ai/trolly/shared.c
changeset 2381 9a5ed6c0a2e6
child 3644 7c9a6a91873b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai/trolly/shared.c	Fri Sep 02 19:10:45 2005 +0000
@@ -0,0 +1,124 @@
+/* $Id$ */
+
+#include "../../stdafx.h"
+#include "../../openttd.h"
+#include "../../debug.h"
+#include "../../map.h"
+#include "trolly.h"
+#include "../../vehicle.h"
+
+int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
+{
+	// 0 = vert
+	// 1 = horz
+	// 2 = dig up-left
+	// 3 = dig down-right
+	// 4 = dig down-left
+	// 5 = dig up-right
+
+	int x1, x2, x3;
+	int y1, y2, y3;
+
+	x1 = TileX(tile_a);
+	x2 = TileX(tile_b);
+	x3 = TileX(tile_c);
+
+	y1 = TileY(tile_a);
+	y2 = TileY(tile_b);
+	y3 = TileY(tile_c);
+
+	if (y1 == y2 && y2 == y3) return 0;
+	if (x1 == x2 && x2 == x3) return 1;
+	if (y2 > y1) {
+		if (x2 > x3) return 2;
+		else return 4;
+	}
+	if (x2 > x1) {
+		if (y2 > y3) return 2;
+		else return 5;
+	}
+	if (y1 > y2) {
+		if (x2 > x3) return 5;
+		else return 3;
+	}
+	if (x1 > x2) {
+		if (y2 > y3) return 4;
+		else return 3;
+	}
+
+	return 0;
+}
+
+int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
+{
+	int x1, x2, x3;
+	int y1, y2, y3;
+	int r;
+
+	x1 = TileX(tile_a);
+	x2 = TileX(tile_b);
+	x3 = TileX(tile_c);
+
+	y1 = TileY(tile_a);
+	y2 = TileY(tile_b);
+	y3 = TileY(tile_c);
+
+	r = 0;
+
+	if (x1 < x2) r += 8;
+	if (y1 < y2) r += 1;
+	if (x1 > x2) r += 2;
+	if (y1 > y2) r += 4;
+
+	if (x2 < x3) r += 2;
+	if (y2 < y3) r += 4;
+	if (x2 > x3) r += 8;
+	if (y2 > y3) r += 1;
+
+	return r;
+}
+
+// Get's the direction between 2 tiles seen from tile_a
+int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
+{
+	if (TileY(tile_a) < TileY(tile_b)) return 1;
+	if (TileY(tile_a) > TileY(tile_b)) return 3;
+	if (TileX(tile_a) < TileX(tile_b)) return 2;
+	return 0;
+}
+
+// This functions looks up if this vehicle is special for this AI
+//  and returns his flag
+uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
+	int i;
+	for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
+		if (p->ainew.special_vehicles[i].veh_id == v->index) {
+			return p->ainew.special_vehicles[i].flag;
+		}
+	}
+
+	// Not found :(
+	return 0;
+}
+
+bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
+	int i, new_id = -1;
+	for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
+		if (p->ainew.special_vehicles[i].veh_id == v->index) {
+			p->ainew.special_vehicles[i].flag |= flag;
+			return true;
+		}
+		if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
+			p->ainew.special_vehicles[i].flag == 0)
+			new_id = i;
+	}
+
+	// Out of special_vehicle spots :s
+	if (new_id == -1) {
+		DEBUG(ai, 1)("special_vehicles list is too small :(");
+		return false;
+	}
+	p->ainew.special_vehicles[new_id].veh_id = v->index;
+	p->ainew.special_vehicles[new_id].flag = flag;
+	return true;
+}