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authortron <tron@openttd.org>2006-03-12 15:04:03 +0000
committertron <tron@openttd.org>2006-03-12 15:04:03 +0000
commit78083f0da7b7c94eccea15eec397e2afe96da1d5 (patch)
treefa4485d2814de5612a416a86e22ba7d60ce70f9f /ai
parentb394f72fa9305094ddf672564a0f4a0c8f16e89b (diff)
downloadopenttd-78083f0da7b7c94eccea15eec397e2afe96da1d5.tar.xz
(svn r3830) Move IsTunnelTile() from tile.h to tunnel_map.h and add IsTunnel(), which just checks for a tunnel, but not the tile type as IsTunnelTile() does
Diffstat (limited to 'ai')
-rw-r--r--ai/default/default.c3
-rw-r--r--ai/trolly/pathfinder.c11
2 files changed, 6 insertions, 8 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index f6e6cdbde..41580720c 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -7,6 +7,7 @@
#include "../../road_map.h"
#include "../../tile.h"
#include "../../player.h"
+#include "../../tunnel_map.h"
#include "../../vehicle.h"
#include "../../engine.h"
#include "../../command.h"
@@ -2147,7 +2148,7 @@ static bool AiRemoveTileAndGoForward(Player *p)
TileIndex tilenew;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
- if (!(_m[tile].m5 & 0x80)) {
+ if (IsTunnel(tile)) {
// Clear the tunnel and continue at the other side of it.
if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)))
return false;
diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c
index 17fc15b66..128351f32 100644
--- a/ai/trolly/pathfinder.c
+++ b/ai/trolly/pathfinder.c
@@ -43,8 +43,7 @@ static bool IsRoad(TileIndex tile)
// MP_STREET, but not a road depot?
(IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
(IsTileType(tile, MP_TUNNELBRIDGE) && (
- // road tunnel?
- ((_m[tile].m5 & 0x80) == 0 && (_m[tile].m5 & 0x4) == 0x4) ||
+ (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) ||
// road bridge?
((_m[tile].m5 & 0x80) != 0 && (_m[tile].m5 & 0x2) == 0x2)
));
@@ -232,12 +231,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// If the next step is a bridge, we have to enter it the right way
if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
if (IsTileType(atile, MP_TUNNELBRIDGE)) {
- // An existing bridge... let's test the direction ;)
- if ((_m[atile].m5 & 1U) != (i & 1)) continue;
- // This problem only is valid for tunnels:
- // When the last tile was not yet a tunnel, check if we enter from the right side..
- if ((_m[atile].m5 & 0x80) == 0) {
+ if (IsTunnel(atile)) {
if (GetTunnelDirection(atile) != i) continue;
+ } else {
+ if ((_m[atile].m5 & 1U) != DiagDirToAxis(i)) continue;
}
}
}