Files @ r1282:086fc2f1272e
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Location: cpp/openttd-patchpack/source/ai_shared.c

truelight
(svn r1786) -Fix: unitnumber is increased to 16bit, so now you can have up to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
#include "stdafx.h"
#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;
}