diff options
-rw-r--r-- | ai/default/default.c | 2 | ||||
-rw-r--r-- | ai/trolly/pathfinder.c | 3 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 2 | ||||
-rw-r--r-- | depot.h | 7 | ||||
-rw-r--r-- | npf.c | 4 | ||||
-rw-r--r-- | vehicle.c | 2 |
6 files changed, 9 insertions, 11 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index a92e8d1c2..f6e6cdbde 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -3659,7 +3659,7 @@ pos_3: return; } - dir = _m[tile].m5 & 3; + dir = GetRoadDepotDirection(tile); DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); DoCommandByTile( diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index d5244a1da..17fc15b66 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -9,6 +9,7 @@ #include "../../command.h" #include "trolly.h" #include "../../depot.h" +#include "../../tunnel_map.h" #include "../../variables.h" #include "../ai.h" @@ -236,7 +237,7 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // 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 (i != (_m[atile].m5 & 3U)) continue; + if (GetTunnelDirection(atile) != i) continue; } } } diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 2ccee6fb1..57cac9698 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -798,7 +798,7 @@ static void AiNew_State_FindDepot(Player *p) if (IsTileType(t, MP_STREET) && GetRoadType(t) == ROAD_DEPOT && IsTileOwner(t, _current_player) && - GB(_m[t].m5, 0, 2) == ReverseDiagDir(j)) { // right direction? + GetRoadDepotDirection(t) == ReverseDiagDir(j)) { p->ainew.depot_tile = t; p->ainew.depot_direction = ReverseDiagDir(j); p->ainew.state = AI_STATE_VERIFY_ROUTE; @@ -8,6 +8,7 @@ #include "direction.h" #include "pool.h" +#include "road_map.h" #include "tile.h" #include "variables.h" @@ -102,10 +103,8 @@ static inline DiagDirection GetDepotDirection(TileIndex tile, TransportType type switch (type) { - case TRANSPORT_RAIL: - case TRANSPORT_ROAD: - /* Rail and road store a diagonal direction in bits 0 and 1 */ - return (DiagDirection)GB(_m[tile].m5, 0, 2); + case TRANSPORT_RAIL: return (DiagDirection)GB(_m[tile].m5, 0, 2); + case TRANSPORT_ROAD: return GetRoadDepotDirection(tile); case TRANSPORT_WATER: /* Water is stubborn, it stores the directions in a different order. */ switch (GB(_m[tile].m5, 0, 2)) { @@ -508,7 +508,6 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current) Trackdir src_trackdir = (Trackdir)current->path.node.direction; TileIndex src_tile = current->path.node.tile; DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir); - FindLengthOfTunnelResult flotr; TileIndex dst_tile; int i; TrackdirBits trackdirbits, ts; @@ -524,8 +523,7 @@ static void NPFFollowTrack(AyStar* aystar, OpenListNode* current) /* This is a tunnel. We know this tunnel is our type, * otherwise we wouldn't have got here. It is also facing us, * so we should skip it's body */ - flotr = FindLengthOfTunnel(src_tile, src_exitdir); - dst_tile = flotr.tile; + dst_tile = GetOtherTunnelEnd(src_tile); } else { if (type != TRANSPORT_WATER && (IsRoadStationTile(src_tile) || IsTileDepotType(src_tile, type))){ /* This is a road station or a train or road depot. We can enter and exit @@ -1976,7 +1976,7 @@ Trackdir GetVehicleTrackdir(const Vehicle* v) case VEH_Road: if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */ - return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_ROAD)); /* Road vehicle in depot */ + return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile)); if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ return DiagdirToDiagTrackdir(GetRoadStationDir(v->tile)); /* Road vehicle in a station */ |