(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, stillunknown and pv2b.
This commit is contained in:
@@ -57,7 +57,7 @@ static bool IsRoad(TileIndex tile)
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// Check if the current tile is in our end-area
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static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
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{
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const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
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const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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// It is not allowed to have a station on the end of a bridge or tunnel ;)
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if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
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@@ -82,7 +82,7 @@ static uint AiPathFinder_Hash(uint key1, uint key2)
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static void AyStar_AiPathFinder_Free(AyStar *aystar)
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{
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AyStarMain_Free(aystar);
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free(aystar);
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delete aystar;
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}
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@@ -99,7 +99,7 @@ AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFin
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uint x;
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uint y;
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// Create AyStar
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AyStar *result = malloc(sizeof(AyStar));
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AyStar *result = new AyStar();
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init_AyStar(result, AiPathFinder_Hash, 1 << 10);
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// Set the function pointers
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result->CalculateG = AyStar_AiPathFinder_CalculateG;
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@@ -170,7 +170,7 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo
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// The h-value, simple calculation
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static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
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{
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const Ai_PathFinderInfo* PathFinderInfo = aystar->user_target;
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const Ai_PathFinderInfo* PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
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int r, r2;
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if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
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@@ -214,7 +214,6 @@ 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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{
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uint i;
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int ret;
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int dir;
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@@ -223,7 +222,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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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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for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) {
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TileIndex ctile = current->path.node.tile; // Current tile
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TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile
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@@ -238,7 +237,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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if (IsTunnel(atile)) {
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if (GetTunnelDirection(atile) != i) continue;
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} else {
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if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue;
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if ((_m[atile].m5 & 1) != DiagDirToAxis(i)) continue;
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}
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}
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}
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@@ -246,7 +245,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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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 ((_m[ctile].m5 & 1U) != (i & 1)) continue;
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if ((_m[ctile].m5 & 1) != (i & 1)) continue;
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}
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}
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@@ -254,7 +253,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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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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if ((uint)i != (current->path.node.user_data[0] >> 8)) continue;
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}
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dir = 0;
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@@ -371,7 +370,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
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extern uint GetRailFoundation(Slope tileh, TrackBits bits); // XXX function declaration in .c
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extern uint GetRoadFoundation(Slope tileh, uint bits); // XXX function declaration in .c
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extern uint GetRoadFoundation(Slope tileh, RoadBits bits); // XXX function declaration in .c
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extern uint GetBridgeFoundation(Slope tileh, Axis); // XXX function declaration in .c
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enum {
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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@@ -417,7 +416,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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// Skip if the tile was from a bridge or tunnel
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if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
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if (PathFinderInfo->rail_or_road) {
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r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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r = GetRailFoundation(parent_tileh, (TrackBits)(1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)));
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// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
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if (r >= 15 || (r == 0 && HASBIT(BRIDGE_NO_FOUNDATION, tileh))) {
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res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
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@@ -426,7 +425,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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}
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} else {
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if (!IsRoad(parent->path.node.tile) || !IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE)) {
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r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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r = GetRoadFoundation(parent_tileh, (RoadBits)AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
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if (r >= 15 || r == 0) {
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res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
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} else {
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@@ -452,13 +451,13 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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// Check if we are going up or down, first for the starting point
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// In user_data[0] is at the 8th bit the direction
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if (!HASBIT(BRIDGE_NO_FOUNDATION, parent_tileh)) {
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if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) {
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if (GetBridgeFoundation(parent_tileh, (Axis)((current->user_data[0] >> 8) & 1)) < 15) {
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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}
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// Second for the end point
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if (!HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
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if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) {
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if (GetBridgeFoundation(tileh, (Axis)((current->user_data[0] >> 8) & 1)) < 15) {
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res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
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}
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}
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@@ -794,7 +794,7 @@ static void AiNew_State_FindDepot(Player *p)
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for (i=2;i<p->ainew.path_info.route_length-2;i++) {
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tile = p->ainew.path_info.route[i];
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for (j = 0; j < 4; j++) {
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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if (IsTileType(t, MP_STREET) &&
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@@ -825,7 +825,7 @@ static void AiNew_State_FindDepot(Player *p)
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tile = p->ainew.path_info.route[i];
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for (j = 0; j < 4; j++) {
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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// It may not be placed on the road/rail itself
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@@ -901,7 +901,8 @@ static int AiNew_HowManyVehicles(Player *p)
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}
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// This is because moving 60% is more than we can dream of!
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max_cargo *= 0.6;
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max_cargo *= 6;
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max_cargo /= 10;
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// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
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// we know what the vehicle takes with him, and we know the time it takes him
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// to get back here.. now let's do some math!
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@@ -1051,7 +1052,7 @@ static void AiNew_State_BuildPath(Player *p)
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dir3 = p->ainew.to_direction;
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir((DiagDirection)dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir1 = TileOffsByDiagDir(dir1);
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if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
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@@ -1063,7 +1064,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir((DiagDirection)dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir2 = TileOffsByDiagDir(dir2);
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if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
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@@ -1075,7 +1076,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits((DiagDirection)dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir3 = TileOffsByDiagDir(dir3);
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if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
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