125 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
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| 
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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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| 
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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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| 
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| 	int x1, x2, x3;
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| 	int y1, y2, y3;
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| 
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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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| 
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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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| 
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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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| 
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| 	return 0;
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| }
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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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| 
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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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| 
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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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| 
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| 	r = 0;
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| 
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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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| 
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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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| 
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| 	return r;
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| }
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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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| 
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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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| 
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| 	// Not found :(
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| 	return 0;
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| }
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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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| 
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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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