Changeset - r3179:755ee14a834d
[Not reviewed]
master
0 6 0
tron - 18 years ago 2006-03-11 09:10:46
tron@openttd.org
(svn r3816) Use existing accessors
6 files changed with 9 insertions and 11 deletions:
0 comments (0 inline, 0 general)
ai/default/default.c
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@@ -3659,7 +3659,7 @@ pos_3:
 
				return;
 
			}
 

	
 
			dir = _m[tile].m5 & 3;
 
			dir = GetRoadDepotDirection(tile);
 

	
 
			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
			DoCommandByTile(
ai/trolly/pathfinder.c
Show inline comments
 
@@ -9,6 +9,7 @@
 
#include "../../command.h"
 
#include "trolly.h"
 
#include "../../depot.h"
 
#include "../../tunnel_map.h"
 
#include "../../variables.h"
 
#include "../ai.h"
 

	
 
@@ -236,7 +237,7 @@ static void AyStar_AiPathFinder_GetNeigh
 
					// This problem only is valid for tunnels:
 
					// When the last tile was not yet a tunnel, check if we enter from the right side..
 
					if ((_m[atile].m5 & 0x80) == 0) {
 
						if (i != (_m[atile].m5 & 3U)) continue;
 
						if (GetTunnelDirection(atile) != i) continue;
 
					}
 
				}
 
			}
ai/trolly/trolly.c
Show inline comments
 
@@ -798,7 +798,7 @@ static void AiNew_State_FindDepot(Player
 
			if (IsTileType(t, MP_STREET) &&
 
					GetRoadType(t) == ROAD_DEPOT &&
 
					IsTileOwner(t, _current_player) &&
 
					GB(_m[t].m5, 0, 2) == ReverseDiagDir(j)) { // right direction?
 
					GetRoadDepotDirection(t) == ReverseDiagDir(j)) {
 
				p->ainew.depot_tile = t;
 
				p->ainew.depot_direction = ReverseDiagDir(j);
 
				p->ainew.state = AI_STATE_VERIFY_ROUTE;
depot.h
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@@ -8,6 +8,7 @@
 

	
 
#include "direction.h"
 
#include "pool.h"
 
#include "road_map.h"
 
#include "tile.h"
 
#include "variables.h"
 

	
 
@@ -102,10 +103,8 @@ static inline DiagDirection GetDepotDire
 

	
 
	switch (type)
 
	{
 
		case TRANSPORT_RAIL:
 
		case TRANSPORT_ROAD:
 
			/* Rail and road store a diagonal direction in bits 0 and 1 */
 
			return (DiagDirection)GB(_m[tile].m5, 0, 2);
 
		case TRANSPORT_RAIL: return (DiagDirection)GB(_m[tile].m5, 0, 2);
 
		case TRANSPORT_ROAD: return GetRoadDepotDirection(tile);
 
		case TRANSPORT_WATER:
 
			/* Water is stubborn, it stores the directions in a different order. */
 
			switch (GB(_m[tile].m5, 0, 2)) {
npf.c
Show inline comments
 
@@ -508,7 +508,6 @@ static void NPFFollowTrack(AyStar* aysta
 
	Trackdir src_trackdir = (Trackdir)current->path.node.direction;
 
	TileIndex src_tile = current->path.node.tile;
 
	DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);
 
	FindLengthOfTunnelResult flotr;
 
	TileIndex dst_tile;
 
	int i;
 
	TrackdirBits trackdirbits, ts;
 
@@ -524,8 +523,7 @@ static void NPFFollowTrack(AyStar* aysta
 
		/* This is a tunnel. We know this tunnel is our type,
 
		 * otherwise we wouldn't have got here. It is also facing us,
 
		 * so we should skip it's body */
 
		flotr = FindLengthOfTunnel(src_tile, src_exitdir);
 
		dst_tile = flotr.tile;
 
		dst_tile = GetOtherTunnelEnd(src_tile);
 
	} else {
 
		if (type != TRANSPORT_WATER && (IsRoadStationTile(src_tile) || IsTileDepotType(src_tile, type))){
 
			/* This is a road station or a train or road depot. We can enter and exit
vehicle.c
Show inline comments
 
@@ -1976,7 +1976,7 @@ Trackdir GetVehicleTrackdir(const Vehicl
 

	
 
		case VEH_Road:
 
			if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */
 
				return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_ROAD)); /* Road vehicle in depot */
 
				return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile));
 

	
 
			if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */
 
				return DiagdirToDiagTrackdir(GetRoadStationDir(v->tile)); /* Road vehicle in a station */
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