx, targety, threshhold)) {
return(false);
}
/*
** Since we need to eliminate a diagonal we must pretend the upon
** attaining this square, we were moving turned farther in the
** search direction then we really were.
*/
newdir = Next_Direction(newdir, (FacingType)(search*2));
}
/*
** Find out which side of the line this cell is on. If it is on
** a side, then store off that side.
*/
int newx = Cell_X(newcell);
int newy = Cell_Y(newcell);
int val = Point_Relative_To_Line(newx, newy, startx, starty, targetx, targety);
if (val) {
oldval = val;
online = false;
} else {
online = true;
}
cellcount++;
Command & Conquer Remastered post-launch patch Improvements to harvester resource finding logic. Don't allow the Advanced Comm Center to be capturable in skirmish or multiplayer. Increased failed pathfinding fudge factor. Buildings accept the Guard command if they can attack. Don't allow force capturing of ally structures. Fixes for laser Orcas in S3cr3t M1ss10n. Properly restore them after save. Reset Orcas after loads. Fixed flag animation rendering in CTF. Potentially fix a crash if aircraft are destroyed outside the map bounds. Fixed legacy Obelisk line rendering. Fix out-of-bounds crash in TD; issue was already fixed in RA. Disable capture flag on Commandos. Drop the flag when entering the limbo state. Fixed end game race condition, winning team ID is always sent before individual player win/lose messages. Fixed Chan spawn on SCB10EA. Don't show enter cursor for enemy units on refineries and repair pads. Changing right-click support for first put building on hold, and then subsequenct right-clicks to decrement that queue count for 1x or 5x; Then, 1x or 5x Left click will resume from hold. Don't debug reveal legacy rendering when a player is defeated. Fixed crash when loading saves of custom campaign maps. Reset harvester archived target when given a direct harvest order. Prevent NOD cargo planes from being force attacked. Fixed unit selection on load. Migrated queued repair pad functionality from RA to TD. Randomly animate infantry in area guard mode. Fixed crash accessing inactive objects. Added some walls in SCG08EB to prevent civilians from killing themselves. TD + RA: Audio: Overiding "Our base is under attack" cooldown timing from legacy from 2 minutes to 30 seconds, so it will be heard 4x as often. Fixed adjacent cell out-of-bounds crash issues. Kill player on disconnect Fixed and improved build time calculations to be consistent between TD and RA. Don't show health bars for cloaked Stealth Tanks in the legacy renderer. Fix selection of individual control groups after mixed selection. More adjustments to SCG08EB; switch C7 to C5, and add civilian AI to avoid Tiberium. Extra safety checks for units that have no weapons and aircraft that can't hunt. Fix loading of multiple infantry onto an APC. Additional safety checks for invalid coordinates. Prevent units from being instantly repaired. Fix map passability. Fail Allied mission 5B if the spy re-boards the starting transport (matches 5A and 5C behavior). Fixed multiplayer formation move causing units to move at light speed. Ignore movement destination checks if a unit is part of a mission-driven team. Fix buffer overrun crash. Ignore mines when determining win conditions. Fixed river passability in Blue Lakes.
2020-06-22 17:43:21 +01:00
if (cellcount==MAX_PATH_EDGE_FOLLOW) {
// DrawPath = true;
// Debug_Find_Path = true;
// Debug_Draw_Map("Loop failure", start, target, false);
// Debug_Draw_Path(path);
return(false);
}
}
/*
** If we have found the target spot, we are done.
*/
if (newcell == target) {
path->Command[path->Length] = END;
return(true);
}
/*
** If we make a full circle back to our original spot, get out.
*/
if (newcell == firstcell && newdir == firstdir) {
return(false);
}
if (firstcell == -1) {
firstcell = newcell;
firstdir = newdir;
}
/*
** Because we moved, our facing is now incorrect. We want to face toward
** the impassable edge we are following (well, not actually toward, but
** a little past so that we can turn corners). We have to turn 45/90 degrees
** more than expected in anticipation of the pending 45/90 degree turn at
** the start of this loop.
*/
#ifdef DIAGONAL
olddir = Next_Direction(newdir, (FacingType)(-(int)search*3));
#else
olddir = Next_Direction(newdir, (FacingType)(-(int)search*4));
#endif
oldcell = newcell;
}
/*
** The maximum search path is exhausted... abort with a failure.
*/
return(false);
}
/***********************************************************************************************
* Optimize_Moves -- Optimize the move list. *
* *
* INPUT: char *moves to optimize *
* *
* OUTPUT: none (list is optimized) *
* *
* WARNINGS: EMPTY moves are used to hold the place of eliminated *
* commands. Also, NEVER call this routine with a list that *
* contains illegal commands. The list MUST be terminated *
* with a EOL command *
* *
* HISTORY: *
* 07/08/1991 CY : Created. *
* 06/01/1992 JLB : Optimized and commented. *
*=============================================================================================*/
#define EMPTY (FacingType)-2
int FootClass::Optimize_Moves(PathType *path, MoveType threshhold)
//int Optimize_Moves(PathType *path, int (*callback)(CELL, FacingType), int threshold)
{
/*
** Facing command pair adjustment table. Compare the facing difference between
** the two commands. 0 means no optimization is possible. 3 means backtracking
** so eliminate both commands. Any other value adjusts the first command facing.
*/
#ifdef DIAGONAL
static FacingType _trans[FACING_COUNT] = {(FacingType)0, (FacingType)0, (FacingType)1, (FacingType)2, (FacingType)3, (FacingType)-2, (FacingType)-1, (FacingType)0}; // Smoothing.
#else
static FacingType _trans[FACING_COUNT] = {(FacingType)0, (FacingType)0, (FacingType)0, (FacingType)2, (FacingType)3, (FacingType)-2, (FacingType)0, (FacingType)0};
#endif
FacingType *cmd1, // Floating first command pointer.
*cmd2, // Floating second command pointer.
newcmd; // Calculated new optimized command.
FacingType newdir; // Tentative new direction for smoothing.
CELL cell; // Working cell (as it moves along path).
/*
** Abort if there is any illegal parameter.
*/
if (!path || !path->Command) return(0);
/*
** Optimization loop -- start scanning with the
** first pair of commands (if there are at least two
** in the command list).
*/
path->Command[path->Length] = END; // Force end of list.
cell = path->Start;
if (path->Length > 1) {
cmd2 = path->Command + 1;
while (*cmd2 != END) {
/*
** Set the cmd1 pointer to point to the valid command closest, but
** previous to cmd2. Be sure not to go previous to the head of the
** command list.
*/
cmd1 = cmd2-1;
while (*cmd1 == EMPTY && cmd1 != path->Command) {
cmd1--;
}
/*
** If there isn't any valid previous command, then bump the
** cmd pointers to the next command pair and continue...
*/
if (*cmd1 == EMPTY) {
cmd2++;
continue;
}
/*
** Fetch precalculated command change value. 0 means leave
** command set alone, 3 means backtrack and eliminate two
** commands. Any other value is new direction and eliminate
** one command.
*/
newcmd = (FacingType)(*cmd2 - *cmd1);
if (newcmd < FACING_N) newcmd = (FacingType)(newcmd + FACING_COUNT);
newcmd = _trans[newcmd];
/*
** Check for backtracking. If this occurs, then eliminate the
** two commands. This is the easiest optimization.
*/
if (newcmd == FACING_SE) {
*cmd1 = EMPTY;
*cmd2++ = EMPTY;
continue;
}
/*
** If an optimization code was found the process it. The command is a facing
** offset to more directly travel toward the immediate destination cell.
*/
if (newcmd) {
/*
** Optimizations differ when dealing with diagonals. Especially when dealing
** with diagonals of 90 degrees. In such a case, 90 degree optimizations can
** only be optimized if the intervening cell is passable. The distance travelled
** is the same, but the path is less circuitous.
*/
if (*cmd1 & FACING_NE) {
/*
** Diagonal optimizations are always only 45
** degree adjustments.
*/
newdir = Next_Direction(*cmd1, (newcmd < FACING_N) ? (FacingType)-1 : (FacingType)1);
/*
** Diagonal 90 degree changes can be smoothed, although
** the path isn't any shorter.
*/
if (ABS((int)newcmd) == 1) {
if (Passable_Cell(Adjacent_Cell(cell, newdir), newdir, -1, threshhold)) {
*cmd2 = newdir;
*cmd1 = newdir;
}
// BOB 16.12.92
cell = Adjacent_Cell(cell, *cmd1);
cmd2++;
continue;
}
} else {
newdir = Next_Direction(*cmd1, newcmd);
}
/*
** Allow shortening turn only on right angle moves that are based on
** 90 degrees. Always allow 135 degree optimizations.
*/
*cmd2 = newdir;
*cmd1 = EMPTY;
/*
** Backup what it thinks is the current cell.
*/
while (*cmd1 == EMPTY && cmd1 != path->Command) {
cmd1--;
}
if (*cmd1 != EMPTY) {
cell = Adjacent_Cell(cell, Next_Direction(*cmd1, FACING_S));
} else {
cell = path->Start;
}
continue;
}
/*
** Since we could not make an optimization, we move our
** head pointer forward.
*/
cell = Adjacent_Cell(cell, *cmd1);
cmd2++;
}
}
/*
** Pack the command list to remove any EMPTY command entries.
*/
cmd1 = path->Command;
cmd2 = path->Command;
cell = path->Start;
path->Cost = 0;
path->Length = 0;
while (*cmd2 != END) {
if (*cmd2 != EMPTY) {
#ifdef NEVER
if (Debug_ShowPath) {
int x,y,x1,y1;
if (Map.Coord_To_Pixel(Cell_Coord(cell), x, y)) {
Map.Coord_To_Pixel(Cell_Coord(Adjacent_Cell(cell, *cmd2)), x1, y1);
Set_Logic_Page(SeenBuff);
LogicPage->Draw_Line(x, y+8, x1, y1+8, DKGREY);
}
}
#endif
cell = Adjacent_Cell(cell, *cmd2);
path->Cost+= Passable_Cell(cell, *cmd2, -1, threshhold);
path->Length++;
*cmd1++ = *cmd2;
}
cmd2++;
}
path->Length++;
*cmd1 = END;
return(path->Length);
}
CELL FootClass::Safety_Point(CELL src, CELL dst, int start, int max)
{
FacingType dir;
CELL next;
int lp;
dir = (FacingType)(CELL_FACING(src, dst) ^ 4) - 1;
/*
** Loop through the different acceptable distances.
*/
for (int dist = start; dist < max; dist ++) {
/*
** Move to the starting location.
*/
next = dst;
for (lp = 0; lp < dist; lp ++) {
next = Adjacent_Cell(next, dir);
}
if (dir & 1) {
/*
** If our direction is diagonal than we need to check
** only one side which is as long as both of the old sides
** together.
*/
for (lp = 0; lp < dist << 1; lp ++) {
next = Adjacent_Cell(next, dir + 3);
if (!Can_Enter_Cell(next)) {
return(next);
}
}
} else {
/*
** If our direction is not diagonal than we need to check two
** sides so that we are checking a corner like location.
*/
for (lp = 0; lp < dist; lp ++) {
next = Adjacent_Cell(next, dir + 2);
if (!Can_Enter_Cell(next)) {
return(next);
}
}
for (lp = 0; lp < dist; lp ++) {
next = Adjacent_Cell(next, dir + 4);
if (!Can_Enter_Cell(next)) {
return(next);
}
}
}
}
return(-1);
}
int FootClass::Passable_Cell(CELL cell, FacingType face, int threat, MoveType threshhold)
{
MoveType move = Can_Enter_Cell(cell, face);
if (move < MOVE_MOVING_BLOCK && Distance(cell) > 1) threshhold = MOVE_MOVING_BLOCK;
if (move > threshhold) return(0);
if (GameToPlay == GAME_NORMAL) {
if (threat != -1) {
if (Map.Cell_Distance(cell, DestLocation) > THREAT_THRESHOLD) {
if (Map.Cell_Threat(cell, Owner()) > threat)
return(0);
}
}
}
static int _value[MOVE_COUNT] = {
1, // MOVE_OK
1, // MOVE_CLOAK
3, // MOVE_MOVING_BLOCK
8, // MOVE_DESTROYABLE
10, // MOVE_TEMP
0 // MOVE_NO
};
return(_value[move]);
#ifdef NEVER
int can;
int retval;
int temp_move_mask = MoveMask;
if (!House->IsHuman) {
temp_move_mask &= ~MOVEF_TEMP;
}
#ifdef NEVER
if ((!(MoveMask & MOVEF_MOVING_BLOCK)) && Map.Cell_Distance(StartLocation, cell) > 2) {
temp_move_mask |= MOVEF_MOVING_BLOCK;
}
#endif
can = (temp_move_mask & Can_Enter_Cell(cell, face));
if (can & MOVEF_NO) return(0);
retval = 1;
if (can & MOVEF_MOVING_BLOCK) retval += 3;
if (can & MOVEF_DESTROYABLE) retval += 10;
if (can & MOVEF_TEMP) retval += 10;
if (threat != -1) {
if (Map.Cell_Distance(cell, DestLocation) > THREAT_THRESHOLD) {
if (Map.Cell_Threat(cell, Owner()) > threat)
return(0);
}
}
return(retval);
#endif
}
void FootClass::Debug_Draw_Map(char *txt, CELL start, CELL dest, bool pause)
{
if ((!Debug_Find_Path) || (!DrawPath)) return;
if (pause) Get_Key_Num();
GraphicViewPortClass * page = Set_Logic_Page(SeenBuff);
VisiblePage.Clear();
Fancy_Text_Print(txt, 160, 0, WHITE, BLACK, TPF_8POINT|TPF_CENTER);
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
int color = 0;
switch (Can_Enter_Cell( (CELL)((y << 6) + x))) {
case MOVE_OK:
color = GREEN;
break;
case MOVE_MOVING_BLOCK:
color = LTGREEN;
break;
case MOVE_DESTROYABLE:
color = YELLOW;
break;
case MOVE_TEMP:
color = BROWN;
break;
default:
color = RED;
break;
}
if ((CELL)((y << 6) + x) == start)
color = LTBLUE;
if ((CELL)((y << 6) + x) == dest)
color = BLUE;
Fat_Put_Pixel(64 + (x*3), 8 + (y*3), color, 3, SeenBuff);
}
}
Set_Logic_Page(page);
}
void FootClass::Debug_Draw_Path(PathType *path)
{
if (!path) return;
FacingType *list = path->Command;
CELL pos = path->Start;
for (int idx = 0; idx < path->Length; idx++) {
pos = Adjacent_Cell(pos, *list++);
Draw_Cell_Point(pos, true, -1, 0);
}
}