(svn r20890) -Doc: Make documentation accessible to doxygen.

This commit is contained in:
alberth
2010-10-02 19:55:13 +00:00
parent 5afeeaf5d8
commit 14cd6bbbf9
2 changed files with 120 additions and 107 deletions

View File

@@ -7,14 +7,12 @@
* 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/>.
*/
/** @file aystar.cpp Implementation of A*. */
/*
* This file has the core function for AyStar
* AyStar is a fast pathfinding routine and is used for things like
* AI_pathfinding and Train_pathfinding.
* For more information about AyStar (A* Algorithm), you can look at
* http://en.wikipedia.org/wiki/A-star_search_algorithm
/** @file aystar.cpp Implementation of A*.
*
* This file has the core function for %AyStar.
* %AyStar is a fast path finding routine and is used for things like AI path finding and Train path finding.
* For more information about %AyStar (A* Algorithm), you can look at
* <A HREF='http://en.wikipedia.org/wiki/A-star_search_algorithm'>http://en.wikipedia.org/wiki/A-star_search_algorithm</A>.
*/
/*
@@ -29,15 +27,21 @@
#include "../../core/alloc_func.hpp"
#include "aystar.h"
/* This looks in the Hash if a node exists in ClosedList
* If so, it returns the PathNode, else NULL */
/**
* This looks in the hash whether a node exists in the closed list.
* @param node Node to search.
* @return The #PathNode if it is available, else \c NULL
*/
PathNode *AyStar::ClosedListIsInList(const AyStarNode *node)
{
return (PathNode*)this->closedlist_hash.Get(node->tile, node->direction);
}
/* This adds a node to the ClosedList
* It makes a copy of the data */
/**
* This adds a node to the closed list.
* It makes a copy of the data.
* @param node Node to add to the closed list.
*/
void AyStar::ClosedListAdd(const PathNode *node)
{
/* Add a node to the ClosedList */
@@ -46,16 +50,21 @@ void AyStar::ClosedListAdd(const PathNode *node)
this->closedlist_hash.Set(node->node.tile, node->node.direction, new_node);
}
/* Checks if a node is in the OpenList
* If so, it returns the OpenListNode, else NULL */
/**
* Check whether a node is in the open list.
* @param node Node to search.
* @return If the node is available, it is returned, else \c NULL is returned.
*/
OpenListNode *AyStar::OpenListIsInList(const AyStarNode *node)
{
return (OpenListNode*)this->openlist_hash.Get(node->tile, node->direction);
}
/* Gets the best node from OpenList
* returns the best node, or NULL of none is found
* Also it deletes the node from the OpenList */
/**
* Gets the best node from the open list.
* It deletes the returned node from the open list.
* @returns the best node available, or \c NULL of none is found.
*/
OpenListNode *AyStar::OpenListPop()
{
/* Return the item the Queue returns.. the best next OpenList item. */
@@ -67,8 +76,10 @@ OpenListNode *AyStar::OpenListPop()
return res;
}
/* Adds a node to the OpenList
* It makes a copy of node, and puts the pointer of parent in the struct */
/**
* Adds a node to the open list.
* It makes a copy of node, and puts the pointer of parent in the struct.
*/
void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
{
/* Add a new Node to the OpenList */
@@ -82,8 +93,8 @@ void AyStar::OpenListAdd(PathNode *parent, const AyStarNode *node, int f, int g)
this->openlist_queue.Push(new_node, f);
}
/*
* Checks one tile and calculate his f-value
/**
* Checks one tile and calculate its f-value
*/
void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
{
@@ -138,16 +149,14 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
}
}
/*
* This function is the core of AyStar. It handles one item and checks
* his neighbour items. If they are valid, they are added to be checked too.
* return values:
* AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
* has been found.
* AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
* reached.
* AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
* AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
/**
* This function is the core of %AyStar. It handles one item and checks
* his neighbour items. If they are valid, they are added to be checked too.
* @return Possible values:
* - #AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path has been found.
* - #AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been reached.
* - #AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
* - #AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
*/
int AyStar::Loop()
{
@@ -191,7 +200,7 @@ int AyStar::Loop()
}
}
/*
/**
* This function frees the memory it allocated
*/
void AyStar::Free()
@@ -206,9 +215,9 @@ void AyStar::Free()
#endif
}
/*
* This function make the memory go back to zero
* This function should be called when you are using the same instance again.
/**
* This function make the memory go back to zero.
* This function should be called when you are using the same instance again.
*/
void AyStar::Clear()
{
@@ -224,15 +233,14 @@ void AyStar::Clear()
#endif
}
/*
/**
* This is the function you call to run AyStar.
* return values:
* AYSTAR_FOUND_END_NODE : indicates we found an end node.
* AYSTAR_NO_PATH : indicates that there was no path found.
* 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.
* When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
* this->Clear() is called. Note that when you stop the algorithm halfway,
* you should still call Clear() yourself!
* @return Possible values:
* - #AYSTAR_FOUND_END_NODE : indicates we found an end node.
* - #AYSTAR_NO_PATH : indicates that there was no path found.
* - #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.
* @note When the algorithm is done (when the return value is not #AYSTAR_STILL_BUSY) #Clear() is called automatically.
* When you stop the algorithm halfway, you should call #Clear() yourself!
*/
int AyStar::Main()
{
@@ -261,12 +269,13 @@ int AyStar::Main()
}
}
/*
/**
* Adds a node from where to start an algorithm. Multiple nodes can be added
* if wanted. You should make sure that clear() is called before adding nodes
* if the AyStar has been used before (though the normal main loop calls
* clear() automatically when the algorithm finishes
* g is the cost for starting with this node.
* if wanted. You should make sure that #Clear() is called before adding nodes
* if the #AyStar has been used before (though the normal main loop calls
* #Clear() automatically when the algorithm finishes.
* @param start_node Node to start with.
* @param g the cost for starting with this node.
*/
void AyStar::AddStartNode(AyStarNode *start_node, uint g)
{
@@ -279,8 +288,7 @@ void AyStar::AddStartNode(AyStarNode *start_node, uint g)
/**
* Initialize an #AyStar. You should fill all appropriate fields before
* calling #Init (see the declaration of #AyStar for which fields are
* internal.
* calling #Init (see the declaration of #AyStar for which fields are internal).
*/
void AyStar::Init(Hash_HashProc hash, uint num_buckets)
{