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authorRobert Vollmert <rvollmert@gmx.net>2009-11-16 15:49:44 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-16 15:49:44 +0100
commit0f68e18e6422e140cb992aa7b1723cacffaa980d (patch)
tree128fe788004e0aee6bb5358ec539acb080eb2290 /crawl-ref/source/mon-place.cc
parent3dc8e63fb4797dae63c42c76365449016cb777ac (diff)
downloadcrawl-ref-0f68e18e6422e140cb992aa7b1723cacffaa980d.tar.gz
crawl-ref-0f68e18e6422e140cb992aa7b1723cacffaa980d.zip
Split monster_pathfind out into mon-pathfind.cc.
Diffstat (limited to 'crawl-ref/source/mon-place.cc')
-rw-r--r--crawl-ref/source/mon-place.cc532
1 files changed, 5 insertions, 527 deletions
diff --git a/crawl-ref/source/mon-place.cc b/crawl-ref/source/mon-place.cc
index 57990844ff..e03177d26d 100644
--- a/crawl-ref/source/mon-place.cc
+++ b/crawl-ref/source/mon-place.cc
@@ -124,7 +124,7 @@ bool monster_habitable_grid(const monsters *m,
m->cannot_move()));
}
-inline static bool _mons_airborne(int mcls, int flies, bool paralysed)
+bool mons_airborne(int mcls, int flies, bool paralysed)
{
if (flies == -1)
flies = mons_class_flies(mcls);
@@ -171,7 +171,7 @@ bool monster_habitable_grid(monster_type montype,
// [dshaligram] Flying creatures are all DNGN_FLOOR, so we
// only have to check for the additional valid grids of deep
// water and lava.
- if (_mons_airborne(montype, flies, paralysed)
+ if (mons_airborne(montype, flies, paralysed)
&& (actual_grid == DNGN_LAVA || actual_grid == DNGN_DEEP_WATER))
{
return (true);
@@ -467,7 +467,7 @@ monster_type pick_random_monster(const level_id &place, int power,
return (mon_type);
}
-static bool _can_place_on_trap(int mon_type, trap_type trap)
+bool can_place_on_trap(int mon_type, trap_type trap)
{
if (trap == TRAP_TELEPORT)
return (false);
@@ -544,7 +544,7 @@ static monster_type _resolve_monster_type(monster_type mon_type,
// Don't generate monsters on top of teleport traps.
const trap_def* ptrap = find_trap(pos);
- if (ptrap && !_can_place_on_trap(mon_type, ptrap->type))
+ if (ptrap && !can_place_on_trap(mon_type, ptrap->type))
continue;
// Check whether there's a stair
@@ -713,7 +713,7 @@ static bool _valid_monster_generation_location(
// Don't generate monsters on top of teleport traps.
// (How did they get there?)
const trap_def* ptrap = find_trap(mg_pos);
- if (ptrap && !_can_place_on_trap(mg.cls, ptrap->type))
+ if (ptrap && !can_place_on_trap(mg.cls, ptrap->type))
return (false);
return (true);
@@ -2981,528 +2981,6 @@ monster_type summon_any_dragon(dragon_class_type dct)
}
/////////////////////////////////////////////////////////////////////////////
-// monster_pathfind
-
-// The pathfinding is an implementation of the A* algorithm. Beginning at the
-// destination square we check all neighbours of a given grid, estimate the
-// distance needed for any shortest path including this grid and push the
-// result into a hash. We can then easily access all points with the shortest
-// distance estimates and then check _their_ neighbours and so on.
-// The algorithm terminates once we reach the monster position since - because
-// of the sorting of grids by shortest distance in the hash - there can be no
-// path between start and target that is shorter than the current one. There
-// could be other paths that have the same length but that has no real impact.
-// If the hash has been cleared and the start grid has not been encountered,
-// then there's no path that matches the requirements fed into monster_pathfind.
-// (These requirements are usually preference of habitat of a specific monster
-// or a limit of the distance between start and any grid on the path.)
-
-int mons_tracking_range(const monsters *mon)
-{
-
- int range = 0;
- switch (mons_intel(mon))
- {
- case I_PLANT:
- range = 2;
- break;
- case I_INSECT:
- range = 4;
- break;
- case I_ANIMAL:
- range = 5;
- break;
- case I_NORMAL:
- range = LOS_RADIUS;
- break;
- default:
- // Highly intelligent monsters can find their way
- // anywhere. (range == 0 means no restriction.)
- break;
- }
-
- if (range)
- {
- if (mons_is_native_in_branch(mon))
- range += 3;
- else if (mons_class_flag(mon->type, M_BLOOD_SCENT))
- range++;
- }
-
- return (range);
-}
-
-//#define DEBUG_PATHFIND
-monster_pathfind::monster_pathfind()
- : mons(), target(), range(0), min_length(0), max_length(0), dist(), prev()
-{
-}
-
-monster_pathfind::~monster_pathfind()
-{
-}
-
-void monster_pathfind::set_range(int r)
-{
- if (r >= 0)
- range = r;
-}
-
-coord_def monster_pathfind::next_pos(const coord_def &c) const
-{
- return c + Compass[prev[c.x][c.y]];
-}
-
-// The main method in the monster_pathfind class.
-// Returns true if a path was found, else false.
-bool monster_pathfind::init_pathfind(const monsters *mon, coord_def dest,
- bool diag, bool msg, bool pass_unmapped)
-{
- mons = mon;
-
- // We're doing a reverse search from target to monster.
- start = dest;
- target = mon->pos();
- pos = start;
- allow_diagonals = diag;
- traverse_unmapped = pass_unmapped;
-
- // Easy enough. :P
- if (start == target)
- {
- if (msg)
- mpr("The monster is already there!");
-
- return (true);
- }
-
- return start_pathfind(msg);
-}
-
-bool monster_pathfind::init_pathfind(coord_def src, coord_def dest, bool diag,
- bool msg)
-{
- start = src;
- target = dest;
- pos = start;
- allow_diagonals = diag;
-
- // Easy enough. :P
- if (start == target)
- return (true);
-
- return start_pathfind(msg);
-}
-
-bool monster_pathfind::start_pathfind(bool msg)
-{
- // NOTE: We never do any traversable() check for the starting square
- // (target). This means that even if the target cannot be reached
- // we may still find a path leading adjacent to this position, which
- // is desirable if e.g. the player is hovering over deep water
- // surrounded by shallow water or floor, or if a foe is hiding in
- // a wall.
- // If the surrounding squares also are not traversable, we return
- // early that no path could be found.
-
- max_length = min_length = grid_distance(pos.x, pos.y, target.x, target.y);
- for (int i = 0; i < GXM; i++)
- for (int j = 0; j < GYM; j++)
- dist[i][j] = INFINITE_DISTANCE;
-
- dist[pos.x][pos.y] = 0;
-
- bool success = false;
- do
- {
- // Calculate the distance to all neighbours of the current position,
- // and add them to the hash, if they haven't already been looked at.
- success = calc_path_to_neighbours();
- if (success)
- return (true);
-
- // Pull the position with shortest distance estimate to our target grid.
- success = get_best_position();
-
- if (!success)
- {
- if (msg)
- {
- mprf("Couldn't find a path from (%d,%d) to (%d,%d).",
- target.x, target.y, start.x, start.y);
- }
- return (false);
- }
- }
- while (true);
-}
-
-// Returns true as soon as we encounter the target.
-bool monster_pathfind::calc_path_to_neighbours()
-{
- coord_def npos;
- int distance, old_dist, total;
-
- // For each point, we look at all neighbour points. Check the orthogonals
- // last, so that, should an orthogonal and a diagonal direction have the
- // same total travel cost, the orthogonal will be picked first, and thus
- // zigzagging will be significantly reduced.
- //
- // 1 0 3 This means directions are looked at, in order,
- // \ | / 1, 3, 5, 7 (diagonals) followed by 0, 2, 4, 6
- // 6--.--2 (orthogonals). This is achieved by the assignment
- // / | \ of (dir = 0) once dir has passed 7.
- // 7 4 5
- //
- for (int dir = 1; dir < 8; (dir += 2) == 9 && (dir = 0))
- {
- // Skip diagonal movement.
- if (!allow_diagonals && (dir % 2))
- continue;
-
- npos = pos + Compass[dir];
-
-#ifdef DEBUG_PATHFIND
- mprf("Looking at neighbour (%d,%d)", npos.x, npos.y);
-#endif
- if (!in_bounds(npos))
- continue;
-
- if (!traversable(npos))
- continue;
-
- // Ignore this grid if it takes us above the allowed distance.
- if (range && estimated_cost(npos) > range)
- continue;
-
- distance = dist[pos.x][pos.y] + travel_cost(npos);
- old_dist = dist[npos.x][npos.y];
-#ifdef DEBUG_PATHFIND
- mprf("old dist: %d, new dist: %d, infinite: %d", old_dist, distance,
- INFINITE_DISTANCE);
-#endif
- // If the new distance is better than the old one (initialised with
- // INFINITE), update the position.
- if (distance < old_dist)
- {
- // Calculate new total path length.
- total = distance + estimated_cost(npos);
- if (old_dist == INFINITE_DISTANCE)
- {
-#ifdef DEBUG_PATHFIND
- mprf("Adding (%d,%d) to hash (total dist = %d)",
- npos.x, npos.y, total);
-#endif
- add_new_pos(npos, total);
- if (total > max_length)
- max_length = total;
- }
- else
- {
-#ifdef DEBUG_PATHFIND
- mprf("Improving (%d,%d) to total dist %d",
- npos.x, npos.y, total);
-#endif
-
- update_pos(npos, total);
- }
-
- // Update distance start->pos.
- dist[npos.x][npos.y] = distance;
-
- // Set backtracking information.
- // Converts the Compass direction to its counterpart.
- // 0 1 2 4 5 6
- // 7 . 3 ==> 3 . 7 e.g. (3 + 4) % 8 = 7
- // 6 5 4 2 1 0 (7 + 4) % 8 = 11 % 8 = 3
-
- prev[npos.x][npos.y] = (dir + 4) % 8;
-
- // Are we finished?
- if (npos == target)
- {
-#ifdef DEBUG_PATHFIND
- mpr("Arrived at target.");
-#endif
- return (true);
- }
- }
- }
- return (false);
-}
-
-// Starting at known min_length (minimum total estimated path distance), check
-// the hash for existing vectors, then pick the last entry of the first vector
-// that matches. Update min_length, if necessary.
-bool monster_pathfind::get_best_position()
-{
- for (int i = min_length; i <= max_length; i++)
- {
- if (!hash[i].empty())
- {
- if (i > min_length)
- min_length = i;
-
- std::vector<coord_def> &vec = hash[i];
- // Pick the last position pushed into the vector as it's most
- // likely to be close to the target.
- pos = vec[vec.size()-1];
- vec.pop_back();
-
-#ifdef DEBUG_PATHFIND
- mprf("Returning (%d, %d) as best pos with total dist %d.",
- pos.x, pos.y, min_length);
-#endif
-
- return (true);
- }
-#ifdef DEBUG_PATHFIND
- mprf("No positions for path length %d.", i);
-#endif
- }
-
- // Nothing found? Then there's no path! :(
- return (false);
-}
-
-// Using the prev vector backtrack from start to target to find all steps to
-// take along the shortest path.
-std::vector<coord_def> monster_pathfind::backtrack()
-{
-#ifdef DEBUG_PATHFIND
- mpr("Backtracking...");
-#endif
- std::vector<coord_def> path;
- pos = target;
- path.push_back(pos);
-
- if (pos == start)
- return path;
-
- int dir;
- do
- {
- dir = prev[pos.x][pos.y];
- pos = pos + Compass[dir];
- ASSERT(in_bounds(pos));
-#ifdef DEBUG_PATHFIND
- mprf("prev: (%d, %d), pos: (%d, %d)", Compass[dir].x, Compass[dir].y,
- pos.x, pos.y);
-#endif
- path.push_back(pos);
-
- if (pos.x == 0 && pos.y == 0)
- break;
- }
- while (pos != start);
- ASSERT(pos == start);
-
- return (path);
-}
-
-// Reduces the path coordinates to only a couple of key waypoints needed
-// to reach the target. Waypoints are chosen such that from one waypoint you
-// can see (and, more importantly, reach) the next one. Note that
-// can_go_straight() is probably rather too conservative in these estimates.
-// This is done because Crawl's pathfinding - once a target is in sight and easy
-// reach - is both very robust and natural, especially if we want to flexibly
-// avoid plants and other monsters in the way.
-std::vector<coord_def> monster_pathfind::calc_waypoints()
-{
- std::vector<coord_def> path = backtrack();
-
- // If no path found, nothing to be done.
- if (path.empty())
- return path;
-
- dungeon_feature_type can_move;
- if (mons_amphibious(mons))
- can_move = DNGN_DEEP_WATER;
- else
- can_move = DNGN_SHALLOW_WATER;
-
- std::vector<coord_def> waypoints;
- pos = path[0];
-
-#ifdef DEBUG_PATHFIND
- mpr(EOL "Waypoints:");
-#endif
- for (unsigned int i = 1; i < path.size(); i++)
- {
- if (can_go_straight(pos, path[i], can_move))
- continue;
- else
- {
- pos = path[i-1];
- waypoints.push_back(pos);
-#ifdef DEBUG_PATHFIND
- mprf("waypoint: (%d, %d)", pos.x, pos.y);
-#endif
- }
- }
-
- // Add the actual target to the list of waypoints, so we can later check
- // whether a tracked enemy has moved too much, in case we have to update
- // the path.
- if (pos != path[path.size() - 1])
- waypoints.push_back(path[path.size() - 1]);
-
- return (waypoints);
-}
-
-bool monster_pathfind::traversable(const coord_def p)
-{
- if (traverse_unmapped && grd(p) == DNGN_UNSEEN)
- return (true);
-
- if (mons)
- return mons_traversable(p);
-
- return (!feat_is_solid(grd(p)) && !feat_destroys_items(grd(p)));
-}
-
-// Checks whether a given monster can pass over a certain position, respecting
-// its preferred habit and capability of flight or opening doors.
-bool monster_pathfind::mons_traversable(const coord_def p)
-{
- const monster_type montype = mons_is_zombified(mons) ? mons_zombie_base(mons)
- : mons->type;
-
- if (!monster_habitable_grid(montype, grd(p)))
- return (false);
-
- // Monsters that can't open doors won't be able to pass them.
- if (feat_is_closed_door(grd(p)) || grd(p) == DNGN_SECRET_DOOR)
- {
- if (mons_is_zombified(mons))
- {
- if (mons_class_itemuse(montype) < MONUSE_OPEN_DOORS)
- return (false);
- }
- else if (mons_itemuse(mons) < MONUSE_OPEN_DOORS)
- return (false);
- }
-
- // Your friends only know about doors you know about, unless they feel
- // at home in this branch.
- if (grd(p) == DNGN_SECRET_DOOR && mons->friendly()
- && (mons_intel(mons) < I_NORMAL || !mons_is_native_in_branch(mons)))
- {
- return (false);
- }
-
- const trap_def* ptrap = find_trap(p);
- if (ptrap)
- {
- const trap_type tt = ptrap->type;
-
- // Don't allow allies to pass over known (to them) Zot traps.
- if (tt == TRAP_ZOT
- && ptrap->is_known(mons)
- && mons->friendly())
- {
- return (false);
- }
-
- // Monsters cannot travel over teleport traps.
- if (!_can_place_on_trap(montype, tt))
- return (false);
- }
-
- return (true);
-}
-
-int monster_pathfind::travel_cost(coord_def npos)
-{
- if (mons)
- return mons_travel_cost(npos);
-
- return (1);
-}
-
-// Assumes that grids that really cannot be entered don't even get here.
-// (Checked by traversable().)
-int monster_pathfind::mons_travel_cost(coord_def npos)
-{
- ASSERT(grid_distance(pos, npos) <= 1);
-
- // Doors need to be opened.
- if (feat_is_closed_door(grd(npos)) || grd(npos) == DNGN_SECRET_DOOR)
- return 2;
-
- const int montype = mons_is_zombified(mons) ? mons_zombie_base(mons)
- : mons->type;
-
- const bool airborne = _mons_airborne(montype, -1, false);
-
- // Travelling through water, entering or leaving water is more expensive
- // for non-amphibious monsters, so they'll avoid it where possible.
- // (The resulting path might not be optimal but it will lead to a path
- // a monster of such habits is likely to prefer.)
- // Only tested for shallow water since they can't enter deep water anyway.
- if (!airborne && !mons_class_amphibious(montype)
- && (grd(pos) == DNGN_SHALLOW_WATER || grd(npos) == DNGN_SHALLOW_WATER))
- {
- return 2;
- }
-
- // Try to avoid (known) traps.
- const trap_def* ptrap = find_trap(npos);
- if (ptrap)
- {
- const bool knows_trap = ptrap->is_known(mons);
- const trap_type tt = ptrap->type;
- if (tt == TRAP_ALARM || tt == TRAP_ZOT)
- {
- // Your allies take extra precautions to avoid known alarm traps.
- // Zot traps are considered intraversable.
- if (knows_trap && mons->friendly())
- return (3);
-
- // To hostile monsters, these traps are completely harmless.
- return 1;
- }
-
- // Mechanical traps can be avoided by flying, as can shafts, and
- // tele traps are never traversable anyway.
- if (knows_trap && !airborne)
- return 2;
- }
-
- return 1;
-}
-
-// The estimated cost to reach a grid is simply max(dx, dy).
-int monster_pathfind::estimated_cost(coord_def p)
-{
- return (grid_distance(p, target));
-}
-
-void monster_pathfind::add_new_pos(coord_def npos, int total)
-{
- hash[total].push_back(npos);
-}
-
-void monster_pathfind::update_pos(coord_def npos, int total)
-{
- // Find hash position of old distance and delete it,
- // then call_add_new_pos.
- int old_total = dist[npos.x][npos.y] + estimated_cost(npos);
-
- std::vector<coord_def> &vec = hash[old_total];
- for (unsigned int i = 0; i < vec.size(); i++)
- {
- if (vec[i] == npos)
- {
- vec.erase(vec.begin() + i);
- break;
- }
- }
-
- add_new_pos(npos, total);
-}
-
-/////////////////////////////////////////////////////////////////////////////
//
// Random monsters for portal vaults.
//