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-rw-r--r--ai/default/default.c4
-rw-r--r--ai/trolly/trolly.c42
2 files changed, 22 insertions, 24 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index b0e0f0cc9..a92e8d1c2 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -3636,7 +3636,7 @@ pos_3:
if (IsLevelCrossing(tile)) goto is_rail_crossing;
if (GetRoadType(tile) == ROAD_DEPOT) {
- uint dir;
+ DiagDirection dir;
// Check if there are any stations around.
if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
@@ -3664,7 +3664,7 @@ pos_3:
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
DoCommandByTile(
TILE_MASK(tile + TileOffsByDir(dir)),
- 8 >> (dir ^ 2),
+ DiagDirToRoadBits(ReverseDiagDir(dir)),
0,
DC_EXEC,
CMD_REMOVE_ROAD);
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index 8e39a7660..6e8d68d8c 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -784,7 +784,7 @@ static void AiNew_State_FindDepot(Player *p)
// But first we walk through the route see if we can find a depot that is ours
// this keeps things nice ;)
int g, i, r;
- uint j;
+ DiagDirection j;
TileIndex tile;
assert(p->ainew.state == AI_STATE_FIND_DEPOT);
@@ -793,20 +793,16 @@ 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++) {
- if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) {
- if (GetRoadType(tile + TileOffsByDir(j)) == ROAD_DEPOT) {
- // 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 (GB(_m[tile + TileOffsByDir(j)].m5, 0, 2) == (j ^ 2)) {
- // Yeah!!!
- p->ainew.depot_tile = tile + TileOffsByDir(j);
- p->ainew.depot_direction = j ^ 2; // Reverse direction
- p->ainew.state = AI_STATE_VERIFY_ROUTE;
- return;
- }
- }
- }
+ TileIndex t = tile + TileOffsByDir(j);
+
+ if (IsTileType(t, MP_STREET) &&
+ GetRoadType(t) == ROAD_DEPOT &&
+ IsTileOwner(t, _current_player) &&
+ GB(_m[t].m5, 0, 2) == ReverseDiagDir(j)) { // right direction?
+ p->ainew.depot_tile = t;
+ p->ainew.depot_direction = ReverseDiagDir(j);
+ p->ainew.state = AI_STATE_VERIFY_ROUTE;
+ return;
}
}
}
@@ -828,27 +824,29 @@ 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);
+
// 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..
// So check the surrounding tiles :)
- if (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] ||
- tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1])
+ if (t == p->ainew.path_info.route[i - 1] ||
+ t == p->ainew.path_info.route[i + 1]) {
continue;
+ }
// Not around a bridge?
if (p->ainew.path_info.route_extra[i] != 0) continue;
if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
// Is the terrain clear?
- if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
- IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
+ if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
// If the current tile is on a slope (tileh != 0) then we do not allow this
if (GetTileSlope(tile, NULL) != 0) continue;
// Check if everything went okay..
- r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
+ r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0);
if (CmdFailed(r)) continue;
// Found a spot!
p->ainew.new_cost += r;
- p->ainew.depot_tile = tile + TileOffsByDir(j);
- p->ainew.depot_direction = j ^ 2; // Reverse direction
+ p->ainew.depot_tile = t;
+ p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction
p->ainew.state = AI_STATE_VERIFY_ROUTE;
return;
}