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authorrubidium <rubidium@openttd.org>2009-12-01 22:45:39 +0000
committerrubidium <rubidium@openttd.org>2009-12-01 22:45:39 +0000
commitf52e27c688b00fd2b44887f0694717cd8449d31d (patch)
tree1268b38bfce0d85fd3868c19fb1454460ef135e7 /src/pathfinder/npf
parenta7beae873310c67c8761994269627ebeabf08996 (diff)
downloadopenttd-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.cpp306
-rw-r--r--src/pathfinder/npf/aystar.h181
-rw-r--r--src/pathfinder/npf/npf.cpp1120
-rw-r--r--src/pathfinder/npf/npf.h151
-rw-r--r--src/pathfinder/npf/queue.cpp577
-rw-r--r--src/pathfinder/npf/queue.h167
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, &current->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 = &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;
+ }
+}
+
+/**
+ * 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(&current->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(&current->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(&current->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 = &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 */