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author | Darkvater <Darkvater@openttd.org> | 2006-09-05 23:21:41 +0000 |
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committer | Darkvater <Darkvater@openttd.org> | 2006-09-05 23:21:41 +0000 |
commit | 7e4d0f112edbe2acb8ceebdf3161fa7c90cd66f9 (patch) | |
tree | f2f14fca9ac095b0bf6b46615035b8c207e3ce66 /ai/trolly/trolly.c | |
parent | a53c92464f2d87bcb9e8b31a1f68d5e26e29aded (diff) | |
download | openttd-7e4d0f112edbe2acb8ceebdf3161fa7c90cd66f9.tar.xz |
(svn r6406) -Codechange: Rename TileOffsByDir to TileOffsByDiagDir because it accepts
DiagDirections, and add TileOffsByDir that handles Directions.
-Codechange: Make the treeloop use TileOffsByDir().
Diffstat (limited to 'ai/trolly/trolly.c')
-rw-r--r-- | ai/trolly/trolly.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 8ce569d80..e15356379 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -799,7 +799,7 @@ static void AiNew_State_FindDepot(Player *p) for (i=2;i<p->ainew.path_info.route_length-2;i++) { tile = p->ainew.path_info.route[i]; for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDir(j); + TileIndex t = tile + TileOffsByDiagDir(j); if (IsTileType(t, MP_STREET) && GetRoadTileType(t) == ROAD_TILE_DEPOT && @@ -830,7 +830,7 @@ static void AiNew_State_FindDepot(Player *p) tile = p->ainew.path_info.route[i]; for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDir(j); + TileIndex t = tile + TileOffsByDiagDir(j); // It may not be placed on the road/rail itself // And because it is not build yet, we can't see it on the tile.. @@ -1040,14 +1040,14 @@ static void AiNew_State_BuildPath(Player *p) int i, ret; for (i=0;i<2;i++) { if (i == 0) { - tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction); + tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction); dir1 = p->ainew.from_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.from_direction + 1; if (dir2 > 3) dir2 = 0; dir3 = p->ainew.from_direction; } else { - tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction); + tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction); dir1 = p->ainew.to_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.to_direction + 1; @@ -1057,7 +1057,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir1 = TileOffsByDir(dir1); + dir1 = TileOffsByDiagDir(dir1); if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1069,7 +1069,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir2 = TileOffsByDir(dir2); + dir2 = TileOffsByDiagDir(dir2); if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1081,7 +1081,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir3 = TileOffsByDir(dir3); + dir3 = TileOffsByDiagDir(dir3); if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1119,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p) } // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) - if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction))) + if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction))) return; res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); |