diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c new file mode 100644 --- /dev/null +++ b/ai/trolly/shared.c @@ -0,0 +1,124 @@ +/* $Id$ */ + +#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 + + 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(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 +int AiNew_GetDirection(TileIndex tile_a, TileIndex 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;iainew.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;iainew.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; +}