(svn r2892) Fix indentation
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@@ -52,6 +52,7 @@ static bool IsRoad(TileIndex tile)
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// Checks if a tile 'a' is between the tiles 'b' and 'c'
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#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
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// Check if the current tile is in our end-area
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static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
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{
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@@ -66,6 +67,7 @@ static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *curr
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return AYSTAR_DONE;
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}
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// Calculates the hash
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// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
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static uint AiPathFinder_Hash(uint key1, uint key2)
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@@ -73,6 +75,7 @@ static uint AiPathFinder_Hash(uint key1, uint key2)
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return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
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}
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// Clear the memory of all the things
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static void AyStar_AiPathFinder_Free(AyStar *aystar)
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{
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@@ -80,11 +83,13 @@ static void AyStar_AiPathFinder_Free(AyStar *aystar)
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free(aystar);
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}
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static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
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static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
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// This creates the AiPathFinder
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AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
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{
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@@ -129,6 +134,7 @@ AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFin
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return result;
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}
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// To reuse AyStar we sometimes have to clean all the memory
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void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
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{
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@@ -158,6 +164,7 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
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}
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}
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// The h-value, simple calculation
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static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
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{
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@@ -177,6 +184,7 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current,
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return r * AI_PATHFINDER_H_MULTIPLER;
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}
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// We found the end.. let's get the route back and put it in an array
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static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
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{
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@@ -199,6 +207,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
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}
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
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{
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@@ -321,7 +330,6 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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if (ti.tileh != 0 ||
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(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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for (;;) {
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new_tile += TileOffsByDir(dir);
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@@ -362,6 +370,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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}
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}
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extern uint GetRailFoundation(uint tileh, uint bits);
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extern uint GetRoadFoundation(uint tileh, uint bits);
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extern uint GetBridgeFoundation(uint tileh, byte direction);
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@@ -383,9 +392,10 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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// Check if we hit the end-tile
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if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
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// We are at the end-tile, check if we had a direction or something...
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if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction)
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if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
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// We are not pointing the right way, invalid tile
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return AYSTAR_INVALID_NODE;
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}
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// If it was valid, drop out.. we don't build on the endtile
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return 0;
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}
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@@ -453,10 +463,8 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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if (parent_ti.tileh == 0)
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (ti.tileh == 0)
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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// To prevent the AI from taking the fastest way in tiles, but not the fastest way
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@@ -464,7 +472,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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// This way, we get almost the fastest way in tiles, and a very good speed on the track
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if (!PathFinderInfo->rail_or_road) {
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if (parent->path.parent != NULL &&
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AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
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AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
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// When road exists, we don't like turning, but its free, so don't be to piggy about it
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if (IsRoad(parent->path.node.tile))
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res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
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