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authorDarkvater <Darkvater@openttd.org>2006-09-05 23:21:41 +0000
committerDarkvater <Darkvater@openttd.org>2006-09-05 23:21:41 +0000
commit7e4d0f112edbe2acb8ceebdf3161fa7c90cd66f9 (patch)
treef2f14fca9ac095b0bf6b46615035b8c207e3ce66 /ai/trolly/trolly.c
parenta53c92464f2d87bcb9e8b31a1f68d5e26e29aded (diff)
downloadopenttd-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.c16
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);