diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c deleted file mode 100644 --- a/ai/trolly/shared.c +++ /dev/null @@ -1,118 +0,0 @@ -/* $Id$ */ - -#include "../../stdafx.h" -#include "../../openttd.h" -#include "../../debug.h" -#include "../../map.h" -#include "trolly.h" -#include "../../vehicle.h" - -int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) -{ - // 0 = vert - // 1 = horz - // 2 = dig up-left - // 3 = dig down-right - // 4 = dig down-left - // 5 = dig up-right - - uint x1 = TileX(tile_a); - uint x2 = TileX(tile_b); - uint x3 = TileX(tile_c); - - uint y1 = TileY(tile_a); - uint y2 = TileY(tile_b); - uint y3 = TileY(tile_c); - - if (y1 == y2 && y2 == y3) return 0; - if (x1 == x2 && x2 == x3) return 1; - if (y2 > y1) return x2 > x3 ? 2 : 4; - if (x2 > x1) return y2 > y3 ? 2 : 5; - if (y1 > y2) return x2 > x3 ? 5 : 3; - if (x1 > x2) return y2 > y3 ? 4 : 3; - - return 0; -} - -int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex 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 -DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) -{ - if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE; - if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW; - if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW; - return DIAGDIR_NE; -} - - -// This functions looks up if this vehicle is special for this AI -// and returns his flag -uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) -{ - uint 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 new_id = -1; - uint i; - - 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; -}