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-rw-r--r--ai/trolly/shared.c124
1 files changed, 124 insertions, 0 deletions
diff --git a/ai/trolly/shared.c b/ai/trolly/shared.c
new file mode 100644
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--- /dev/null
+++ b/ai/trolly/shared.c
@@ -0,0 +1,124 @@
+/* $Id$ */
+
+#include "../../stdafx.h"
+#include "../../openttd.h"
+#include "../../debug.h"
+#include "../../map.h"
+#include "trolly.h"
+#include "../../vehicle.h"
+
+int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
+{
+ // 0 = vert
+ // 1 = horz
+ // 2 = dig up-left
+ // 3 = dig down-right
+ // 4 = dig down-left
+ // 5 = dig up-right
+
+ int x1, x2, x3;
+ int y1, y2, y3;
+
+ x1 = TileX(tile_a);
+ x2 = TileX(tile_b);
+ x3 = TileX(tile_c);
+
+ y1 = TileY(tile_a);
+ y2 = TileY(tile_b);
+ y3 = TileY(tile_c);
+
+ if (y1 == y2 && y2 == y3) return 0;
+ if (x1 == x2 && x2 == x3) return 1;
+ if (y2 > y1) {
+ if (x2 > x3) return 2;
+ else return 4;
+ }
+ if (x2 > x1) {
+ if (y2 > y3) return 2;
+ else return 5;
+ }
+ if (y1 > y2) {
+ if (x2 > x3) return 5;
+ else return 3;
+ }
+ if (x1 > x2) {
+ if (y2 > y3) return 4;
+ else return 3;
+ }
+
+ return 0;
+}
+
+int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
+{
+ int x1, x2, x3;
+ int y1, y2, y3;
+ int r;
+
+ x1 = TileX(tile_a);
+ x2 = TileX(tile_b);
+ x3 = TileX(tile_c);
+
+ y1 = TileY(tile_a);
+ y2 = TileY(tile_b);
+ y3 = TileY(tile_c);
+
+ r = 0;
+
+ if (x1 < x2) r += 8;
+ if (y1 < y2) r += 1;
+ if (x1 > x2) r += 2;
+ if (y1 > y2) r += 4;
+
+ if (x2 < x3) r += 2;
+ if (y2 < y3) r += 4;
+ if (x2 > x3) r += 8;
+ if (y2 > y3) r += 1;
+
+ return r;
+}
+
+// Get's the direction between 2 tiles seen from tile_a
+int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
+{
+ if (TileY(tile_a) < TileY(tile_b)) return 1;
+ if (TileY(tile_a) > TileY(tile_b)) return 3;
+ if (TileX(tile_a) < TileX(tile_b)) return 2;
+ return 0;
+}
+
+// This functions looks up if this vehicle is special for this AI
+// and returns his flag
+uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
+ int i;
+ for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
+ if (p->ainew.special_vehicles[i].veh_id == v->index) {
+ return p->ainew.special_vehicles[i].flag;
+ }
+ }
+
+ // Not found :(
+ return 0;
+}
+
+bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
+ int i, new_id = -1;
+ for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
+ if (p->ainew.special_vehicles[i].veh_id == v->index) {
+ p->ainew.special_vehicles[i].flag |= flag;
+ return true;
+ }
+ if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
+ p->ainew.special_vehicles[i].flag == 0)
+ new_id = i;
+ }
+
+ // Out of special_vehicle spots :s
+ if (new_id == -1) {
+ DEBUG(ai, 1)("special_vehicles list is too small :(");
+ return false;
+ }
+ p->ainew.special_vehicles[new_id].veh_id = v->index;
+ p->ainew.special_vehicles[new_id].flag = flag;
+ return true;
+}