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Location: cpp/openttd-patchpack/source/ai_shared.c - annotation
r1226:5b2629ab068b
2.4 KiB
text/x-c
(svn r1730) - Fix: Ships and Aircrafts have to be build in depots owned by _current_player (hacked client protection)
now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
now all 4 types of vehicles have to be build in depots. Note: there is a wordaround for AI players since the AI handle aircraft building in a weird way
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#include "ttd.h"
#include "map.h"
#include "ai.h"
#include "vehicle.h"
int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) {
// 0 = vert
// 1 = horz
// 2 = dig up-left
// 3 = dig down-right
// 4 = dig down-left
// 5 = dig up-right
int x1, x2, x3;
int y1, y2, y3;
x1 = TileX(tile_a);
x2 = TileX(tile_b);
x3 = TileX(tile_c);
y1 = TileY(tile_a);
y2 = TileY(tile_b);
y3 = TileY(tile_c);
if (y1 == y2 && y2 == y3) return 0;
if (x1 == x2 && x2 == x3) return 1;
if (y2 > y1) {
if (x2 > x3) return 2;
else return 4;
}
if (x2 > x1) {
if (y2 > y3) return 2;
else return 5;
}
if (y1 > y2) {
if (x2 > x3) return 5;
else return 3;
}
if (x1 > x2) {
if (y2 > y3) return 4;
else return 3;
}
return 0;
}
int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) {
int x1, x2, x3;
int y1, y2, y3;
int r;
x1 = TileX(tile_a);
x2 = TileX(tile_b);
x3 = TileX(tile_c);
y1 = TileY(tile_a);
y2 = TileY(tile_b);
y3 = TileY(tile_c);
r = 0;
if (x1 < x2) r += 8;
if (y1 < y2) r += 1;
if (x1 > x2) r += 2;
if (y1 > y2) r += 4;
if (x2 < x3) r += 2;
if (y2 < y3) r += 4;
if (x2 > x3) r += 8;
if (y2 > y3) r += 1;
return r;
}
// Get's the direction between 2 tiles seen from tile_a
int AiNew_GetDirection(uint tile_a, uint tile_b) {
if (TileY(tile_a) < TileY(tile_b)) return 1;
if (TileY(tile_a) > TileY(tile_b)) return 3;
if (TileX(tile_a) < TileX(tile_b)) return 2;
return 0;
}
// This functions looks up if this vehicle is special for this AI
// and returns his flag
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
int i;
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
if (p->ainew.special_vehicles[i].veh_id == v->index) {
return p->ainew.special_vehicles[i].flag;
}
}
// Not found :(
return 0;
}
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
int i, new_id = -1;
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
if (p->ainew.special_vehicles[i].veh_id == v->index) {
p->ainew.special_vehicles[i].flag |= flag;
return true;
}
if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
p->ainew.special_vehicles[i].flag == 0)
new_id = i;
}
// Out of special_vehicle spots :s
if (new_id == -1) {
DEBUG(ai, 1)("special_vehicles list is too small :(");
return false;
}
p->ainew.special_vehicles[new_id].veh_id = v->index;
p->ainew.special_vehicles[new_id].flag = flag;
return true;
}
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