diff --git a/src/pathfinder/npf/aystar.cpp b/src/pathfinder/npf/aystar.cpp index fe2af51563..6fee939705 100644 --- a/src/pathfinder/npf/aystar.cpp +++ b/src/pathfinder/npf/aystar.cpp @@ -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(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); } diff --git a/src/pathfinder/npf/aystar.h b/src/pathfinder/npf/aystar.h index 38101cc911..3c346a80c6 100644 --- a/src/pathfinder/npf/aystar.h +++ b/src/pathfinder/npf/aystar.h @@ -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);