(svn r2220) Put two TileIndices into temporary variables to improve readability

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
tron 20 years ago
parent 1265478a98
commit 403845c9ca

@ -199,30 +199,33 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// Go through all surrounding tiles and check if they are within the limits // Go through all surrounding tiles and check if they are within the limits
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 && TileIndex ctile = current->path.node.tile; // Current tile
TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 && TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
TileY(TileOffsByDir(i) + current->path.node.tile) > 1 &&
TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) { if (TileX(atile) > 1 &&
TileX(atile) < MapMaxX() - 1 &&
TileY(atile) > 1 &&
TileY(atile) < MapMaxY() - 1) {
// We also directly test if the current tile can connect to this tile.. // We also directly test if the current tile can connect to this tile..
// We do this simply by just building the tile! // We do this simply by just building the tile!
// If the next step is a bridge, we have to enter it the right way // If the next step is a bridge, we have to enter it the right way
if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) { if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) { if (IsTileType(atile, MP_TUNNELBRIDGE)) {
// An existing bridge... let's test the direction ;) // An existing bridge... let's test the direction ;)
if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue; if ((_map5[atile] & 1U) != (i & 1)) continue;
// This problem only is valid for tunnels: // This problem only is valid for tunnels:
// When the last tile was not yet a tunnel, check if we enter from the right side.. // When the last tile was not yet a tunnel, check if we enter from the right side..
if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) { if ((_map5[atile] & 0x80) == 0) {
if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue; if (i != (_map5[atile] & 3U)) continue;
} }
} }
} }
// But also if we are on a bridge, we can only move a certain direction // But also if we are on a bridge, we can only move a certain direction
if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) { if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) { if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// An existing bridge/tunnel... let's test the direction ;) // An existing bridge/tunnel... let's test the direction ;)
if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue; if ((_map5[ctile] & 1U) != (i & 1)) continue;
} }
} }
@ -239,7 +242,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// If not, this means we are at the starting station // If not, this means we are at the starting station
if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) { if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
// We do need a direction? // We do need a direction?
if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction) { if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
// We are not pointing the right way, invalid tile // We are not pointing the right way, invalid tile
continue; continue;
} }
@ -247,13 +250,13 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
} else if (current->path.node.user_data[0] == 0) { } else if (current->path.node.user_data[0] == 0) {
if (PathFinderInfo->rail_or_road) { if (PathFinderInfo->rail_or_road) {
// Rail check // Rail check
dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i)); dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) continue; if (CmdFailed(ret)) continue;
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN #ifdef AI_PATHFINDER_NO_90DEGREES_TURN
if (current->path.parent->parent != NULL) { if (current->path.parent->parent != NULL) {
// Check if we don't make a 90degree curve // Check if we don't make a 90degree curve
int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile); int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) { if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
continue; continue;
} }
@ -261,16 +264,16 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
#endif #endif
} else { } else {
// Road check // Road check
dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i)); dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
if (IsRoad(current->path.node.tile)) { if (IsRoad(ctile)) {
if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) { if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// We have a bridge, how nicely! We should mark it... // We have a bridge, how nicely! We should mark it...
dir = 0; dir = 0;
} else { } else {
// It already has road.. check if we miss any bits! // It already has road.. check if we miss any bits!
if ((_map5[current->path.node.tile] & dir) != dir) { if ((_map5[ctile] & dir) != dir) {
// We do miss some pieces :( // We do miss some pieces :(
dir &= ~_map5[current->path.node.tile]; dir &= ~_map5[ctile];
} else { } else {
dir = 0; dir = 0;
} }
@ -278,14 +281,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
} }
// Only destruct things if it is MP_CLEAR of MP_TREES // Only destruct things if it is MP_CLEAR of MP_TREES
if (dir != 0) { if (dir != 0) {
ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) continue; if (CmdFailed(ret)) continue;
} }
} }
} }
// The tile can be connected // The tile can be connected
aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile; aystar->neighbours[aystar->num_neighbours].tile = atile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = 0; aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
aystar->neighbours[aystar->num_neighbours++].direction = 0; aystar->neighbours[aystar->num_neighbours++].direction = 0;
} }

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