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 "ai_new.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 int x1, x2, x3; |
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20 int y1, y2, y3; |
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21 |
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22 x1 = TileX(tile_a); |
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23 x2 = TileX(tile_b); |
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24 x3 = TileX(tile_c); |
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25 |
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26 y1 = TileY(tile_a); |
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27 y2 = TileY(tile_b); |
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28 y3 = TileY(tile_c); |
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29 |
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30 if (y1 == y2 && y2 == y3) return 0; |
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31 if (x1 == x2 && x2 == x3) return 1; |
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32 if (y2 > y1) { |
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33 if (x2 > x3) return 2; |
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34 else return 4; |
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35 } |
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36 if (x2 > x1) { |
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37 if (y2 > y3) return 2; |
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38 else return 5; |
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39 } |
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40 if (y1 > y2) { |
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41 if (x2 > x3) return 5; |
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42 else return 3; |
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43 } |
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44 if (x1 > x2) { |
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45 if (y2 > y3) return 4; |
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46 else return 3; |
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47 } |
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48 |
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49 return 0; |
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50 } |
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51 |
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52 int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c) |
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53 { |
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54 int x1, x2, x3; |
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55 int y1, y2, y3; |
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56 int r; |
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57 |
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58 x1 = TileX(tile_a); |
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59 x2 = TileX(tile_b); |
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60 x3 = TileX(tile_c); |
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61 |
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62 y1 = TileY(tile_a); |
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63 y2 = TileY(tile_b); |
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64 y3 = TileY(tile_c); |
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65 |
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66 r = 0; |
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67 |
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68 if (x1 < x2) r += 8; |
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69 if (y1 < y2) r += 1; |
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70 if (x1 > x2) r += 2; |
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71 if (y1 > y2) r += 4; |
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72 |
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73 if (x2 < x3) r += 2; |
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74 if (y2 < y3) r += 4; |
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75 if (x2 > x3) r += 8; |
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76 if (y2 > y3) r += 1; |
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77 |
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78 return r; |
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79 } |
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80 |
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81 // Get's the direction between 2 tiles seen from tile_a |
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82 int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) |
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83 { |
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84 if (TileY(tile_a) < TileY(tile_b)) return 1; |
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85 if (TileY(tile_a) > TileY(tile_b)) return 3; |
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86 if (TileX(tile_a) < TileX(tile_b)) return 2; |
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87 return 0; |
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88 } |
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89 |
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90 // This functions looks up if this vehicle is special for this AI |
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91 // and returns his flag |
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92 uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) { |
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93 int i; |
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94 for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) { |
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95 if (p->ainew.special_vehicles[i].veh_id == v->index) { |
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96 return p->ainew.special_vehicles[i].flag; |
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97 } |
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98 } |
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99 |
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100 // Not found :( |
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101 return 0; |
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102 } |
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103 |
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104 bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) { |
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105 int i, new_id = -1; |
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106 for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) { |
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107 if (p->ainew.special_vehicles[i].veh_id == v->index) { |
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108 p->ainew.special_vehicles[i].flag |= flag; |
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109 return true; |
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110 } |
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111 if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 && |
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112 p->ainew.special_vehicles[i].flag == 0) |
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113 new_id = i; |
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114 } |
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115 |
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116 // Out of special_vehicle spots :s |
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117 if (new_id == -1) { |
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118 DEBUG(ai, 1)("special_vehicles list is too small :("); |
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119 return false; |
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120 } |
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121 p->ainew.special_vehicles[new_id].veh_id = v->index; |
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122 p->ainew.special_vehicles[new_id].flag = flag; |
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123 return true; |
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124 } |
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