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1 /* $Id$ */ |
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2 |
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3 #include "../../stdafx.h" |
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4 #include "../../openttd.h" |
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5 #include "../../debug.h" |
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6 #include "../../map.h" |
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7 #include "trolly.h" |
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8 #include "../../vehicle.h" |
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9 |
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10 int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) |
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11 { |
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12 // 0 = vert |
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13 // 1 = horz |
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14 // 2 = dig up-left |
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15 // 3 = dig down-right |
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16 // 4 = dig down-left |
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17 // 5 = dig up-right |
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18 |
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19 uint x1 = TileX(tile_a); |
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20 uint x2 = TileX(tile_b); |
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21 uint x3 = TileX(tile_c); |
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22 |
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23 uint y1 = TileY(tile_a); |
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24 uint y2 = TileY(tile_b); |
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25 uint y3 = TileY(tile_c); |
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26 |
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27 if (y1 == y2 && y2 == y3) return 0; |
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28 if (x1 == x2 && x2 == x3) return 1; |
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29 if (y2 > y1) return x2 > x3 ? 2 : 4; |
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30 if (x2 > x1) return y2 > y3 ? 2 : 5; |
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31 if (y1 > y2) return x2 > x3 ? 5 : 3; |
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32 if (x1 > x2) return y2 > y3 ? 4 : 3; |
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33 |
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34 return 0; |
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35 } |
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36 |
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37 int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) |
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38 { |
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39 int x1, x2, x3; |
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40 int y1, y2, y3; |
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41 int r; |
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42 |
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43 x1 = TileX(tile_a); |
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44 x2 = TileX(tile_b); |
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45 x3 = TileX(tile_c); |
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46 |
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47 y1 = TileY(tile_a); |
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48 y2 = TileY(tile_b); |
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49 y3 = TileY(tile_c); |
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50 |
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51 r = 0; |
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52 |
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53 if (x1 < x2) r += 8; |
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54 if (y1 < y2) r += 1; |
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55 if (x1 > x2) r += 2; |
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56 if (y1 > y2) r += 4; |
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57 |
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58 if (x2 < x3) r += 2; |
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59 if (y2 < y3) r += 4; |
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60 if (x2 > x3) r += 8; |
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61 if (y2 > y3) r += 1; |
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62 |
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63 return r; |
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64 } |
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65 |
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66 // Get's the direction between 2 tiles seen from tile_a |
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67 DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) |
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68 { |
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69 if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE; |
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70 if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW; |
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71 if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW; |
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72 return DIAGDIR_NE; |
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73 } |
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74 |
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75 |
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76 // This functions looks up if this vehicle is special for this AI |
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77 // and returns his flag |
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78 uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) |
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79 { |
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80 uint i; |
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81 |
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82 for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { |
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83 if (p->ainew.special_vehicles[i].veh_id == v->index) { |
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84 return p->ainew.special_vehicles[i].flag; |
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85 } |
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86 } |
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87 |
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88 // Not found :( |
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89 return 0; |
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90 } |
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91 |
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92 |
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93 bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) |
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94 { |
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95 int new_id = -1; |
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96 uint i; |
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97 |
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98 for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { |
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99 if (p->ainew.special_vehicles[i].veh_id == v->index) { |
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100 p->ainew.special_vehicles[i].flag |= flag; |
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101 return true; |
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102 } |
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103 if (new_id == -1 && |
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104 p->ainew.special_vehicles[i].veh_id == 0 && |
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105 p->ainew.special_vehicles[i].flag == 0) { |
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106 new_id = i; |
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107 } |
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108 } |
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109 |
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110 // Out of special_vehicle spots :s |
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111 if (new_id == -1) { |
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112 DEBUG(ai, 1, "special_vehicles list is too small"); |
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113 return false; |
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114 } |
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115 p->ainew.special_vehicles[new_id].veh_id = v->index; |
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116 p->ainew.special_vehicles[new_id].flag = flag; |
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117 return true; |
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118 } |