truelight@110: #include "stdafx.h" truelight@110: #include "ttd.h" tron@679: #include "map.h" truelight@110: #include "ai.h" truelight@145: #include "vehicle.h" truelight@110: truelight@110: int AiNew_GetRailDirection(uint tile_a, uint tile_b, uint tile_c) { truelight@110: // 0 = vert truelight@110: // 1 = horz truelight@110: // 2 = dig up-left truelight@110: // 3 = dig down-right truelight@110: // 4 = dig down-left truelight@110: // 5 = dig up-right truelight@110: truelight@110: int x1, x2, x3; truelight@110: int y1, y2, y3; truelight@110: truelight@110: x1 = GET_TILE_X(tile_a); truelight@110: x2 = GET_TILE_X(tile_b); truelight@110: x3 = GET_TILE_X(tile_c); truelight@110: truelight@110: y1 = GET_TILE_Y(tile_a); truelight@110: y2 = GET_TILE_Y(tile_b); truelight@110: y3 = GET_TILE_Y(tile_c); truelight@110: truelight@110: if (y1 == y2 && y2 == y3) return 0; truelight@110: if (x1 == x2 && x2 == x3) return 1; truelight@110: if (y2 > y1) { truelight@110: if (x2 > x3) return 2; truelight@110: else return 4; truelight@110: } truelight@110: if (x2 > x1) { truelight@110: if (y2 > y3) return 2; truelight@110: else return 5; truelight@110: } truelight@110: if (y1 > y2) { truelight@110: if (x2 > x3) return 5; truelight@110: else return 3; truelight@110: } truelight@110: if (x1 > x2) { truelight@110: if (y2 > y3) return 4; truelight@110: else return 3; truelight@110: } truelight@110: truelight@110: return 0; truelight@110: } truelight@110: truelight@110: int AiNew_GetRoadDirection(uint tile_a, uint tile_b, uint tile_c) { truelight@110: int x1, x2, x3; truelight@110: int y1, y2, y3; truelight@110: int r; truelight@110: truelight@110: x1 = GET_TILE_X(tile_a); truelight@110: x2 = GET_TILE_X(tile_b); truelight@110: x3 = GET_TILE_X(tile_c); truelight@110: truelight@110: y1 = GET_TILE_Y(tile_a); truelight@110: y2 = GET_TILE_Y(tile_b); truelight@110: y3 = GET_TILE_Y(tile_c); truelight@110: truelight@110: r = 0; truelight@110: truelight@110: if (x1 < x2) r += 8; truelight@110: if (y1 < y2) r += 1; truelight@110: if (x1 > x2) r += 2; truelight@110: if (y1 > y2) r += 4; truelight@110: truelight@110: if (x2 < x3) r += 2; truelight@110: if (y2 < y3) r += 4; truelight@110: if (x2 > x3) r += 8; truelight@110: if (y2 > y3) r += 1; truelight@110: truelight@110: return r; truelight@110: } truelight@110: truelight@110: // Get's the direction between 2 tiles seen from tile_a truelight@110: int AiNew_GetDirection(uint tile_a, uint tile_b) { truelight@110: if (GET_TILE_Y(tile_a) < GET_TILE_Y(tile_b)) return 1; truelight@110: if (GET_TILE_Y(tile_a) > GET_TILE_Y(tile_b)) return 3; truelight@110: if (GET_TILE_X(tile_a) < GET_TILE_X(tile_b)) return 2; truelight@110: return 0; truelight@110: } truelight@145: truelight@145: // This functions looks up if this vehicle is special for this AI truelight@145: // and returns his flag truelight@145: uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) { truelight@145: int i; truelight@145: for (i=0;iainew.special_vehicles[i].veh_id == v->index) { truelight@145: return p->ainew.special_vehicles[i].flag; truelight@145: } truelight@145: } truelight@145: truelight@145: // Not found :( truelight@145: return 0; truelight@145: } truelight@145: truelight@145: bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) { truelight@145: int i, new_id = -1; truelight@145: for (i=0;iainew.special_vehicles[i].veh_id == v->index) { truelight@145: p->ainew.special_vehicles[i].flag |= flag; truelight@145: return true; truelight@145: } truelight@145: if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 && truelight@145: p->ainew.special_vehicles[i].flag == 0) truelight@145: new_id = i; truelight@145: } truelight@145: truelight@145: // Out of special_vehicle spots :s truelight@145: if (new_id == -1) { truelight@145: DEBUG(ai, 1)("special_vehicles list is too small :("); truelight@145: return false; truelight@145: } truelight@145: p->ainew.special_vehicles[new_id].veh_id = v->index; truelight@145: p->ainew.special_vehicles[new_id].flag = flag; truelight@145: return true; truelight@145: }