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authortron <tron@openttd.org>2006-02-21 07:41:54 +0000
committertron <tron@openttd.org>2006-02-21 07:41:54 +0000
commit4b468837515a1f34476a00bbe49de9d9430d12de (patch)
tree303bf7eabc1a6e7dca232689dd5a11219f226a6d /ai
parent35fb17947a4432b32ebe0b035b744d63b4d3a146 (diff)
downloadopenttd-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.c45
-rw-r--r--ai/trolly/trolly.c4
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;