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-rw-r--r--ai_pathfinder.c49
1 files changed, 26 insertions, 23 deletions
diff --git a/ai_pathfinder.c b/ai_pathfinder.c
index e3c5b37ef..71f99ae49 100644
--- a/ai_pathfinder.c
+++ b/ai_pathfinder.c
@@ -199,30 +199,33 @@ 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++) {
- if (TileX(TileOffsByDir(i) + current->path.node.tile) > 1 &&
- TileX(TileOffsByDir(i) + current->path.node.tile) < MapMaxX() - 1 &&
- TileY(TileOffsByDir(i) + current->path.node.tile) > 1 &&
- TileY(TileOffsByDir(i) + current->path.node.tile) < MapMaxY() - 1) {
+ TileIndex ctile = current->path.node.tile; // Current tile
+ TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
+
+ if (TileX(atile) > 1 &&
+ TileX(atile) < MapMaxX() - 1 &&
+ TileY(atile) > 1 &&
+ TileY(atile) < MapMaxY() - 1) {
// We also directly test if the current tile can connect to this tile..
// We do this simply by just building the tile!
// If the next step is a bridge, we have to enter it the right way
- if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile + TileOffsByDir(i))) {
- if (IsTileType(current->path.node.tile + TileOffsByDir(i), MP_TUNNELBRIDGE)) {
+ if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
+ if (IsTileType(atile, MP_TUNNELBRIDGE)) {
// An existing bridge... let's test the direction ;)
- if ((_map5[current->path.node.tile + TileOffsByDir(i)] & 1U) != (i & 1)) continue;
+ if ((_map5[atile] & 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 ((_map5[current->path.node.tile + TileOffsByDir(i)] & 0x80) == 0) {
- if (i != (_map5[current->path.node.tile + TileOffsByDir(i)] & 3U)) continue;
+ if ((_map5[atile] & 0x80) == 0) {
+ if (i != (_map5[atile] & 3U)) continue;
}
}
}
// But also if we are on a bridge, we can only move a certain direction
- if (!PathFinderInfo->rail_or_road && IsRoad(current->path.node.tile)) {
- if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
+ if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
+ if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// An existing bridge/tunnel... let's test the direction ;)
- if ((_map5[current->path.node.tile] & 1U) != (i & 1)) continue;
+ if ((_map5[ctile] & 1U) != (i & 1)) continue;
}
}
@@ -239,7 +242,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// If not, this means we are at the starting station
if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
// We do need a direction?
- if (AiNew_GetDirection(current->path.node.tile, current->path.node.tile + TileOffsByDir(i)) != PathFinderInfo->start_direction) {
+ if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
// We are not pointing the right way, invalid tile
continue;
}
@@ -247,13 +250,13 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
} else if (current->path.node.user_data[0] == 0) {
if (PathFinderInfo->rail_or_road) {
// Rail check
- dir = AiNew_GetRailDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
- ret = DoCommandByTile(current->path.node.tile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
+ ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) continue;
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
if (current->path.parent->parent != NULL) {
// Check if we don't make a 90degree curve
- int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, current->path.node.tile);
+ int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
continue;
}
@@ -261,16 +264,16 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
#endif
} else {
// Road check
- dir = AiNew_GetRoadDirection(current->path.parent->node.tile, current->path.node.tile, current->path.node.tile + TileOffsByDir(i));
- if (IsRoad(current->path.node.tile)) {
- if (IsTileType(current->path.node.tile, MP_TUNNELBRIDGE)) {
+ dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
+ if (IsRoad(ctile)) {
+ if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// We have a bridge, how nicely! We should mark it...
dir = 0;
} else {
// It already has road.. check if we miss any bits!
- if ((_map5[current->path.node.tile] & dir) != dir) {
+ if ((_map5[ctile] & dir) != dir) {
// We do miss some pieces :(
- dir &= ~_map5[current->path.node.tile];
+ dir &= ~_map5[ctile];
} else {
dir = 0;
}
@@ -278,14 +281,14 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
}
// Only destruct things if it is MP_CLEAR of MP_TREES
if (dir != 0) {
- ret = DoCommandByTile(current->path.node.tile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) continue;
}
}
}
// The tile can be connected
- aystar->neighbours[aystar->num_neighbours].tile = TileOffsByDir(i) + current->path.node.tile;
+ aystar->neighbours[aystar->num_neighbours].tile = atile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
aystar->neighbours[aystar->num_neighbours++].direction = 0;
}