(svn r20889) -Codechange: Make ClosedListHash, OpenListQueue, and OpenListHash data protected, and rename for coding style.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
alberth 14 years ago
parent 0c08955f4d
commit 6a9b205670

@ -33,7 +33,7 @@
* If so, it returns the PathNode, else NULL */
PathNode *AyStar::ClosedListIsInList(const AyStarNode *node)
{
return (PathNode*)this->ClosedListHash.Get(node->tile, node->direction);
return (PathNode*)this->closedlist_hash.Get(node->tile, node->direction);
}
/* This adds a node to the ClosedList
@ -43,14 +43,14 @@ void AyStar::ClosedListAdd(const PathNode *node)
/* Add a node to the ClosedList */
PathNode *new_node = MallocT<PathNode>(1);
*new_node = *node;
this->ClosedListHash.Set(node->node.tile, node->node.direction, new_node);
this->closedlist_hash.Set(node->node.tile, node->node.direction, new_node);
}
/* Checks if a node is in the OpenList
* If so, it returns the OpenListNode, else NULL */
OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
{
return (OpenListNode*)this->OpenListHash.Get(node->tile, node->direction);
return (OpenListNode*)this->openlist_hash.Get(node->tile, node->direction);
}
/* Gets the best node from OpenList
@ -59,9 +59,9 @@ OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
OpenListNode *AyStar::OpenListPop()
{
/* Return the item the Queue returns.. the best next OpenList item. */
OpenListNode *res = (OpenListNode*)this->OpenListQueue.Pop();
OpenListNode *res = (OpenListNode*)this->openlist_queue.Pop();
if (res != NULL) {
this->OpenListHash.DeleteValue(res->path.node.tile, res->path.node.direction);
this->openlist_hash.DeleteValue(res->path.node.tile, res->path.node.direction);
}
return res;
@ -76,10 +76,10 @@ void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
new_node->g = g;
new_node->path.parent = parent;
new_node->path.node = *node;
this->OpenListHash.Set(node->tile, node->direction, new_node);
this->openlist_hash.Set(node->tile, node->direction, new_node);
/* Add it to the queue */
this->OpenListQueue.Push(new_node, f);
this->openlist_queue.Push(new_node, f);
}
/*
@ -122,7 +122,7 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
uint i;
/* Yes, check if this g value is lower.. */
if (new_g > check->g) return;
this->OpenListQueue.Delete(check, 0);
this->openlist_queue.Delete(check, 0);
/* It is lower, so change it to this item */
check->g = new_g;
check->path.parent = closedlist_parent;
@ -130,8 +130,8 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
for (i = 0; i < lengthof(current->user_data); i++) {
check->path.node.user_data[i] = current->user_data[i];
}
/* Readd him in the OpenListQueue */
this->OpenListQueue.Push(check, new_f);
/* Re-add it in the openlist_queue. */
this->openlist_queue.Push(check, new_f);
} else {
/* A new node, add him to the OpenList */
this->OpenListAdd(closedlist_parent, current, new_f, new_g);
@ -182,7 +182,7 @@ int AyStar::Loop()
/* Free the node */
free(current);
if (this->max_search_nodes != 0 && this->ClosedListHash.GetSize() >= this->max_search_nodes) {
if (this->max_search_nodes != 0 && this->closedlist_hash.GetSize() >= this->max_search_nodes) {
/* We've expanded enough nodes */
return AYSTAR_LIMIT_REACHED;
} else {
@ -196,11 +196,11 @@ int AyStar::Loop()
*/
void AyStar::Free()
{
this->OpenListQueue.Free(false);
this->openlist_queue.Free(false);
/* 2nd argument above is false, below is true, to free the values only
* once */
this->OpenListHash.Delete(true);
this->ClosedListHash.Delete(true);
this->openlist_hash.Delete(true);
this->closedlist_hash.Delete(true);
#ifdef AYSTAR_DEBUG
printf("[AyStar] Memory free'd\n");
#endif
@ -214,10 +214,10 @@ void AyStar::Clear()
{
/* Clean the Queue, but not the elements within. That will be done by
* the hash. */
this->OpenListQueue.Clear(false);
this->openlist_queue.Clear(false);
/* Clean the hashes */
this->OpenListHash.Clear(true);
this->ClosedListHash.Clear(true);
this->openlist_hash.Clear(true);
this->closedlist_hash.Clear(true);
#ifdef AYSTAR_DEBUG
printf("[AyStar] Cleared AyStar\n");
@ -285,12 +285,12 @@ void AyStar::AddStartNode(AyStarNode *start_node, uint g)
void AyStar::Init(Hash_HashProc hash, uint num_buckets)
{
/* Allocated the Hash for the OpenList and ClosedList */
this->OpenListHash.Init(hash, num_buckets);
this->ClosedListHash.Init(hash, num_buckets);
this->openlist_hash.Init(hash, num_buckets);
this->closedlist_hash.Init(hash, num_buckets);
/* Set up our sorting queue
* BinaryHeap allocates a block of 1024 nodes
* When that one gets full it reserves another one, till this number
* That is why it can stay this high */
this->OpenListQueue.Init(102400);
this->openlist_queue.Init(102400);
}

@ -150,15 +150,10 @@ struct AyStar {
void Clear();
void CheckTile(AyStarNode *current, OpenListNode *parent);
/* These will contain the open and closed lists */
/* The actual closed list */
Hash ClosedListHash;
/* The open queue */
BinaryHeap OpenListQueue;
/* An extra hash to speed up the process of looking up an element in
* the open list */
Hash OpenListHash;
protected:
Hash closedlist_hash; ///< The actual closed list.
BinaryHeap openlist_queue; ///< The open queue.
Hash openlist_hash; ///< An extra hash to speed up the process of looking up an element in the open list.
void OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g);
OpenListNode *OpenListIsInList(const AyStarNode *node);

Loading…
Cancel
Save