diff options
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 | 80814dbb1d01f651ba7c60547dc1b52c1c209378 (patch) | |
tree | f2f14fca9ac095b0bf6b46615035b8c207e3ce66 /ai/trolly | |
parent | 516d412a77de7fb3d2278515d59a0c46bb9b461b (diff) | |
download | openttd-80814dbb1d01f651ba7c60547dc1b52c1c209378.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')
-rw-r--r-- | ai/trolly/build.c | 2 | ||||
-rw-r--r-- | ai/trolly/pathfinder.c | 12 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 16 |
3 files changed, 15 insertions, 15 deletions
diff --git a/ai/trolly/build.c b/ai/trolly/build.c index 35359016a..f90336f20 100644 --- a/ai/trolly/build.c +++ b/ai/trolly/build.c @@ -292,7 +292,7 @@ int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte f ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); if (CmdFailed(ret)) return ret; // Try to build the road from the depot - ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); // If it fails, ignore it.. if (CmdFailed(ret2)) return ret; return ret + ret2; diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index de3ce2a4e..c5ab35122 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -175,8 +175,8 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate - r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction)); - r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction)); + r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction)); + r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction)); } else { // No direction, so just get the fastest route to the station r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl); @@ -225,7 +225,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // Go through all surrounding tiles and check if they are within the limits for (i = 0; i < 4; i++) { TileIndex ctile = current->path.node.tile; // Current tile - TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile + TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 && TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) { @@ -327,10 +327,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // Bridges can only be build on land that is not flat // And if there is a road or rail blocking if (tileh != SLOPE_FLAT || - (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || - (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { + (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) || + (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) { for (;;) { - new_tile += TileOffsByDir(dir); + new_tile += TileOffsByDiagDir(dir); // Precheck, is the length allowed? if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break; 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); |