OpenTTD-patches/npf.h
matthijs c5c5c9b17c (svn r1834) - Fix: NPF does not check the owner of its target, busses try to enter other players' depots. TODO
- Add: asserts to find the v->u.rail.track == 0 problem.
- Add: IsValidDepot(), IsValidTown(), IsValidSign(), IsValidVehicle(), IsValidStation()
- Add: GetTileOwner(), IsTileOwner()
- Codechange: Replaced IsShipDepotTile(), IsTrainDepotTile(), IsRoadDepotTile() by IsTileDepotType().
- Codechange: typedeffed the MAP_OWNERS as Owner. Should be used as variable type.
- Codechange: Replaced a few uint by TileIndex.
2005-02-06 22:36:08 +00:00

130 lines
4.4 KiB
C

#ifndef NPF_H
#define NPF_H
#include "ttd.h"
#include "aystar.h"
#include "vehicle.h"
//#define NPF_DEBUG
//#define NPF_MARKROUTE //Mark the routes considered by the pathfinder by
//mowing grass
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,
};
enum { /* Flags for AyStarNode.userdata[NPF_NODE_FLAGS]*/
NPF_FLAG_SEEN_SIGNAL = 1, /* Used to mark that a signal was seen on the way, for rail only */
NPF_FLAG_REVERSE = 2, /* Used to mark that this node was reached from the second start node, if applicable */
};
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_NODE_REVERSE flag in the result node to see which
* direction was taken */
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);
/* 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);
/*
* 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 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];
#define REVERSE_TRACKDIR(trackdir) (trackdir ^ 0x8)
#endif // NPF_H