(svn r3329) - Doc: Some documentation cleanups.

- Add: TracksOverlap() (from the map branch), TrackdirBitsToTrackBits(), DiagdirReachesTrackdirs(), DiagdirReachesTracks().
 - Fix: Infinite loop in the pathfinder introduces in r3321.
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
matthijs 19 years ago
parent be01586049
commit 128317d3ec

@ -585,6 +585,13 @@ static bool NtpVisit(NewTrackPathFinder *tpf, TileIndex tile, uint dir, uint len
return true;
}
/**
* Checks if the shortest path to the given tile/dir so far is still the given
* length.
* @return true if the length is still the same
* @pre The given tile/dir combination should be present in the hash, by a
* previous call to NtpVisit().
*/
static bool NtpCheck(NewTrackPathFinder *tpf, TileIndex tile, uint dir, uint length)
{
uint hash,head,offs;
@ -666,7 +673,9 @@ static const byte _length_of_track[16] = {
static void NTPEnum(NewTrackPathFinder *tpf, TileIndex tile, uint direction)
{
uint bits, tile_org, track;
TrackBits bits, allbits;
uint track;
TileIndex tile_org;
StackedItem si;
FindLengthOfTunnelResult flotr;
int estimation;
@ -745,8 +754,7 @@ start_at:
bits = (bits | (bits >> 8)) & 0x3F;
// Check that the tile contains exactly one track
if (bits == 0 || KILL_FIRST_BIT(bits) != 0)
break;
if (bits == 0 || KILL_FIRST_BIT(bits) != 0) break;
///////////////////
// If we reach here, the tile has exactly one track.
@ -759,16 +767,18 @@ start_at:
goto callback_and_continue;
}
// Regular rail tile, determine which tracks exist.
bits = _m[tile].m5 & _bits_mask[direction];
/* Regular rail tile, determine which tracks exist. */
allbits = _m[tile].m5 & TRACK_BIT_MASK;
/* Which tracks are reachable? */
bits = allbits & DiagdirReachesTracks(direction);
// The tile has no reachable tracks, or
// does the tile contain more than one track?
if (bits == 0 || KILL_FIRST_BIT(bits) != 0)
break;
/* The tile has no reachable tracks => End of rail segment
* or Intersection => End of rail segment. We check this agains all the
* bits, not just reachable ones, to prevent infinite loops. */
if (bits == 0 || TracksOverlap(allbits)) break;
// If we reach here, the tile has exactly one track, and this
// track is reachable.
/* If we reach here, the tile has exactly one track, and this
track is reachable => Rail segment continues */
track = _new_track[FIND_FIRST_BIT(bits)][direction];
assert(track != 0xff);
@ -788,7 +798,7 @@ start_at:
m3 = _m[tile].m3;
if (!(m3 & SignalAlongTrackdir(track))) {
// if one way signal not pointing towards us, stop going in this direction.
// if one way signal not pointing towards us, stop going in this direction => End of rail segment.
if (m3 & SignalAgainstTrackdir(track)) {
bits = 0;
break;
@ -800,7 +810,7 @@ start_at:
// reached a red signal.
if (m3 & SignalAgainstTrackdir(track)) {
// two way red signal. unless we passed another green signal on the way,
// stop going in this direction.
// stop going in this direction => End of rail segment.
// this is to prevent us from going into a full platform.
if (!(si.state&1)) {
bits = 0;
@ -819,7 +829,7 @@ start_at:
}
if (tpf->enum_proc(tile, tpf->userdata, si.first_track, si.cur_length))
return;
return; /* Don't process this tile any further */
}
// continue with the next track
@ -864,6 +874,7 @@ start_at:
si.tile = tile;
do {
si.track = _new_track[FIND_FIRST_BIT(bits)][direction];
assert(si.track != 0xFF);
si.priority = si.cur_length + estimation;
// out of stack items, bail out?

@ -341,26 +341,36 @@ static inline Trackdir ReverseTrackdir(Trackdir trackdir) {
return _reverse_trackdir[trackdir];
}
/*
/**
* Maps a Track to the corresponding TrackBits value
*/
static inline TrackBits TrackToTrackBits(Track track) { return (TrackBits)(1 << track); }
/* Returns the Track that a given Trackdir represents */
/**
* Returns the Track that a given Trackdir represents
*/
static inline Track TrackdirToTrack(Trackdir trackdir) { return (Track)(trackdir & 0x7); }
/* Returns a Trackdir for the given Track. Since every Track corresponds to
/**
* Returns a Trackdir for the given Track. Since every Track corresponds to
* two Trackdirs, we choose the one which points between NE and S.
* Note that the actual implementation is quite futile, but this might change
* in the future.
*/
static inline Trackdir TrackToTrackdir(Track track) { return (Trackdir)track; }
/* Returns a TrackdirBit mask that contains the two TrackdirBits that
/**
* Returns a TrackdirBit mask that contains the two TrackdirBits that
* correspond with the given Track (one for each direction).
*/
static inline TrackdirBits TrackToTrackdirBits(Track track) { Trackdir td = TrackToTrackdir(track); return TrackdirToTrackdirBits(td) | TrackdirToTrackdirBits(ReverseTrackdir(td));}
/**
* Discards all directional information from the given TrackdirBits. Any
* Track which is present in either direction will be present in the result.
*/
static inline TrackBits TrackdirBitsToTrackBits(TrackdirBits bits) { return bits | (bits >> 8); }
/**
* 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
@ -424,14 +434,28 @@ static inline Trackdir DiagdirToDiagTrackdir(DiagDirection diagdir) {
return _dir_to_diag_trackdir[diagdir];
}
extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END];
/**
* Returns all trackdirs that can be reached when entering a tile from a given
* (diagonal) direction. This will obviously include 90 degree turns, since no
* information is available about the exact angle of entering */
static inline TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir) { return _exitdir_reaches_trackdirs[diagdir]; }
/**
* Returns all tracks that can be reached when entering a tile from a given
* (diagonal) direction. This will obviously include 90 degree turns, since no
* information is available about the exact angle of entering */
static inline TrackBits DiagdirReachesTracks(DiagDirection diagdir) { return TrackdirBitsToTrackBits(DiagdirReachesTrackdirs(diagdir)); }
/**
* Maps a trackdir to the trackdirs that can be reached from it (ie, when
* entering the next tile. This
* entering the next tile. This will include 90 degree turns!
*/
extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END];
static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir) { return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)]; }
/* Note that there is no direct table for this function (there used to be),
* but it uses two simpeler tables to achieve the result */
static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir) { return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)]; }
/**
* Maps a trackdir to all trackdirs that make 90 deg turns with it.
@ -594,6 +618,26 @@ static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype)
return HASBIT(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
}
/**
* Checks if the given tracks overlap, ie form a crossing. Basically this
* means when there is more than one track on the tile, exept when there are
* two parallel tracks.
* @param bits The tracks present.
* @return Whether the tracks present overlap in any way.
*/
static inline bool TracksOverlap(TrackBits bits)
{
/* With no, or only one track, there is no overlap */
if (bits == 0 || KILL_FIRST_BIT(bits) == 0)
return false;
/* We know that there are at least two tracks present. When there are more
* than 2 tracks, they will surely overlap. When there are two, they will
* always overlap unless they are lower & upper or right & left. */
if ((bits == (TRACK_BIT_UPPER|TRACK_BIT_LOWER)) || (bits == (TRACK_BIT_LEFT | TRACK_BIT_RIGHT)))
return false;
return true;
}
void DrawTrackBits(TileInfo *ti, TrackBits track, bool earth, bool snow, bool flat);
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
void DrawDefaultWaypointSprite(int x, int y, RailType railtype);

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