Files
@ r5625:52b2115bd185
Branch filter:
Location: cpp/openttd-patchpack/source/src/ai/trolly/shared.cpp
r5625:52b2115bd185
2.5 KiB
text/x-c
(svn r8084) [Translations] Added nynorsk translation (pollux), renamed norwegian to norwegian bokmal, moved nynorsk to finished languages, and updated project files.
Strings pending to nynorsk will be preserved if they are differ from the current translation
Strings pending to nynorsk will be preserved if they are differ from the current translation
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 | /* $Id$ */
#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;
}
|