(svn r2218) Indentation
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										278
									
								
								ai_pathfinder.c
									
									
									
									
									
								
							
							
						
						
									
										278
									
								
								ai_pathfinder.c
									
									
									
									
									
								
							@@ -57,7 +57,7 @@ static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *curr
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	if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
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		if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
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			if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile,AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
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    			return AYSTAR_FOUND_END_NODE;
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	return AYSTAR_FOUND_END_NODE;
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	return AYSTAR_DONE;
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}
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@@ -173,7 +173,7 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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	PathNode *parent = ¤t->path;
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	do {
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     	PathFinderInfo->route_extra[i] = parent->node.user_data[0];
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		PathFinderInfo->route_extra[i] = parent->node.user_data[0];
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		PathFinderInfo->route[i++] = parent->node.tile;
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		if (i > lengthof(PathFinderInfo->route)) {
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			// We ran out of space for the PathFinder
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@@ -189,171 +189,171 @@ static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *curre
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// What tiles are around us.
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static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current) {
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		uint i;
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		int ret;
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		int dir;
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	uint i;
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	int ret;
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	int dir;
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   	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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    aystar->num_neighbours = 0;
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	aystar->num_neighbours = 0;
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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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       		// 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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	// 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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			// 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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       				// 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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   					// 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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       				}
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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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       				// 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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       			}
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       		}
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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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					// 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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					// 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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					}
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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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					// 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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				}
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			}
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       		if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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       			(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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       			// We are a bridge/tunnel, how cool!!
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       			//  This means we can only point forward.. get the direction from the user_data
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       			if (i != (current->path.node.user_data[0] >> 8)) continue;
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       		}
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       		dir = 0;
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			if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
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					(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
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				// We are a bridge/tunnel, how cool!!
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				//  This means we can only point forward.. get the direction from the user_data
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				if (i != (current->path.node.user_data[0] >> 8)) continue;
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			}
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			dir = 0;
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       		// First, check if we have a parent
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       		if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
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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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		       			// We are not pointing the right way, invalid tile
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		       			continue;
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		       	}
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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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       				if (CmdFailed(ret)) continue;
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			// First, check if we have a parent
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			if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
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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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						// We are not pointing the right way, invalid tile
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						continue;
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					}
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				}
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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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					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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       					if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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       						continue;
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       					}
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       				}
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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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						if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
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							continue;
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						}
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					}
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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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       						// 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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	       						// We do miss some pieces :(
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	       						dir &= ~_map5[current->path.node.tile];
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	       					} else {
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	       						dir = 0;
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    	   					}
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    	   				}
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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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       					if (CmdFailed(ret)) continue;
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       				}
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       			}
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       		}
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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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							// 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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								// We do miss some pieces :(
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								dir &= ~_map5[current->path.node.tile];
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							} else {
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								dir = 0;
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							}
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						}
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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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						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].user_data[0] = 0;
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   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
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       	}
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    }
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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].user_data[0] = 0;
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			aystar->neighbours[aystar->num_neighbours++].direction = 0;
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		}
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	}
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    // Next step, check for bridges and tunnels
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    if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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	// Next step, check for bridges and tunnels
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	if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
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        TileInfo ti;
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        // First we get the dir from this tile and his parent
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    	int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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    	// It means we can only walk with the track, so the bridge has to be in the same direction
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    	TileIndex tile = current->path.node.tile;
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    	TileIndex new_tile = tile;
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		TileInfo ti;
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		// First we get the dir from this tile and his parent
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		int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
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		// It means we can only walk with the track, so the bridge has to be in the same direction
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		TileIndex tile = current->path.node.tile;
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		TileIndex new_tile = tile;
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    	FindLandscapeHeightByTile(&ti, tile);
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		FindLandscapeHeightByTile(&ti, tile);
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   		// Bridges can only be build on land that is not flat
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   		//  And if there is a road or rail blocking
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   		if (ti.tileh != 0 ||
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     		(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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       		(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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		// Bridges can only be build on land that is not flat
 | 
			
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		//  And if there is a road or rail blocking
 | 
			
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		if (ti.tileh != 0 ||
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				(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
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				(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
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    		for (;;) {
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    			new_tile += TileOffsByDir(dir);
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			for (;;) {
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				new_tile += TileOffsByDir(dir);
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    	    	// Precheck, is the length allowed?
 | 
			
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    	    	if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
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				// Precheck, is the length allowed?
 | 
			
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				if (!CheckBridge_Stuff(0,GetBridgeLength(tile, new_tile))) break;
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		||||
 | 
			
		||||
    	    	// Check if we hit the station-tile.. we don't like that!
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		||||
    	    	if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
 | 
			
		||||
				// Check if we hit the station-tile.. we don't like that!
 | 
			
		||||
				if (TILES_BETWEEN(new_tile,PathFinderInfo->end_tile_tl,PathFinderInfo->end_tile_br)) break;
 | 
			
		||||
 | 
			
		||||
    	    	// Try building the bridge..
 | 
			
		||||
    	    	ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 | 
			
		||||
	    	   	if (CmdFailed(ret)) continue;
 | 
			
		||||
    		   	// We can build a bridge here.. add him to the neighbours
 | 
			
		||||
   				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 | 
			
		||||
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
 | 
			
		||||
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 | 
			
		||||
				// Try building the bridge..
 | 
			
		||||
				ret = DoCommandByTile(tile, new_tile, (0<<8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 | 
			
		||||
				if (CmdFailed(ret)) continue;
 | 
			
		||||
				// We can build a bridge here.. add him to the neighbours
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours++].direction = 0;
 | 
			
		||||
				// We can only have 12 neighbours, and we need 1 left for tunnels
 | 
			
		||||
				if (aystar->num_neighbours == 11) break;
 | 
			
		||||
			}
 | 
			
		||||
    	}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
    	// Next, check for tunnels!
 | 
			
		||||
    	// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 | 
			
		||||
    	//  For now, we check both sides for this tile.. terraforming gives fuzzy result
 | 
			
		||||
    	if ((dir == 0 && ti.tileh == 12) ||
 | 
			
		||||
    		(dir == 1 && ti.tileh == 6) ||
 | 
			
		||||
    		(dir == 2 && ti.tileh == 3) ||
 | 
			
		||||
    		(dir == 3 && ti.tileh == 9)) {
 | 
			
		||||
    		// Now simply check if a tunnel can be build
 | 
			
		||||
    		ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 | 
			
		||||
    		FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 | 
			
		||||
    		if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 | 
			
		||||
    			aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 | 
			
		||||
	   			aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 | 
			
		||||
	   			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 | 
			
		||||
    		}
 | 
			
		||||
    	}
 | 
			
		||||
  	}
 | 
			
		||||
		// Next, check for tunnels!
 | 
			
		||||
		// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 | 
			
		||||
		//  For now, we check both sides for this tile.. terraforming gives fuzzy result
 | 
			
		||||
		if ((dir == 0 && ti.tileh == 12) ||
 | 
			
		||||
				(dir == 1 && ti.tileh == 6) ||
 | 
			
		||||
				(dir == 2 && ti.tileh == 3) ||
 | 
			
		||||
				(dir == 3 && ti.tileh == 9)) {
 | 
			
		||||
			// Now simply check if a tunnel can be build
 | 
			
		||||
			ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 | 
			
		||||
			FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 | 
			
		||||
			if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 | 
			
		||||
				aystar->neighbours[aystar->num_neighbours++].direction = 0;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
extern uint GetRailFoundation(uint tileh, uint bits);
 | 
			
		||||
extern uint GetRoadFoundation(uint tileh, uint bits);
 | 
			
		||||
extern uint GetBridgeFoundation(uint tileh, byte direction);
 | 
			
		||||
enum {
 | 
			
		||||
    BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
 | 
			
		||||
	BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// The most important function: it calculates the g-value
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user