(svn r2907) -Codechange: splitted the AIs to their own directory. AINew becomes 'trolly', AIOld becomes 'default', both in their own dir in the 'ai' dir. More AIs to come.
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124
ai/trolly/shared.c
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124
ai/trolly/shared.c
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/* $Id$ */
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#include "../../stdafx.h"
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#include "../../openttd.h"
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#include "../../debug.h"
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#include "../../map.h"
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#include "trolly.h"
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#include "../../vehicle.h"
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int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
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{
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// 0 = vert
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// 1 = horz
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// 2 = dig up-left
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// 3 = dig down-right
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// 4 = dig down-left
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// 5 = dig up-right
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int x1, x2, x3;
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int y1, y2, y3;
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x1 = TileX(tile_a);
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x2 = TileX(tile_b);
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x3 = TileX(tile_c);
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y1 = TileY(tile_a);
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y2 = TileY(tile_b);
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y3 = TileY(tile_c);
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if (y1 == y2 && y2 == y3) return 0;
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if (x1 == x2 && x2 == x3) return 1;
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if (y2 > y1) {
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if (x2 > x3) return 2;
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else return 4;
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}
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if (x2 > x1) {
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if (y2 > y3) return 2;
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else return 5;
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}
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if (y1 > y2) {
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if (x2 > x3) return 5;
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else return 3;
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}
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if (x1 > x2) {
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if (y2 > y3) return 4;
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else return 3;
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}
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return 0;
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}
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int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
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{
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int x1, x2, x3;
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int y1, y2, y3;
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int r;
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x1 = TileX(tile_a);
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x2 = TileX(tile_b);
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x3 = TileX(tile_c);
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y1 = TileY(tile_a);
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y2 = TileY(tile_b);
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y3 = TileY(tile_c);
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r = 0;
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if (x1 < x2) r += 8;
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if (y1 < y2) r += 1;
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if (x1 > x2) r += 2;
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if (y1 > y2) r += 4;
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if (x2 < x3) r += 2;
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if (y2 < y3) r += 4;
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if (x2 > x3) r += 8;
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if (y2 > y3) r += 1;
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return r;
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}
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// Get's the direction between 2 tiles seen from tile_a
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int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
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{
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if (TileY(tile_a) < TileY(tile_b)) return 1;
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if (TileY(tile_a) > TileY(tile_b)) return 3;
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if (TileX(tile_a) < TileX(tile_b)) return 2;
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return 0;
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}
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// This functions looks up if this vehicle is special for this AI
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// and returns his flag
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uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
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int i;
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for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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return p->ainew.special_vehicles[i].flag;
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}
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}
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// Not found :(
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return 0;
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}
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bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
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int i, new_id = -1;
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for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
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if (p->ainew.special_vehicles[i].veh_id == v->index) {
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p->ainew.special_vehicles[i].flag |= flag;
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return true;
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}
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if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
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p->ainew.special_vehicles[i].flag == 0)
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new_id = i;
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}
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// Out of special_vehicle spots :s
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if (new_id == -1) {
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DEBUG(ai, 1)("special_vehicles list is too small :(");
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return false;
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}
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p->ainew.special_vehicles[new_id].veh_id = v->index;
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p->ainew.special_vehicles[new_id].flag = flag;
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return true;
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}
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