diff options
author | tron <tron@openttd.org> | 2006-02-21 07:41:54 +0000 |
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committer | tron <tron@openttd.org> | 2006-02-21 07:41:54 +0000 |
commit | 4b468837515a1f34476a00bbe49de9d9430d12de (patch) | |
tree | 303bf7eabc1a6e7dca232689dd5a11219f226a6d /ai | |
parent | 35fb17947a4432b32ebe0b035b744d63b4d3a146 (diff) | |
download | openttd-4b468837515a1f34476a00bbe49de9d9430d12de.tar.xz |
(svn r3644) Don't use FindLandscapeHeightByTile() when it's overkill - often it was just a complicated way of writing GetTileSlope(tile, NULL)
Diffstat (limited to 'ai')
-rw-r--r-- | ai/trolly/pathfinder.c | 45 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 4 |
2 files changed, 22 insertions, 27 deletions
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index 1ac4d49cb..1f77e611f 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -315,18 +315,18 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // Next step, check for bridges and tunnels if (current->path.parent != NULL && current->path.node.user_data[0] == 0) { - TileInfo ti; // First we get the dir from this tile and his parent int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile); // It means we can only walk with the track, so the bridge has to be in the same direction TileIndex tile = current->path.node.tile; TileIndex new_tile = tile; + uint tileh; - FindLandscapeHeightByTile(&ti, tile); + tileh = GetTileSlope(tile, NULL); // Bridges can only be build on land that is not flat // And if there is a road or rail blocking - if (ti.tileh != 0 || + if (tileh != 0 || (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { for (;;) { @@ -353,14 +353,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // Next, check for tunnels! // Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction // For now, we check both sides for this tile.. terraforming gives fuzzy result - if ((dir == 0 && ti.tileh == 12) || - (dir == 1 && ti.tileh == 6) || - (dir == 2 && ti.tileh == 3) || - (dir == 3 && ti.tileh == 9)) { + if ((dir == 0 && tileh == 12) || + (dir == 1 && tileh == 6) || + (dir == 2 && tileh == 3) || + (dir == 3 && tileh == 9)) { // Now simply check if a tunnel can be build ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL); - FindLandscapeHeightByTile(&ti, _build_tunnel_endtile); - if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) { + tileh = GetTileSlope(_build_tunnel_endtile, NULL); + if (!CmdFailed(ret) && (tileh == 3 || tileh == 6 || tileh == 9 || tileh == 12)) { aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile; aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8); aystar->neighbours[aystar->num_neighbours++].direction = 0; @@ -382,11 +382,8 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, { Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target; int r, res = 0; - TileInfo ti, parent_ti; - - // Gather some information about the tile.. - FindLandscapeHeightByTile(&ti, current->tile); - FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile); + uint tileh = GetTileSlope(current->tile, NULL); + uint parent_tileh = GetTileSlope(parent->path.node.tile, NULL); // Check if we hit the end-tile if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) { @@ -416,20 +413,20 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, // when there is a flat land all around, they are more expensive to build, and // especially they essentially block the ability to connect or cross the road // from one side. - if (parent_ti.tileh != 0 && parent->path.parent != NULL) { + if (parent_tileh != 0 && parent->path.parent != NULL) { // Skip if the tile was from a bridge or tunnel if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) { if (PathFinderInfo->rail_or_road) { - r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + r = GetRailFoundation(parent_tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); // Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information.. - if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) { + if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << tileh)))) { res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; } else { res += AI_PATHFINDER_FOUNDATION_PENALTY; } } else { if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) { - r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); + r = GetRoadFoundation(parent_tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile)); if (r >= 15 || r == 0) res += AI_PATHFINDER_TILE_GOES_UP_PENALTY; else @@ -453,17 +450,17 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile); // Check if we are going up or down, first for the starting point // In user_data[0] is at the 8th bit the direction - if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) { - if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + if (!(BRIDGE_NO_FOUNDATION & (1 << parent_tileh))) { + if (GetBridgeFoundation(parent_tileh, (current->user_data[0] >> 8) & 1) < 15) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } // Second for the end point - if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) { - if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15) + if (!(BRIDGE_NO_FOUNDATION & (1 << tileh))) { + if (GetBridgeFoundation(tileh, (current->user_data[0] >> 8) & 1) < 15) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } - if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; - if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (parent_tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; + if (tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY; } // To prevent the AI from taking the fastest way in tiles, but not the fastest way diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 20aa3594c..c46324cd0 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -840,10 +840,8 @@ static void AiNew_State_FindDepot(Player *p) // Is the terrain clear? if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) || IsTileType(tile + TileOffsByDir(j), MP_TREES)) { - TileInfo ti; - FindLandscapeHeightByTile(&ti, tile); // If the current tile is on a slope (tileh != 0) then we do not allow this - if (ti.tileh != 0) continue; + if (GetTileSlope(tile, NULL) != 0) continue; // Check if everything went okay.. r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0); if (CmdFailed(r)) continue; |