/*******************************************/ /* EDITEUR de PCB: routines d'AUTOROUTAGE: */ /*******************************************/ #include "fctsys.h" #include "gr_basic.h" #include "common.h" #include "pcbnew.h" #include "autorout.h" #include "protos.h" #include "cell.h" struct PcbQueue /* search queue structure */ { struct PcbQueue *Next; int Row; /* current row */ int Col; /* current column */ int Side; /* 0=top, 1=bottom */ int Dist; /* path distance to this cell so far */ int ApxDist; /* approximate distance to target from here */ }; static long qlen = 0; /* current queue length */ static struct PcbQueue *Head = NULL; static struct PcbQueue *Tail = NULL; static struct PcbQueue *Save = NULL; /* hold empty queue structs */ /* Routines definies ici : */ void InitQueue(); void GetQueue( int *, int *, int *, int *, int * ); int SetQueue( int, int, int, int, int, int, int ); void ReSetQueue( int, int, int, int, int, int, int ); /************************/ void FreeQueue(void) /************************/ /* Free the memory used for storing all the queue */ { struct PcbQueue *p; InitQueue(); while( (p = Save) != NULL ) { Save = p->Next; MyFree(p); } } /************************/ /* void InitQueue(void) */ /************************/ /* initialize the search queue */ void InitQueue(void) { struct PcbQueue *p; while( (p = Head) != NULL ) { Head = p->Next; p->Next = Save; Save = p; } Tail = NULL; OpenNodes = ClosNodes = MoveNodes = MaxNodes = qlen = 0; } /*********************************************************/ /* void GetQueue(int *r, int *c, int *s, int *d, int *a) */ /*********************************************************/ /* get search queue item from list */ void GetQueue(int *r, int *c, int *s, int *d, int *a) { struct PcbQueue *p; if( (p = Head) != NULL ) /* return first item in list */ { *r = p->Row; *c = p->Col; *s = p->Side; *d = p->Dist; *a = p->ApxDist; if ((Head = p->Next) == NULL) Tail = NULL; /* put node on free list */ p->Next = Save; Save = p; ClosNodes++; qlen--; } else /* empty list */ { *r = *c = *s = *d = *a = ILLEGAL; } } /****************************************************************/ int SetQueue (int r,int c,int side,int d,int a,int r2,int c2 ) /****************************************************************/ /* add a search node to the list Return: 1 si OK 0 si defaut allocation Memoire */ { struct PcbQueue *p, *q, *t; int i, j; if( (p = Save) != NULL ) /* try free list first */ { Save = p->Next; } else if ((p = (struct PcbQueue *) MyMalloc(sizeof(PcbQueue))) == NULL) return(0); p->Row = r; p->Col = c; p->Side = side; i = (p->Dist = d) + (p->ApxDist = a); p->Next = NULL; if( (q = Head) != NULL) { /* insert in proper position in list */ if (q->Dist + q->ApxDist > i) { /* insert at head */ p->Next = q; Head = p; } else { /* search for proper position */ for (t = q, q = q->Next; q && i > (j = q->Dist + q->ApxDist); t = q, q = q->Next) ; if (q && i == j && q->Row == r2 && q->Col == c2) { /* insert after q, which is a goal node */ if ( (p->Next = q->Next) == NULL) Tail = p; q->Next = p; } else { /* insert in front of q */ if ((p->Next = q) == NULL) Tail = p; t->Next = p; } } } else /* empty search list */ Head = Tail = p; OpenNodes++; if (++qlen > MaxNodes) MaxNodes = qlen; return(1); } /******************************************************************/ void ReSetQueue (int r,int c,int s,int d,int a,int r2,int c2 ) /******************************************************************/ /* reposition node in list */ { struct PcbQueue *p, *q; /* first, see if it is already in the list */ for (q = NULL, p = Head; p; q = p, p = p->Next) { if (p->Row == r && p->Col == c && p->Side == s) { /* old one to remove */ if (q) { if ( (q->Next = p->Next) == NULL) Tail = q; } else if ((Head = p->Next) == NULL) Tail = NULL; p->Next = Save; Save = p; OpenNodes--; MoveNodes++; qlen--; break; } } if (!p) /* not found, it has already been closed once */ ClosNodes--; /* we will close it again, but just count once */ /* if it was there, it's gone now; insert it at the proper position */ SetQueue( r, c, s, d, a, r2, c2 ); }