(svn r2220) Put two TileIndices into temporary variables to improve readability
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		@@ -199,30 +199,33 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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	// Go through all surrounding tiles and check if they are within the limits
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	for (i = 0; i < 4; i++) {
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		if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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				TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 &&
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				TileY(TileOffsByDir(i) + current->path.node.tile) > 1 &&
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				TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) {
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		TileIndex ctile = current->path.node.tile; // Current tile
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		TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
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		if (TileX(atile) > 1 &&
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				TileX(atile) < MapMaxX() - 1 &&
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				TileY(atile) > 1 &&
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				TileY(atile) < MapMaxY() - 1) {
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			// We also directly test if the current tile can connect to this tile..
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			//  We do this simply by just building the tile!
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			// If the next step is a bridge, we have to enter it the right way
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			if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) {
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				if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) {
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			if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
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				if (IsTileType(atile, MP_TUNNELBRIDGE)) {
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					// An existing bridge... let's test the direction ;)
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					if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue;
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					if ((_map5[atile] & 1U) != (i & 1)) continue;
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					// This problem only is valid for tunnels:
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					// When the last tile was not yet a tunnel, check if we enter from the right side..
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					if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) {
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						if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue;
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					if ((_map5[atile] & 0x80) == 0) {
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						if (i != (_map5[atile] & 3U)) continue;
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					}
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				}
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			}
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			// But also if we are on a bridge, we can only move a certain direction
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			if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) {
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				if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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			if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
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				if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
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					// An existing bridge/tunnel... let's test the direction ;)
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					if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue;
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					if ((_map5[ctile] & 1U) != (i & 1)) continue;
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				}
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			}
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@@ -239,7 +242,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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				// If not, this means we are at the starting station
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				if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
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					// We do need a direction?
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					if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction) {
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					if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
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						// We are not pointing the right way, invalid tile
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						continue;
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					}
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@@ -247,13 +250,13 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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			} else if (current->path.node.user_data[0] == 0) {
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				if (PathFinderInfo->rail_or_road) {
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					// Rail check
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					dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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					ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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					dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
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					ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
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					if (CmdFailed(ret)) continue;
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#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
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					if (current->path.parent->parent != NULL) {
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						// Check if we don't make a 90degree curve
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						int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
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						int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
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						if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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							continue;
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						}
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@@ -261,16 +264,16 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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#endif
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				} else {
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					// Road check
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					dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
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					if (IsRoad(current->path.node.tile)) {
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						if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
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					dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
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					if (IsRoad(ctile)) {
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						if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
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							// We have a bridge, how nicely! We should mark it...
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							dir = 0;
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						} else {
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							// It already has road.. check if we miss any bits!
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							if ((_map5[current->path.node.tile] & dir) != dir) {
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							if ((_map5[ctile] & dir) != dir) {
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								// We do miss some pieces :(
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								dir &= ~_map5[current->path.node.tile];
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								dir &= ~_map5[ctile];
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							} else {
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								dir = 0;
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							}
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@@ -278,14 +281,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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					}
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					// Only destruct things if it is MP_CLEAR of MP_TREES
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					if (dir != 0) {
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						ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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						ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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						if (CmdFailed(ret)) continue;
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					}
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				}
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			}
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			// The tile can be connected
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			aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile;
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			aystar->neighbours[aystar->num_neighbours].tile = atile;
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			aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
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			aystar->neighbours[aystar->num_neighbours++].direction = 0;
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		}
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