--- a/src/ai/trolly/pathfinder.cpp Mon Dec 03 23:39:38 2007 +0000
+++ b/src/ai/trolly/pathfinder.cpp Tue Jan 22 21:00:30 2008 +0000
@@ -4,15 +4,17 @@
#include "../../openttd.h"
#include "../../bridge_map.h"
#include "../../debug.h"
-#include "../../functions.h"
-#include "../../map.h"
-#include "../../tile.h"
-#include "../../command.h"
+#include "../../command_func.h"
#include "trolly.h"
#include "../../depot.h"
#include "../../tunnel_map.h"
#include "../../bridge.h"
+#include "../../tunnelbridge_map.h"
#include "../ai.h"
+#include "../../variables.h"
+#include "../../player_base.h"
+#include "../../player_func.h"
+
#define TEST_STATION_NO_DIR 0xFF
@@ -27,14 +29,14 @@
// TODO: currently we only allow spots that can be access from al 4 directions...
// should be fixed!!!
for (dir = 0; dir < 4; dir++) {
- ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
+ ret = AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST);
if (CmdSucceeded(ret)) return true;
}
return false;
}
// return true if command succeeded, so the inverse of CmdFailed()
- return CmdSucceeded(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
+ return CmdSucceeded(AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST));
}
@@ -43,10 +45,7 @@
return
// MP_ROAD, but not a road depot?
(IsTileType(tile, MP_ROAD) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
- (IsTileType(tile, MP_TUNNELBRIDGE) && (
- (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
- (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_ROAD)
- ));
+ (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD);
}
@@ -234,11 +233,7 @@
// If the next step is a bridge, we have to enter it the right way
if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
if (IsTileType(atile, MP_TUNNELBRIDGE)) {
- if (IsTunnel(atile)) {
- if (GetTunnelDirection(atile) != i) continue;
- } else {
- if (GetBridgeRampDirection(atile) != i) continue;
- }
+ if (GetTunnelBridgeDirection(atile) != i) continue;
}
}
@@ -364,10 +359,6 @@
extern Foundation GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c
extern Foundation GetRoadFoundation(Slope tileh, RoadBits bits); // XXX function declaration in .c
-extern Foundation GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c
-enum BridgeFoundation {
- BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
-};
// The most important function: it calculates the g-value
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
@@ -408,10 +399,10 @@
if (parent_tileh != SLOPE_FLAT && parent->path.parent != NULL) {
// Skip if the tile was from a bridge or tunnel
if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
+ static const uint32 SLOPED_TILEHS = (1 << SLOPE_NW) | (1 << SLOPE_SW) | (1 << SLOPE_SE) | (1 << SLOPE_NE);
if (PathFinderInfo->rail_or_road) {
Foundation f = GetRailFoundation(parent_tileh, (TrackBits)(1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)));
- // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
- if (IsInclinedFoundation(f) || (!IsFoundation(f) && HasBit(BRIDGE_NO_FOUNDATION, parent_tileh))) {
+ if (IsInclinedFoundation(f) || (!IsFoundation(f) && HasBit(SLOPED_TILEHS, parent_tileh))) {
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
} else {
res += AI_PATHFINDER_FOUNDATION_PENALTY;
@@ -419,7 +410,7 @@
} else {
if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) {
Foundation f = GetRoadFoundation(parent_tileh, (RoadBits)AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
- if (IsInclinedFoundation(f) || (!IsFoundation(f) && HasBit(BRIDGE_NO_FOUNDATION, parent_tileh))) {
+ if (IsInclinedFoundation(f) || (!IsFoundation(f) && HasBit(SLOPED_TILEHS, parent_tileh))) {
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
} else {
res += AI_PATHFINDER_FOUNDATION_PENALTY;
@@ -444,19 +435,9 @@
res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
// Check if we are going up or down, first for the starting point
// In user_data[0] is at the 8th bit the direction
- if (!HasBit(BRIDGE_NO_FOUNDATION, parent_tileh)) {
- if (IsLeveledFoundation(GetBridgeFoundation(parent_tileh, (Axis)((current->user_data[0] >> 8) & 1)))) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
+ if (!HasBridgeFlatRamp(parent_tileh, (Axis)((current->user_data[0] >> 8) & 1))) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
// Second for the end point
- if (!HasBit(BRIDGE_NO_FOUNDATION, tileh)) {
- if (IsLeveledFoundation(GetBridgeFoundation(tileh, (Axis)((current->user_data[0] >> 8) & 1)))) {
- res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- }
- }
- if (parent_tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
- if (tileh == SLOPE_FLAT) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
+ if (!HasBridgeFlatRamp(tileh, (Axis)((current->user_data[0] >> 8) & 1))) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
// To prevent the AI from taking the fastest way in tiles, but not the fastest way