diff --git a/src/ai/trolly/shared.cpp b/src/ai/trolly/shared.cpp new file mode 100644 --- /dev/null +++ b/src/ai/trolly/shared.cpp @@ -0,0 +1,118 @@ +/* $Id$ */ + +#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; +}