Files
@ r2236:150ecfd1ee92
Branch filter:
Location: cpp/openttd-patchpack/source/ai_shared.c
r2236:150ecfd1ee92
2.5 KiB
text/x-c
(svn r2756) Renamed railtypes into _railtypes
Renamed railtypes.c into railtypes.h, all other tables are in .h files. (It should be in the tables dir but I couldn't figure out how to get it there without deleting it first).
Added const and extern.
Renamed railtypes.c into railtypes.h, all other tables are in .h files. (It should be in the tables dir but I couldn't figure out how to get it there without deleting it first).
Added const and extern.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "map.h"
#include "ai_new.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;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;
}
|