Changeset - r1247:d01094dbcdcc
[Not reviewed]
master
1 22 2
matthijs - 19 years ago 2005-01-31 11:23:10
matthijs@openttd.org
(svn r1751) - Feature: New PathFinder (NPF).
- Supports trains, road vehicles and ships.
- Uses A* pathfinding (same codebase as the new ai).
- Currently unlimited search depth, so might perform badly on large maps/networks (especially ships).
- Will always find a route if there is one.
- Allows custom penalties for obstacles to be set in openttd.cfg (npf_ values).
- With NPF enabled, ships can have orders that are very far apart. Be careful, this will break (ships get lost) when the old pathfinder is used again.
- Feature: Disabling 90 degree turns for trains and ships.
- Requires NPF to be enabled.
- Ships and trains can no longer make weird 90 degree turns on tile borders.
- Codechange: Removed table/directions.h.
- table/directions.h contained ugly static tables but was included more than once. The tables, along with a few new ones are in npf.[ch] now. Better suggestions for a location?
- Fix: Binary heap in queue.c did not allocate enough space, resulting in a segfault.
- Codechange: Rewritten FindFirstBit2x64, added KillFirstBit2x64.
- Codechange: Introduced constant INVALID_TILE, to replace the usage of 0 as an invalid tile. Also replaces TILE_WRAPPED.
- Codechange: Moved TileAddWrap() to map.[ch]
- Add TileIndexDiffCByDir(), TileIndexDiffCByDir().
- Codechange: Moved IsTrainStationTile() to station.h
- Add: IsRoadStationTile() and GetRoadStationDir().
25 files changed with 1423 insertions and 270 deletions:
0 comments (0 inline, 0 general)
Makefile
Show inline comments
 
@@ -595,6 +595,7 @@ C_SOURCES += network_gui.c
 
C_SOURCES += network_server.c
 
C_SOURCES += network_udp.c
 
C_SOURCES += news_gui.c
 
C_SOURCES += npf.c
 
C_SOURCES += oldloader.c
 
C_SOURCES += order_cmd.c
 
C_SOURCES += order_gui.c
functions.h
Show inline comments
 
@@ -26,11 +26,6 @@ void ClickTile(uint tile);
 
void GetTileDesc(uint tile, TileDesc *td);
 
void DrawTile(TileInfo *ti);
 

	
 
uint TileAddWrap(TileIndex tile, int addx, int addy);
 
enum {
 
	TILE_WRAPPED = (uint)-1
 
};
 

	
 
bool IsValidTile(uint tile);
 

	
 
static inline Point RemapCoords(int x, int y, int z)
industry_cmd.c
Show inline comments
 
@@ -978,7 +978,7 @@ static void MaybePlantFarmField(Industry
 
		int x = (i->width>>1) + Random() % 31 - 16;
 
		int y = (i->height>>1) + Random() % 31 - 16;
 
		tile = TileAddWrap(i->xy, x, y);
 
		if (tile != TILE_WRAPPED)
 
		if (tile != INVALID_TILE)
 
			PlantFarmField(tile);
 
	}
 
}
 
@@ -1496,7 +1496,7 @@ static void DoCreateNewIndustry(Industry
 
			int x = Random() % 31 - 16;
 
			int y = Random() % 31 - 16;
 
			uint new_tile = TileAddWrap(tile, x, y);
 
			if (new_tile != TILE_WRAPPED)
 
			if (new_tile != INVALID_TILE)
 
				PlantFarmField(new_tile);
 
		}
 
	}
landscape.c
Show inline comments
 
@@ -721,25 +721,6 @@ TileIndex AdjustTileCoordRandomly(TileIn
 
	));
 
}
 

	
 
// This function checks if we add addx/addy to tile, if we
 
//  do wrap around the edges. For example, tile = (10,2) and
 
//  addx = +3 and addy = -4. This function will now return
 
//  TILE_WRAPPED, because the y is wrapped. This is needed in
 
//  for example, farmland. When the tile is not wrapped,
 
//  the result will be tile + TILE_XY(addx, addy)
 
uint TileAddWrap(TileIndex tile, int addx, int addy)
 
{
 
	uint x, y;
 
	x = TileX(tile) + addx;
 
	y = TileY(tile) + addy;
 

	
 
	// Are we about to wrap?
 
	if (x < MapMaxX() && y < MapMaxY())
 
		return tile + TILE_XY(addx, addy);
 

	
 
	return TILE_WRAPPED;
 
}
 

	
 
bool IsValidTile(uint tile)
 
{
 
	return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());
lang/english.txt
Show inline comments
 
@@ -973,8 +973,8 @@ STR_SHIP_AUTORENEW_FAILED					:{WHITE}Au
 
STR_AIRCRAFT_AUTORENEW_FAILED					:{WHITE}Autorenew failed on aircraft {COMMA16} (money limit)
 

	
 
STR_CONFIG_PATCHES						:{BLACK}Configure Patches
 
STR_CONFIG_PATCHES_TIP						:{BLACK}Configure the patches
 
STR_CONFIG_PATCHES_CAPTION					:{WHITE}Configure Patches
 
STR_CONFIG_PATCHES_TIP									:{BLACK}Configure the patches
 
STR_CONFIG_PATCHES_CAPTION							:{WHITE}Configure Patches
 

	
 
STR_CONFIG_PATCHES_OFF						:Off
 
STR_CONFIG_PATCHES_ON						:On
 
@@ -984,6 +984,7 @@ STR_CONFIG_PATCHES_CATCHMENT					:{LTBLU
 
STR_CONFIG_PATCHES_EXTRADYNAMITE				:{LTBLUE}Allow removal of more town-owned roads, bridges, etc: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_MAMMOTHTRAINS				:{LTBLUE}Enable building very long trains: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_REALISTICACCEL				:{LTBLUE}Enable realistic acceleration for trains: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_FORBID_90_DEG				:{LTBLUE}Forbid trains and ships to make 90 deg turns: {ORANGE}{STRING} {LTBLUE} (requires NPF)
 
STR_CONFIG_PATCHES_JOINSTATIONS					:{LTBLUE}Join train stations built next to each other: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_FULLLOADANY					:{LTBLUE}Leave station when any cargo is full, if 'full load': {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_IMPROVEDLOAD					:{LTBLUE}Use improved loading algorithm: {ORANGE}{STRING}
 
@@ -1003,7 +1004,8 @@ STR_CONFIG_PATCHES_AUTOSCROLL					:{LTBL
 
STR_CONFIG_PATCHES_BRIBE					:{LTBLUE}Allow bribing of the local authority: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_NEW_DEPOT_FINDING				:{LTBLUE}New depot finding: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_NONUNIFORM_STATIONS				:{LTBLUE}Nonuniform stations: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND				:{LTBLUE}New algorithm for train pathfinding: {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND				:{LTBLUE}New algorithm for train pathfinding (NTP): {ORANGE}{STRING}
 
STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL				:{LTBLUE}New global pathfinding (NPF, overrides NTP): {ORANGE}{STRING}
 

	
 
STR_CONFIG_PATCHES_SMALL_AIRPORTS				:{LTBLUE}Always allow small airports: {ORANGE}{STRING}
 

	
macros.h
Show inline comments
 
@@ -110,14 +110,32 @@ extern const byte _ffb_64[128];
 

	
 
static inline int FindFirstBit2x64(int value)
 
{
 
/*
 
	int i = 0;
 
	if ( (byte) value == 0) {
 
		i += 8;
 
		value >>= 8;
 
	}
 
	return i + FIND_FIRST_BIT(value & 0x3F);
 

	
 
Faster ( or at least cleaner ) implementation below?
 
*/
 
	if ( (byte) value == 0) {
 
		return FIND_FIRST_BIT((value >> 8) & 0x3F) + 8;
 
	} else {
 
		return FIND_FIRST_BIT(value & 0x3F);
 
	}
 

	
 
}
 

	
 
static inline int KillFirstBit2x64(int value)
 
{
 
	if ( (byte) value == 0) {
 
		return KILL_FIRST_BIT((value >> 8) & 0x3F) << 8;
 
	} else {
 
		return value & (KILL_FIRST_BIT(value & 0x3F)|0x3F00);
 
	}
 
}
 

	
 
/* [min,max), strictly less than */
 
#define IS_BYTE_INSIDE(a,min,max) ((byte)((a)-(min)) < (byte)((max)-(min)))
map.c
Show inline comments
 
@@ -108,6 +108,32 @@ uint ScaleByMapSize1D(uint n)
 
}
 

	
 

	
 
// This function checks if we add addx/addy to tile, if we
 
//  do wrap around the edges. For example, tile = (10,2) and
 
//  addx = +3 and addy = -4. This function will now return
 
//  INVALID_TILE, because the y is wrapped. This is needed in
 
//  for example, farmland. When the tile is not wrapped,
 
//  the result will be tile + TILE_XY(addx, addy)
 
uint TileAddWrap(TileIndex tile, int addx, int addy)
 
{
 
	uint x, y;
 
	x = TileX(tile) + addx;
 
	y = TileY(tile) + addy;
 

	
 
	// Are we about to wrap?
 
		if (x < MapMaxX() && y < MapMaxY())
 
		return tile + TILE_XY(addx, addy);
 

	
 
	return INVALID_TILE;
 
}
 

	
 
const TileIndexDiffC _tileoffs_by_dir[] = {
 
	{-1,  0},
 
	{ 0,  1},
 
	{ 1,  0},
 
	{ 0, -1}
 
};
 

	
 
uint DistanceManhattan(TileIndex t0, TileIndex t1)
 
{
 
	return
 
@@ -151,10 +177,3 @@ uint DistanceFromEdge(TileIndex tile)
 
	return minl < minh ? minl : minh;
 
}
 

	
 

	
 
const TileIndexDiffC _tileoffs_by_dir[] = {
 
	{-1,  0},
 
	{ 0,  1},
 
	{ 1,  0},
 
	{ 0, -1}
 
};
map.h
Show inline comments
 
@@ -35,7 +35,9 @@ uint ScaleByMapSize(uint); // Scale rela
 
uint ScaleByMapSize1D(uint); // Scale relative to the circumference of the map
 

	
 
typedef uint32 TileIndex;
 

	
 
enum {
 
	INVALID_TILE = (uint32) -1
 
};
 

	
 
static inline uint TileX(TileIndex tile)
 
{
 
@@ -71,6 +73,24 @@ static inline TileIndexDiff ToTileIndexD
 

	
 
#define TILE_ADDXY(tile, x, y) TILE_ADD(tile, TILE_XY(x, y))
 

	
 
uint TileAddWrap(TileIndex tile, int addx, int addy);
 

	
 
static inline TileIndexDiffC TileIndexDiffCByDir(uint dir) {
 
	extern const TileIndexDiffC _tileoffs_by_dir[4];
 
	return _tileoffs_by_dir[dir];
 
}
 

	
 
/* Returns tile + the diff given in diff. If the result tile would end up
 
 * outside of the map, INVALID_TILE is returned instead.
 
 */
 
static inline TileIndex AddTileIndexDiffCWrap(TileIndex tile, TileIndexDiffC diff) {
 
	int x = TileX(tile) + diff.x;
 
	int y = TileY(tile) + diff.y;
 
	if (x < 0 || y < 0 || x > (int)MapMaxX() || y > (int)MapMaxY())
 
		return INVALID_TILE;
 
	else
 
		return TILE_XY(x, y);
 
}
 

	
 
// Functions to calculate distances
 
uint DistanceManhattan(TileIndex, TileIndex); // also known as L1-Norm
misc.c
Show inline comments
 
@@ -173,6 +173,7 @@ void InitializeStations(void);
 
static void InitializeNameMgr(void);
 
void InitializePlayers(void);
 
static void InitializeCheats(void);
 
void InitializeNPF(void);
 

	
 
void GenerateLandscape(void);
 
void GenerateClearTile(void);
 
@@ -235,6 +236,7 @@ void InitializeGame(uint log_x, uint log
 
	InitializeNameMgr();
 
	InitializeVehiclesGuiList();
 
	InitializeTrains();
 
	InitializeNPF();
 

	
 
	InitializePlayers();
 
	InitializeCheats();
npf.c
Show inline comments
 
new file 100644
 
#include "stdafx.h"
 
#include "ttd.h"
 
#include "npf.h"
 
#include "aystar.h"
 
#include "macros.h"
 
#include "pathfind.h"
 
#include "station.h"
 
#include "tile.h"
 

	
 
AyStar _train_find_station;
 
AyStar _train_find_depot;
 
AyStar _road_find_station;
 
AyStar _road_find_depot;
 
AyStar _npf_aystar;
 

	
 
/* 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] = {
 
	0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
 
	0x40, 0x40, 0x40, 0x10, 0x80, 0x20
 
};
 

	
 
/* 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] = {
 
	0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
 
	0x80, 0x80, 0x80, 0x20, 0x40, 0x10
 
};
 

	
 
/* Maps a trackdir to the trackdirs that can be reached from it (ie, when
 
 * entering the next tile */
 
const uint16 _trackdir_reaches_trackdirs[14] = {
 
0x1009, 0x0016, 0x1009, 0x0016, 0x0520, 0x0016, 0, 0,
 
0x0520, 0x2A00, 0x2A00, 0x0520, 0x2A00, 0x1009
 
};
 

	
 
/* Maps a trackdir to all trackdirs that make 90 deg turns with it. */
 
const uint16 _trackdir_crosses_trackdirs[14] = {
 
0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C, 0, 0,
 
0x0202, 0x0101, 0x3030, 0x3030, 0x0C0C, 0x0C0C
 
};
 

	
 
/* Maps a track to all tracks that make 90 deg turns with it. */
 
const byte _track_crosses_tracks[6] = {
 
	0x2, /* Track 1 -> Track 2 */
 
	0x1, /* Track 2 -> Track 1 */
 
	0x30, /* Upper -> Left | Right */
 
	0x30, /* Lower -> Left | Right */
 
	0x0C, /* Left -> Upper | Lower */
 
	0x0C, /* Right -> Upper | Lower */
 
};
 

	
 
/* Maps a trackdir to the (4-way) direction the tile is exited when following
 
 * that trackdir */
 
const byte _trackdir_to_exitdir[14] = {
 
	0,1,0,1,2,1, 0,0,
 
	2,3,3,2,3,0,
 
};
 

	
 
const byte _track_exitdir_to_trackdir[6][4] = {
 
	{0,    0xff, 8,    0xff},
 
	{0xff, 1,    0xff, 9},
 
	{2,    0xff, 0xff, 10},
 
	{0xff, 3,    11,   0xf},
 
	{0xff, 0xff, 4,    12},
 
	{13,   5,    0xff, 0xff}
 
};
 

	
 
const byte _track_direction_to_trackdir[6][8] = {
 
	{0xff, 0,    0xff, 0xff, 0xff, 8,    0xff, 0xff},
 
	{0xff, 0xff, 0xff, 1,    0xff, 0xff, 0xff, 9},
 
	{0xff, 0xff, 2,    0xff, 0xff, 0xff, 10,   0xff},
 
	{0xff, 0xff, 3,    0xff, 0xff, 0xff, 11,   0xff},
 
	{12,   0xff, 0xff, 0xff, 4,    0xff, 0xff, 0xff},
 
	{13,   0xff, 0xff, 0xff, 5,    0xff, 0xff, 0xff}
 
};
 

	
 
const byte _dir_to_diag_trackdir[4] = {
 
	0, 1, 8, 9,
 
};
 

	
 
const byte _reverse_dir[4] = {
 
	2, 3, 0, 1
 
};
 

	
 
const byte _reverse_trackdir[14] = {
 
	8, 9, 10, 11, 12, 13, 0xFF, 0xFF,
 
	0, 1, 2,  3,  4,  5
 
};
 

	
 
/* The cost of each trackdir. A diagonal piece is the full NPF_TILE_LENGTH,
 
 * the shorter piece is sqrt(2)/2*NPF_TILE_LENGTH =~ 0.7071
 
 */
 
#define NPF_STRAIGHT_LENGTH (uint)(NPF_TILE_LENGTH * 0.7071)
 
static const uint _trackdir_length[14] = {
 
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, 0, 0,
 
NPF_TILE_LENGTH, NPF_TILE_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH, NPF_STRAIGHT_LENGTH
 
};
 

	
 
uint NTPHash(uint key1, uint key2)
 
{
 
	return PATHFIND_HASH_TILE(key1);
 
}
 

	
 
int32 NPFCalcZero(AyStar* as, AyStarNode* current, OpenListNode* parent) {
 
	return 0;
 
}
 

	
 
/* Calcs the heuristic to the target station (using NPFFindStationOrTileData). After
 
 * will save the heuristic into NPFFoundTargetData if it is the smallest until
 
 * now. It will then also save AyStarNode.user_data[NPF_TRACKDIR_CHOICE] in
 
 * best_trackdir
 
 */
 
int32 NPFCalcStationOrTileHeuristic(AyStar* as, AyStarNode* current, OpenListNode* parent) {
 
	NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
 
	NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
 
	TileIndex from = current->tile;
 
	TileIndex to = fstd->dest_coords;
 
	uint dist = DistanceManhattan(from, to) * NPF_TILE_LENGTH;
 

	
 
	if (dist < ftd->best_bird_dist) {
 
		ftd->best_bird_dist = dist;
 
		ftd->best_trackdir = current->user_data[NPF_TRACKDIR_CHOICE];
 
	}
 
	#ifdef NPF_DEBUG
 
	debug("Calculating H for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), dist);
 
	#endif
 
	return dist;
 
}
 

	
 
/* Fills AyStarNode.user_data[NPF_TRACKDIRCHOICE] with the chosen direction to
 
 * get here, either getting it from the current choice or from the parent's
 
 * choice */
 
void NPFFillTrackdirChoice(AyStarNode* current, OpenListNode* parent)
 
{
 
	if (parent->path.parent == NULL) {
 
		byte trackdir = current->direction;
 
		/* This is a first order decision, so we'd better save the
 
		 * direction we chose */
 
		current->user_data[NPF_TRACKDIR_CHOICE] = trackdir;
 
		#ifdef NPF_DEBUG
 
		debug("Saving trackdir: %#x", trackdir);
 
		#endif
 
	} else {
 
		/* We've already made the decision, so just save our parent's
 
		 * decision */
 
		current->user_data[NPF_TRACKDIR_CHOICE] = parent->path.node.user_data[NPF_TRACKDIR_CHOICE];
 
	}
 

	
 
}
 

	
 
/* Will return the cost of the tunnel. If it is an entry, it will return the
 
 * cost of that tile. If the tile is an exit, it will return the tunnel length
 
 * including the exit tile. Requires that this is a Tunnel tile */
 
uint NPFTunnelCost(AyStarNode* current) {
 
	byte exitdir = _trackdir_to_exitdir[current->direction];
 
	TileIndex tile = current->tile;
 
	if ( (uint)(_map5[tile] & 3) == _reverse_dir[exitdir]) {
 
		/* We just popped out if this tunnel, since were
 
		 * facing the tunnel exit */
 
		FindLengthOfTunnelResult flotr;
 
		flotr = FindLengthOfTunnel(tile, _reverse_dir[exitdir]);
 
		return flotr.length * NPF_TILE_LENGTH;
 
		//TODO: Penalty for tunnels?
 
	} else {
 
		/* We are entering the tunnel, the enter tile is just a
 
		 * straight track */
 
		return NPF_TILE_LENGTH;
 
	}
 
}
 

	
 
uint NPFSlopeCost(AyStarNode* current) {
 
	TileIndex next = current->tile + TileOffsByDir(_trackdir_to_exitdir[current->direction]);
 
	if (GetTileZ(next) > GetTileZ(current->tile)) {
 
		/* Slope up */
 
		return _patches.npf_rail_slope_penalty;
 
	}
 
	return 0;
 
	/* Should we give a bonus for slope down? Probably not, we
 
	 * could just substract that bonus from the penalty, because
 
	 * there is only one level of steepness... */
 
}
 

	
 
void NPFMarkTile(TileIndex tile) {
 
	switch(GetTileType(tile)) {
 
		case MP_RAILWAY:
 
		case MP_STREET:
 
			/* DEBUG: mark visited tiles by mowing the grass under them
 
			 * ;-) */
 
			_map2[tile] &= ~15;
 
			MarkTileDirtyByTile(tile);
 
			break;
 
		default:
 
			break;
 
	}
 
}
 

	
 
int32 NPFWaterPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
 
	//TileIndex tile = current->tile;
 
	int32 cost = 0;
 
	byte trackdir = current->direction;
 

	
 
	cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
 

	
 
	/* TODO Penalties? */
 

	
 
	return cost;
 
}
 

	
 
/* Determine the cost of this node, for road tracks */
 
int32 NPFRoadPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
 
	TileIndex tile = current->tile;
 
	int32 cost = 0;
 
	/* Determine base length */
 
	switch (GetTileType(tile)) {
 
		case MP_TUNNELBRIDGE:
 
			if ((_map5[tile] & 0xF0)==0) {
 
				cost = NPFTunnelCost(current);
 
				break;
 
			}
 
			/* Fall through if above if is false, it is a bridge
 
			 * then. We treat that as ordinary rail */
 
		case MP_STREET:
 
			cost = NPF_TILE_LENGTH;
 
			break;
 
		default:
 
			break;
 
	}
 

	
 
	/* Determine extra costs */
 

	
 
	/* Check for slope */
 
	cost += NPFSlopeCost(current);
 

	
 
	/* Check for turns */
 
	//TODO
 

	
 
	#ifdef NPF_MARKROUTE
 
	NPFMarkTile(tile);
 
	#endif
 
	#ifdef NPF_DEBUG
 
	debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
 
	#endif
 
	return cost;
 
}
 

	
 

	
 
/* Determine the cost of this node, for railway tracks */
 
int32 NPFRailPathCost(AyStar* as, AyStarNode* current, OpenListNode* parent) {
 
	TileIndex tile = current->tile;
 
	byte trackdir = current->direction;
 
	int32 cost = 0;
 
	/* Determine base length */
 
	switch (GetTileType(tile)) {
 
		case MP_TUNNELBRIDGE:
 
			if ((_map5[tile] & 0xF0)==0) {
 
				cost = NPFTunnelCost(current);
 
				break;
 
			}
 
			/* Fall through if above if is false, it is a bridge
 
			 * then. We treat that as ordinary rail */
 
		case MP_RAILWAY:
 
			cost = _trackdir_length[trackdir]; /* Should be different for diagonal tracks */
 
			break;
 
		case MP_STREET: /* Railway crossing */
 
			cost = NPF_TILE_LENGTH;
 
			break;
 
		default:
 
			break;
 
	}
 

	
 
	/* Determine extra costs */
 

	
 
	/* Ordinary track with signals */
 
	if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
 
		if ((_map2[tile] & _signal_along_trackdir[trackdir]) == 0) {
 
			/* Signal facing us is red */
 
			if (!(current->user_data[NPF_NODE_FLAGS] & NPF_FLAG_SEEN_SIGNAL)) {
 
				/* Penalize the first signal we
 
				 * encounter, if it is red */
 
				cost += _patches.npf_rail_firstred_penalty;
 
			}
 
		}
 
		current->user_data[NPF_NODE_FLAGS] |= NPF_FLAG_SEEN_SIGNAL;
 
	}
 

	
 
	/* Check for slope */
 
	cost += NPFSlopeCost(current);
 

	
 
	/* Check for turns */
 
	//TODO
 

	
 
	/* Check for occupied track */
 
	//TODO
 

	
 
	/* Check for station tiles */
 
	if (IsTileType(tile, MP_STATION)) {
 
		/* We give a station tile a penalty. Logically we would only
 
		 * want to give station tiles that are not our destination
 
		 * this penalty. This would discourage trains to drive through
 
		 * busy stations. But, we can just give any station tile a
 
		 * penalty, because every possible route will get this penalty
 
		 * exactly once, on its end tile (if it's a station) and it
 
		 * will therefore not make a difference. */
 
		cost += _patches.npf_rail_station_penalty;
 
	}
 

	
 
	#ifdef NPF_MARKROUTE
 
	NPFMarkTile(tile);
 
	#endif
 
	#ifdef NPF_DEBUG
 
	debug("Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
 
	#endif
 
	return cost;
 
}
 

	
 
/* Will find any depot */
 
int32 NPFFindDepot(AyStar* as, OpenListNode *current) {
 
	TileIndex tile = current->path.node.tile;
 
	bool isDepot;
 
	switch(GetTileType(tile)) {
 
		case MP_RAILWAY:
 
			/* Check if this is a rail depot */
 
			isDepot = IsTrainDepotTile(tile);
 
			break;
 
		case MP_STREET:
 
			/* Check if this is a road depot */
 
			isDepot = IsRoadDepotTile(tile);
 
			break;
 
		case MP_WATER:
 
			isDepot = IsShipDepotTile(tile);
 
			break;
 
		default:
 
			isDepot = false;
 
			break;
 
	}
 
	if (isDepot)
 
		return AYSTAR_FOUND_END_NODE;
 
	else
 
		return AYSTAR_DONE;
 
}
 

	
 
/* Will find a station identified using the NPFFindStationOrTileData */
 
int32 NPFFindStationOrTile(AyStar* as, OpenListNode *current) {
 
	/* If GetNeighbours said we could get here, we assume the station type
 
	 * is correct */
 
	NPFFindStationOrTileData* fstd = (NPFFindStationOrTileData*)as->user_target;
 
	TileIndex tile = current->path.node.tile;
 
	if (	(fstd->station_index == -1 && tile == fstd->dest_coords) || /* We've found the tile, or */
 
		(IsTileType(tile, MP_STATION) && _map2[tile] == fstd->station_index) /* the station */
 
	   )
 
			return AYSTAR_FOUND_END_NODE;
 
	else
 
		return AYSTAR_DONE;
 
}
 

	
 
/* To be called when current contains the (shortest route to) the target node.
 
 * Will fill the contents of the NPFFoundTargetData using
 
 * AyStarNode[NPF_TRACKDIR_CHOICE].
 
 */
 
void NPFSaveTargetData(AyStar* as, OpenListNode* current) {
 
	NPFFoundTargetData* ftd = (NPFFoundTargetData*)as->user_path;
 
	ftd->best_trackdir = current->path.node.user_data[NPF_TRACKDIR_CHOICE];
 
	ftd->best_path_dist = current->g;
 
	ftd->best_bird_dist = 0;
 
	ftd->node = current->path.node;
 
}
 

	
 
/* Will just follow the results of GetTileTrackStatus concerning where we can
 
 * go and where not. Uses AyStar.user_data[NPF_TYPE] as the transport type and
 
 * an argument to GetTileTrackStatus. Will skip tunnels, meaning that the
 
 * entry and exit are neighbours. Will fill AyStarNode.user_data[NPF_TRACKDIR_CHOICE] with an
 
 * appropriate value, and copy AyStarNode.user_data[NPF_NODE_FLAGS] from the
 
 * parent */
 
void NPFFollowTrack(AyStar* aystar, OpenListNode* current) {
 
	byte src_trackdir = current->path.node.direction;
 
	TileIndex src_tile = current->path.node.tile;
 
	byte src_exitdir = _trackdir_to_exitdir[src_trackdir];
 
	FindLengthOfTunnelResult flotr;
 
	TileIndex dst_tile;
 
	int i = 0;
 
	uint trackdirs, ts;
 
	TransportType type = aystar->user_data[NPF_TYPE];
 
	/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
 
	aystar->num_neighbours = 0;
 
	#ifdef NPF_DEBUG
 
	debug("Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);
 
	#endif
 

	
 
	/* Find dest tile */
 
	if (IsTileType(src_tile, MP_TUNNELBRIDGE) && (_map5[src_tile] & 0xF0)==0 && (_map5[src_tile] & 3) == src_exitdir) {
 
		/* This is a tunnel. We know this tunnel is our type,
 
		 * otherwise we wouldn't have got here. It is also facing us,
 
		 * so we should skip it's body */
 
		flotr = FindLengthOfTunnel(src_tile, src_exitdir);
 
		dst_tile = flotr.tile;
 
	} else {
 
		if (
 
			(type == TRANSPORT_ROAD && IsRoadStationTile(src_tile))
 
			|| (type == TRANSPORT_ROAD && IsRoadDepotTile(src_tile))
 
			|| (type == TRANSPORT_RAIL && IsTrainDepotTile(src_tile))
 
			){
 
			/* This is a road station or a train or road depot. We can enter and exit
 
			 * those from one side only. Trackdirs don't support that (yet), so we'll
 
			 * do this here. */
 

	
 
			byte exitdir;
 
			/* Find out the exit direction first */
 
			if (IsRoadStationTile(src_tile))
 
				exitdir = GetRoadStationDir(src_tile);
 
			else /* Train or road depot. Direction is stored the same for both, in map5 */
 
				exitdir = _map5[src_tile] & 3; /* Extract the direction from the map */
 

	
 
			/* Let's see if were headed the right way */
 
			if (src_trackdir != _dir_to_diag_trackdir[exitdir])
 
				/* Not going out of the station/depot through the exit, but the back. No
 
				 * neighbours then. */
 
				return;
 
		}
 
		/* This a normal tile, a bridge, a tunnel exit, etc. */
 
		dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDir(_trackdir_to_exitdir[src_trackdir]));
 
		if (dst_tile == INVALID_TILE) {
 
			/* We reached the border of the map */
 
			/* TODO Nicer control flow for this */
 
			return;
 
		}
 
	}
 

	
 
	// TODO: check correct rail type (mono, maglev, etc)
 
	// TODO: check tile owner
 

	
 
	/* Determine available tracks */
 
	if (type == TRANSPORT_ROAD && (IsRoadStationTile(dst_tile) || IsRoadDepotTile(dst_tile))){
 
		byte exitdir;
 
		/* Road stations and depots return 0 on GTTS, so we have to do this by hand... */
 
			if (IsRoadStationTile(dst_tile))
 
				exitdir = GetRoadStationDir(dst_tile);
 
			else /* Road depot */
 
				exitdir = _map5[dst_tile] & 3; /* Extract the direction from the map */
 
			ts = (1 << _dir_to_diag_trackdir[exitdir]) |
 
					(1 << _dir_to_diag_trackdir[_reverse_dir[exitdir]]);
 
					/* Find the trackdirs that are available for a station with this orientation. They are in both directions */
 
	} else {
 
		ts = GetTileTrackStatus(dst_tile, type);
 
	}
 
	trackdirs = ts & 0x3F3F; /* Filter out signal status and the unused bits */
 

	
 
	#ifdef NPF_DEBUG
 
	debug("Next node: (%d, %d) [%d], possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), dst_tile, trackdirs);
 
	#endif
 
	/* Select only trackdirs we can reach from our current trackdir */
 
	trackdirs &= _trackdir_reaches_trackdirs[src_trackdir];
 
	if (_patches.forbid_90_deg && (type == TRANSPORT_RAIL || type == TRANSPORT_WATER)) /* Filter out trackdirs that would make 90 deg turns for trains */
 
		trackdirs &= ~_trackdir_crosses_trackdirs[src_trackdir];
 
	#ifdef NPF_DEBUG
 
	debug("After filtering: (%d, %d), possible trackdirs: %#x", TileX(dst_tile), TileY(dst_tile), trackdirs);
 
	#endif
 

	
 
	/* Enumerate possible track */
 
	while (trackdirs != 0) {
 
		byte dst_trackdir;
 
		dst_trackdir =  FindFirstBit2x64(trackdirs);
 
		trackdirs = KillFirstBit2x64(trackdirs);
 
		#ifdef NPF_DEBUG
 
		debug("Expanded into trackdir: %d, remaining trackdirs: %#x", dst_trackdir, trackdirs);
 
		#endif
 

	
 
		/* Check for oneway signal against us */
 
		if (IsTileType(dst_tile, MP_RAILWAY) && (_map5[dst_tile]&0xC0) == 0x40) {
 
			// the tile has a signal
 
			byte signal_present = _map3_lo[dst_tile];
 
			if (!(signal_present & _signal_along_trackdir[dst_trackdir])) {
 
				// if one way signal not pointing towards us, stop going in this direction.
 
				if (signal_present & _signal_against_trackdir[dst_trackdir])
 
					break;
 
			}
 
		}
 
		{
 
			/* We've found ourselves a neighbour :-) */
 
			AyStarNode* neighbour = &aystar->neighbours[i];
 
			neighbour->tile = dst_tile;
 
			neighbour->direction = dst_trackdir;
 
			/* Save user data */
 
			neighbour->user_data[NPF_NODE_FLAGS] = current->path.node.user_data[NPF_NODE_FLAGS];
 
			NPFFillTrackdirChoice(neighbour, current);
 
		}
 
		i++;
 
	}
 
	aystar->num_neighbours = i;
 
}
 

	
 
/*
 
 * Plan a route to the specified target (which is checked by target_proc),
 
 * from start1 and if not NULL, from start2 as well. The type of transport we
 
 * are checking is in type.
 
 * When we are looking for one specific target (optionally multiple tiles), we
 
 * should use a good heuristic to perform aystar search. When we search for
 
 * multiple targets that are spread around, we should perform a breadth first
 
 * search by specifiying CalcZero as our heuristic.
 
 */
 
NPFFoundTargetData NPFRouteInternal(AyStarNode* start1, AyStarNode* start2, NPFFindStationOrTileData* target, AyStar_EndNodeCheck target_proc, AyStar_CalculateH heuristic_proc, TransportType type) {
 
	int r;
 
	NPFFoundTargetData result;
 

	
 
	/* Initialize procs */
 
	_npf_aystar.CalculateH = heuristic_proc;
 
	_npf_aystar.EndNodeCheck = target_proc;
 
	_npf_aystar.FoundEndNode = NPFSaveTargetData;
 
	_npf_aystar.GetNeighbours = NPFFollowTrack;
 
	if (type == TRANSPORT_RAIL)
 
		_npf_aystar.CalculateG = NPFRailPathCost;
 
	else if (type == TRANSPORT_ROAD)
 
		_npf_aystar.CalculateG = NPFRoadPathCost;
 
	else if (type == TRANSPORT_WATER)
 
		_npf_aystar.CalculateG = NPFWaterPathCost;
 
	else
 
		assert(0);
 

	
 
	/* Initialize Start Node(s) */
 
	start1->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
 
	start1->user_data[NPF_NODE_FLAGS] = 0;
 
	_npf_aystar.addstart(&_npf_aystar, start1);
 
	if (start2) {
 
		start2->user_data[NPF_TRACKDIR_CHOICE] = 0xff;
 
		start2->user_data[NPF_NODE_FLAGS] = NPF_FLAG_REVERSE;
 
		_npf_aystar.addstart(&_npf_aystar, start2);
 
	}
 

	
 
	/* Initialize result */
 
	result.best_bird_dist = (uint)-1;
 
	result.best_path_dist = (uint)-1;
 
	result.best_trackdir = 0xff;
 
	_npf_aystar.user_path = &result;
 

	
 
	/* Initialize target */
 
	_npf_aystar.user_target = target;
 

	
 
	/* Initialize user_data */
 
	_npf_aystar.user_data[NPF_TYPE] = type;
 

	
 
	/* GO! */
 
	r = AyStarMain_Main(&_npf_aystar);
 
	assert(r != AYSTAR_STILL_BUSY);
 

	
 
	if (result.best_bird_dist != 0) {
 
		if (target) {
 
			DEBUG(misc, 1) ("NPF: Could not find route to 0x%x from 0x%x.", target->dest_coords, start1->tile);
 
		} else {
 
			/* Assumption: target == NULL, so we are looking for a depot */
 
			DEBUG(misc, 1) ("NPF: Could not find route to a depot from 0x%x.", start1->tile);
 
		}
 

	
 
	}
 
	return result;
 
}
 

	
 
NPFFoundTargetData NPFRouteToStationOrTileTwoWay(TileIndex tile1, byte trackdir1, TileIndex tile2, byte trackdir2, NPFFindStationOrTileData* target, TransportType type) {
 
	AyStarNode start1;
 
	AyStarNode start2;
 

	
 
	start1.tile = tile1;
 
	start2.tile = tile2;
 
	start1.direction = trackdir1;
 
	start2.direction = trackdir2;
 

	
 
	return NPFRouteInternal(&start1, &start2, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type);
 
}
 

	
 
NPFFoundTargetData NPFRouteToStationOrTile(TileIndex tile, byte trackdir, NPFFindStationOrTileData* target, TransportType type) {
 
	AyStarNode start;
 

	
 
	assert(tile != 0);
 

	
 
	start.tile = tile;
 
	start.direction = trackdir;
 
	/* We set this in case the target is also the start tile, we will just
 
	 * return a not found then */
 
	start.user_data[NPF_TRACKDIR_CHOICE] = 0xff;
 

	
 
	return NPFRouteInternal(&start, NULL, target, NPFFindStationOrTile, NPFCalcStationOrTileHeuristic, type);
 
}
 

	
 
NPFFoundTargetData NPFRouteToDepotBreadthFirst(TileIndex tile, byte trackdir, TransportType type) {
 
	AyStarNode start;
 

	
 
	start.tile = tile;
 
	start.direction = trackdir;
 
	/* We set this in case the target is also the start tile, we will just
 
	 * return a not found then */
 
	start.user_data[NPF_TRACKDIR_CHOICE] = 0xff;
 

	
 
	/* perform a breadth first search. Target is NULL,
 
	 * since we are just looking for any depot...*/
 
	return NPFRouteInternal(&start, NULL, NULL, NPFFindDepot, NPFCalcZero, type);
 
}
 

	
 
NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, byte trackdir, TransportType type) {
 
	/* Okay, what we're gonna do. First, we look at all depots, calculate
 
	 * the manhatten distance to get to each depot. We then sort them by
 
	 * distance. We start by trying to plan a route to the closest, then
 
	 * the next closest, etc. We stop when the best route we have found so
 
	 * far, is shorter than the manhattan distance. This will obviously
 
	 * always find the closest depot. It will probably be most efficient
 
	 * for ships, since the heuristic will not be to far off then. I hope.
 
	 */
 
	Queue depots;
 
	uint i;
 
	TileType tiletype = 0;
 
	int r;
 
	NPFFoundTargetData best_result;
 
	NPFFoundTargetData result;
 
	NPFFindStationOrTileData target;
 
	AyStarNode start;
 
	Depot* current;
 

	
 

	
 
	/* This is a little ugly, but it works :-S */
 
	if (type == TRANSPORT_ROAD)
 
		tiletype = MP_STREET;
 
	else if (type == TRANSPORT_RAIL)
 
		tiletype = MP_RAILWAY;
 
	else if (type == TRANSPORT_WATER)
 
		tiletype = MP_WATER;
 
	else
 
		assert(0);
 

	
 
	init_InsSort(&depots);
 
	/* Okay, let's find all depots that we can use first */
 
	for (i=0;i<lengthof(_depots);i++) {
 
		int depot_tile = _depots[i].xy;
 
		if (IsTileType(depot_tile, tiletype))
 
			depots.push(&depots, &_depots[i], DistanceManhattan(tile, depot_tile));
 

	
 
	}
 

	
 
	/* Now, let's initialise the aystar */
 

	
 
	/* Initialize procs */
 
	_npf_aystar.CalculateH = NPFCalcStationOrTileHeuristic;
 
	_npf_aystar.EndNodeCheck = NPFFindStationOrTile;
 
	_npf_aystar.FoundEndNode = NPFSaveTargetData;
 
	_npf_aystar.GetNeighbours = NPFFollowTrack;
 
	if (type == TRANSPORT_RAIL)
 
		_npf_aystar.CalculateG = NPFRailPathCost;
 
	else if (type == TRANSPORT_ROAD)
 
		_npf_aystar.CalculateG = NPFRoadPathCost;
 
	else if (type == TRANSPORT_WATER)
 
		_npf_aystar.CalculateG = NPFWaterPathCost;
 
	else
 
		assert(0);
 

	
 
	/* Initialize target */
 
	target.station_index = -1; /* We will initialize dest_coords inside the loop below */
 
	_npf_aystar.user_target = &target;
 

	
 
	/* Initialize user_data */
 
	_npf_aystar.user_data[NPF_TYPE] = type;
 

	
 
	/* Initialize Start Node */
 
	start.tile = tile;
 
	start.direction = trackdir; /* We will initialize user_data inside the loop below */
 

	
 
	/* Initialize Result */
 
	_npf_aystar.user_path = &result;
 
	best_result.best_path_dist = (uint)-1;
 

	
 
	/* Just iterate the depots in order of increasing distance */
 
	while ((current = depots.pop(&depots))) {
 
		/* Check to see if we already have a path shorter than this
 
		 * depot's manhattan distance. Hack: We call DistanceManhattan
 
		 * again, we should probably modify the queue to give us that
 
		 * value... */
 
		if ( DistanceManhattan(tile, current->xy * NPF_TILE_LENGTH) > best_result.best_path_dist)
 
			break;
 

	
 
		/* Initialize Start Node */
 
		/* We set this in case the target is also the start tile, we will just
 
		 * return a not found then */
 
		start.user_data[NPF_TRACKDIR_CHOICE] = 0xff;
 
		start.user_data[NPF_NODE_FLAGS] = 0;
 
		_npf_aystar.addstart(&_npf_aystar, &start);
 

	
 
		/* Initialize result */
 
		result.best_bird_dist = (uint)-1;
 
		result.best_path_dist = (uint)-1;
 
		result.best_trackdir = 0xff;
 

	
 
		/* Initialize target */
 
		target.dest_coords = current->xy;
 

	
 
		/* GO! */
 
		r = AyStarMain_Main(&_npf_aystar);
 
		assert(r != AYSTAR_STILL_BUSY);
 

	
 
		/* This depot is closer */
 
		if (result.best_path_dist < best_result.best_path_dist)
 
			best_result = result;
 
	}
 
	if (result.best_bird_dist != 0) {
 
		DEBUG(misc, 1) ("NPF: Could not find route to any depot from 0x%x.", tile);
 
	}
 
	return best_result;
 
}
 

	
 
void InitializeNPF(void)
 
{
 
		init_AyStar(&_npf_aystar, NTPHash, 1024);
 
		_npf_aystar.loops_per_tick = 0;
 
		_npf_aystar.max_path_cost = 0;
 
		_npf_aystar.max_search_nodes = 0;
 
		/*
 
		init_AyStar(&_train_find_station, NTPHash, 1024);
 
		init_AyStar(&_train_find_depot, NTPHash, 1024);
 
		init_AyStar(&_road_find_station, NTPHash, 1024);
 
		init_AyStar(&_road_find_depot, NTPHash, 1024);
 

	
 
		_train_find_station.loops_per_tick = 0;
 
		_train_find_depot.loops_per_tick = 0;
 
		_road_find_station.loops_per_tick = 0;
 
		_road_find_depot.loops_per_tick = 0;
 

	
 
		_train_find_station.max_path_cost = 0;
 
		_train_find_depot.max_path_cost = 0;
 
		_road_find_station.max_path_cost = 0;
 
		_road_find_depot.max_path_cost = 0;
 

	
 
		_train_find_station.max_search_nodes = 0;
 
		_train_find_depot.max_search_nodes = 0;
 
		_road_find_station.max_search_nodes = 0;
 
		_road_find_depot.max_search_nodes = 0;
 

	
 
		_train_find_station.CalculateG = NPFRailPathCost;
 
		_train_find_depot.CalculateG = NPFRailPathCost;
 
		_road_find_station.CalculateG = NPFRoadPathCost;
 
		_road_find_depot.CalculateG = NPFRoadPathCost;
 

	
 
		_train_find_station.CalculateH = NPFCalcStationHeuristic;
 
		_train_find_depot.CalculateH = NPFCalcStationHeuristic;
 
		_road_find_station.CalculateH = NPFCalcStationHeuristic;
 
		_road_find_depot.CalculateH = NPFCalcStationHeuristic;
 

	
 
		_train_find_station.EndNodeCheck = NPFFindStationOrTile;
 
		_train_find_depot.EndNodeCheck = NPFFindStationOrTile;
 
		_road_find_station.EndNodeCheck = NPFFindStationOrTile;
 
		_road_find_depot.EndNodeCheck = NPFFindStationOrTile;
 

	
 
		_train_find_station.FoundEndNode = NPFSaveTargetData;
 
		_train_find_depot.FoundEndNode = NPFSaveTargetData;
 
		_road_find_station.FoundEndNode = NPFSaveTargetData;
 
		_road_find_depot.FoundEndNode = NPFSaveTargetData;
 

	
 
		_train_find_station.GetNeighbours = NPFFollowTrack;
 
		_train_find_depot.GetNeighbours = NPFFollowTrack;
 
		_road_find_station.GetNeighbours = NPFFollowTrack;
 
		_road_find_depot.GetNeighbours = NPFFollowTrack;
 
		*/
 
}
 

	
 
void NPFFillWithOrderData(NPFFindStationOrTileData* fstd, Vehicle* v) {
 
	/* Ships don't really reach their stations, but the tile in front. So don't
 
	 * save the station id for ships. For roadvehs we don't store it either,
 
	 * because multistop depends on vehicles actually reaching the exact
 
	 * dest_tile, not just any stop of that station.
 
	 * So only for train orders to stations we fill fstd->station_index, for all
 
	 * others only dest_coords */
 
	if ((v->current_order.type) == OT_GOTO_STATION && v->type == VEH_Train) {
 
		fstd->station_index = v->current_order.station;
 
		/* Let's take the center of the station as our target tile for trains */
 
		Station* st = GetStation(v->current_order.station);
 
		TileIndexDiffC center = {st->trainst_w/2, st->trainst_h/2};
 
		fstd->dest_coords = TILE_ADD(st->train_tile, ToTileIndexDiff(center));
 
	} else {
 
		fstd->dest_coords = v->dest_tile;
 
		fstd->station_index = -1;
 
	}
 
}
npf.h
Show inline comments
 
new file 100644
 
#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 an TransportTypes 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 shortes 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);
 
/* 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);
 

	
 
/* 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);
 
/* 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);
 

	
 
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
order_cmd.c
Show inline comments
 
@@ -136,9 +136,11 @@ int32 CmdInsertOrder(int x, int y, uint3
 
	if (v->num_orders >= 40)
 
		return_cmd_error(STR_8832_TOO_MANY_ORDERS);
 

	
 
	/* For ships, make sure that the station is not too far away from the previous destination. */
 
	/* For ships, make sure that the station is not too far away from the
 
	 * previous destination, for human players with new pathfinding disabled */
 
	if (v->type == VEH_Ship && IS_HUMAN_PLAYER(v->owner) &&
 
		sel != 0 && GetVehicleOrder(v, sel - 1)->type == OT_GOTO_STATION) {
 
		sel != 0 && GetVehicleOrder(v, sel - 1)->type == OT_GOTO_STATION
 
		&& !_patches.new_pathfinding_all) {
 

	
 
		int dist = DistanceManhattan(
 
			GetStation(GetVehicleOrder(v, sel - 1)->station)->xy,
pathfind.h
Show inline comments
 
#ifndef PATHFIND_H
 
#define PATHFIND_H
 

	
 
//#define PF_BENCH // perform simple benchmarks on the train pathfinder (not
 
//supported on all archs)
 

	
 
typedef struct TrackPathFinder TrackPathFinder;
 
typedef bool TPFEnumProc(uint tile, void *data, int track, uint length, byte *state);
 
typedef void TPFAfterProc(TrackPathFinder *tpf);
queue.c
Show inline comments
 
@@ -420,7 +420,7 @@ void init_BinaryHeap(Queue* q, uint max_
 
	q->data.binaryheap.size = 0;
 
	// We malloc memory in block of BINARY_HEAP_BLOCKSIZE
 
	//   It autosizes when it runs out of memory
 
	q->data.binaryheap.elements = calloc(1, ((max_size - 1) / BINARY_HEAP_BLOCKSIZE) + 1);
 
	q->data.binaryheap.elements = calloc(1, ((max_size - 1) / BINARY_HEAP_BLOCKSIZE*sizeof(BinaryHeapNode)) + 1);
 
	q->data.binaryheap.elements[0] = malloc(BINARY_HEAP_BLOCKSIZE * sizeof(BinaryHeapNode));
 
	q->data.binaryheap.blocks = 1;
 
	q->freeq = false;
rail_cmd.c
Show inline comments
 
@@ -2168,7 +2168,6 @@ static uint32 GetTileTrackStatus_Track(u
 
		ret = (m5 << 8) + m5;
 
	} else
 
		return 0;
 

	
 
	return ret;
 
}
 

	
road_cmd.c
Show inline comments
 
@@ -9,7 +9,7 @@
 
#include "player.h"
 
#include "town.h"
 
#include "gfx.h"
 
#include "table/directions.h"
 
#include "npf.h"
 
#include "sound.h"
 

	
 
/* When true, GetTrackStatus for roads will treat roads under reconstruction
roadveh_cmd.c
Show inline comments
 
@@ -10,6 +10,7 @@
 
#include "news.h"
 
#include "gfx.h"
 
#include "pathfind.h"
 
#include "npf.h"
 
#include "player.h"
 
#include "sound.h"
 

	
 
@@ -287,21 +288,33 @@ static int FindClosestRoadDepot(Vehicle 
 
{
 
	uint tile = v->tile;
 
	int i;
 
	RoadFindDepotData rfdd;
 

	
 
	if (v->u.road.state == 255) { tile = GetVehicleOutOfTunnelTile(v); }
 

	
 
	rfdd.owner = v->owner;
 
	rfdd.best_length = (uint)-1;
 
	if (_patches.new_pathfinding_all) {
 
		NPFFoundTargetData ftd;
 
		/* See where we are now */
 
		byte trackdir = _dir_to_diag_trackdir[(v->direction>>1)&3];
 
		ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_ROAD);
 
		if (ftd.best_bird_dist == 0)
 
			return GetDepotByTile(ftd.node.tile); /* Target found */
 
		else
 
			return -1; /* Target not found */
 
		/* We do not search in two directions here, why should we? We can't reverse right now can we? */
 
	} else {
 
		RoadFindDepotData rfdd;
 
		rfdd.owner = v->owner;
 
		rfdd.best_length = (uint)-1;
 

	
 
	/* search in all directions */
 
	for(i=0; i!=4; i++)
 
		FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, (TPFEnumProc*)EnumRoadSignalFindDepot, NULL, &rfdd);
 
		/* search in all directions */
 
		for(i=0; i!=4; i++)
 
			FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, (TPFEnumProc*)EnumRoadSignalFindDepot, NULL, &rfdd);
 

	
 
	if (rfdd.best_length == (uint)-1)
 
		return -1;
 
		if (rfdd.best_length == (uint)-1)
 
			return -1;
 

	
 
	return GetDepotByTile(rfdd.tile);
 
		return GetDepotByTile(rfdd.tile);
 
	}
 
}
 

	
 
/*  Send a road vehicle to the nearest depot
 
@@ -1011,7 +1024,7 @@ static bool EnumRoadTrackFindDist(uint t
 

	
 
// Returns direction to choose
 
// or -1 if the direction is currently blocked
 
static int RoadFindPathToDest(Vehicle *v, uint tile, int direction)
 
static int RoadFindPathToDest(Vehicle *v, uint tile, int enterdir)
 
{
 
#define return_track(x) {best_track = x; goto found_best_track; }
 

	
 
@@ -1055,66 +1068,95 @@ static int RoadFindPathToDest(Vehicle *v
 
	 */
 

	
 
	/* remove unreachable tracks */
 
	bitmask &= _road_veh_fp_ax_and[direction];
 
	bitmask &= _road_veh_fp_ax_and[enterdir];
 
	if (bitmask == 0) {
 
		// reverse
 
		return_track(_road_reverse_table[direction]);
 
		/* No reachable tracks, so we'll reverse */
 
		return_track(_road_reverse_table[enterdir]);
 
	}
 

	
 
	if (v->u.road.reverse_ctr != 0) {
 
		/* What happens here?? */
 
		v->u.road.reverse_ctr = 0;
 
		if (v->tile != (TileIndex)tile) {
 
			return_track(_road_reverse_table[direction]);
 
			return_track(_road_reverse_table[enterdir]);
 
		}
 
	}
 

	
 
	desttile = v->dest_tile;
 
	if (desttile == 0) {
 
		// Pick a random direction
 
		// Pick a random track
 
		return_track(PickRandomBit(bitmask));
 
	}
 

	
 
	// Only one direction to choose between?
 
	if (!(bitmask & (bitmask - 1))) {
 
	// Only one track to choose between?
 
	if (!(KillFirstBit2x64(bitmask))) {
 
		return_track(FindFirstBit2x64(bitmask));
 
	}
 

	
 
	if (IsTileType(desttile, MP_STREET)) {
 
		m5 = _map5[desttile];
 
		if ((m5&0xF0) == 0x20)
 
			goto do_it;
 
	} else if (IsTileType(desttile, MP_STATION)) {
 
		m5 = _map5[desttile];
 
		if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
 
			m5 -= 0x43;
 
	if (_patches.new_pathfinding_all) {
 
		NPFFindStationOrTileData fstd;
 
		NPFFoundTargetData ftd;
 
		byte trackdir;
 

	
 
		NPFFillWithOrderData(&fstd, v);
 
		trackdir = _dir_to_diag_trackdir[enterdir];
 
		//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);
 

	
 
		ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_ROAD);
 
		if (ftd.best_bird_dist != 0 || ftd.best_trackdir == 0xff) {
 
			/* Not found, just do something, or we are already there */
 
			//TODO: maybe display error?
 
			//TODO: go straight ahead if possible?
 
			return_track(FindFirstBit2x64(bitmask));
 
		} else {
 
			return_track(ftd.best_trackdir);
 
		}
 
	} else {
 
		if (IsTileType(desttile, MP_STREET)) {
 
			m5 = _map5[desttile];
 
			if ((m5&0xF0) == 0x20)
 
				/* We are heading for a Depot */
 
				goto do_it;
 
		} else if (IsTileType(desttile, MP_STATION)) {
 
			m5 = _map5[desttile];
 
			if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
 
				/* We are heading for a station */
 
				m5 -= 0x43;
 
do_it:;
 
			desttile += TileOffsByDir(m5 & 3);
 
			if (desttile == tile && bitmask&_road_pf_table_3[m5&3]) {
 
				return_track(FindFirstBit2x64(bitmask&_road_pf_table_3[m5&3]));
 
				/* When we are heading for a depot or station, we just
 
				 * pretend we are heading for the tile in front, we'll
 
				 * see from there */
 
				desttile += TileOffsByDir(m5 & 3);
 
				if (desttile == tile && bitmask&_road_pf_table_3[m5&3]) {
 
					/* If we are already in front of the
 
					 * station/depot and we can get in from here,
 
					 * we enter */
 
					return_track(FindFirstBit2x64(bitmask&_road_pf_table_3[m5&3]));
 
				}
 
			}
 
		}
 
	}
 
	// do pathfind
 
	frd.dest = desttile;
 
		// do pathfind
 
		frd.dest = desttile;
 

	
 
	best_track = -1;
 
	best_dist = (uint)-1;
 
	best_maxlen = (uint)-1;
 
	i = 0;
 
	do {
 
		if (bitmask & 1) {
 
			if (best_track == -1) best_track = i; // in case we don't find the path, just pick a direction
 
			frd.maxtracklen = (uint)-1;
 
			frd.mindist = (uint)-1;
 
			FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _road_pf_directions[i], (TPFEnumProc*)EnumRoadTrackFindDist, NULL, &frd);
 
		best_track = -1;
 
		best_dist = (uint)-1;
 
		best_maxlen = (uint)-1;
 
		i = 0;
 
		do {
 
			if (bitmask & 1) {
 
				if (best_track == -1) best_track = i; // in case we don't find the path, just pick a track
 
				frd.maxtracklen = (uint)-1;
 
				frd.mindist = (uint)-1;
 
				FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _road_pf_directions[i], (TPFEnumProc*)EnumRoadTrackFindDist, NULL, &frd);
 

	
 
			if (frd.mindist < best_dist || (frd.mindist==best_dist && frd.maxtracklen < best_maxlen)) {
 
				best_dist = frd.mindist;
 
				best_maxlen = frd.maxtracklen;
 
				best_track = i;
 
				if (frd.mindist < best_dist || (frd.mindist==best_dist && frd.maxtracklen < best_maxlen)) {
 
					best_dist = frd.mindist;
 
					best_maxlen = frd.maxtracklen;
 
					best_track = i;
 
				}
 
			}
 
		}
 
	} while (++i,(bitmask>>=1) != 0);
 
		} while (++i,(bitmask>>=1) != 0);
 
	}
 

	
 
found_best_track:;
 

	
 
@@ -1301,6 +1343,7 @@ static void RoadVehEventHandler(Vehicle 
 

	
 
again:
 
		if ((dir & 7) >= 6) {
 
			/* Turning around */
 
			tile = v->tile;
 
		}
 

	
settings.c
Show inline comments
 
@@ -823,6 +823,33 @@ static const SettingDesc patch_player_se
 

	
 
	{"window_snap_radius",  SDT_UINT8,  (void*)10,    &_patches.window_snap_radius,   NULL},
 

	
 
	/* New Path Finding */
 
	{"new_pathfinding_all",	SDT_BOOL,		(void*)false, &_patches.new_pathfinding_all,	NULL},
 

	
 
	/* When a red signal is encountered, a small detour can be made around
 
	 * it. This specifically occurs when a track is doubled, in which case
 
	 * the detour is typically 2 tiles. It is also often used at station
 
	 * entrances, when there is a choice of multiple platforms. If we take
 
	 * a typical 4 platform station, the detour is 4 tiles. To properly
 
	 * support larger stations we increase this value.
 
	 * We want to prevent that trains that want to leave at one side of a
 
	 * station, leave through the other side, turn around, enter the
 
	 * station on another platform and exit the station on the right side
 
	 * again, just because the sign at the right side was red. If we take
 
	 * a typical 5 length station, this detour is 10 or 11 tiles (not
 
	 * sure), so we set the default penalty at 10 (the station tile
 
	 * penalty will further prevent this */
 
	{"npf_rail_firstred_penalty",		SDT_UINT32, (void*)(10 * NPF_TILE_LENGTH),	&_patches.npf_rail_firstred_penalty,		NULL},
 
	/* When a train plans a route over a station tile, this penalty is
 
	 * applied. We want that trains plan a route around a typical, 4x5
 
	 * station, which means two tiles to the right, and two tiles back to
 
	 * the left around it, or 5 tiles of station through it. If we assign
 
	 * a penalty of 1 tile for every station tile passed, the route will
 
	 * be around it.
 
	 */
 
	{"npf_rail_station_penalty",		SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),		&_patches.npf_rail_station_penalty, 		NULL},
 
	{"npf_rail_slope_penalty",			SDT_UINT32, (void*)(1 * NPF_TILE_LENGTH),		&_patches.npf_rail_slope_penalty,				NULL},
 

	
 
	{"autorenew",						SDT_BOOL,		(void*)false,	&_patches.autorenew,						NULL},
 
	{"autorenew_months",		SDT_INT16,	(void*)-6,		&_patches.autorenew_months,			NULL},
 
	{"autorenew_money",			SDT_INT32,	(void*)100000,&_patches.autorenew_money,			NULL},
 
@@ -864,6 +891,7 @@ const SettingDesc patch_settings[] = {
 
	{"nonuniform_stations",	SDT_BOOL,		(void*)true,	&_patches.nonuniform_stations,	NULL},
 
	{"always_small_airport",SDT_BOOL,		(void*)false,	&_patches.always_small_airport,	NULL},
 
	{"realistic_acceleration",SDT_BOOL, (void*)false,	&_patches.realistic_acceleration,	NULL},
 
	{"forbid_90_deg",				SDT_BOOL, 	(void*)false, &_patches.forbid_90_deg,					NULL},
 
	{"improved_load",				SDT_BOOL,		(void*)false,	&_patches.improved_load,				NULL},
 

	
 
	{"max_trains",					SDT_UINT8,	(void*)80,		&_patches.max_trains,						NULL},
settings_gui.c
Show inline comments
 
@@ -640,11 +640,13 @@ static const PatchEntry _patches_constru
 

	
 
static const PatchEntry _patches_vehicles[] = {
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_REALISTICACCEL,		"realistic_acceleration", &_patches.realistic_acceleration,		0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_MAMMOTHTRAINS,		"mammoth_trains", &_patches.mammoth_trains,						0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_GOTODEPOT,				"goto_depot", &_patches.gotodepot,								0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_ROADVEH_QUEUE,		"roadveh_queue", &_patches.roadveh_queue,						0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_NEW_DEPOT_FINDING,"depot_finding", &_patches.new_depot_finding,				0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_FORBID_90_DEG,		"forbid_90_deg", 		&_patches.forbid_90_deg,						0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_MAMMOTHTRAINS,		"mammoth_trains", 	&_patches.mammoth_trains,						0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_GOTODEPOT,				"goto_depot", 			&_patches.gotodepot,								0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_ROADVEH_QUEUE,		"roadveh_queue", 		&_patches.roadveh_queue,						0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_NEW_DEPOT_FINDING,"depot_finding", 		&_patches.new_depot_finding,				0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_NEW_TRAIN_PATHFIND,"new_pathfinding", &_patches.new_pathfinding,	0,  0,  0, NULL},
 
	{PE_BOOL,		0, STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL, "new_pathfinding_all", &_patches.new_pathfinding_all,		0,  0,  0, NULL},
 

	
 
	{PE_BOOL,		PF_PLAYERBASED, STR_CONFIG_PATCHES_WARN_INCOME_LESS, "train_income_warn", &_patches.train_income_warn,				0,  0,  0, NULL},
 
	{PE_UINT8,	PF_MULTISTRING | PF_PLAYERBASED, STR_CONFIG_PATCHES_ORDER_REVIEW, "order_review_system", &_patches.order_review_system,0,2,  1, NULL},
ship_cmd.c
Show inline comments
 
@@ -13,6 +13,7 @@
 
#include "gui.h"
 
#include "player.h"
 
#include "sound.h"
 
#include "npf.h"
 

	
 
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
 
static const byte _ship_sometracks[4] = {0x19, 0x16, 0x25, 0x2A};
 
@@ -70,17 +71,26 @@ static int FindClosestShipDepot(Vehicle 
 
	byte owner = v->owner;
 
	uint tile2 = v->tile;
 

	
 
	for(i=0; i!=lengthof(_depots); i++) {
 
		tile = _depots[i].xy;
 
		if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
 
			dist = DistanceManhattan(tile, tile2);
 
			if (dist < best_dist) {
 
				best_dist = dist;
 
				best_depot = i;
 
	if (_patches.new_pathfinding_all) {
 
		NPFFoundTargetData ftd;
 
		byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction];
 
		ftd = NPFRouteToDepotTrialError(v->tile, trackdir, TRANSPORT_ROAD);
 
		if (ftd.best_bird_dist == 0)
 
			best_depot = ftd.node.tile; /* Found target */
 
		else
 
			best_depot = -1; /* Did not find target */
 
	} else {
 
		for(i=0; i!=lengthof(_depots); i++) {
 
			tile = _depots[i].xy;
 
			if (IsTileType(tile, MP_WATER) && _map_owner[tile] == owner) {
 
				dist = DistanceManhattan(tile, tile2);
 
				if (dist < best_dist) {
 
					best_dist = dist;
 
					best_depot = i;
 
				}
 
			}
 
		}
 
	}
 

	
 
	return best_depot;
 
}
 

	
 
@@ -568,27 +578,55 @@ bad:;
 
	return best_bird_dist;
 
}
 

	
 
static int ChooseShipTrack(Vehicle *v, uint tile, int dir, uint tracks)
 
/* returns the track to choose on the next tile, or -1 when it's better to
 
 * reverse. The tile given is the tile we are about to enter, enterdir is the
 
 * direction in which we are entering the tile */
 
static int ChooseShipTrack(Vehicle *v, uint tile, int enterdir, uint tracks)
 
{
 
	uint b;
 
	uint tot_dist, dist;
 
	int track;
 
	uint tile2;
 
	assert(enterdir>=0 && enterdir<=3);
 

	
 
	if (_patches.new_pathfinding_all) {
 
		NPFFindStationOrTileData fstd;
 
		NPFFoundTargetData ftd;
 
		uint src_tile = TILE_ADD(tile, TileOffsByDir(_reverse_dir[enterdir]));
 
		byte track = FIND_FIRST_BIT(v->u.ship.state);
 
		assert (KILL_FIRST_BIT(v->u.ship.state) == 0); /* Check that only one bit is set in state */
 
		assert (v->u.ship.state != 0x80); /* Check that we are not in a depot */
 
		assert (track < 6);
 

	
 
		NPFFillWithOrderData(&fstd, v);
 

	
 
		ftd = NPFRouteToStationOrTile(src_tile, _track_direction_to_trackdir[track][v->direction], &fstd, TRANSPORT_WATER);
 

	
 
	assert(dir>=0 && dir<=3);
 
	tile2 = TILE_ADD(tile, -TileOffsByDir(dir));
 
	dir ^= 2;
 
	tot_dist = (uint)-1;
 
	b = GetTileShipTrackStatus(tile2) & _ship_sometracks[dir] & v->u.ship.state;
 
	if (b != 0) {
 
		dist = FindShipTrack(v, tile2, dir, b, tile, &track);
 
		if (dist != (uint)-1)
 
			tot_dist = dist + 1;
 
		if (ftd.best_bird_dist == 0 && ftd.best_trackdir != 0xff)
 
			/* Found the target, and it is not our current tile */
 
			return ftd.best_trackdir & 7; /* TODO: Wrapper function? */
 
		else
 
			return -1; /* Couldn't find target, reverse */
 
			/* TODO: When the target is unreachable, the ship will keep reversing */
 
	} else {
 
		uint b;
 
		uint tot_dist, dist;
 
		int track;
 
		uint tile2;
 

	
 
		tile2 = TILE_ADD(tile, -TileOffsByDir(enterdir));
 
		tot_dist = (uint)-1;
 

	
 
		/* Let's find out how far it would be if we would reverse first */
 
		b = GetTileShipTrackStatus(tile2) & _ship_sometracks[_reverse_dir[enterdir]] & v->u.ship.state;
 
		if (b != 0) {
 
			dist = FindShipTrack(v, tile2, _reverse_dir[enterdir], b, tile, &track);
 
			if (dist != (uint)-1)
 
				tot_dist = dist + 1;
 
		}
 
		/* And if we would not reverse? */
 
		dist = FindShipTrack(v, tile, enterdir, tracks, 0, &track);
 
		if (dist > tot_dist)
 
			/* We could better reverse */
 
			return -1;
 
		return track;
 
	}
 
	dist = FindShipTrack(v, tile, dir^2, tracks, 0, &track);
 
	if (dist > tot_dist)
 
		return -1;
 
	return track;
 
}
 

	
 
static const byte _new_vehicle_direction_table[11] = {
station.h
Show inline comments
 
@@ -2,6 +2,7 @@
 
#define STATION_H
 

	
 
#include "sprite.h"
 
#include "tile.h"
 
#include "vehicle.h"
 

	
 
typedef struct GoodsEntry {
 
@@ -224,4 +225,19 @@ uint GetNumRoadStops(const Station *st, 
 
RoadStop * GetPrimaryRoadStop(const Station *st, RoadStopType type);
 
RoadStop * GetFirstFreeRoadStop( void );
 

	
 
static inline bool IsTrainStationTile(uint tile) {
 
	return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8);
 
}
 

	
 
static inline bool IsRoadStationTile(uint tile) {
 
	return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0x43, 0x4B);
 
}
 

	
 
/* Get's the direction the station exit points towards. Ie, returns 0 for a
 
 * station with the exit NE. */
 
static inline byte GetRoadStationDir(uint tile) {
 
	assert(IsRoadStationTile(tile));
 
	return (_map5[tile] - 0x43) & 3;
 
}
 

	
 
#endif /* STATION_H */
station_cmd.c
Show inline comments
 
@@ -16,7 +16,7 @@
 
#include "player.h"
 
#include "airport.h"
 
#include "sprite.h"
 
#include "table/directions.h"
 
#include "npf.h"
 

	
 
// FIXME -- need to be embedded into Airport variable. Is dynamically
 
// deducteable from graphics-tile array, so will not be needed
 
@@ -2277,10 +2277,6 @@ static void ClickTile_Station(uint tile)
 
	}
 
}
 

	
 
static inline bool IsTrainStationTile(uint tile) {
 
	return IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8);
 
}
 

	
 
static const byte _enter_station_speedtable[12] = {
 
	215, 195, 175, 155, 135, 115, 95, 75, 55, 35, 15, 0
 
};
table/directions.h
Show inline comments
 
deleted file
train_cmd.c
Show inline comments
 
@@ -6,6 +6,7 @@
 
#include "vehicle.h"
 
#include "command.h"
 
#include "pathfind.h"
 
#include "npf.h"
 
#include "station.h"
 
#include "table/train_cmd.h"
 
#include "gfx.h"
 
@@ -25,16 +26,9 @@ static const byte _vehicle_initial_x_fra
 
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
 
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
 

	
 
static const byte _signal_onedir[14] = {
 
	0x80, 0x80, 0x80, 0x20, 0x40, 0x10, 0, 0,
 
	0x40, 0x40, 0x40, 0x10, 0x80, 0x20
 
};
 

	
 
static const byte _signal_otherdir[14] = {
 
	0x40, 0x40, 0x40, 0x10, 0x80, 0x20, 0, 0,
 
	0x80, 0x80, 0x80, 0x20, 0x40, 0x10
 
};
 

	
 

	
 
/* These two arrays are used for realistic acceleration. XXX: How should they
 
 * be interpreted? */
 
static const byte _curve_neighbours45[8][2] = {
 
	{7, 1},
 
	{0, 2},
 
@@ -1301,7 +1295,7 @@ static bool TrainFindDepotEnumProc(uint 
 

	
 
		// make sure the train doesn't run against a oneway signal
 
		if ((_map5[tile] & 0xC0) == 0x40) {
 
			if (!(_map3_lo[tile] & _signal_onedir[track]) && _map3_lo[tile] & _signal_otherdir[track])
 
			if (!(_map3_lo[tile] & _signal_along_trackdir[track]) && _map3_lo[tile] & _signal_against_trackdir[track])
 
				return true;
 
		}
 
	}
 
@@ -1328,7 +1322,16 @@ static TrainFindDepotData FindClosestTra
 

	
 
	if (v->u.rail.track == 0x40) { tile = GetVehicleOutOfTunnelTile(v); }
 

	
 
	if (!_patches.new_depot_finding) {
 
	if (_patches.new_pathfinding_all) {
 
		NPFFoundTargetData ftd;
 
		byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
 
		ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_RAIL);
 
		if (ftd.best_bird_dist == 0) {
 
			/* Found target */
 
			tfdd.tile = ftd.node.tile;
 
			tfdd.best_length = ftd.best_path_dist;
 
		}
 
	} else if (!_patches.new_depot_finding) {
 
		// search in all directions
 
		for(i=0; i!=4; i++)
 
			NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
 
@@ -1547,6 +1550,7 @@ static bool CheckTrainStayInDepot(Vehicl
 
	return false;
 
}
 

	
 
/* Check for station tiles */
 
typedef struct TrainTrackFollowerData {
 
	TileIndex dest_coords;
 
	int station_index; // station index we're heading for
 
@@ -1559,14 +1563,14 @@ static bool TrainTrackFollower(uint tile
 
	if (IsTileType(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) {
 
		// the tile has a signal
 
		byte m3 = _map3_lo[tile];
 
		if (!(m3 & _signal_onedir[track])) {
 
		if (!(m3 & _signal_along_trackdir[track])) {
 
			// if one way signal not pointing towards us, stop going in this direction.
 
			if (m3 & _signal_otherdir[track])
 
			if (m3 & _signal_against_trackdir[track])
 
				return true;
 
		} else if (_map2[tile] & _signal_onedir[track]) {
 
		} else if (_map2[tile] & _signal_along_trackdir[track]) {
 
			// green signal in our direction. either one way or two way.
 
			*state = true;
 
		} else if (m3 & _signal_otherdir[track]) {
 
		} else if (m3 & _signal_against_trackdir[track]) {
 
			// two way signal. unless we passed another green signal on the way,
 
			// stop going in this direction.
 
			if (!*state) return true;
 
@@ -1643,97 +1647,132 @@ static const byte _search_directions[6][
 
};
 

	
 
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
 
#if PF_BENCHMARK
 
unsigned int rdtsc()
 
{
 
     unsigned int high, low;
 

	
 
     __asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high));
 
     return low;
 
}
 
#endif
 

	
 

	
 
/* choose a track */
 
static byte ChooseTrainTrack(Vehicle *v, uint tile, int direction, byte trackbits)
 
static byte ChooseTrainTrack(Vehicle *v, uint tile, int enterdir, byte trackbits)
 
{
 
	TrainTrackFollowerData fd;
 
	int bits = trackbits;
 
	uint best_track;
 
#if 0
 
#if PF_BENCHMARK
 
	int time = rdtsc();
 
	static float f;
 
#endif
 

	
 
	assert( (bits & ~0x3F) == 0);
 

	
 
	/* quick return in case only one possible direction is available */
 
	/* quick return in case only one possible track is available */
 
	if (KILL_FIRST_BIT(bits) == 0)
 
		return FIND_FIRST_BIT(bits);
 

	
 
	FillWithStationData(&fd, v);
 

	
 
	if (_patches.new_pathfinding) {
 
		fd.best_bird_dist = (uint)-1;
 
		fd.best_track_dist = (uint)-1;
 
		fd.best_track = 0xFF;
 
		NewTrainPathfind(tile - TileOffsByDir(direction), direction, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 

	
 
//		printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
 

	
 
		if (fd.best_track == 0xff) {
 
			// blaha
 
	if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
 
		NPFFindStationOrTileData fstd;
 
		NPFFoundTargetData ftd;
 
		byte trackdir;
 

	
 
		NPFFillWithOrderData(&fstd, v);
 
		/* The enterdir for the new tile, is the exitdir for the old tile */
 
		trackdir = _track_exitdir_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][enterdir];
 
		assert(trackdir != 0xff);
 

	
 
		ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL);
 
		if (ftd.best_bird_dist != 0 || ftd.best_trackdir == 0xff) {
 
			/* Not found, or we are already there. Just do something */
 
			//TODO: maybe display error?
 
			//TODO: go straight ahead if possible?
 
			best_track = FIND_FIRST_BIT(bits);
 
		} else {
 
			best_track = fd.best_track & 7;
 
			/* Discard enterdir information, making it a normal track */
 
			best_track = ftd.best_trackdir & 7; /* TODO: Wrapper function? */
 
		}
 
	} else {
 
		int i, r;
 
		uint best_bird_dist  = 0;
 
		uint best_track_dist = 0;
 
		byte train_dir = v->direction & 3;
 

	
 

	
 
		best_track = -1;
 

	
 
		do {
 
			i = FIND_FIRST_BIT(bits);
 
			bits = KILL_FIRST_BIT(bits);
 

	
 

	
 
		FillWithStationData(&fd, v);
 

	
 
		if (_patches.new_pathfinding) {
 
			/* New train pathfinding */
 
			fd.best_bird_dist = (uint)-1;
 
			fd.best_track_dist = (uint)-1;
 

	
 
			NewTrainPathfind(tile, _search_directions[i][direction], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 
			if (best_track != (uint)-1) {
 
				if (best_track_dist == (uint)-1) {
 
					if (fd.best_track_dist == (uint)-1) {
 
						/* neither reached the destination, pick the one with the smallest bird dist */
 
						if (fd.best_bird_dist > best_bird_dist) goto bad;
 
						if (fd.best_bird_dist < best_bird_dist) goto good;
 
			fd.best_track = 0xFF;
 
			NewTrainPathfind(tile - TileOffsByDir(enterdir), enterdir, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 

	
 
	//		printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");
 

	
 
			if (fd.best_track == 0xff) {
 
				// blaha
 
				best_track = FIND_FIRST_BIT(bits);
 
			} else {
 
				best_track = fd.best_track & 7;
 
			}
 
		} else {
 
			/* Original pathfinding */
 
			int i, r;
 
			uint best_bird_dist  = 0;
 
			uint best_track_dist = 0;
 
			byte train_dir = v->direction & 3;
 

	
 

	
 
			best_track = (uint)-1;
 

	
 
			do {
 
				i = FIND_FIRST_BIT(bits);
 
				bits = KILL_FIRST_BIT(bits);
 

	
 
				fd.best_bird_dist = (uint)-1;
 
				fd.best_track_dist = (uint)-1;
 

	
 
				NewTrainPathfind(tile, _search_directions[i][enterdir], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 
				if (best_track != (uint)-1) {
 
					if (best_track_dist == (uint)-1) {
 
						if (fd.best_track_dist == (uint)-1) {
 
							/* neither reached the destination, pick the one with the smallest bird dist */
 
							if (fd.best_bird_dist > best_bird_dist) goto bad;
 
							if (fd.best_bird_dist < best_bird_dist) goto good;
 
						} else {
 
							/* we found the destination for the first time */
 
							goto good;
 
						}
 
					} else {
 
						/* we found the destination for the first time */
 
						goto good;
 
					}
 
				} else {
 
					if (fd.best_track_dist == (uint)-1) {
 
						/* didn't find destination, but we've found the destination previously */
 
						goto bad;
 
					} else {
 
						/* both old & new reached the destination, compare track length */
 
						if (fd.best_track_dist > best_track_dist) goto bad;
 
						if (fd.best_track_dist < best_track_dist) goto good;
 
						if (fd.best_track_dist == (uint)-1) {
 
							/* didn't find destination, but we've found the destination previously */
 
							goto bad;
 
						} else {
 
							/* both old & new reached the destination, compare track length */
 
							if (fd.best_track_dist > best_track_dist) goto bad;
 
							if (fd.best_track_dist < best_track_dist) goto good;
 
						}
 
					}
 

	
 
					/* if we reach this position, there's two paths of equal value so far.
 
					 * pick one randomly. */
 
					r = (byte)Random();
 
					if (_pick_track_table[i] == train_dir) r += 80;
 
					if (_pick_track_table[best_track] == train_dir) r -= 80;
 

	
 
					if (r <= 127) goto bad;
 
				}
 

	
 
				/* if we reach this position, there's two paths of equal value so far.
 
				 * pick one randomly. */
 
				r = (byte)Random();
 
				if (_pick_track_table[i] == train_dir) r += 80;
 
				if (_pick_track_table[best_track] == train_dir) r -= 80;
 

	
 
				if (r <= 127) goto bad;
 
			}
 
	good:;
 
			best_track = i;
 
			best_bird_dist = fd.best_bird_dist;
 
			best_track_dist = fd.best_track_dist;
 
	bad:;
 
		} while (bits != 0);
 
//		printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
 
		assert(best_track != (uint)-1);
 
		good:;
 
				best_track = i;
 
				best_bird_dist = fd.best_bird_dist;
 
				best_track_dist = fd.best_track_dist;
 
		bad:;
 
			} while (bits != 0);
 
	//		printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
 
			assert(best_track != (uint)-1);
 
		}
 
	}
 

	
 
#if 0
 
#if PF_BENCHMARK
 
	time = rdtsc() - time;
 
	f = f * 0.99 + 0.01 * time;
 
	printf("PF time = %d %f\n", time, f);
 
@@ -1766,49 +1805,74 @@ static bool CheckReverseTrain(Vehicle *v
 

	
 
	i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1];
 

	
 
	while(true) {
 
		fd.best_bird_dist = (uint)-1;
 
		fd.best_track_dist = (uint)-1;
 

	
 
		NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 

	
 
		if (best_track != -1) {
 
			if (best_bird_dist != 0) {
 
				if (fd.best_bird_dist != 0) {
 
					/* neither reached the destination, pick the one with the smallest bird dist */
 
					if (fd.best_bird_dist > best_bird_dist) goto bad;
 
					if (fd.best_bird_dist < best_bird_dist) goto good;
 
				} else {
 
					/* we found the destination for the first time */
 
					goto good;
 
				}
 
			} else {
 
				if (fd.best_bird_dist != 0) {
 
					/* didn't find destination, but we've found the destination previously */
 
					goto bad;
 
	if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
 
		NPFFindStationOrTileData fstd;
 
		NPFFoundTargetData ftd;
 
		byte trackdir, trackdir_rev;
 
		Vehicle* last = GetLastVehicleInChain(v);
 

	
 
		NPFFillWithOrderData(&fstd, v);
 

	
 
		trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
 
		trackdir_rev = REVERSE_TRACKDIR(_track_direction_to_trackdir[FIND_FIRST_BIT(last->u.rail.track)][last->direction]);
 
		assert(trackdir != 0xff);
 
		assert(trackdir_rev != 0xff);
 

	
 
		ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL);
 
		if (ftd.best_bird_dist != 0) {
 
			/* We didn't find anything, just keep on going straight ahead */
 
			reverse_best = false;
 
		} else {
 
			if (ftd.node.user_data[NPF_NODE_FLAGS] & NPF_FLAG_REVERSE)
 
				reverse_best = true;
 
			else
 
				reverse_best = false;
 
		}
 
	} else {
 
		while(true) {
 
			fd.best_bird_dist = (uint)-1;
 
			fd.best_track_dist = (uint)-1;
 

	
 
			NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
 

	
 
			if (best_track != -1) {
 
				if (best_bird_dist != 0) {
 
					if (fd.best_bird_dist != 0) {
 
						/* neither reached the destination, pick the one with the smallest bird dist */
 
						if (fd.best_bird_dist > best_bird_dist) goto bad;
 
						if (fd.best_bird_dist < best_bird_dist) goto good;
 
					} else {
 
						/* we found the destination for the first time */
 
						goto good;
 
					}
 
				} else {
 
					/* both old & new reached the destination, compare track length */
 
					if (fd.best_track_dist > best_track_dist) goto bad;
 
					if (fd.best_track_dist < best_track_dist) goto good;
 
					if (fd.best_bird_dist != 0) {
 
						/* didn't find destination, but we've found the destination previously */
 
						goto bad;
 
					} else {
 
						/* both old & new reached the destination, compare track length */
 
						if (fd.best_track_dist > best_track_dist) goto bad;
 
						if (fd.best_track_dist < best_track_dist) goto good;
 
					}
 
				}
 

	
 
				/* if we reach this position, there's two paths of equal value so far.
 
				 * pick one randomly. */
 
				r = (byte)Random();
 
				if (_pick_track_table[i] == (v->direction & 3)) r += 80;
 
				if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
 
				if (r <= 127) goto bad;
 
			}
 

	
 
			/* if we reach this position, there's two paths of equal value so far.
 
			 * pick one randomly. */
 
			r = (byte)Random();
 
			if (_pick_track_table[i] == (v->direction & 3)) r += 80;
 
			if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
 
			if (r <= 127) goto bad;
 
good:;
 
			best_track = i;
 
			best_bird_dist = fd.best_bird_dist;
 
			best_track_dist = fd.best_track_dist;
 
			reverse_best = reverse;
 
bad:;
 
			if (reverse != 0)
 
				break;
 
			reverse = 2;
 
		}
 
good:;
 
		best_track = i;
 
		best_bird_dist = fd.best_bird_dist;
 
		best_track_dist = fd.best_track_dist;
 
		reverse_best = reverse;
 
bad:;
 
		if (reverse != 0)
 
			break;
 
		reverse = 2;
 
	}
 

	
 
	return reverse_best != 0;
 
@@ -2331,7 +2395,7 @@ static void TrainController(Vehicle *v)
 
	Vehicle *prev = NULL;
 
	GetNewVehiclePosResult gp;
 
	uint32 r, tracks,ts;
 
	int dir, i;
 
	int i, enterdir, newdir, dir;
 
	byte chosen_dir;
 
	byte chosen_track;
 
	byte old_z;
 
@@ -2355,8 +2419,10 @@ static void TrainController(Vehicle *v)
 
						return;
 

	
 
					r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 
					if (r & 0x8)
 
					if (r & 0x8) {
 
						//debug("%x & 0x8", r);
 
						goto invalid_rail;
 
					}
 
					if (r & 0x2) {
 
						TrainEnterStation(v, r >> 8);
 
						return;
 
@@ -2371,30 +2437,43 @@ static void TrainController(Vehicle *v)
 
			} else {
 
				/* A new tile is about to be entered. */
 

	
 
				byte bits;
 
				/* Determine what direction we're entering the new tile from */
 
				dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
 
				assert(dir==1 || dir==3 || dir==5 || dir==7);
 
				enterdir = dir >> 1;
 
				assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);
 

	
 
				/* Get the status of the tracks in the new tile and mask
 
				 * away the bits that aren't reachable. */
 
				ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[dir >> 1];
 
				ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];
 

	
 
				/* Combine the from & to directions.
 
				 * Now, the lower byte contains the track status, and the byte at bit 16 contains
 
				 * the signal status. */
 
				tracks = ts|(ts >> 8);
 
				if ( (byte) tracks == 0)
 
				bits = tracks & 0xFF;
 
				if (_patches.new_pathfinding_all && _patches.forbid_90_deg && prev == NULL)
 
					/* We allow wagons to make 90 deg turns, because forbid_90_deg
 
					 * can be switched on halfway a turn */
 
					bits &= ~_track_crosses_tracks[FIND_FIRST_BIT(v->u.rail.track)];
 

	
 
				if ( bits == 0) {
 
					//debug("%x == 0", bits);
 
					goto invalid_rail;
 
				}
 

	
 
				/* Check if the new tile contrains tracks that are compatible
 
				 * with the current train, if not, bail out. */
 
				if (!CheckCompatibleRail(v, gp.new_tile))
 
				if (!CheckCompatibleRail(v, gp.new_tile)) {
 
					//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
 
					goto invalid_rail;
 
				}
 

	
 
				if (prev == NULL) {
 
					/* Currently the locomotive is active. Determine which one of the
 
					 * available tracks to choose */
 
					chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, dir>>1, (byte)tracks);
 
					chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
 
					assert(chosen_track & tracks);
 

	
 
					/* Check if it's a red signal and that force proceed is not clicked. */
 
					if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
 
@@ -2402,7 +2481,7 @@ static void TrainController(Vehicle *v)
 
					static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};
 

	
 
					/* The wagon is active, simply follow the prev vehicle. */
 
					chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & tracks);
 
					chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
 
				}
 

	
 
				/* make sure chosen track is a valid track */
 
@@ -2410,7 +2489,7 @@ static void TrainController(Vehicle *v)
 

	
 
				/* Update XY to reflect the entrance to the new tile, and select the direction to use */
 
				{
 
					const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][dir>>1];
 
					const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
 
					gp.x = (gp.x & ~0xF) | b[0];
 
					gp.y = (gp.y & ~0xF) | b[1];
 
					chosen_dir = b[2];
 
@@ -2418,8 +2497,10 @@ static void TrainController(Vehicle *v)
 

	
 
				/* Call the landscape function and tell it that the vehicle entered the tile */
 
				r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
 
				if (r&0x8)
 
				if (r&0x8){
 
					//debug("%x & 0x8", r);
 
					goto invalid_rail;
 
				}
 

	
 
				if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
 

	
 
@@ -2429,12 +2510,12 @@ static void TrainController(Vehicle *v)
 
				}
 

	
 
				if (v->subtype == TS_Front_Engine)
 
					TrainMovedChangeSignals(gp.new_tile, dir>>1);
 
 				TrainMovedChangeSignals(gp.new_tile, enterdir);
 

	
 
				/* Signals can only change when the first
 
				 * (above) or the last vehicle moves. */
 
				if (v->next == NULL)
 
					TrainMovedChangeSignals(gp.old_tile, (dir>>1) ^ 2);
 
 				TrainMovedChangeSignals(gp.old_tile, (enterdir) ^ 2);
 

	
 
				if (prev == NULL) {
 
					AffectSpeedByDirChange(v, chosen_dir);
 
@@ -2462,9 +2543,9 @@ static void TrainController(Vehicle *v)
 
common:;
 

	
 
		/* update image of train, as well as delta XY */
 
		dir = GetNewVehicleDirection(v, gp.x, gp.y);
 
		UpdateTrainDeltaXY(v, dir);
 
		v->cur_image = GetTrainImage(v, dir);
 
		newdir = GetNewVehicleDirection(v, gp.x, gp.y);
 
		UpdateTrainDeltaXY(v, newdir);
 
		v->cur_image = GetTrainImage(v, newdir);
 

	
 
		v->x_pos = gp.x;
 
		v->y_pos = gp.y;
 
@@ -2498,18 +2579,18 @@ red_light: {
 
		 * FIND_FIRST_BIT only handles 6 bits at a time. */
 
		i = FindFirstBit2x64(ts);
 

	
 
		if (!(_map3_lo[gp.new_tile] & _signal_otherdir[i])) {
 
		if (!(_map3_lo[gp.new_tile] & _signal_against_trackdir[i])) {
 
			v->cur_speed = 0;
 
			v->subspeed = 0;
 
			v->progress = 255-100;
 
			if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20)
 
				return;
 
		} else if (_map3_lo[gp.new_tile] & _signal_onedir[i]){
 
		} else if (_map3_lo[gp.new_tile] & _signal_along_trackdir[i]){
 
			v->cur_speed = 0;
 
			v->subspeed = 0;
 
			v->progress = 255-10;
 
			if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
 
				uint o_tile = gp.new_tile + TileOffsByDir(dir >> 1);
 
				uint o_tile = gp.new_tile + TileOffsByDir(enterdir);
 
				/* check if a train is waiting on the other side */
 
				if (VehicleFromPos(o_tile, (void*)( (o_tile<<8) | (dir^4)), (VehicleFromPosProc*)CheckVehicleAtSignal) == NULL)
 
					return;
variables.h
Show inline comments
 
@@ -128,6 +128,7 @@ typedef struct Patches {
 
	bool nonuniform_stations;// allow nonuniform train stations
 
	bool always_small_airport; // always allow small airports
 
	bool realistic_acceleration; // realistic acceleration for trains
 
	bool forbid_90_deg; // forbid trains to make 90 deg turns
 
	bool invisible_trees; // don't show trees when buildings are transparent
 
	bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
 

	
 
@@ -186,6 +187,13 @@ typedef struct Patches {
 
	byte drag_signals_density; // many signals density
 
	bool ainew_active;  // Is the new AI active?
 

	
 
	/* New Path Finding */
 
	bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
 

	
 
	uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red */
 
	uint32 npf_rail_station_penalty; /* The penalty for station tiles */
 
	uint32 npf_rail_slope_penalty; /* The penalty for sloping upwards */
 

	
 
	bool population_in_label; // Show the population of a town in his label?
 
} Patches;
 

	
 
@@ -434,6 +442,9 @@ VARDEF byte _vehicle_design_names;
 
/* tunnelbridge */
 
#define MAX_BRIDGES 13
 

	
 
/* For new pathfinding. Define here so it is globally available */
 
#define NPF_TILE_LENGTH 100
 

	
 
/* Autoreplace vehicle stuff*/
 
VARDEF byte _autoreplace_array[256];
 
VARDEF uint16 _player_num_engines[256];
0 comments (0 inline, 0 general)