ai/trolly/shared.c
author tron
Tue, 27 Jun 2006 21:25:53 +0000
changeset 4077 d4d440dd8925
parent 3644 7c9a6a91873b
child 5380 8ea58542b6e0
permissions -rw-r--r--
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/* $Id$ */
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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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}