diff options
author | rubidium <rubidium@openttd.org> | 2009-12-01 22:45:39 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-12-01 22:45:39 +0000 |
commit | f52e27c688b00fd2b44887f0694717cd8449d31d (patch) | |
tree | 1268b38bfce0d85fd3868c19fb1454460ef135e7 /src/pathfinder/npf | |
parent | a7beae873310c67c8761994269627ebeabf08996 (diff) | |
download | openttd-f52e27c688b00fd2b44887f0694717cd8449d31d.tar.xz |
(svn r18364) -Codechange: move the pathfinders and their related files into a separate directory
Diffstat (limited to 'src/pathfinder/npf')
-rw-r--r-- | src/pathfinder/npf/aystar.cpp | 306 | ||||
-rw-r--r-- | src/pathfinder/npf/aystar.h | 181 | ||||
-rw-r--r-- | src/pathfinder/npf/npf.cpp | 1120 | ||||
-rw-r--r-- | src/pathfinder/npf/npf.h | 151 | ||||
-rw-r--r-- | src/pathfinder/npf/queue.cpp | 577 | ||||
-rw-r--r-- | src/pathfinder/npf/queue.h | 167 |
6 files changed, 2502 insertions, 0 deletions
diff --git a/src/pathfinder/npf/aystar.cpp b/src/pathfinder/npf/aystar.cpp new file mode 100644 index 000000000..8c0a65706 --- /dev/null +++ b/src/pathfinder/npf/aystar.cpp @@ -0,0 +1,306 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file aystar.cpp Implementation of A*. */ + +/* + * This file has the core function for AyStar + * AyStar is a fast pathfinding routine and is used for things like + * AI_pathfinding and Train_pathfinding. + * For more information about AyStar (A* Algorithm), you can look at + * http://en.wikipedia.org/wiki/A-star_search_algorithm + */ + +/* + * Friendly reminder: + * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory + * And when not free'd, it can cause system-crashes. + * Also remember that when you stop an algorithm before it is finished, your + * should call clear() yourself! + */ + +#include "../../stdafx.h" +#include "../../core/alloc_func.hpp" +#include "aystar.h" + +int _aystar_stats_open_size; +int _aystar_stats_closed_size; + +/* This looks in the Hash if a node exists in ClosedList + * If so, it returns the PathNode, else NULL */ +static PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, const AyStarNode *node) +{ + return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction); +} + +/* This adds a node to the ClosedList + * It makes a copy of the data */ +static void AyStarMain_ClosedList_Add(AyStar *aystar, const PathNode *node) +{ + /* Add a node to the ClosedList */ + PathNode *new_node = MallocT<PathNode>(1); + *new_node = *node; + Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node); +} + +/* Checks if a node is in the OpenList + * If so, it returns the OpenListNode, else NULL */ +static OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, const AyStarNode *node) +{ + return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction); +} + +/* Gets the best node from OpenList + * returns the best node, or NULL of none is found + * Also it deletes the node from the OpenList */ +static OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar) +{ + /* Return the item the Queue returns.. the best next OpenList item. */ + OpenListNode *res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue); + if (res != NULL) { + Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction); + } + + return res; +} + +/* Adds a node to the OpenList + * It makes a copy of node, and puts the pointer of parent in the struct */ +static void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, const AyStarNode *node, int f, int g) +{ + /* Add a new Node to the OpenList */ + OpenListNode *new_node = MallocT<OpenListNode>(1); + new_node->g = g; + new_node->path.parent = parent; + new_node->path.node = *node; + Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node); + + /* Add it to the queue */ + aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f); +} + +/* + * Checks one tile and calculate his f-value + * return values: + * AYSTAR_DONE : indicates we are done + */ +static int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) +{ + int new_f, new_g, new_h; + PathNode *closedlist_parent; + OpenListNode *check; + + /* Check the new node against the ClosedList */ + if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE; + + /* Calculate the G-value for this node */ + new_g = aystar->CalculateG(aystar, current, parent); + /* If the value was INVALID_NODE, we don't do anything with this node */ + if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE; + + /* There should not be given any other error-code.. */ + assert(new_g >= 0); + /* Add the parent g-value to the new g-value */ + new_g += parent->g; + if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE; + + /* Calculate the h-value */ + new_h = aystar->CalculateH(aystar, current, parent); + /* There should not be given any error-code.. */ + assert(new_h >= 0); + + /* The f-value if g + h */ + new_f = new_g + new_h; + + /* Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList) */ + closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node); + + /* Check if this item is already in the OpenList */ + check = AyStarMain_OpenList_IsInList(aystar, current); + if (check != NULL) { + uint i; + /* Yes, check if this g value is lower.. */ + if (new_g > check->g) return AYSTAR_DONE; + aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0); + /* It is lower, so change it to this item */ + check->g = new_g; + check->path.parent = closedlist_parent; + /* Copy user data, will probably have changed */ + for (i = 0; i < lengthof(current->user_data); i++) { + check->path.node.user_data[i] = current->user_data[i]; + } + /* Readd him in the OpenListQueue */ + aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f); + } else { + /* A new node, add him to the OpenList */ + AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g); + } + + return AYSTAR_DONE; +} + +/* + * This function is the core of AyStar. It handles one item and checks + * his neighbour items. If they are valid, they are added to be checked too. + * return values: + * AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path + * has been found. + * AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been + * reached. + * AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found. + * AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try. + */ +static int AyStarMain_Loop(AyStar *aystar) +{ + int i, r; + + /* Get the best node from OpenList */ + OpenListNode *current = AyStarMain_OpenList_Pop(aystar); + /* If empty, drop an error */ + if (current == NULL) return AYSTAR_EMPTY_OPENLIST; + + /* Check for end node and if found, return that code */ + if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) { + if (aystar->FoundEndNode != NULL) + aystar->FoundEndNode(aystar, current); + free(current); + return AYSTAR_FOUND_END_NODE; + } + + /* Add the node to the ClosedList */ + AyStarMain_ClosedList_Add(aystar, ¤t->path); + + /* Load the neighbours */ + aystar->GetNeighbours(aystar, current); + + /* Go through all neighbours */ + for (i = 0; i < aystar->num_neighbours; i++) { + /* Check and add them to the OpenList if needed */ + r = aystar->checktile(aystar, &aystar->neighbours[i], current); + } + + /* Free the node */ + free(current); + + if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes) { + /* We've expanded enough nodes */ + return AYSTAR_LIMIT_REACHED; + } else { + /* Return that we are still busy */ + return AYSTAR_STILL_BUSY; + } +} + +/* + * This function frees the memory it allocated + */ +static void AyStarMain_Free(AyStar *aystar) +{ + aystar->OpenListQueue.free(&aystar->OpenListQueue, false); + /* 2nd argument above is false, below is true, to free the values only + * once */ + delete_Hash(&aystar->OpenListHash, true); + delete_Hash(&aystar->ClosedListHash, true); +#ifdef AYSTAR_DEBUG + printf("[AyStar] Memory free'd\n"); +#endif +} + +/* + * This function make the memory go back to zero + * This function should be called when you are using the same instance again. + */ +void AyStarMain_Clear(AyStar *aystar) +{ + /* Clean the Queue, but not the elements within. That will be done by + * the hash. */ + aystar->OpenListQueue.clear(&aystar->OpenListQueue, false); + /* Clean the hashes */ + clear_Hash(&aystar->OpenListHash, true); + clear_Hash(&aystar->ClosedListHash, true); + +#ifdef AYSTAR_DEBUG + printf("[AyStar] Cleared AyStar\n"); +#endif +} + +/* + * This is the function you call to run AyStar. + * return values: + * AYSTAR_FOUND_END_NODE : indicates we found an end node. + * AYSTAR_NO_PATH : indicates that there was no path found. + * AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try. + * When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY) + * aystar->clear() is called. Note that when you stop the algorithm halfway, + * you should still call clear() yourself! + */ +int AyStarMain_Main(AyStar *aystar) +{ + int r, i = 0; + /* Loop through the OpenList + * Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick */ + while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { } +#ifdef AYSTAR_DEBUG + switch (r) { + case AYSTAR_FOUND_END_NODE: printf("[AyStar] Found path!\n"); break; + case AYSTAR_EMPTY_OPENLIST: printf("[AyStar] OpenList run dry, no path found\n"); break; + case AYSTAR_LIMIT_REACHED: printf("[AyStar] Exceeded search_nodes, no path found\n"); break; + default: break; + } +#endif + if (r != AYSTAR_STILL_BUSY) { + /* We're done, clean up */ + _aystar_stats_open_size = aystar->OpenListHash.size; + _aystar_stats_closed_size = aystar->ClosedListHash.size; + aystar->clear(aystar); + } + + switch (r) { + case AYSTAR_FOUND_END_NODE: return AYSTAR_FOUND_END_NODE; + case AYSTAR_EMPTY_OPENLIST: + case AYSTAR_LIMIT_REACHED: return AYSTAR_NO_PATH; + default: return AYSTAR_STILL_BUSY; + } +} + +/* + * Adds a node from where to start an algorithm. Multiple nodes can be added + * if wanted. You should make sure that clear() is called before adding nodes + * if the AyStar has been used before (though the normal main loop calls + * clear() automatically when the algorithm finishes + * g is the cost for starting with this node. + */ +static void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g) +{ +#ifdef AYSTAR_DEBUG + printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n", + TileX(start_node->tile), TileY(start_node->tile), start_node->direction); +#endif + AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, g); +} + +void init_AyStar(AyStar *aystar, Hash_HashProc hash, uint num_buckets) +{ + /* Allocated the Hash for the OpenList and ClosedList */ + init_Hash(&aystar->OpenListHash, hash, num_buckets); + init_Hash(&aystar->ClosedListHash, hash, num_buckets); + + /* Set up our sorting queue + * BinaryHeap allocates a block of 1024 nodes + * When thatone gets full it reserves an otherone, till this number + * That is why it can stay this high */ + init_BinaryHeap(&aystar->OpenListQueue, 102400); + + aystar->addstart = AyStarMain_AddStartNode; + aystar->main = AyStarMain_Main; + aystar->loop = AyStarMain_Loop; + aystar->free = AyStarMain_Free; + aystar->clear = AyStarMain_Clear; + aystar->checktile = AyStarMain_CheckTile; +} diff --git a/src/pathfinder/npf/aystar.h b/src/pathfinder/npf/aystar.h new file mode 100644 index 000000000..56c1804e0 --- /dev/null +++ b/src/pathfinder/npf/aystar.h @@ -0,0 +1,181 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file aystar.h + * This file has the header for AyStar + * AyStar is a fast pathfinding routine and is used for things like + * AI_pathfinding and Train_pathfinding. + * For more information about AyStar (A* Algorithm), you can look at + * http://en.wikipedia.org/wiki/A-star_search_algorithm + */ + +#ifndef AYSTAR_H +#define AYSTAR_H + +#include "queue.h" +#include "../../tile_type.h" +#include "../../track_type.h" + +//#define AYSTAR_DEBUG +enum { + AYSTAR_FOUND_END_NODE, + AYSTAR_EMPTY_OPENLIST, + AYSTAR_STILL_BUSY, + AYSTAR_NO_PATH, + AYSTAR_LIMIT_REACHED, + AYSTAR_DONE +}; + +enum{ + AYSTAR_INVALID_NODE = -1, +}; + +struct AyStarNode { + TileIndex tile; + Trackdir direction; + uint user_data[2]; +}; + +/* The resulting path has nodes looking like this. */ +struct PathNode { + AyStarNode node; + /* The parent of this item */ + PathNode *parent; +}; + +/* For internal use only + * We do not save the h-value, because it is only needed to calculate the f-value. + * h-value should _always_ be the distance left to the end-tile. */ +struct OpenListNode { + int g; + PathNode path; +}; + +struct AyStar; +/* + * This function is called to check if the end-tile is found + * return values can be: + * AYSTAR_FOUND_END_NODE : indicates this is the end tile + * AYSTAR_DONE : indicates this is not the end tile (or direction was wrong) + */ +/* + * The 2nd parameter should be OpenListNode, and NOT AyStarNode. AyStarNode is + * part of OpenListNode and so it could be accessed without any problems. + * The good part about OpenListNode is, and how AIs use it, that you can + * access the parent of the current node, and so check if you, for example + * don't try to enter the file tile with a 90-degree curve. So please, leave + * this an OpenListNode, it works just fine -- TrueLight + */ +typedef int32 AyStar_EndNodeCheck(AyStar *aystar, OpenListNode *current); + +/* + * This function is called to calculate the G-value for AyStar Algorithm. + * return values can be: + * AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable) + * Any value >= 0 : the g-value for this tile + */ +typedef int32 AyStar_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent); + +/* + * This function is called to calculate the H-value for AyStar Algorithm. + * Mostly, this must result the distance (Manhattan way) between the + * current point and the end point + * return values can be: + * Any value >= 0 : the h-value for this tile + */ +typedef int32 AyStar_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent); + +/* + * This function request the tiles around the current tile and put them in tiles_around + * tiles_around is never resetted, so if you are not using directions, just leave it alone. + * Warning: never add more tiles_around than memory allocated for it. + */ +typedef void AyStar_GetNeighbours(AyStar *aystar, OpenListNode *current); + +/* + * If the End Node is found, this function is called. + * It can do, for example, calculate the route and put that in an array + */ +typedef void AyStar_FoundEndNode(AyStar *aystar, OpenListNode *current); + +/* For internal use, see aystar.cpp */ +typedef void AyStar_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g); +typedef int AyStar_Main(AyStar *aystar); +typedef int AyStar_Loop(AyStar *aystar); +typedef int AyStar_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent); +typedef void AyStar_Free(AyStar *aystar); +typedef void AyStar_Clear(AyStar *aystar); + +struct AyStar { +/* These fields should be filled before initting the AyStar, but not changed + * afterwards (except for user_data and user_path)! (free and init again to change them) */ + + /* These should point to the application specific routines that do the + * actual work */ + AyStar_CalculateG *CalculateG; + AyStar_CalculateH *CalculateH; + AyStar_GetNeighbours *GetNeighbours; + AyStar_EndNodeCheck *EndNodeCheck; + AyStar_FoundEndNode *FoundEndNode; + + /* These are completely untouched by AyStar, they can be accesed by + * the application specific routines to input and output data. + * user_path should typically contain data about the resulting path + * afterwards, user_target should typically contain information about + * what where looking for, and user_data can contain just about + * everything */ + void *user_path; + void *user_target; + uint user_data[10]; + + /* How many loops are there called before AyStarMain_Main gives + * control back to the caller. 0 = until done */ + byte loops_per_tick; + /* If the g-value goes over this number, it stops searching + * 0 = infinite */ + uint max_path_cost; + /* The maximum amount of nodes that will be expanded, 0 = infinite */ + uint max_search_nodes; + + /* These should be filled with the neighbours of a tile by + * GetNeighbours */ + AyStarNode neighbours[12]; + byte num_neighbours; + + /* These will contain the methods for manipulating the AyStar. Only + * main() should be called externally */ + AyStar_AddStartNode *addstart; + AyStar_Main *main; + AyStar_Loop *loop; + AyStar_Free *free; + AyStar_Clear *clear; + AyStar_CheckTile *checktile; + + /* These will contain the open and closed lists */ + + /* The actual closed list */ + Hash ClosedListHash; + /* The open queue */ + Queue OpenListQueue; + /* An extra hash to speed up the process of looking up an element in + * the open list */ + Hash OpenListHash; +}; + + +int AyStarMain_Main(AyStar *aystar); +void AyStarMain_Clear(AyStar *aystar); + +/* Initialize an AyStar. You should fill all appropriate fields before + * callling init_AyStar (see the declaration of AyStar for which fields are + * internal */ +void init_AyStar(AyStar *aystar, Hash_HashProc hash, uint num_buckets); + + +#endif /* AYSTAR_H */ diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp new file mode 100644 index 000000000..f4211c298 --- /dev/null +++ b/src/pathfinder/npf/npf.cpp @@ -0,0 +1,1120 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file npf.cpp Implementation of the NPF pathfinder. */ + +#include "../../stdafx.h" +#include "../../debug.h" +#include "../../landscape.h" +#include "../../depot_base.h" +#include "../../network/network.h" +#include "../../tunnelbridge_map.h" +#include "../../functions.h" +#include "../../tunnelbridge.h" +#include "../../pbs.h" +#include "../../train.h" +#include "../pathfinder_func.h" +#include "npf.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 = Delta(TileX(t0), TileX(t1)); + const uint dy = Delta(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((Trackdir)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 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 = (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 = 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(current->direction); + TileIndex tile = current->tile; + if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) { + /* We just popped out if this tunnel, since were + * facing the tunnel exit */ + return NPF_TILE_LENGTH * (GetTunnelBridgeLength(current->tile, GetOtherTunnelEnd(current->tile)) + 1); + /* @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 * GetTunnelBridgeLength(current->tile, GetOtherBridgeEnd(current->tile)); +} + +static uint NPFSlopeCost(AyStarNode *current) +{ + TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir(current->direction)); + + /* Get center of tiles */ + int x1 = TileX(current->tile) * TILE_SIZE + TILE_SIZE / 2; + int y1 = TileY(current->tile) * TILE_SIZE + TILE_SIZE / 2; + int x2 = TileX(next) * TILE_SIZE + TILE_SIZE / 2; + int y2 = TileY(next) * TILE_SIZE + TILE_SIZE / 2; + + int dx4 = (x2 - x1) / 4; + int dy4 = (y2 - y1) / 4; + + /* Get the height on both sides of the tile edge. + * Avoid testing the height on the tile-center. This will fail for halftile-foundations. + */ + int z1 = GetSlopeZ(x1 + dx4, y1 + dy4); + int z2 = GetSlopeZ(x2 - dx4, y2 - dy4); + + if (z2 - z1 > 1) { + /* Slope up */ + return _settings_game.pf.npf.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... */ +} + +static uint NPFReservedTrackCost(AyStarNode *current) +{ + TileIndex tile = current->tile; + TrackBits track = TrackToTrackBits(TrackdirToTrack(current->direction)); + TrackBits res = GetReservedTrackbits(tile); + + if (NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL) || ((res & track) == TRACK_BIT_NONE && !TracksOverlap(res | track))) return 0; + + if (IsTileType(tile, MP_TUNNELBRIDGE)) { + DiagDirection exitdir = TrackdirToExitdir(current->direction); + if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(exitdir)) { + return _settings_game.pf.npf.npf_rail_pbs_cross_penalty * (GetTunnelBridgeLength(tile, GetOtherTunnelBridgeEnd(tile)) + 1); + } + } + return _settings_game.pf.npf.npf_rail_pbs_cross_penalty; +} + +/** + * 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 (!IsRailDepot(tile)) { + SetRailGroundType(tile, RAIL_GROUND_BARREN); + MarkTileDirtyByTile(tile); + } + break; + + case MP_ROAD: + if (!IsRoadDepot(tile)) { + 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 = current->direction; + + cost = _trackdir_length[trackdir]; // Should be different for diagonal tracks + + if (IsBuoyTile(current->tile) && IsDiagonalTrackdir(trackdir)) + cost += _settings_game.pf.npf.npf_buoy_penalty; // A small penalty for going over buoys + + if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) + cost += _settings_game.pf.npf.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_ROAD: + cost = NPF_TILE_LENGTH; + /* Increase the cost for level crossings */ + if (IsLevelCrossing(tile)) cost += _settings_game.pf.npf.npf_crossing_penalty; + break; + + case MP_STATION: + cost = NPF_TILE_LENGTH; + /* Increase the cost for drive-through road stops */ + if (IsDriveThroughStopTile(tile)) cost += _settings_game.pf.npf.npf_road_drive_through_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 += _settings_game.pf.npf.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 = 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_ROAD: // 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 + _settings_game.pf.npf.npf_rail_station_penalty; + break; + + default: + break; + } + + /* Determine extra costs */ + + /* Check for signals */ + if (IsTileType(tile, MP_RAILWAY)) { + if (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, TrackdirToTrack(trackdir)); + if (!IsPbsSignal(sigtype)) { + if (sigtype == SIGTYPE_EXIT || sigtype == SIGTYPE_COMBO) { + /* Penalise exit and combo signals differently (heavier) */ + cost += _settings_game.pf.npf.npf_rail_firstred_exit_penalty; + } else { + cost += _settings_game.pf.npf.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); + } + if (NPFGetFlag(current, NPF_FLAG_SEEN_SIGNAL)) { + if (NPFGetFlag(current, NPF_FLAG_2ND_SIGNAL)) { + NPFSetFlag(current, NPF_FLAG_3RD_SIGNAL, true); + } else { + NPFSetFlag(current, NPF_FLAG_2ND_SIGNAL, true); + } + } else { + NPFSetFlag(current, NPF_FLAG_SEEN_SIGNAL, true); + } + } + + if (HasPbsSignalOnTrackdir(tile, ReverseTrackdir(trackdir)) && !NPFGetFlag(current, NPF_FLAG_3RD_SIGNAL)) { + cost += _settings_game.pf.npf.npf_rail_pbs_signal_back_penalty; + } + } + + /* 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 += _settings_game.pf.npf.npf_rail_lastred_penalty; + + /* Check for slope */ + cost += NPFSlopeCost(current); + + /* Check for turns */ + if (current->direction != NextTrackdir((Trackdir)parent->path.node.direction)) + cost += _settings_game.pf.npf.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 (IsRailDepotTile(tile) && 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 += _settings_game.pf.npf.npf_rail_depot_reverse_penalty; + } + + /* Check for occupied track */ + cost += NPFReservedTrackCost(current); + + 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 IsDepotTypeTile(current->path.node.tile, (TransportType)as->user_data[NPF_TYPE]) ? + AYSTAR_FOUND_END_NODE : AYSTAR_DONE; +} + +/** Find any safe and free tile. */ +static int32 NPFFindSafeTile(AyStar *as, OpenListNode *current) +{ + const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v); + + return + IsSafeWaitingPosition(v, current->path.node.tile, current->path.node.direction, true, _settings_game.pf.forbid_90_deg) && + IsWaitingPositionFree(v, current->path.node.tile, current->path.node.direction, _settings_game.pf.forbid_90_deg) ? + 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 = ¤t->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; + } +} + +/** + * Find the node containing the first signal on the path. + * + * If the first signal is on the very first two tiles of the path, + * the second signal is returnd. If no suitable signal is present, the + * last node of the path is returned. + */ +static const PathNode *FindSafePosition(PathNode *path, const Train *v) +{ + /* If there is no signal, reserve the whole path. */ + PathNode *sig = path; + + for (; path->parent != NULL; path = path->parent) { + if (IsSafeWaitingPosition(v, path->node.tile, path->node.direction, true, _settings_game.pf.forbid_90_deg)) { + sig = path; + } + } + + return sig; +} + +/** + * Lift the reservation of the tiles from @p start till @p end, excluding @p end itself. + */ +static void ClearPathReservation(const PathNode *start, const PathNode *end) +{ + bool first_run = true; + for (; start != end; start = start->parent) { + if (IsRailStationTile(start->node.tile) && first_run) { + SetRailStationPlatformReservation(start->node.tile, TrackdirToExitdir(start->node.direction), false); + } else { + UnreserveRailTrack(start->node.tile, TrackdirToTrack(start->node.direction)); + } + first_run = false; + } +} + +/** + * To be called when @p current contains the (shortest route to) the target node. + * Will fill the contents of the NPFFoundTargetData using + * AyStarNode[NPF_TRACKDIR_CHOICE]. If requested, path reservation + * is done here. + */ +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; + ftd->res_okay = false; + + if (as->user_target != NULL && ((NPFFindStationOrTileData*)as->user_target)->reserve_path && as->user_data[NPF_TYPE] == TRANSPORT_RAIL) { + /* Path reservation is requested. */ + const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v); + + const PathNode *target = FindSafePosition(¤t->path, v); + ftd->node = target->node; + + /* If the target is a station skip to platform end. */ + if (IsRailStationTile(target->node.tile)) { + DiagDirection dir = TrackdirToExitdir(target->node.direction); + uint len = Station::GetByTile(target->node.tile)->GetPlatformLength(target->node.tile, dir); + TileIndex end_tile = TILE_ADD(target->node.tile, (len - 1) * TileOffsByDiagDir(dir)); + + /* Update only end tile, trackdir of a station stays the same. */ + ftd->node.tile = end_tile; + if (!IsWaitingPositionFree(v, end_tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return; + SetRailStationPlatformReservation(target->node.tile, dir, true); + SetRailStationReservation(target->node.tile, false); + } else { + if (!IsWaitingPositionFree(v, target->node.tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return; + } + + for (const PathNode *cur = target; cur->parent != NULL; cur = cur->parent) { + if (!TryReserveRailTrack(cur->node.tile, TrackdirToTrack(cur->node.direction))) { + /* Reservation failed, undo. */ + ClearPathReservation(target, cur); + return; + } + } + + ftd->res_okay = true; + } +} + +/** + * Finds out if a given company'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 in 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 CanEnterTileOwnerCheck(Owner owner, TileIndex tile, DiagDirection enterdir) +{ + if (IsTileType(tile, MP_RAILWAY) || // Rail tile (also rail depot) + HasStationTileRail(tile) || // Rail station tile/waypoint + IsRoadDepotTile(tile) || // Road depot tile + IsStandardRoadStopTile(tile)) { // Road station tile (but not drive-through stops) + return IsTileOwner(tile, owner); // You need to own these tiles entirely to use them + } + + switch (GetTileType(tile)) { + case MP_ROAD: + /* 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 (GetTunnelBridgeTransportType(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(IsDepotTypeTile(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 + } +} + +/** Tests if a tile is a road tile with a single tramtrack (tram can reverse) */ +static DiagDirection GetSingleTramBit(TileIndex tile) +{ + if (IsNormalRoadTile(tile)) { + RoadBits rb = GetRoadBits(tile, ROADTYPE_TRAM); + switch (rb) { + case ROAD_NW: return DIAGDIR_NW; + case ROAD_SW: return DIAGDIR_SW; + case ROAD_SE: return DIAGDIR_SE; + case ROAD_NE: return DIAGDIR_NE; + default: break; + } + } + return INVALID_DIAGDIR; +} + +/** + * Tests if a tile can be entered or left only from one side. + * + * Depots, non-drive-through roadstops, and tiles with single trambits are tested. + * + * @param tile The tile of interest. + * @param type The transporttype of the vehicle. + * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle. + * @return The single entry/exit-direction of the tile, or INVALID_DIAGDIR if there are more or less directions + */ +static DiagDirection GetTileSingleEntry(TileIndex tile, TransportType type, uint subtype) +{ + if (type != TRANSPORT_WATER && IsDepotTypeTile(tile, type)) return GetDepotDirection(tile, type); + + if (type == TRANSPORT_ROAD) { + if (IsStandardRoadStopTile(tile)) return GetRoadStopDir(tile); + if (HasBit(subtype, ROADTYPE_TRAM)) return GetSingleTramBit(tile); + } + + return INVALID_DIAGDIR; +} + +/** + * Tests if a vehicle must reverse on a tile. + * + * @param tile The tile of interest. + * @param dir The direction in which the vehicle drives on a tile. + * @param type The transporttype of the vehicle. + * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle. + * @return true iff the vehicle must reverse on the tile. + */ +static inline bool ForceReverse(TileIndex tile, DiagDirection dir, TransportType type, uint subtype) +{ + DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype); + return single_entry != INVALID_DIAGDIR && single_entry != dir; +} + +/** + * Tests if a vehicle can enter a tile. + * + * @param tile The tile of interest. + * @param dir The direction in which the vehicle drives onto a tile. + * @param type The transporttype of the vehicle. + * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle. + * @param railtypes For TRANSPORT_RAIL the compatible RailTypes of the vehicle. + * @param owner The owner of the vehicle. + * @return true iff the vehicle can enter the tile. + */ +static bool CanEnterTile(TileIndex tile, DiagDirection dir, TransportType type, uint subtype, RailTypes railtypes, Owner owner) +{ + /* Check tunnel entries and bridge ramps */ + if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) != dir) return false; + + /* Test ownership */ + if (!CanEnterTileOwnerCheck(owner, tile, dir)) return false; + + /* check correct rail type (mono, maglev, etc) */ + if (type == TRANSPORT_RAIL) { + RailType rail_type = GetTileRailType(tile); + if (!HasBit(railtypes, rail_type)) return false; + } + + /* Depots, standard roadstops and single tram bits can only be entered from one direction */ + DiagDirection single_entry = GetTileSingleEntry(tile, type, subtype); + if (single_entry != INVALID_DIAGDIR && single_entry != ReverseDiagDir(dir)) return false; + + return true; +} + +/** + * Returns the driveable Trackdirs on a tile. + * + * One-way-roads are taken into account. Signals are not tested. + * + * @param dst_tile The tile of interest. + * @param src_trackdir The direction the vehicle is currently moving. + * @param type The transporttype of the vehicle. + * @param subtype For TRANSPORT_ROAD the compatible RoadTypes of the vehicle. + * @return The Trackdirs the vehicle can continue moving on. + */ +static TrackdirBits GetDriveableTrackdirBits(TileIndex dst_tile, Trackdir src_trackdir, TransportType type, uint subtype) +{ + TrackdirBits trackdirbits = TrackStatusToTrackdirBits(GetTileTrackStatus(dst_tile, type, subtype)); + + if (trackdirbits == 0 && type == TRANSPORT_ROAD && HasBit(subtype, ROADTYPE_TRAM)) { + /* GetTileTrackStatus() returns 0 for single tram bits. + * As we cannot change it there (easily) without breaking something, change it here */ + switch (GetSingleTramBit(dst_tile)) { + case DIAGDIR_NE: + case DIAGDIR_SW: + trackdirbits = TRACKDIR_BIT_X_NE | TRACKDIR_BIT_X_SW; + break; + + case DIAGDIR_NW: + case DIAGDIR_SE: + trackdirbits = TRACKDIR_BIT_Y_NW | TRACKDIR_BIT_Y_SE; + break; + + default: break; + } + } + + 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); + + /* Filter out trackdirs that would make 90 deg turns for trains */ + if (_settings_game.pf.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) trackdirbits &= ~TrackdirCrossesTrackdirs(src_trackdir); + + DEBUG(npf, 6, "After filtering: (%d, %d), possible trackdirs: 0x%X", TileX(dst_tile), TileY(dst_tile), trackdirbits); + + return trackdirbits; +} + + +/* 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) +{ + /* We leave src_tile on track src_trackdir in direction src_exitdir */ + Trackdir src_trackdir = current->path.node.direction; + TileIndex src_tile = current->path.node.tile; + DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir); + + /* Is src_tile valid, and can be used? + * When choosing track on a junction src_tile is the tile neighboured to the junction wrt. exitdir. + * But we must not check the validity of this move, as src_tile is totally unrelated to the move, if a roadvehicle reversed on a junction. */ + bool ignore_src_tile = (current->path.parent == NULL && NPFGetFlag(¤t->path.node, NPF_FLAG_IGNORE_START_TILE)); + + /* Information about the vehicle: TransportType (road/rail/water) and SubType (compatible rail/road types) */ + TransportType type = (TransportType)aystar->user_data[NPF_TYPE]; + uint subtype = aystar->user_data[NPF_SUB_TYPE]; + + /* 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); + + /* We want to determine the tile we arrive, and which choices we have there */ + TileIndex dst_tile; + TrackdirBits trackdirbits; + + /* Find dest tile */ + if (ignore_src_tile) { + /* Do not perform any checks that involve src_tile */ + dst_tile = src_tile + TileOffsByDiagDir(src_exitdir); + trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype); + } else if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(src_tile) == src_exitdir) { + /* We drive through the wormhole and arrive on the other side */ + dst_tile = GetOtherTunnelBridgeEnd(src_tile); + trackdirbits = TrackdirToTrackdirBits(src_trackdir); + } else if (ForceReverse(src_tile, src_exitdir, type, subtype)) { + /* We can only reverse on this tile */ + dst_tile = src_tile; + src_trackdir = ReverseTrackdir(src_trackdir); + trackdirbits = TrackdirToTrackdirBits(src_trackdir); + } else { + /* We leave src_tile in src_exitdir and reach dst_tile */ + dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(src_exitdir)); + + if (dst_tile != INVALID_TILE && !CanEnterTile(dst_tile, src_exitdir, type, subtype, (RailTypes)aystar->user_data[NPF_RAILTYPES], (Owner)aystar->user_data[NPF_OWNER])) dst_tile = INVALID_TILE; + + if (dst_tile == INVALID_TILE) { + /* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */ + if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return; + + dst_tile = src_tile; + src_trackdir = ReverseTrackdir(src_trackdir); + } + + trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype); + + if (trackdirbits == 0) { + /* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */ + if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return; + + dst_tile = src_tile; + src_trackdir = ReverseTrackdir(src_trackdir); + + trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype); + } + } + + if (NPFGetFlag(¤t->path.node, NPF_FLAG_IGNORE_RESERVED)) { + /* Mask out any reserved tracks. */ + TrackBits reserved = GetReservedTrackbits(dst_tile); + trackdirbits &= ~TrackBitsToTrackdirBits(reserved); + + uint bits = TrackdirBitsToTrackBits(trackdirbits); + int i; + FOR_EACH_SET_BIT(i, bits) { + if (TracksOverlap(reserved | TrackToTrackBits((Track)i))) trackdirbits &= ~TrackToTrackdirBits((Track)i); + } + } + + /* Enumerate possible track */ + uint i = 0; + while (trackdirbits != 0) { + Trackdir dst_trackdir = RemoveFirstTrackdir(&trackdirbits); + DEBUG(npf, 5, "Expanded into trackdir: %d, remaining trackdirs: 0x%X", dst_trackdir, trackdirbits); + + /* Tile with signals? */ + if (IsTileType(dst_tile, MP_RAILWAY) && GetRailTileType(dst_tile) == RAIL_TILE_SIGNALS) { + if (HasSignalOnTrackdir(dst_tile, ReverseTrackdir(dst_trackdir)) && !HasSignalOnTrackdir(dst_tile, dst_trackdir) && IsOnewaySignal(dst_tile, TrackdirToTrack(dst_trackdir))) + /* If there's a 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, bool ignore_start_tile1, AyStarNode *start2, bool ignore_start_tile2, NPFFindStationOrTileData *target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type, uint sub_type, Owner owner, RailTypes 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; + NPFSetFlag(start1, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile1); + _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_IGNORE_START_TILE, ignore_start_tile2); + NPFSetFlag(start2, NPF_FLAG_REVERSE, true); + _npf_aystar.addstart(&_npf_aystar, start2, reverse_penalty); + } + + /* Initialize result */ + result.best_bird_dist = UINT_MAX; + result.best_path_dist = UINT_MAX; + result.best_trackdir = INVALID_TRACKDIR; + result.node.tile = INVALID_TILE; + result.res_okay = false; + _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_SUB_TYPE] = sub_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, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes 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, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type, sub_type, owner, railtypes, 0); +} + +NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes) +{ + return NPFRouteToStationOrTileTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, target, type, sub_type, owner, railtypes); +} + +NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, TransportType type, uint sub_type, Owner owner, RailTypes 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, ignore_start_tile1, (IsValidTile(tile2) ? &start2 : NULL), ignore_start_tile2, NULL, NPFFindDepot, NPFCalcZero, type, sub_type, owner, railtypes, reverse_penalty); +} + +NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes) +{ + return NPFRouteToDepotBreadthFirstTwoWay(tile, trackdir, ignore_start_tile, INVALID_TILE, INVALID_TRACKDIR, false, type, sub_type, owner, railtypes, 0); +} + +NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes 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_MAX, UINT_MAX, INVALID_TRACKDIR, {INVALID_TILE, INVALID_TRACKDIR, {0, 0}}, false}; + 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 (IsDepotTypeTile(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 = ⌖ + + /* Initialize user_data */ + _npf_aystar.user_data[NPF_TYPE] = type; + _npf_aystar.user_data[NPF_SUB_TYPE] = sub_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_MAX; + best_result.best_bird_dist = UINT_MAX; + + /* Just iterate the depots in order of increasing distance */ + while ((current = (Depot*)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; + NPFSetFlag(&start, NPF_FLAG_IGNORE_START_TILE, ignore_start_tile); + _npf_aystar.addstart(&_npf_aystar, &start, 0); + + /* Initialize result */ + result.best_bird_dist = UINT_MAX; + result.best_path_dist = UINT_MAX; + 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; +} + +NPFFoundTargetData NPFRouteToSafeTile(const Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype) +{ + assert(v->type == VEH_TRAIN); + + NPFFindStationOrTileData fstd; + fstd.v = v; + fstd.reserve_path = true; + + AyStarNode start1; + start1.tile = tile; + /* 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 = trackdir; + NPFSetFlag(&start1, NPF_FLAG_IGNORE_RESERVED, true); + + RailTypes railtypes = v->compatible_railtypes; + if (override_railtype) railtypes |= GetRailTypeInfo(v->railtype)->compatible_railtypes; + + /* perform a breadth first search. Target is NULL, + * since we are just looking for any safe tile...*/ + return NPFRouteInternal(&start1, true, NULL, false, &fstd, NPFFindSafeTile, NPFCalcZero, TRANSPORT_RAIL, 0, v->owner, railtypes, 0); +} + +void InitializeNPF() +{ + static bool first_init = true; + if (first_init) { + first_init = false; + init_AyStar(&_npf_aystar, NPFHash, NPF_HASH_SIZE); + } else { + AyStarMain_Clear(&_npf_aystar); + } + _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 = _settings_game.pf.npf.npf_max_search_nodes; +} + +void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path) +{ + /* 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->type == VEH_TRAIN && (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_WAYPOINT))) { + fstd->station_index = v->current_order.GetDestination(); + /* Let's take the closest tile of the station as our target for trains */ + fstd->dest_coords = CalcClosestStationTile(fstd->station_index, v->tile); + } else { + fstd->dest_coords = v->dest_tile; + fstd->station_index = INVALID_STATION; + } + fstd->reserve_path = reserve_path; + fstd->v = v; +} diff --git a/src/pathfinder/npf/npf.h b/src/pathfinder/npf/npf.h new file mode 100644 index 000000000..3beb09391 --- /dev/null +++ b/src/pathfinder/npf/npf.h @@ -0,0 +1,151 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file npf.h New A* pathfinder. */ + +#ifndef NPF_H +#define NPF_H + +#include "aystar.h" +#include "../../station_type.h" +#include "../../rail_type.h" +#include "../../company_type.h" +#include "../../vehicle_type.h" +#include "../../tile_type.h" +#include "../../track_type.h" +#include "../../core/bitmath_func.hpp" +#include "../../transport_type.h" + +/* mowing grass */ +enum { + NPF_HASH_BITS = 12, ///< The size of the hash used in pathfinding. Just changing this value should be sufficient to change the hash size. Should be an even value. + /* Do no change below values */ + NPF_HASH_SIZE = 1 << NPF_HASH_BITS, + NPF_HASH_HALFBITS = NPF_HASH_BITS / 2, + NPF_HASH_HALFMASK = (1 << NPF_HASH_HALFBITS) - 1 +}; + +/* For new pathfinding. Define here so it is globally available without having + * to include npf.h */ +enum { + NPF_TILE_LENGTH = 100 +}; + +enum { + /** This penalty is the equivalent of "inifite", which means that paths that + * get this penalty will be chosen, but only if there is no other route + * without it. Be careful with not applying this penalty to often, or the + * total path cost might overflow.. + * For now, this is just a Very Big Penalty, we might actually implement + * this in a nicer way :-) + */ + NPF_INFINITE_PENALTY = 1000 * NPF_TILE_LENGTH +}; + +/* Meant to be stored in AyStar.targetdata */ +struct NPFFindStationOrTileData { + TileIndex dest_coords; ///< An indication of where the station is, for heuristic purposes, or the target tile + StationID station_index; ///< station index we're heading for, or INVALID_STATION when we're heading for a tile + bool reserve_path; ///< Indicates whether the found path should be reserved + const Vehicle *v; ///< The vehicle we are pathfinding for +}; + +/* Indices into AyStar.userdata[] */ +enum { + NPF_TYPE = 0, ///< Contains a TransportTypes value + NPF_SUB_TYPE, ///< Contains the sub transport type + NPF_OWNER, ///< Contains an Owner value + NPF_RAILTYPES, ///< Contains a bitmask the compatible RailTypes of the engine when NPF_TYPE == TRANSPORT_RAIL. Unused otherwise. +}; + +/* Indices into AyStarNode.userdata[] */ +enum { + NPF_TRACKDIR_CHOICE = 0, ///< The trackdir chosen to get here + NPF_NODE_FLAGS, +}; + +/* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]. Use NPFGetBit() and NPFGetBit() to use them. */ +enum NPFNodeFlag { + NPF_FLAG_SEEN_SIGNAL, ///< Used to mark that a signal was seen on the way, for rail only + NPF_FLAG_2ND_SIGNAL, ///< Used to mark that two signals were seen, rail only + NPF_FLAG_3RD_SIGNAL, ///< Used to mark that three signals were seen, rail only + NPF_FLAG_REVERSE, ///< Used to mark that this node was reached from the second start node, if applicable + NPF_FLAG_LAST_SIGNAL_RED, ///< Used to mark that the last signal on this path was red + NPF_FLAG_IGNORE_START_TILE, ///< Used to mark that the start tile is invalid, and searching should start from the second tile on + NPF_FLAG_TARGET_RESERVED, ///< Used to mark that the possible reservation target is already reserved + NPF_FLAG_IGNORE_RESERVED, ///< Used to mark that reserved tiles should be considered impassable +}; + +/* Meant to be stored in AyStar.userpath */ +struct NPFFoundTargetData { + uint best_bird_dist; ///< The best heuristic found. Is 0 if the target was found + uint best_path_dist; ///< The shortest path. Is UINT_MAX if no path is found + Trackdir best_trackdir; ///< The trackdir that leads to the shortest path/closest birds dist + AyStarNode node; ///< The node within the target the search led us to + bool res_okay; ///< True if a path reservation could be made +}; + +/* These functions below are _not_ re-entrant, in favor of speed! */ + +/* Will search from the given tile and direction, for a route to the given + * station for the given transport type. See the declaration of + * NPFFoundTargetData above for the meaning of the result. */ +NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); + +/* Will search as above, but with two start nodes, the second being the + * reverse. Look at the NPF_FLAG_REVERSE flag in the result node to see which + * direction was taken (NPFGetBit(result.node, NPF_FLAG_REVERSE)) */ +NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, NPFFindStationOrTileData *target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); + +/* Will search a route to the closest depot. */ + +/* Search using breadth first. Good for little track choice and inaccurate + * heuristic, such as railway/road.*/ +NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); +/* Same as above but with two start nodes, the second being the reverse. Call + * NPFGetBit(result.node, NPF_FLAG_REVERSE) to see from which node the path + * orginated. All pathfs from the second node will have the given + * reverse_penalty applied (NPF_TILE_LENGTH is the equivalent of one full + * tile). + */ +NPFFoundTargetData NPFRouteToDepotBreadthFirstTwoWay(TileIndex tile1, Trackdir trackdir1, bool ignore_start_tile1, TileIndex tile2, Trackdir trackdir2, bool ignore_start_tile2, TransportType type, uint sub_type, Owner owner, RailTypes railtypes, uint reverse_penalty); +/* Search by trying each depot in order of Manhattan Distance. Good for lots + * of choices and accurate heuristics, such as water. */ +NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, TransportType type, uint sub_type, Owner owner, RailTypes railtypes); + +/** + * Search for any safe tile using a breadth first search and try to reserve a path. + */ +NPFFoundTargetData NPFRouteToSafeTile(const struct Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype); + + +void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path = false); + + +/* + * Functions to manipulate the various NPF related flags on an AyStarNode. + */ + +/** + * Returns the current value of the given flag on the given AyStarNode. + */ +static inline bool NPFGetFlag(const AyStarNode *node, NPFNodeFlag flag) +{ + return HasBit(node->user_data[NPF_NODE_FLAGS], flag); +} + +/** + * Sets the given flag on the given AyStarNode to the given value. + */ +static inline void NPFSetFlag(AyStarNode *node, NPFNodeFlag flag, bool value) +{ + SB(node->user_data[NPF_NODE_FLAGS], flag, 1, value); +} + +#endif /* NPF_H */ diff --git a/src/pathfinder/npf/queue.cpp b/src/pathfinder/npf/queue.cpp new file mode 100644 index 000000000..a954876a6 --- /dev/null +++ b/src/pathfinder/npf/queue.cpp @@ -0,0 +1,577 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file queue.cpp Implementation of the Queue/Hash. */ + +#include "../../stdafx.h" +#include "../../core/alloc_func.hpp" +#include "queue.h" + + +/* + * Insertion Sorter + */ + +static void InsSort_Clear(Queue *q, bool free_values) +{ + InsSortNode *node = q->data.inssort.first; + InsSortNode *prev; + + while (node != NULL) { + if (free_values) free(node->item); + prev = node; + node = node->next; + free(prev); + } + q->data.inssort.first = NULL; +} + +static void InsSort_Free(Queue *q, bool free_values) +{ + q->clear(q, free_values); +} + +static bool InsSort_Push(Queue *q, void *item, int priority) +{ + InsSortNode *newnode = MallocT<InsSortNode>(1); + + newnode->item = item; + newnode->priority = priority; + if (q->data.inssort.first == NULL || + q->data.inssort.first->priority >= priority) { + newnode->next = q->data.inssort.first; + q->data.inssort.first = newnode; + } else { + InsSortNode *node = q->data.inssort.first; + while (node != NULL) { + if (node->next == NULL || node->next->priority >= priority) { + newnode->next = node->next; + node->next = newnode; + break; + } + node = node->next; + } + } + return true; +} + +static void *InsSort_Pop(Queue *q) +{ + InsSortNode *node = q->data.inssort.first; + void *result; + + if (node == NULL) return NULL; + result = node->item; + q->data.inssort.first = q->data.inssort.first->next; + assert(q->data.inssort.first == NULL || q->data.inssort.first->priority >= node->priority); + free(node); + return result; +} + +static bool InsSort_Delete(Queue *q, void *item, int priority) +{ + return false; +} + +void init_InsSort(Queue *q) +{ + q->push = InsSort_Push; + q->pop = InsSort_Pop; + q->del = InsSort_Delete; + q->clear = InsSort_Clear; + q->free = InsSort_Free; + q->data.inssort.first = NULL; +} + + +/* + * Binary Heap + * For information, see: http://www.policyalmanac.org/games/binaryHeaps.htm + */ + +#define BINARY_HEAP_BLOCKSIZE (1 << BINARY_HEAP_BLOCKSIZE_BITS) +#define BINARY_HEAP_BLOCKSIZE_MASK (BINARY_HEAP_BLOCKSIZE - 1) + +/* To make our life easy, we make the next define + * Because Binary Heaps works with array from 1 to n, + * and C with array from 0 to n-1, and we don't like typing + * q->data.binaryheap.elements[i - 1] every time, we use this define. */ +#define BIN_HEAP_ARR(i) q->data.binaryheap.elements[((i) - 1) >> BINARY_HEAP_BLOCKSIZE_BITS][((i) - 1) & BINARY_HEAP_BLOCKSIZE_MASK] + +static void BinaryHeap_Clear(Queue *q, bool free_values) +{ + /* Free all items if needed and free all but the first blocks of memory */ + uint i; + uint j; + + for (i = 0; i < q->data.binaryheap.blocks; i++) { + if (q->data.binaryheap.elements[i] == NULL) { + /* No more allocated blocks */ + break; + } + /* For every allocated block */ + if (free_values) { + for (j = 0; j < (1 << BINARY_HEAP_BLOCKSIZE_BITS); j++) { + /* For every element in the block */ + if ((q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS) == i && + (q->data.binaryheap.size & BINARY_HEAP_BLOCKSIZE_MASK) == j) { + break; // We're past the last element + } + free(q->data.binaryheap.elements[i][j].item); + } + } + if (i != 0) { + /* Leave the first block of memory alone */ + free(q->data.binaryheap.elements[i]); + q->data.binaryheap.elements[i] = NULL; + } + } + q->data.binaryheap.size = 0; + q->data.binaryheap.blocks = 1; +} + +static void BinaryHeap_Free(Queue *q, bool free_values) +{ + uint i; + + q->clear(q, free_values); + for (i = 0; i < q->data.binaryheap.blocks; i++) { + if (q->data.binaryheap.elements[i] == NULL) break; + free(q->data.binaryheap.elements[i]); + } + free(q->data.binaryheap.elements); +} + +static bool BinaryHeap_Push(Queue *q, void *item, int priority) +{ +#ifdef QUEUE_DEBUG + printf("[BinaryHeap] Pushing an element. There are %d elements left\n", q->data.binaryheap.size); +#endif + + if (q->data.binaryheap.size == q->data.binaryheap.max_size) return false; + assert(q->data.binaryheap.size < q->data.binaryheap.max_size); + + if (q->data.binaryheap.elements[q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS] == NULL) { + /* The currently allocated blocks are full, allocate a new one */ + assert((q->data.binaryheap.size & BINARY_HEAP_BLOCKSIZE_MASK) == 0); + q->data.binaryheap.elements[q->data.binaryheap.size >> BINARY_HEAP_BLOCKSIZE_BITS] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE); + q->data.binaryheap.blocks++; +#ifdef QUEUE_DEBUG + printf("[BinaryHeap] Increasing size of elements to %d nodes\n", q->data.binaryheap.blocks * BINARY_HEAP_BLOCKSIZE); +#endif + } + + /* Add the item at the end of the array */ + BIN_HEAP_ARR(q->data.binaryheap.size + 1).priority = priority; + BIN_HEAP_ARR(q->data.binaryheap.size + 1).item = item; + q->data.binaryheap.size++; + + /* Now we are going to check where it belongs. As long as the parent is + * bigger, we switch with the parent */ + { + BinaryHeapNode temp; + int i; + int j; + + i = q->data.binaryheap.size; + while (i > 1) { + /* Get the parent of this object (divide by 2) */ + j = i / 2; + /* Is the parent bigger then the current, switch them */ + if (BIN_HEAP_ARR(i).priority <= BIN_HEAP_ARR(j).priority) { + temp = BIN_HEAP_ARR(j); + BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i); + BIN_HEAP_ARR(i) = temp; + i = j; + } else { + /* It is not, we're done! */ + break; + } + } + } + + return true; +} + +static bool BinaryHeap_Delete(Queue *q, void *item, int priority) +{ + uint i = 0; + +#ifdef QUEUE_DEBUG + printf("[BinaryHeap] Deleting an element. There are %d elements left\n", q->data.binaryheap.size); +#endif + + /* First, we try to find the item.. */ + do { + if (BIN_HEAP_ARR(i + 1).item == item) break; + i++; + } while (i < q->data.binaryheap.size); + /* We did not find the item, so we return false */ + if (i == q->data.binaryheap.size) return false; + + /* Now we put the last item over the current item while decreasing the size of the elements */ + q->data.binaryheap.size--; + BIN_HEAP_ARR(i + 1) = BIN_HEAP_ARR(q->data.binaryheap.size + 1); + + /* Now the only thing we have to do, is resort it.. + * On place i there is the item to be sorted.. let's start there */ + { + uint j; + BinaryHeapNode temp; + /* Because of the fact that Binary Heap uses array from 1 to n, we need to + * increase i by 1 + */ + i++; + + for (;;) { + j = i; + /* Check if we have 2 childs */ + if (2 * j + 1 <= q->data.binaryheap.size) { + /* Is this child smaller than the parent? */ + if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2 * j).priority) i = 2 * j; + /* Yes, we _need_ to use i here, not j, because we want to have the smallest child + * This way we get that straight away! */ + if (BIN_HEAP_ARR(i).priority >= BIN_HEAP_ARR(2 * j + 1).priority) i = 2 * j + 1; + /* Do we have one child? */ + } else if (2 * j <= q->data.binaryheap.size) { + if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2 * j).priority) i = 2 * j; + } + + /* One of our childs is smaller than we are, switch */ + if (i != j) { + temp = BIN_HEAP_ARR(j); + BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i); + BIN_HEAP_ARR(i) = temp; + } else { + /* None of our childs is smaller, so we stay here.. stop :) */ + break; + } + } + } + + return true; +} + +static void *BinaryHeap_Pop(Queue *q) +{ + void *result; + +#ifdef QUEUE_DEBUG + printf("[BinaryHeap] Popping an element. There are %d elements left\n", q->data.binaryheap.size); +#endif + + if (q->data.binaryheap.size == 0) return NULL; + + /* The best item is always on top, so give that as result */ + result = BIN_HEAP_ARR(1).item; + /* And now we should get rid of this item... */ + BinaryHeap_Delete(q, BIN_HEAP_ARR(1).item, BIN_HEAP_ARR(1).priority); + + return result; +} + +void init_BinaryHeap(Queue *q, uint max_size) +{ + assert(q != NULL); + q->push = BinaryHeap_Push; + q->pop = BinaryHeap_Pop; + q->del = BinaryHeap_Delete; + q->clear = BinaryHeap_Clear; + q->free = BinaryHeap_Free; + q->data.binaryheap.max_size = max_size; + q->data.binaryheap.size = 0; + /* We malloc memory in block of BINARY_HEAP_BLOCKSIZE + * It autosizes when it runs out of memory */ + q->data.binaryheap.elements = CallocT<BinaryHeapNode*>((max_size - 1) / BINARY_HEAP_BLOCKSIZE + 1); + q->data.binaryheap.elements[0] = MallocT<BinaryHeapNode>(BINARY_HEAP_BLOCKSIZE); + q->data.binaryheap.blocks = 1; +#ifdef QUEUE_DEBUG + printf("[BinaryHeap] Initial size of elements is %d nodes\n", BINARY_HEAP_BLOCKSIZE); +#endif +} + +/* Because we don't want anyone else to bother with our defines */ +#undef BIN_HEAP_ARR + +/* + * Hash + */ + +void init_Hash(Hash *h, Hash_HashProc *hash, uint num_buckets) +{ + /* Allocate space for the Hash, the buckets and the bucket flags */ + uint i; + + assert(h != NULL); +#ifdef HASH_DEBUG + debug("Allocated hash: %p", h); +#endif + h->hash = hash; + h->size = 0; + h->num_buckets = num_buckets; + h->buckets = (HashNode*)MallocT<byte>(num_buckets * (sizeof(*h->buckets) + sizeof(*h->buckets_in_use))); +#ifdef HASH_DEBUG + debug("Buckets = %p", h->buckets); +#endif + h->buckets_in_use = (bool*)(h->buckets + num_buckets); + for (i = 0; i < num_buckets; i++) h->buckets_in_use[i] = false; +} + + +void delete_Hash(Hash *h, bool free_values) +{ + uint i; + + /* Iterate all buckets */ + for (i = 0; i < h->num_buckets; i++) { + if (h->buckets_in_use[i]) { + HashNode *node; + + /* Free the first value */ + if (free_values) free(h->buckets[i].value); + node = h->buckets[i].next; + while (node != NULL) { + HashNode *prev = node; + + node = node->next; + /* Free the value */ + if (free_values) free(prev->value); + /* Free the node */ + free(prev); + } + } + } + free(h->buckets); + /* No need to free buckets_in_use, it is always allocated in one + * malloc with buckets */ +#ifdef HASH_DEBUG + debug("Freeing Hash: %p", h); +#endif +} + +#ifdef HASH_STATS +static void stat_Hash(const Hash *h) +{ + uint used_buckets = 0; + uint max_collision = 0; + uint max_usage = 0; + uint usage[200]; + uint i; + + for (i = 0; i < lengthof(usage); i++) usage[i] = 0; + for (i = 0; i < h->num_buckets; i++) { + uint collision = 0; + if (h->buckets_in_use[i]) { + const HashNode *node; + + used_buckets++; + for (node = &h->buckets[i]; node != NULL; node = node->next) collision++; + if (collision > max_collision) max_collision = collision; + } + if (collision >= lengthof(usage)) collision = lengthof(usage) - 1; + usage[collision]++; + if (collision > 0 && usage[collision] >= max_usage) { + max_usage = usage[collision]; + } + } + printf( + "---\n" + "Hash size: %d\n" + "Nodes used: %d\n" + "Non empty buckets: %d\n" + "Max collision: %d\n", + h->num_buckets, h->size, used_buckets, max_collision + ); + printf("{ "); + for (i = 0; i <= max_collision; i++) { + if (usage[i] > 0) { + printf("%d:%d ", i, usage[i]); +#if 0 + if (i > 0) { + uint j; + + for (j = 0; j < usage[i] * 160 / 800; j++) putchar('#'); + } + printf("\n"); +#endif + } + } + printf ("}\n"); +} +#endif + +void clear_Hash(Hash *h, bool free_values) +{ + uint i; + +#ifdef HASH_STATS + if (h->size > 2000) stat_Hash(h); +#endif + + /* Iterate all buckets */ + for (i = 0; i < h->num_buckets; i++) { + if (h->buckets_in_use[i]) { + HashNode *node; + + h->buckets_in_use[i] = false; + /* Free the first value */ + if (free_values) free(h->buckets[i].value); + node = h->buckets[i].next; + while (node != NULL) { + HashNode *prev = node; + + node = node->next; + if (free_values) free(prev->value); + free(prev); + } + } + } + h->size = 0; +} + +/** Finds the node that that saves this key pair. If it is not + * found, returns NULL. If it is found, *prev is set to the + * node before the one found, or if the node found was the first in the bucket + * to NULL. If it is not found, *prev is set to the last HashNode in the + * bucket, or NULL if it is empty. prev can also be NULL, in which case it is + * not used for output. + */ +static HashNode *Hash_FindNode(const Hash *h, uint key1, uint key2, HashNode** prev_out) +{ + uint hash = h->hash(key1, key2); + HashNode *result = NULL; + +#ifdef HASH_DEBUG + debug("Looking for %u, %u", key1, key2); +#endif + /* Check if the bucket is empty */ + if (!h->buckets_in_use[hash]) { + if (prev_out != NULL) *prev_out = NULL; + result = NULL; + /* Check the first node specially */ + } else if (h->buckets[hash].key1 == key1 && h->buckets[hash].key2 == key2) { + /* Save the value */ + result = h->buckets + hash; + if (prev_out != NULL) *prev_out = NULL; +#ifdef HASH_DEBUG + debug("Found in first node: %p", result); +#endif + /* Check all other nodes */ + } else { + HashNode *prev = h->buckets + hash; + HashNode *node; + + for (node = prev->next; node != NULL; node = node->next) { + if (node->key1 == key1 && node->key2 == key2) { + /* Found it */ + result = node; +#ifdef HASH_DEBUG + debug("Found in other node: %p", result); +#endif + break; + } + prev = node; + } + if (prev_out != NULL) *prev_out = prev; + } +#ifdef HASH_DEBUG + if (result == NULL) debug("Not found"); +#endif + return result; +} + +void *Hash_Delete(Hash *h, uint key1, uint key2) +{ + void *result; + HashNode *prev; // Used as output var for below function call + HashNode *node = Hash_FindNode(h, key1, key2, &prev); + + if (node == NULL) { + /* not found */ + result = NULL; + } else if (prev == NULL) { + /* It is in the first node, we can't free that one, so we free + * the next one instead (if there is any)*/ + /* Save the value */ + result = node->value; + if (node->next != NULL) { + HashNode *next = node->next; + /* Copy the second to the first */ + *node = *next; + /* Free the second */ +#ifndef NOFREE + free(next); +#endif + } else { + /* This was the last in this bucket + * Mark it as empty */ + uint hash = h->hash(key1, key2); + h->buckets_in_use[hash] = false; + } + } else { + /* It is in another node + * Save the value */ + result = node->value; + /* Link previous and next nodes */ + prev->next = node->next; + /* Free the node */ +#ifndef NOFREE + free(node); +#endif + } + if (result != NULL) h->size--; + return result; +} + + +void *Hash_Set(Hash *h, uint key1, uint key2, void *value) +{ + HashNode *prev; + HashNode *node = Hash_FindNode(h, key1, key2, &prev); + + if (node != NULL) { + /* Found it */ + void *result = node->value; + + node->value = value; + return result; + } + /* It is not yet present, let's add it */ + if (prev == NULL) { + /* The bucket is still empty */ + uint hash = h->hash(key1, key2); + h->buckets_in_use[hash] = true; + node = h->buckets + hash; + } else { + /* Add it after prev */ + node = MallocT<HashNode>(1); + prev->next = node; + } + node->next = NULL; + node->key1 = key1; + node->key2 = key2; + node->value = value; + h->size++; + return NULL; +} + +void *Hash_Get(const Hash *h, uint key1, uint key2) +{ + HashNode *node = Hash_FindNode(h, key1, key2, NULL); + +#ifdef HASH_DEBUG + debug("Found node: %p", node); +#endif + return (node != NULL) ? node->value : NULL; +} + +uint Hash_Size(const Hash *h) +{ + return h->size; +} diff --git a/src/pathfinder/npf/queue.h b/src/pathfinder/npf/queue.h new file mode 100644 index 000000000..76421e9ac --- /dev/null +++ b/src/pathfinder/npf/queue.h @@ -0,0 +1,167 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * OpenTTD 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, version 2. + * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. + */ + +/** @file queue.h Simple Queue/Hash implementations. */ + +#ifndef QUEUE_H +#define QUEUE_H + +//#define NOFREE +//#define QUEUE_DEBUG +//#define HASH_DEBUG +//#define HASH_STATS + + +struct Queue; +typedef bool Queue_PushProc(Queue *q, void *item, int priority); +typedef void *Queue_PopProc(Queue *q); +typedef bool Queue_DeleteProc(Queue *q, void *item, int priority); +typedef void Queue_ClearProc(Queue *q, bool free_values); +typedef void Queue_FreeProc(Queue *q, bool free_values); + +struct InsSortNode { + void *item; + int priority; + InsSortNode *next; +}; + +struct BinaryHeapNode { + void *item; + int priority; +}; + + +struct Queue{ + /* + * Pushes an element into the queue, at the appropriate place for the queue. + * Requires the queue pointer to be of an appropriate type, of course. + */ + Queue_PushProc *push; + /* + * Pops the first element from the queue. What exactly is the first element, + * is defined by the exact type of queue. + */ + Queue_PopProc *pop; + /* + * Deletes the item from the queue. priority should be specified if + * known, which speeds up the deleting for some queue's. Should be -1 + * if not known. + */ + Queue_DeleteProc *del; + + /* Clears the queue, by removing all values from it. It's state is + * effectively reset. If free_items is true, each of the items cleared + * in this way are free()'d. + */ + Queue_ClearProc *clear; + /* Frees the queue, by reclaiming all memory allocated by it. After + * this it is no longer usable. If free_items is true, any remaining + * items are free()'d too. + */ + Queue_FreeProc *free; + + union { + struct { + InsSortNode *first; + } inssort; + struct { + uint max_size; + uint size; + uint blocks; ///< The amount of blocks for which space is reserved in elements + BinaryHeapNode **elements; + } binaryheap; + } data; +}; + + +/** + * Insertion Sorter + */ + +/* Initializes a inssort and allocates internal memory. There is no maximum + * size */ +void init_InsSort(Queue *q); + + +/* + * Binary Heap + * For information, see: + * http://www.policyalmanac.org/games/binaryHeaps.htm + */ + +/* The amount of elements that will be malloc'd at a time */ +#define BINARY_HEAP_BLOCKSIZE_BITS 10 + +/** Initializes a binary heap and allocates internal memory for maximum of + * max_size elements */ +void init_BinaryHeap(Queue *q, uint max_size); + + +/* + * Hash + */ +struct HashNode { + uint key1; + uint key2; + void *value; + HashNode *next; +}; +/** + * Generates a hash code from the given key pair. You should make sure that + * the resulting range is clearly defined. + */ +typedef uint Hash_HashProc(uint key1, uint key2); +struct Hash { + /* The hash function used */ + Hash_HashProc *hash; + /* The amount of items in the hash */ + uint size; + /* The number of buckets allocated */ + uint num_buckets; + /* A pointer to an array of num_buckets buckets. */ + HashNode *buckets; + /* A pointer to an array of numbuckets booleans, which will be true if + * there are any Nodes in the bucket */ + bool *buckets_in_use; +}; + +/* Call these function to manipulate a hash */ + +/** Deletes the value with the specified key pair from the hash and returns + * that value. Returns NULL when the value was not present. The value returned + * is _not_ free()'d! */ +void *Hash_Delete(Hash *h, uint key1, uint key2); +/** Sets the value associated with the given key pair to the given value. + * Returns the old value if the value was replaced, NULL when it was not yet present. */ +void *Hash_Set(Hash *h, uint key1, uint key2, void *value); +/** Gets the value associated with the given key pair, or NULL when it is not + * present. */ +void *Hash_Get(const Hash *h, uint key1, uint key2); + +/* Call these function to create/destroy a hash */ + +/** Builds a new hash in an existing struct. Make sure that hash() always + * returns a hash less than num_buckets! Call delete_hash after use */ +void init_Hash(Hash *h, Hash_HashProc *hash, uint num_buckets); +/** + * Deletes the hash and cleans up. Only cleans up memory allocated by new_Hash + * & friends. If free is true, it will call free() on all the values that + * are left in the hash. + */ +void delete_Hash(Hash *h, bool free_values); +/** + * Cleans the hash, but keeps the memory allocated + */ +void clear_Hash(Hash *h, bool free_values); +/** + * Gets the current size of the Hash + */ +uint Hash_Size(const Hash *h); + +#endif /* QUEUE_H */ |