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authortron <tron@openttd.org>2005-07-13 18:04:01 +0000
committertron <tron@openttd.org>2005-07-13 18:04:01 +0000
commit8c1d74162f1544e351ae6308cbcca06f324c2c36 (patch)
treeb36523450a7bccf37ca126b6f857d1529d44c67b /ai_new.c
parent1a1dde7c8d0cf18e49b5af7fef1368216120eed1 (diff)
downloadopenttd-8c1d74162f1544e351ae6308cbcca06f324c2c36.tar.xz
(svn r2558) Change the internal map format from 7 arrays to one array of structs, this doesn't change the saved format for now. It's a stepping stone for further changes.
Diffstat (limited to 'ai_new.c')
-rw-r--r--ai_new.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/ai_new.c b/ai_new.c
index 1d4f8363f..17a010b2b 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -589,7 +589,7 @@ static void AiNew_State_FindStation(Player *p) {
new_tile = st->xy;
// Cheap way to get the direction of the station...
// Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
- direction = _map5[st->xy] - 0x47;
+ direction = _m[st->xy].m5 - 0x47;
break;
}
}
@@ -761,11 +761,11 @@ static void AiNew_State_FindDepot(Player *p) {
for (j = 0; j < 4; j++) {
if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) {
// Its a street, test if it is a depot
- if (_map5[tile + TileOffsByDir(j)] & 0x20) {
+ if (_m[tile + TileOffsByDir(j)].m5 & 0x20) {
// We found a depot, is it ours? (TELL ME!!!)
if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) {
// Now, is it pointing to the right direction.........
- if ((_map5[tile + TileOffsByDir(j)] & 3) == (j ^ 2)) {
+ if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) {
// Yeah!!!
p->ainew.depot_tile = tile + TileOffsByDir(j);
p->ainew.depot_direction = j ^ 2; // Reverse direction
@@ -1061,7 +1061,7 @@ static void AiNew_State_BuildDepot(Player *p) {
int res = 0;
assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
- if (IsTileType(p->ainew.depot_tile, MP_STREET) && _map5[p->ainew.depot_tile] & 0x20) {
+ if (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) {
if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
// The depot is already builded!
p->ainew.state = AI_STATE_BUILD_VEHICLE;
@@ -1151,7 +1151,7 @@ static void AiNew_State_GiveOrders(Player *p) {
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
- order.station = _map2[p->ainew.from_tile];
+ order.station = _m[p->ainew.from_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
@@ -1159,7 +1159,7 @@ static void AiNew_State_GiveOrders(Player *p) {
idx = 1;
order.type = OT_GOTO_STATION;
order.flags = 0;
- order.station = _map2[p->ainew.to_tile];
+ order.station = _m[p->ainew.to_tile].m2;
if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
order.flags |= OF_FULL_LOAD;
DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);