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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /npf.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'npf.c')
-rw-r--r--npf.c894
1 files changed, 0 insertions, 894 deletions
diff --git a/npf.c b/npf.c
deleted file mode 100644
index 97b9bf367..000000000
--- a/npf.c
+++ /dev/null
@@ -1,894 +0,0 @@
-/* $Id$ */
-
-#include "stdafx.h"
-#include "openttd.h"
-#include "bridge_map.h"
-#include "debug.h"
-#include "functions.h"
-#include "npf.h"
-#include "aystar.h"
-#include "macros.h"
-#include "pathfind.h"
-#include "station.h"
-#include "station_map.h"
-#include "tile.h"
-#include "depot.h"
-#include "tunnel_map.h"
-#include "network/network.h"
-#include "water_map.h"
-
-static AyStar _npf_aystar;
-
-/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
- * the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
- */
-#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH)
-static const uint _trackdir_length[TRACKDIR_END] = {
- NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH,
- 0, 0,
- NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
-};
-
-/**
- * Calculates the minimum distance traveled to get from t0 to t1 when only
- * using tracks (ie, only making 45 degree turns). Returns the distance in the
- * NPF scale, ie the number of full tiles multiplied by NPF_TILE_LENGTH to
- * prevent rounding.
- */
-static uint NPFDistanceTrack(TileIndex t0, TileIndex t1)
-{
- const uint dx = abs(TileX(t0) - TileX(t1));
- const uint dy = abs(TileY(t0) - TileY(t1));
-
- const uint straightTracks = 2 * min(dx, dy); /* The number of straight (not full length) tracks */
- /* OPTIMISATION:
- * Original: diagTracks = max(dx, dy) - min(dx,dy);
- * Proof:
- * (dx+dy) - straightTracks == (min + max) - straightTracks = min + max - 2 * min = max - min */
- const uint diagTracks = dx + dy - straightTracks; /* The number of diagonal (full tile length) tracks. */
-
- /* Don't factor out NPF_TILE_LENGTH below, this will round values and lose
- * precision */
- return diagTracks * NPF_TILE_LENGTH + straightTracks * NPF_TILE_LENGTH * STRAIGHT_TRACK_LENGTH;
-}
-
-
-#if 0
-static uint NTPHash(uint key1, uint key2)
-{
- /* This function uses the old hash, which is fixed on 10 bits (1024 buckets) */
- return PATHFIND_HASH_TILE(key1);
-}
-#endif
-
-/**
- * Calculates a hash value for use in the NPF.
- * @param key1 The TileIndex of the tile to hash
- * @param key2 The Trackdir of the track on the tile.
- *
- * @todo Think of a better hash.
- */
-static uint NPFHash(uint key1, uint key2)
-{
- /* TODO: think of a better hash? */
- uint part1 = TileX(key1) & NPF_HASH_HALFMASK;
- uint part2 = TileY(key1) & NPF_HASH_HALFMASK;
-
- assert(IsValidTrackdir(key2));
- assert(IsValidTile(key1));
- return ((part1 << NPF_HASH_HALFBITS | part2) + (NPF_HASH_SIZE * key2 / TRACKDIR_END)) % NPF_HASH_SIZE;
-}
-
-static int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent)
-{
- return 0;
-}
-
-/* Calcs the tile of given station that is closest to a given tile
- * for this we assume the station is a rectangle,
- * as defined by its top tile (st->train_tile) and its width/height (st->trainst_w, st->trainst_h)
- */
-static TileIndex CalcClosestStationTile(StationID station, TileIndex tile)
-{
- const Station* st = GetStation(station);
-
- uint minx = TileX(st->train_tile); // topmost corner of station
- uint miny = TileY(st->train_tile);
- uint maxx = minx + st->trainst_w - 1; // lowermost corner of station
- uint maxy = miny + st->trainst_h - 1;
- uint x;
- uint y;
-
- // we are going the aim for the x coordinate of the closest corner
- // but if we are between those coordinates, we will aim for our own x coordinate
- x = clamp(TileX(tile), minx, maxx);
-
- // same for y coordinate, see above comment
- y = clamp(TileY(tile), miny, maxy);
-
- // return the tile of our target coordinates
- return TileXY(x, y);
-}
-
-/* Calcs the heuristic to the target station or tile. For train stations, it
- * takes into account the direction of approach.
- */
-static int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent)
-{
- NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
- NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
- TileIndex from = current->tile;
- TileIndex to = fstd->dest_coords;
- uint dist;
-
- // for train-stations, we are going to aim for the closest station tile
- if (as->user_data[NPF_TYPE] == TRANSPORT_RAIL && fstd->station_index != INVALID_STATION)
- to = CalcClosestStationTile(fstd->station_index, from);
-
- if (as->user_data[NPF_TYPE] == TRANSPORT_ROAD) {
- /* Since roads only have diagonal pieces, we use manhattan distance here */
- dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
- } else {
- /* Ships and trains can also go diagonal, so the minimum distance is shorter */
- dist = NPFDistanceTrack(from, to);
- }
-
- DEBUG(npf, 4, "Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
-
- if (dist < ftd->best_bird_dist) {
- ftd->best_bird_dist = dist;
- ftd->best_trackdir = current->user_data[NPF_TRACKDIR_CHOICE];
- }
- return dist;
-}
-
-
-/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
- * get here, either getting it from the current choice or from the parent's
- * choice */
-static void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
-{
- if (parent->path.parent == NULL) {
- Trackdir trackdir = (Trackdir)current->direction;
- /* This is a first order decision, so we'd better save the
- * direction we chose */
- current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
- DEBUG(npf, 6, "Saving trackdir: 0x%X", trackdir);
- } else {
- /* We've already made the decision, so just save our parent's decision */
- current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
- }
-}
-
-/* Will return the cost of the tunnel. If it is an entry, it will return the
- * cost of that tile. If the tile is an exit, it will return the tunnel length
- * including the exit tile. Requires that this is a Tunnel tile */
-static uint NPFTunnelCost(AyStarNode* current)
-{
- DiagDirection exitdir = TrackdirToExitdir((Trackdir)current->direction);
- TileIndex tile = current->tile;
- if (GetTunnelDirection(tile) == ReverseDiagDir(exitdir)) {
- /* We just popped out if this tunnel, since were
- * facing the tunnel exit */
- FindLengthOfTunnelResult flotr;
- flotr = FindLengthOfTunnel(tile, ReverseDiagDir(exitdir));
- return flotr.length * NPF_TILE_LENGTH;
- //TODO: Penalty for tunnels?
- } else {
- /* We are entering the tunnel, the enter tile is just a
- * straight track */
- return NPF_TILE_LENGTH;
- }
-}
-
-static inline uint NPFBridgeCost(AyStarNode *current)
-{
- return NPF_TILE_LENGTH * GetBridgeLength(current->tile, GetOtherBridgeEnd(current->tile));
-}
-
-static uint NPFSlopeCost(AyStarNode* current)
-{
- TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir(current->direction));
- int x,y;
- int8 z1,z2;
-
- x = TileX(current->tile) * TILE_SIZE;
- y = TileY(current->tile) * TILE_SIZE;
- /* get the height of the center of the current tile */
- z1 = GetSlopeZ(x + TILE_SIZE / 2, y + TILE_SIZE / 2);
-
- x = TileX(next) * TILE_SIZE;
- y = TileY(next) * TILE_SIZE;
- /* get the height of the center of the next tile */
- z2 = GetSlopeZ(x + TILE_SIZE / 2, y + TILE_SIZE / 2);
-
- if (z2 - z1 > 1) {
- /* Slope up */
- return _patches.npf_rail_slope_penalty;
- }
- return 0;
- /* Should we give a bonus for slope down? Probably not, we
- * could just substract that bonus from the penalty, because
- * there is only one level of steepness... */
-}
-
-/**
- * Mark tiles by mowing the grass when npf debug level >= 1.
- * Will not work for multiplayer games, since it can (will) cause desyncs.
- */
-static void NPFMarkTile(TileIndex tile)
-{
-#ifndef NO_DEBUG_MESSAGES
- if (_debug_npf_level < 1 || _networking) return;
- switch (GetTileType(tile)) {
- case MP_RAILWAY:
- /* DEBUG: mark visited tiles by mowing the grass under them ;-) */
- if (!IsTileDepotType(tile, TRANSPORT_RAIL)) {
- SetRailGroundType(tile, RAIL_GROUND_BARREN);
- MarkTileDirtyByTile(tile);
- }
- break;
-
- case MP_STREET:
- if (!IsTileDepotType(tile, TRANSPORT_ROAD)) {
- SetRoadside(tile, ROADSIDE_BARREN);
- MarkTileDirtyByTile(tile);
- }
- break;
-
- default:
- break;
- }
-#endif
-}
-
-static int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
-{
- //TileIndex tile = current->tile;
- int32 cost = 0;
- Trackdir trackdir = (Trackdir)current->direction;
-
- cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
-
- if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir))
- cost += _patches.npf_buoy_penalty; /* A small penalty for going over buoys */
-
- if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
- cost += _patches.npf_water_curve_penalty;
-
- /* TODO More penalties? */
-
- return cost;
-}
-
-/* Determine the cost of this node, for road tracks */
-static int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
-{
- TileIndex tile = current->tile;
- int32 cost = 0;
-
- /* Determine base length */
- switch (GetTileType(tile)) {
- case MP_TUNNELBRIDGE:
- cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
- break;
-
- case MP_STREET:
- cost = NPF_TILE_LENGTH;
- /* Increase the cost for level crossings */
- if (IsLevelCrossing(tile)) cost += _patches.npf_crossing_penalty;
- break;
-
- default:
- break;
- }
-
- /* Determine extra costs */
-
- /* Check for slope */
- cost += NPFSlopeCost(current);
-
- /* Check for turns. Road vehicles only really drive diagonal, turns are
- * represented by non-diagonal tracks */
- if (!IsDiagonalTrackdir(current->direction))
- cost += _patches.npf_road_curve_penalty;
-
- NPFMarkTile(tile);
- DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
- return cost;
-}
-
-
-/* Determine the cost of this node, for railway tracks */
-static int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent)
-{
- TileIndex tile = current->tile;
- Trackdir trackdir = (Trackdir)current->direction;
- int32 cost = 0;
- /* HACK: We create a OpenListNode manually, so we can call EndNodeCheck */
- OpenListNode new_node;
-
- /* Determine base length */
- switch (GetTileType(tile)) {
- case MP_TUNNELBRIDGE:
- cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
- break;
-
- case MP_RAILWAY:
- cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
- break;
-
- case MP_STREET: /* Railway crossing */
- cost = NPF_TILE_LENGTH;
- break;
-
- case MP_STATION:
- /* We give a station tile a penalty. Logically we would only want to give
- * station tiles that are not our destination this penalty. This would
- * discourage trains to drive through busy stations. But, we can just
- * give any station tile a penalty, because every possible route will get
- * this penalty exactly once, on its end tile (if it's a station) and it
- * will therefore not make a difference. */
- cost = NPF_TILE_LENGTH + _patches.npf_rail_station_penalty;
- break;
-
- default:
- break;
- }
-
- /* Determine extra costs */
-
- /* Check for signals */
- if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir)) {
- /* Ordinary track with signals */
- if (GetSignalStateByTrackdir(tile, trackdir) == SIGNAL_STATE_RED) {
- /* Signal facing us is red */
- if (!NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) {
- /* Penalize the first signal we
- * encounter, if it is red */
-
- /* Is this a presignal exit or combo? */
- SignalType sigtype = GetSignalType(tile);
- if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) {
- /* Penalise exit and combo signals differently (heavier) */
- cost += _patches.npf_rail_firstred_exit_penalty;
- } else {
- cost += _patches.npf_rail_firstred_penalty;
- }
- }
- /* Record the state of this signal */
- NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, true);
- } else {
- /* Record the state of this signal */
- NPFSetFlag(current, NPF_FLAG_LAST_SIGNAL_RED, false);
- }
- NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true);
- }
-
- /* Penalise the tile if it is a target tile and the last signal was
- * red */
- /* HACK: We create a new_node here so we can call EndNodeCheck. Ugly as hell
- * of course... */
- new_node.path.node = *current;
- if (as->EndNodeCheck(as, &new_node) == AYSTAR_FOUND_END_NODE && NPFGetFlag(current, NPF_FLAG_LAST_SIGNAL_RED))
- cost += _patches.npf_rail_lastred_penalty;
-
- /* Check for slope */
- cost += NPFSlopeCost(current);
-
- /* Check for turns */
- if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction))
- cost += _patches.npf_rail_curve_penalty;
- //TODO, with realistic acceleration, also the amount of straight track between
- // curves should be taken into account, as this affects the speed limit.
-
- /* Check for reverse in depot */
- if (IsTileDepotType(tile, TRANSPORT_RAIL) && as->EndNodeCheck(as, &new_node) != AYSTAR_FOUND_END_NODE) {
- /* Penalise any depot tile that is not the last tile in the path. This
- * _should_ penalise every occurence of reversing in a depot (and only
- * that) */
- cost += _patches.npf_rail_depot_reverse_penalty;
- }
-
- /* Check for occupied track */
- //TODO
-
- NPFMarkTile(tile);
- DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
- return cost;
-}
-
-/* Will find any depot */
-static int32 NPFFindDepot(AyStar* as, OpenListNode *current)
-{
- /* It's not worth caching the result with NPF_FLAG_IS_TARGET here as below,
- * since checking the cache not that much faster than the actual check */
- return IsTileDepotType(current->path.node.tile, as->user_data[NPF_TYPE]) ?
- AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
-}
-
-/* Will find a station identified using the NPFFindStationOrTileData */
-static int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current)
-{
- NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
- AyStarNode *node = &current->path.node;
- TileIndex tile = node->tile;
-
- /* If GetNeighbours said we could get here, we assume the station type
- * is correct */
- if (
- (fstd->station_index == INVALID_STATION && tile == fstd->dest_coords) || /* We've found the tile, or */
- (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == fstd->station_index) /* the station */
- ) {
- return AYSTAR_FOUND_END_NODE;
- } else {
- return AYSTAR_DONE;
- }
-}
-
-/* To be called when current contains the (shortest route to) the target node.
- * Will fill the contents of the NPFFoundTargetData using
- * AyStarNode[NPF_TRACKDIR_CHOICE].
- */
-static void NPFSaveTargetData(AyStar* as, OpenListNode* current)
-{
- NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
- ftd->best_trackdir = (Trackdir)current->path.node.user_data[NPF_TRACKDIR_CHOICE];
- ftd->best_path_dist = current->g;
- ftd->best_bird_dist = 0;
- ftd->node = current->path.node;
-}
-
-/**
- * Finds out if a given player's vehicles are allowed to enter a given tile.
- * @param owner The owner of the vehicle.
- * @param tile The tile that is about to be entered.
- * @param enterdir The direction from which the vehicle wants to enter the tile.
- * @return true if the vehicle can enter the tile.
- * @todo This function should be used in other places than just NPF,
- * maybe moved to another file too.
- */
-static bool VehicleMayEnterTile(Owner owner, TileIndex tile, DiagDirection enterdir)
-{
- if (IsTileType(tile, MP_RAILWAY) || /* Rail tile (also rail depot) */
- IsRailwayStationTile(tile) || /* Rail station tile */
- IsTileDepotType(tile, TRANSPORT_ROAD) || /* Road depot tile */
- IsRoadStopTile(tile) || /* Road station tile */
- IsTileDepotType(tile, TRANSPORT_WATER)) { /* Water depot tile */
- return IsTileOwner(tile, owner); /* You need to own these tiles entirely to use them */
- }
-
- switch (GetTileType(tile)) {
- case MP_STREET:
- /* rail-road crossing : are we looking at the railway part? */
- if (IsLevelCrossing(tile) &&
- DiagDirToAxis(enterdir) != GetCrossingRoadAxis(tile)) {
- return IsTileOwner(tile, owner); /* Railway needs owner check, while the street is public */
- }
- break;
-
- case MP_TUNNELBRIDGE:
- if ((IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) ||
- (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL)) {
- return IsTileOwner(tile, owner);
- }
- break;
-
- default:
- break;
- }
-
- return true; /* no need to check */
-}
-
-
-/**
- * Returns the direction the exit of the depot on the given tile is facing.
- */
-static DiagDirection GetDepotDirection(TileIndex tile, TransportType type)
-{
- assert(IsTileDepotType(tile, type));
-
- switch (type) {
- case TRANSPORT_RAIL: return GetRailDepotDirection(tile);
- case TRANSPORT_ROAD: return GetRoadDepotDirection(tile);
- case TRANSPORT_WATER: return GetShipDepotDirection(tile);
- default: return INVALID_DIAGDIR; /* Not reached */
- }
-}
-
-
-/* Will just follow the results of GetTileTrackStatus concerning where we can
- * go and where not. Uses AyStar.user_data[NPF_TYPE] as the transport type and
- * an argument to GetTileTrackStatus. Will skip tunnels, meaning that the
- * entry and exit are neighbours. Will fill
- * AyStarNode.user_data[NPF_TRACKDIR_CHOICE] with an appropriate value, and
- * copy AyStarNode.user_data[NPF_NODE_FLAGS] from the parent */
-static void NPFFollowTrack(AyStar* aystar, OpenListNode* current)
-{
- Trackdir src_trackdir = (Trackdir)current->path.node.direction;
- TileIndex src_tile = current->path.node.tile;
- DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
- TileIndex dst_tile = INVALID_TILE;
- int i;
- TrackdirBits trackdirbits, ts;
- TransportType type = aystar->user_data[NPF_TYPE];
- bool override_dst_check = false;
- /* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
- aystar->num_neighbours = 0;
- DEBUG(npf, 4, "Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
-
- /* Find dest tile */
- if (IsTunnelTile(src_tile) && GetTunnelDirection(src_tile) == src_exitdir) {
- /* This is a tunnel. We know this tunnel is our type,
- * otherwise we wouldn't have got here. It is also facing us,
- * so we should skip it's body */
- dst_tile = GetOtherTunnelEnd(src_tile);
- override_dst_check = true;
- } else if (IsBridgeTile(src_tile) && GetBridgeRampDirection(src_tile) == src_exitdir) {
- dst_tile = GetOtherBridgeEnd(src_tile);
- override_dst_check = true;
- } else if (type != TRANSPORT_WATER && (IsRoadStopTile(src_tile) || IsTileDepotType(src_tile, type))) {
- /* This is a road station or a train or road depot. We can enter and exit
- * those from one side only. Trackdirs don't support that (yet), so we'll
- * do this here. */
-
- DiagDirection exitdir;
- /* Find out the exit direction first */
- if (IsRoadStopTile(src_tile)) {
- exitdir = GetRoadStopDir(src_tile);
- } else { /* Train or road depot */
- exitdir = GetDepotDirection(src_tile, type);
- }
-
- /* Let's see if were headed the right way into the depot */
- if (src_trackdir == DiagdirToDiagTrackdir(ReverseDiagDir(exitdir))) {
- /* We are headed inwards. We cannot go through the back of the depot.
- * For rail, we can now reverse. Reversing for road vehicles is never
- * useful, since you cannot take paths you couldn't take before
- * reversing (as with rail). */
- if (type == TRANSPORT_RAIL) {
- /* We can only reverse here, so we'll not consider this direction, but
- * jump ahead to the reverse direction. It would be nicer to return
- * one neighbour here (the reverse trackdir of the one we are
- * considering now) and then considering that one to return the tracks
- * outside of the depot. But, because the code layout is cleaner this
- * way, we will just pretend we are reversed already */
- src_trackdir = ReverseTrackdir(src_trackdir);
- dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
- } else {
- dst_tile = INVALID_TILE; /* Road vehicle heading inwards: dead end */
- }
- } else {
- dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(exitdir));
- }
- } else {
- /* This a normal tile, a bridge, a tunnel exit, etc. */
- dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(TrackdirToExitdir(src_trackdir)));
- }
- if (dst_tile == INVALID_TILE) {
- /* We reached the border of the map */
- /* TODO Nicer control flow for this */
- return;
- }
-
- /* I can't enter a tunnel entry/exit tile from a tile above the tunnel. Note
- * that I can enter the tunnel from a tile below the tunnel entrance. This
- * solves the problem of vehicles wanting to drive off a tunnel entrance */
- if (!override_dst_check) {
- if (IsTileType(dst_tile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(dst_tile)) {
- if (GetTunnelDirection(dst_tile) != src_exitdir) return;
- } else {
- if (GetBridgeRampDirection(dst_tile) != src_exitdir) return;
- }
- }
- }
-
- /* check correct rail type (mono, maglev, etc) */
- if (type == TRANSPORT_RAIL) {
- RailType dst_type = GetTileRailType(dst_tile, src_trackdir);
- if (!HASBIT(aystar->user_data[NPF_RAILTYPES], dst_type))
- return;
- }
-
- /* Check the owner of the tile */
- if (!VehicleMayEnterTile(aystar->user_data[NPF_OWNER], dst_tile, TrackdirToExitdir(src_trackdir))) {
- return;
- }
-
- /* Determine available tracks */
- if (type != TRANSPORT_WATER && (IsRoadStopTile(dst_tile) || IsTileDepotType(dst_tile, type))){
- /* Road stations and road and train depots return 0 on GTTS, so we have to do this by hand... */
- DiagDirection exitdir;
- if (IsRoadStopTile(dst_tile)) {
- exitdir = GetRoadStopDir(dst_tile);
- } else { /* Road or train depot */
- exitdir = GetDepotDirection(dst_tile, type);
- }
- /* Find the trackdirs that are available for a depot or station with this
- * orientation. They are only "inwards", since we are reaching this tile
- * from some other tile. This prevents vehicles driving into depots from
- * the back */
- ts = TrackdirToTrackdirBits(DiagdirToDiagTrackdir(ReverseDiagDir(exitdir)));
- } else {
- ts = GetTileTrackStatus(dst_tile, type);
- }
- trackdirbits = ts & TRACKDIR_BIT_MASK; /* Filter out signal status and the unused bits */
-
- DEBUG(npf, 4, "Next node: (%d, %d) [%d], possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirbits);
- /* Select only trackdirs we can reach from our current trackdir */
- trackdirbits &= TrackdirReachesTrackdirs(src_trackdir);
- if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
- trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir);
-
- DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits);
-
- i = 0;
- /* Enumerate possible track */
- while (trackdirbits != 0) {
- Trackdir dst_trackdir;
- dst_trackdir = FindFirstBit2x64(trackdirbits);
- trackdirbits = KillFirstBit2x64(trackdirbits);
- DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits);
-
- /* Check for oneway signal against us */
- if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) {
- if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir))
- // if one way signal not pointing towards us, stop going in this direction.
- break;
- }
- {
- /* We've found ourselves a neighbour :-) */
- AyStarNode* neighbour = &aystar->neighbours[i];
- neighbour->tile = dst_tile;
- neighbour->direction = dst_trackdir;
- /* Save user data */
- neighbour->user_data[NPF_NODE_FLAGS] = current->path.node.user_data[NPF_NODE_FLAGS];
- NPFFillTrackdirChoice(neighbour, current);
- }
- i++;
- }
- aystar->num_neighbours = i;
-}
-
-/*
- * Plan a route to the specified target (which is checked by target_proc),
- * from start1 and if not NULL, from start2 as well. The type of transport we
- * are checking is in type. reverse_penalty is applied to all routes that
- * originate from the second start node.
- * When we are looking for one specific target (optionally multiple tiles), we
- * should use a good heuristic to perform aystar search. When we search for
- * multiple targets that are spread around, we should perform a breadth first
- * search by specifiying CalcZero as our heuristic.
- */
-static NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, Owner owner, RailTypeMask railtypes, uint reverse_penalty)
-{
- int r;
- NPFFoundTargetData result;
-
- /* Initialize procs */
- _npf_aystar.CalculateH = heuristic_proc;
- _npf_aystar.EndNodeCheck = target_proc;
- _npf_aystar.FoundEndNode = NPFSaveTargetData;
- _npf_aystar.GetNeighbours = NPFFollowTrack;
- switch (type) {
- default: NOT_REACHED();
- case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
- case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
- case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
- }
-
- /* Initialize Start Node(s) */
- start1->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
- start1->user_data[NPF_NODE_FLAGS] = 0;
- _npf_aystar.addstart(&_npf_aystar, start1, 0);
- if (start2) {
- start2->user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
- start2->user_data[NPF_NODE_FLAGS] = 0;
- NPFSetFlag(start2, NPF_FLAG_REVERSE, true);
- _npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty);
- }
-
- /* Initialize result */
- result.best_bird_dist = (uint)-1;
- result.best_path_dist = (uint)-1;
- result.best_trackdir = INVALID_TRACKDIR;
- _npf_aystar.user_path = &result;
-
- /* Initialize target */
- _npf_aystar.user_target = target;
-
- /* Initialize user_data */
- _npf_aystar.user_data[NPF_TYPE] = type;
- _npf_aystar.user_data[NPF_OWNER] = owner;
- _npf_aystar.user_data[NPF_RAILTYPES] = railtypes;
-
- /* GO! */
- r = AyStarMain_Main(&_npf_aystar);
- assert(r != AYSTAR_STILL_BUSY);
-
- if (result.best_bird_dist != 0) {
- if (target != NULL) {
- DEBUG(npf, 1, "Could not find route to tile 0x%X from 0x%X.", target->dest_coords, start1->tile);
- } else {
- /* Assumption: target == NULL, so we are looking for a depot */
- DEBUG(npf, 1, "Could not find route to a depot from tile 0x%X.", start1->tile);
- }
-
- }
- return result;
-}
-
-NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailTypeMask railtypes)
-{
- AyStarNode start1;
- AyStarNode start2;
-
- start1.tile = tile1;
- start2.tile = tile2;
- /* We set this in case the target is also the start tile, we will just
- * return a not found then */
- start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
- start1.direction = trackdir1;
- start2.direction = trackdir2;
- start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
-
- return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, owner, railtypes, 0);
-}
-
-NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner, RailTypeMask railtypes)
-{
- return NPFRouteToStationOrTileTwoWay(tile, trackdir, INVALID_TILE, 0, target, type, owner, railtypes);
-}
-
-NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, TileIndex tile2, Trackdir trackdir2, TransportType type, Owner owner, RailTypeMask railtypes, uint reverse_penalty)
-{
- AyStarNode start1;
- AyStarNode start2;
-
- start1.tile = tile1;
- start2.tile = tile2;
- /* We set this in case the target is also the start tile, we will just
- * return a not found then */
- start1.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
- start1.direction = trackdir1;
- start2.direction = trackdir2;
- start2.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
-
- /* perform a breadth first search. Target is NULL,
- * since we are just looking for any depot...*/
- return NPFRouteInternal(&start1, (IsValidTile(tile2) ? &start2 : NULL), NULL, NPFFindDepot, NPFCalcZero, type, owner, railtypes, reverse_penalty);
-}
-
-NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailTypeMask railtypes)
-{
- return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, INVALID_TILE, 0, type, owner, railtypes, 0);
-}
-
-NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, TransportType type, Owner owner, RailTypeMask railtypes)
-{
- /* Okay, what we're gonna do. First, we look at all depots, calculate
- * the manhatten distance to get to each depot. We then sort them by
- * distance. We start by trying to plan a route to the closest, then
- * the next closest, etc. We stop when the best route we have found so
- * far, is shorter than the manhattan distance. This will obviously
- * always find the closest depot. It will probably be most efficient
- * for ships, since the heuristic will not be to far off then. I hope.
- */
- Queue depots;
- int r;
- NPFFoundTargetData best_result = {(uint)-1, (uint)-1, INVALID_TRACKDIR, {INVALID_TILE, 0, {0, 0}}};
- NPFFoundTargetData result;
- NPFFindStationOrTileData target;
- AyStarNode start;
- Depot* current;
- Depot *depot;
-
- init_InsSort(&depots);
- /* Okay, let's find all depots that we can use first */
- FOR_ALL_DEPOTS(depot) {
- /* Check if this is really a valid depot, it is of the needed type and
- * owner */
- if (IsTileDepotType(depot->xy, type) && IsTileOwner(depot->xy, owner))
- /* If so, let's add it to the queue, sorted by distance */
- depots.push(&depots, depot, DistanceManhattan(tile, depot->xy));
- }
-
- /* Now, let's initialise the aystar */
-
- /* Initialize procs */
- _npf_aystar.CalculateH = NPFCalcStationOrTileHeuristic;
- _npf_aystar.EndNodeCheck = NPFFindStationOrTile;
- _npf_aystar.FoundEndNode = NPFSaveTargetData;
- _npf_aystar.GetNeighbours = NPFFollowTrack;
- switch (type) {
- default: NOT_REACHED();
- case TRANSPORT_RAIL: _npf_aystar.CalculateG = NPFRailPathCost; break;
- case TRANSPORT_ROAD: _npf_aystar.CalculateG = NPFRoadPathCost; break;
- case TRANSPORT_WATER: _npf_aystar.CalculateG = NPFWaterPathCost; break;
- }
-
- /* Initialize target */
- target.station_index = INVALID_STATION; /* We will initialize dest_coords inside the loop below */
- _npf_aystar.user_target = &target;
-
- /* Initialize user_data */
- _npf_aystar.user_data[NPF_TYPE] = type;
- _npf_aystar.user_data[NPF_OWNER] = owner;
-
- /* Initialize Start Node */
- start.tile = tile;
- start.direction = trackdir; /* We will initialize user_data inside the loop below */
-
- /* Initialize Result */
- _npf_aystar.user_path = &result;
- best_result.best_path_dist = (uint)-1;
- best_result.best_bird_dist = (uint)-1;
-
- /* Just iterate the depots in order of increasing distance */
- while ((current = depots.pop(&depots))) {
- /* Check to see if we already have a path shorter than this
- * depot's manhattan distance. HACK: We call DistanceManhattan
- * again, we should probably modify the queue to give us that
- * value... */
- if ( DistanceManhattan(tile, current->xy * NPF_TILE_LENGTH) > best_result.best_path_dist)
- break;
-
- /* Initialize Start Node */
- /* We set this in case the target is also the start tile, we will just
- * return a not found then */
- start.user_data[NPF_TRACKDIR_CHOICE] = INVALID_TRACKDIR;
- start.user_data[NPF_NODE_FLAGS] = 0;
- _npf_aystar.addstart(&_npf_aystar, &start, 0);
-
- /* Initialize result */
- result.best_bird_dist = (uint)-1;
- result.best_path_dist = (uint)-1;
- result.best_trackdir = INVALID_TRACKDIR;
-
- /* Initialize target */
- target.dest_coords = current->xy;
-
- /* GO! */
- r = AyStarMain_Main(&_npf_aystar);
- assert(r != AYSTAR_STILL_BUSY);
-
- /* This depot is closer */
- if (result.best_path_dist < best_result.best_path_dist)
- best_result = result;
- }
- if (result.best_bird_dist != 0) {
- DEBUG(npf, 1, "Could not find route to any depot from tile 0x%X.", tile);
- }
- return best_result;
-}
-
-void InitializeNPF(void)
-{
- init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE);
- _npf_aystar.loops_per_tick = 0;
- _npf_aystar.max_path_cost = 0;
- //_npf_aystar.max_search_nodes = 0;
- /* We will limit the number of nodes for now, until we have a better
- * solution to really fix performance */
- _npf_aystar.max_search_nodes = _patches.npf_max_search_nodes;
-}
-
-void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v)
-{
- /* Ships don't really reach their stations, but the tile in front. So don't
- * save the station id for ships. For roadvehs we don't store it either,
- * because multistop depends on vehicles actually reaching the exact
- * dest_tile, not just any stop of that station.
- * So only for train orders to stations we fill fstd->station_index, for all
- * others only dest_coords */
- if (v->current_order.type == OT_GOTO_STATION && v->type == VEH_Train) {
- fstd->station_index = v->current_order.dest;
- /* Let's take the closest tile of the station as our target for trains */
- fstd->dest_coords = CalcClosestStationTile(v->current_order.dest, v->tile);
- } else {
- fstd->dest_coords = v->dest_tile;
- fstd->station_index = INVALID_STATION;
- }
-}