mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
073e0eb3c9
use in debug.h. grfmsg() is now used as a specific debug-function for grf.
119 lines
2.5 KiB
C
119 lines
2.5 KiB
C
/* $Id$ */
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../map.h"
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#include "trolly.h"
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#include "../../vehicle.h"
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int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
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{
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// 0 = vert
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// 1 = horz
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// 2 = dig up-left
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// 3 = dig down-right
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// 4 = dig down-left
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// 5 = dig up-right
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uint x1 = TileX(tile_a);
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uint x2 = TileX(tile_b);
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uint x3 = TileX(tile_c);
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uint y1 = TileY(tile_a);
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uint y2 = TileY(tile_b);
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uint y3 = TileY(tile_c);
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if (y1 == y2 && y2 == y3) return 0;
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if (x1 == x2 && x2 == x3) return 1;
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if (y2 > y1) return x2 > x3 ? 2 : 4;
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if (x2 > x1) return y2 > y3 ? 2 : 5;
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if (y1 > y2) return x2 > x3 ? 5 : 3;
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if (x1 > x2) return y2 > y3 ? 4 : 3;
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return 0;
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}
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int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
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{
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int x1, x2, x3;
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int y1, y2, y3;
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int r;
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x1 = TileX(tile_a);
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x2 = TileX(tile_b);
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x3 = TileX(tile_c);
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y1 = TileY(tile_a);
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y2 = TileY(tile_b);
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y3 = TileY(tile_c);
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r = 0;
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if (x1 < x2) r += 8;
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if (y1 < y2) r += 1;
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if (x1 > x2) r += 2;
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if (y1 > y2) r += 4;
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if (x2 < x3) r += 2;
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if (y2 < y3) r += 4;
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if (x2 > x3) r += 8;
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if (y2 > y3) r += 1;
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return r;
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}
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// Get's the direction between 2 tiles seen from tile_a
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DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
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{
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if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE;
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if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW;
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if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW;
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return DIAGDIR_NE;
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}
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// This functions looks up if this vehicle is special for this AI
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// and returns his flag
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uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
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{
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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return p->ainew.special_vehicles[i].flag;
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}
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}
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// Not found :(
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return 0;
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}
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bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag)
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{
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int new_id = -1;
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uint i;
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for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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p->ainew.special_vehicles[i].flag |= flag;
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return true;
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}
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if (new_id == -1 &&
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p->ainew.special_vehicles[i].veh_id == 0 &&
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p->ainew.special_vehicles[i].flag == 0) {
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new_id = i;
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}
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}
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// Out of special_vehicle spots :s
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if (new_id == -1) {
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DEBUG(ai, 1, "special_vehicles list is too small");
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return false;
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}
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p->ainew.special_vehicles[new_id].veh_id = v->index;
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p->ainew.special_vehicles[new_id].flag = flag;
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return true;
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}
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