author | truelight |
Thu, 24 Mar 2005 14:43:40 +0000 | |
changeset 1540 | 6eef12dab5bf |
parent 1299 | 39c06aba09aa |
child 1891 | 862800791170 |
permissions | -rw-r--r-- |
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#include "stdafx.h" |
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#include "ttd.h" |
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#include "debug.h" |
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#include "map.h" |
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#include "ai.h" |
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#include "vehicle.h" |
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|
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int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) { |
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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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|
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int x1, x2, x3; |
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int y1, y2, y3; |
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|
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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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|
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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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|
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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) { |
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if (x2 > x3) return 2; |
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else return 4; |
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} |
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if (x2 > x1) { |
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if (y2 > y3) return 2; |
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else return 5; |
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} |
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if (y1 > y2) { |
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if (x2 > x3) return 5; |
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else return 3; |
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} |
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if (x1 > x2) { |
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if (y2 > y3) return 4; |
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else return 3; |
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} |
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|
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return 0; |
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} |
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|
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int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) { |
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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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|
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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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|
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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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|
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r = 0; |
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|
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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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|
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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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|
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return r; |
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} |
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|
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// Get's the direction between 2 tiles seen from tile_a |
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int AiNew_GetDirection(uint tile_a, uint tile_b) { |
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if (TileY(tile_a) < TileY(tile_b)) return 1; |
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if (TileY(tile_a) > TileY(tile_b)) return 3; |
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if (TileX(tile_a) < TileX(tile_b)) return 2; |
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return 0; |
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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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int 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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91 |
return p->ainew.special_vehicles[i].flag; |
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} |
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93 |
} |
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||
95 |
// Not found :( |
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return 0; |
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} |
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||
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bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) { |
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int i, new_id = -1; |
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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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105 |
} |
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if (new_id == -1 && 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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109 |
} |
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||
111 |
// 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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114 |
return false; |
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115 |
} |
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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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} |