ai/trolly/shared.c
author truelight
Sat, 19 Aug 2006 10:00:30 +0000
changeset 4300 c7e43c47a2b9
parent 4077 d4d440dd8925
child 5380 8ea58542b6e0
permissions -rw-r--r--
(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
/* $Id$ */

#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

	uint x1 = TileX(tile_a);
	uint x2 = TileX(tile_b);
	uint x3 = TileX(tile_c);

	uint y1 = TileY(tile_a);
	uint y2 = TileY(tile_b);
	uint y3 = TileY(tile_c);

	if (y1 == y2 && y2 == y3) return 0;
	if (x1 == x2 && x2 == x3) return 1;
	if (y2 > y1) return x2 > x3 ? 2 : 4;
	if (x2 > x1) return y2 > y3 ? 2 : 5;
	if (y1 > y2) return x2 > x3 ? 5 : 3;
	if (x1 > x2) return y2 > y3 ? 4 : 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
DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
{
	if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE;
	if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW;
	if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW;
	return DIAGDIR_NE;
}


// This functions looks up if this vehicle is special for this AI
//  and returns his flag
uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
{
	uint 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 new_id = -1;
	uint i;

	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;
}