diff options
Diffstat (limited to 'ai')
-rw-r--r-- | ai/default/default.c | 42 | ||||
-rw-r--r-- | ai/trolly/build.c | 2 | ||||
-rw-r--r-- | ai/trolly/pathfinder.c | 12 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 16 |
4 files changed, 36 insertions, 36 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index e2971a432..aa1058709 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -1701,7 +1701,7 @@ static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) unk &= (int)r; do { - tile = TILE_MASK(tile + TileOffsByDir(dir)); + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); r >>= 2; if (r & 2) { @@ -1808,7 +1808,7 @@ static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd while (p->mode != 3 || !((--cmd) & 0x80)) p++; - return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr); + return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr); } typedef struct AiRailPathFindData { @@ -1840,7 +1840,7 @@ static bool AiDoFollowTrack(const Player* p) arpfd.tile2 = p->ai.cur_tile_a; arpfd.flag = false; arpfd.count = 0; - FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, + FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); return arpfd.count > 8; } @@ -1952,8 +1952,8 @@ static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, for (;;) { TileType type; - if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); type = GetTileType(tile_new); if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { @@ -1996,7 +1996,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) { const byte *p; - tile = TILE_MASK(tile + TileOffsByDir(dir)); + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); // Reached destination? if (tile == arf->final_tile) { @@ -2111,7 +2111,7 @@ static void AiBuildRailConstruct(Player *p) return; } - p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a); + p->ai.cur_tile_a += TileOffsByDiagDir(p->ai.cur_dir_a); if (arf.best_ptr[0] & 0x80) { int i; @@ -2168,7 +2168,7 @@ static bool AiRemoveTileAndGoForward(Player *p) // Clear the tunnel and continue at the other side of it. if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) return false; - p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a)); + p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a)); return true; } @@ -2179,7 +2179,7 @@ static bool AiRemoveTileAndGoForward(Player *p) tile = GetOtherBridgeEnd(tile); - tilenew = TILE_MASK(tile - TileOffsByDir(p->ai.cur_dir_a)); + tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a)); // And clear the bridge. if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) return false; @@ -2211,7 +2211,7 @@ static bool AiRemoveTileAndGoForward(Player *p) p->ai.cur_dir_a = ptr[1] ^ 2; // And then also switch tile. - p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a)); + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDiagDir(p->ai.cur_dir_a)); return true; } @@ -2314,7 +2314,7 @@ static void AiStateBuildRail(Player *p) p->ai.cur_tile_a = tile; p->ai.start_dir_a = dir; p->ai.cur_dir_a = dir; - DoCommand(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); @@ -2325,7 +2325,7 @@ static void AiStateBuildRail(Player *p) p->ai.cur_tile_b = tile; p->ai.start_dir_b = dir; p->ai.cur_dir_b = dir; - DoCommand(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); assert(TILE_MASK(tile) != 0xFF00); @@ -2773,7 +2773,7 @@ static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint leng uint dist = DistanceManhattan(tile, a->dest); if (dist <= a->best_dist) { - TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track])); + TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track])); if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) { a->best_dist = dist; @@ -2801,7 +2801,7 @@ static bool AiCheckRoadFinished(Player *p) int i; are.dest = p->ai.cur_tile_b; - tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir)); + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir)); bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; if (bits == 0) return false; @@ -2852,8 +2852,8 @@ static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, for (;;) { TileType type; - if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2)); + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); type = GetTileType(tile_new); if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) { @@ -2898,7 +2898,7 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) { const byte *p; - tile = TILE_MASK(tile + TileOffsByDir(dir)); + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); // Reached destination? if (tile == arf->final_tile) { @@ -2995,14 +2995,14 @@ do_some_terraform: if (++p->ai.state_counter == 21) { p->ai.state_mode = 1; - p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); p->ai.cur_dir_a ^= 2; p->ai.state_counter = 0; } return; } - tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a)); + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); if (arf.best_ptr[0]&0x80) { int i; @@ -3644,7 +3644,7 @@ pos_3: DiagDirection dir = GetRailDepotDirection(tile); - if (GetRailTrackStatus(tile + TileOffsByDir(dir)) & _depot_bits[dir]) + if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) return; DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); @@ -3675,7 +3675,7 @@ pos_3: DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); DoCommand( - TILE_MASK(tile + TileOffsByDir(dir)), + TILE_MASK(tile + TileOffsByDiagDir(dir)), DiagDirToRoadBits(ReverseDiagDir(dir)), 0, DC_EXEC, diff --git a/ai/trolly/build.c b/ai/trolly/build.c index 35359016a..f90336f20 100644 --- a/ai/trolly/build.c +++ b/ai/trolly/build.c @@ -292,7 +292,7 @@ int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte f ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); if (CmdFailed(ret)) return ret; // Try to build the road from the depot - ret2 = AI_DoCommand(tile + TileOffsByDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + ret2 = AI_DoCommand(tile + TileOffsByDiagDir(direction), DiagDirToRoadBits(ReverseDiagDir(direction)), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); // If it fails, ignore it.. if (CmdFailed(ret2)) return ret; return ret + ret2; diff --git a/ai/trolly/pathfinder.c b/ai/trolly/pathfinder.c index de3ce2a4e..c5ab35122 100644 --- a/ai/trolly/pathfinder.c +++ b/ai/trolly/pathfinder.c @@ -175,8 +175,8 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) { // The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate - r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction)); - r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction)); + r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDiagDir(PathFinderInfo->end_direction)); + r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDiagDir(PathFinderInfo->end_direction)); } else { // No direction, so just get the fastest route to the station r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl); @@ -225,7 +225,7 @@ 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++) { TileIndex ctile = current->path.node.tile; // Current tile - TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile + TileIndex atile = ctile + TileOffsByDiagDir(i); // Adjacent tile if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 && TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) { @@ -327,10 +327,10 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr // Bridges can only be build on land that is not flat // And if there is a road or rail blocking if (tileh != SLOPE_FLAT || - (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) || - (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) { + (PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_STREET)) || + (!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDiagDir(dir), MP_RAILWAY))) { for (;;) { - new_tile += TileOffsByDir(dir); + new_tile += TileOffsByDiagDir(dir); // Precheck, is the length allowed? if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break; diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index 8ce569d80..e15356379 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -799,7 +799,7 @@ static void AiNew_State_FindDepot(Player *p) for (i=2;i<p->ainew.path_info.route_length-2;i++) { tile = p->ainew.path_info.route[i]; for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDir(j); + TileIndex t = tile + TileOffsByDiagDir(j); if (IsTileType(t, MP_STREET) && GetRoadTileType(t) == ROAD_TILE_DEPOT && @@ -830,7 +830,7 @@ static void AiNew_State_FindDepot(Player *p) tile = p->ainew.path_info.route[i]; for (j = 0; j < 4; j++) { - TileIndex t = tile + TileOffsByDir(j); + TileIndex t = tile + TileOffsByDiagDir(j); // It may not be placed on the road/rail itself // And because it is not build yet, we can't see it on the tile.. @@ -1040,14 +1040,14 @@ static void AiNew_State_BuildPath(Player *p) int i, ret; for (i=0;i<2;i++) { if (i == 0) { - tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction); + tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction); dir1 = p->ainew.from_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.from_direction + 1; if (dir2 > 3) dir2 = 0; dir3 = p->ainew.from_direction; } else { - tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction); + tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction); dir1 = p->ainew.to_direction - 1; if (dir1 < 0) dir1 = 3; dir2 = p->ainew.to_direction + 1; @@ -1057,7 +1057,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir1 = TileOffsByDir(dir1); + dir1 = TileOffsByDiagDir(dir1); if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) { ret = AI_DoCommand(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1069,7 +1069,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir2 = TileOffsByDir(dir2); + dir2 = TileOffsByDiagDir(dir2); if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) { ret = AI_DoCommand(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1081,7 +1081,7 @@ static void AiNew_State_BuildPath(Player *p) ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { - dir3 = TileOffsByDir(dir3); + dir3 = TileOffsByDiagDir(dir3); if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) { ret = AI_DoCommand(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); if (!CmdFailed(ret)) { @@ -1119,7 +1119,7 @@ static void AiNew_State_BuildDepot(Player *p) } // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) - if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction))) + if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction))) return; res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); |