#ifndef NPF_H #define NPF_H /* Blaat */ #include "openttd.h" #include "aystar.h" #include "vehicle.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 }; 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 }; typedef struct NPFFindStationOrTileData { /* Meant to be stored in AyStar.targetdata */ TileIndex dest_coords; /* An indication of where the station is, for heuristic purposes, or the target tile */ int station_index; /* station index we're heading for, or -1 when we're heading for a tile */ } NPFFindStationOrTileData; enum { /* Indices into AyStar.userdata[] */ NPF_TYPE = 0, /* Contains a TransportTypes value */ NPF_OWNER, /* Contains an Owner value */ }; enum { /* Indices into AyStarNode.userdata[] */ NPF_TRACKDIR_CHOICE = 0, /* The trackdir chosen to get here */ NPF_NODE_FLAGS, }; typedef enum { /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]. Use NPFGetBit() and NPFGetBit() to use them. */ NPF_FLAG_SEEN_SIGNAL, /* Used to mark that a signal was seen on the way, for 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 */ } NPFNodeFlag; typedef struct NPFFoundTargetData { /* Meant to be stored in AyStar.userpath */ uint best_bird_dist; /* The best heuristic found. Is 0 if the target was found */ uint best_path_dist; /* The shortest path. Is (uint)-1 if no path is found */ byte 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 */ } NPFFoundTargetData; /* 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, byte trackdir, NPFFindStationOrTileData* target, TransportType type, Owner owner); /* 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, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type, Owner owner); /* 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, byte trackdir, TransportType type, Owner owner); /* 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, byte trackdir1, TileIndex tile2, byte trackdir2, TransportType type, Owner owner, 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, byte trackdir, TransportType type, Owner owner); void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v); /* * 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) { if (value) SETBIT(node->user_data[NPF_NODE_FLAGS], flag); else CLRBIT(node->user_data[NPF_NODE_FLAGS], flag); } /* * Some tables considering tracks, directions and signals. * XXX: Better place to but these? */ /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction along with the trackdir. */ const byte _signal_along_trackdir[14]; /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction against the trackdir. */ const byte _signal_against_trackdir[14]; /** * Maps a trackdir to the trackdirs that can be reached from it (ie, when * entering the next tile. */ const uint16 _trackdir_reaches_trackdirs[14]; /** * Maps a trackdir to the trackdir that you will end up on if you go straight * ahead. This will be the same trackdir for diagonal trackdirs, but a * different (alternating) one for straight trackdirs */ const uint16 _next_trackdir[14]; /** * Maps a trackdir to all trackdirs that make 90 deg turns with it. */ const uint16 _trackdir_crosses_trackdirs[14]; /** * Maps a track to all tracks that make 90 deg turns with it. */ const byte _track_crosses_tracks[6]; /** * Maps a trackdir to the (4-way) direction the tile is exited when following * that trackdir. */ const byte _trackdir_to_exitdir[14]; /** * Maps a track and an (4-way) dir to the trackdir that represents the track * with the exit in the given direction. */ const byte _track_exitdir_to_trackdir[6][4]; /** * Maps a track and a full (8-way) direction to the trackdir that represents * the track running in the given direction. */ const byte _track_direction_to_trackdir[6][8]; /** * Maps a (4-way) direction to the diagonal track that runs in that * direction. */ const byte _dir_to_diag_trackdir[4]; /** * Maps a (4-way) direction to the reverse. */ const byte _reverse_dir[4]; /** * Maps a trackdir to the reverse trackdir. */ const byte _reverse_trackdir[14]; /* Returns the Track that a given Trackdir represents */ static inline byte TrackdirToTrack(byte trackdir) { return trackdir & 0x7; } /* Returns a Trackdir for the given Track. Since every Track corresponds to * two Trackdirs, we choose the one which points between N and SE. * Note that the actual implementation is quite futile, but this might change * in the future. */ static inline byte TrackToTrackdir(byte track) { return track; } /* Checks if a given Track is diagonal */ static inline bool IsDiagonalTrack(byte track) { return track == 0x0 || track == 0x1; } /* Checks if a given Trackdir is diagonal. */ static inline bool IsDiagonalTrackdir(byte trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); } #define REVERSE_TRACKDIR(trackdir) (trackdir ^ 0x8) #endif // NPF_H