Files @ r1866:3795144cd786
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Location: cpp/openttd-patchpack/source/ai_shared.c

Darkvater
(svn r2372) - Fix (console): update the example scripts in the scripts/ directory to reflect the new console functionality
- Fix (console): any line starting with a '#' is a comment so ignore it
- Fix (console): The special variables whose value can only be set by a custom process should, also print out their newly set value there, instead of relying on the default printout which is slightly confusing. Eg after you change the value it still printed out 'current value for...' instead of 'XXX changed to...'
#include "stdafx.h"
#include "ttd.h"
#include "debug.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;
}