(svn r27756) -Codechange: Add StringTab enum
[openttd.git] / src / pathfinder / npf / aystar.cpp
blob9ef2bca479bcd042e61bb7ed97b830c71a96885a
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8 */
10 /** @file aystar.cpp Implementation of A*.
12 * This file has the core function for %AyStar.
13 * %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding.
14 * For more information about %AyStar (A* Algorithm), you can look at
15 * <A HREF='http://en.wikipedia.org/wiki/A-star_search_algorithm'>http://en.wikipedia.org/wiki/A-star_search_algorithm</A>.
19 * Friendly reminder:
20 * Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
21 * And when not free'd, it can cause system-crashes.
22 * Also remember that when you stop an algorithm before it is finished, your
23 * should call clear() yourself!
26 #include "../../stdafx.h"
27 #include "../../core/alloc_func.hpp"
28 #include "aystar.h"
30 #include "../../safeguards.h"
32 /**
33 * This looks in the hash whether a node exists in the closed list.
34 * @param node Node to search.
35 * @return The #PathNode if it is available, else \c NULL
37 PathNode *AyStar::ClosedListIsInList(const AyStarNode *node)
39 return (PathNode*)this->closedlist_hash.Get(node->tile, node->direction);
42 /**
43 * This adds a node to the closed list.
44 * It makes a copy of the data.
45 * @param node Node to add to the closed list.
47 void AyStar::ClosedListAdd(const PathNode *node)
49 /* Add a node to the ClosedList */
50 PathNode *new_node = MallocT<PathNode>(1);
51 *new_node = *node;
52 this->closedlist_hash.Set(node->node.tile, node->node.direction, new_node);
55 /**
56 * Check whether a node is in the open list.
57 * @param node Node to search.
58 * @return If the node is available, it is returned, else \c NULL is returned.
60 OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
62 return (OpenListNode*)this->openlist_hash.Get(node->tile, node->direction);
65 /**
66 * Gets the best node from the open list.
67 * It deletes the returned node from the open list.
68 * @returns the best node available, or \c NULL of none is found.
70 OpenListNode *AyStar::OpenListPop()
72 /* Return the item the Queue returns.. the best next OpenList item. */
73 OpenListNode *res = (OpenListNode*)this->openlist_queue.Pop();
74 if (res != NULL) {
75 this->openlist_hash.DeleteValue(res->path.node.tile, res->path.node.direction);
78 return res;
81 /**
82 * Adds a node to the open list.
83 * It makes a copy of node, and puts the pointer of parent in the struct.
85 void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
87 /* Add a new Node to the OpenList */
88 OpenListNode *new_node = MallocT<OpenListNode>(1);
89 new_node->g = g;
90 new_node->path.parent = parent;
91 new_node->path.node = *node;
92 this->openlist_hash.Set(node->tile, node->direction, new_node);
94 /* Add it to the queue */
95 this->openlist_queue.Push(new_node, f);
98 /**
99 * Checks one tile and calculate its f-value
101 void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
103 int new_f, new_g, new_h;
104 PathNode *closedlist_parent;
105 OpenListNode *check;
107 /* Check the new node against the ClosedList */
108 if (this->ClosedListIsInList(current) != NULL) return;
110 /* Calculate the G-value for this node */
111 new_g = this->CalculateG(this, current, parent);
112 /* If the value was INVALID_NODE, we don't do anything with this node */
113 if (new_g == AYSTAR_INVALID_NODE) return;
115 /* There should not be given any other error-code.. */
116 assert(new_g >= 0);
117 /* Add the parent g-value to the new g-value */
118 new_g += parent->g;
119 if (this->max_path_cost != 0 && (uint)new_g > this->max_path_cost) return;
121 /* Calculate the h-value */
122 new_h = this->CalculateH(this, current, parent);
123 /* There should not be given any error-code.. */
124 assert(new_h >= 0);
126 /* The f-value if g + h */
127 new_f = new_g + new_h;
129 /* Get the pointer to the parent in the ClosedList (the current one is to a copy of the one in the OpenList) */
130 closedlist_parent = this->ClosedListIsInList(&parent->path.node);
132 /* Check if this item is already in the OpenList */
133 check = this->OpenListIsInList(current);
134 if (check != NULL) {
135 uint i;
136 /* Yes, check if this g value is lower.. */
137 if (new_g > check->g) return;
138 this->openlist_queue.Delete(check, 0);
139 /* It is lower, so change it to this item */
140 check->g = new_g;
141 check->path.parent = closedlist_parent;
142 /* Copy user data, will probably have changed */
143 for (i = 0; i < lengthof(current->user_data); i++) {
144 check->path.node.user_data[i] = current->user_data[i];
146 /* Re-add it in the openlist_queue. */
147 this->openlist_queue.Push(check, new_f);
148 } else {
149 /* A new node, add him to the OpenList */
150 this->OpenListAdd(closedlist_parent, current, new_f, new_g);
155 * This function is the core of %AyStar. It handles one item and checks
156 * his neighbour items. If they are valid, they are added to be checked too.
157 * @return Possible values:
158 * - #AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path has been found.
159 * - #AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been reached.
160 * - #AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
161 * - #AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
163 int AyStar::Loop()
165 int i;
167 /* Get the best node from OpenList */
168 OpenListNode *current = this->OpenListPop();
169 /* If empty, drop an error */
170 if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
172 /* Check for end node and if found, return that code */
173 if (this->EndNodeCheck(this, current) == AYSTAR_FOUND_END_NODE) {
174 if (this->FoundEndNode != NULL) {
175 this->FoundEndNode(this, current);
177 free(current);
178 return AYSTAR_FOUND_END_NODE;
181 /* Add the node to the ClosedList */
182 this->ClosedListAdd(&current->path);
184 /* Load the neighbours */
185 this->GetNeighbours(this, current);
187 /* Go through all neighbours */
188 for (i = 0; i < this->num_neighbours; i++) {
189 /* Check and add them to the OpenList if needed */
190 this->CheckTile(&this->neighbours[i], current);
193 /* Free the node */
194 free(current);
196 if (this->max_search_nodes != 0 && this->closedlist_hash.GetSize() >= this->max_search_nodes) {
197 /* We've expanded enough nodes */
198 return AYSTAR_LIMIT_REACHED;
199 } else {
200 /* Return that we are still busy */
201 return AYSTAR_STILL_BUSY;
206 * This function frees the memory it allocated
208 void AyStar::Free()
210 this->openlist_queue.Free(false);
211 /* 2nd argument above is false, below is true, to free the values only
212 * once */
213 this->openlist_hash.Delete(true);
214 this->closedlist_hash.Delete(true);
215 #ifdef AYSTAR_DEBUG
216 printf("[AyStar] Memory free'd\n");
217 #endif
221 * This function make the memory go back to zero.
222 * This function should be called when you are using the same instance again.
224 void AyStar::Clear()
226 /* Clean the Queue, but not the elements within. That will be done by
227 * the hash. */
228 this->openlist_queue.Clear(false);
229 /* Clean the hashes */
230 this->openlist_hash.Clear(true);
231 this->closedlist_hash.Clear(true);
233 #ifdef AYSTAR_DEBUG
234 printf("[AyStar] Cleared AyStar\n");
235 #endif
239 * This is the function you call to run AyStar.
240 * @return Possible values:
241 * - #AYSTAR_FOUND_END_NODE : indicates we found an end node.
242 * - #AYSTAR_NO_PATH : indicates that there was no path found.
243 * - #AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
244 * @note When the algorithm is done (when the return value is not #AYSTAR_STILL_BUSY) #Clear() is called automatically.
245 * When you stop the algorithm halfway, you should call #Clear() yourself!
247 int AyStar::Main()
249 int r, i = 0;
250 /* Loop through the OpenList
251 * Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick */
252 while ((r = this->Loop()) == AYSTAR_STILL_BUSY && (this->loops_per_tick == 0 || ++i < this->loops_per_tick)) { }
253 #ifdef AYSTAR_DEBUG
254 switch (r) {
255 case AYSTAR_FOUND_END_NODE: printf("[AyStar] Found path!\n"); break;
256 case AYSTAR_EMPTY_OPENLIST: printf("[AyStar] OpenList run dry, no path found\n"); break;
257 case AYSTAR_LIMIT_REACHED: printf("[AyStar] Exceeded search_nodes, no path found\n"); break;
258 default: break;
260 #endif
261 if (r != AYSTAR_STILL_BUSY) {
262 /* We're done, clean up */
263 this->Clear();
266 switch (r) {
267 case AYSTAR_FOUND_END_NODE: return AYSTAR_FOUND_END_NODE;
268 case AYSTAR_EMPTY_OPENLIST:
269 case AYSTAR_LIMIT_REACHED: return AYSTAR_NO_PATH;
270 default: return AYSTAR_STILL_BUSY;
275 * Adds a node from where to start an algorithm. Multiple nodes can be added
276 * if wanted. You should make sure that #Clear() is called before adding nodes
277 * if the #AyStar has been used before (though the normal main loop calls
278 * #Clear() automatically when the algorithm finishes.
279 * @param start_node Node to start with.
280 * @param g the cost for starting with this node.
282 void AyStar::AddStartNode(AyStarNode *start_node, uint g)
284 #ifdef AYSTAR_DEBUG
285 printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n",
286 TileX(start_node->tile), TileY(start_node->tile), start_node->direction);
287 #endif
288 this->OpenListAdd(NULL, start_node, 0, g);
292 * Initialize an #AyStar. You should fill all appropriate fields before
293 * calling #Init (see the declaration of #AyStar for which fields are internal).
295 void AyStar::Init(Hash_HashProc hash, uint num_buckets)
297 /* Allocated the Hash for the OpenList and ClosedList */
298 this->openlist_hash.Init(hash, num_buckets);
299 this->closedlist_hash.Init(hash, num_buckets);
301 /* Set up our sorting queue
302 * BinaryHeap allocates a block of 1024 nodes
303 * When that one gets full it reserves another one, till this number
304 * That is why it can stay this high */
305 this->openlist_queue.Init(102400);