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-rw-r--r--src/ai/trolly/shared.cpp118
1 files changed, 118 insertions, 0 deletions
diff --git a/src/ai/trolly/shared.cpp b/src/ai/trolly/shared.cpp
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+++ b/src/ai/trolly/shared.cpp
@@ -0,0 +1,118 @@
+/* $Id$ */
+
+#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
+
+ uint x1 = TileX(tile_a);
+ uint x2 = TileX(tile_b);
+ uint x3 = TileX(tile_c);
+
+ uint y1 = TileY(tile_a);
+ uint y2 = TileY(tile_b);
+ uint y3 = TileY(tile_c);
+
+ if (y1 == y2 && y2 == y3) return 0;
+ if (x1 == x2 && x2 == x3) return 1;
+ if (y2 > y1) return x2 > x3 ? 2 : 4;
+ if (x2 > x1) return y2 > y3 ? 2 : 5;
+ if (y1 > y2) return x2 > x3 ? 5 : 3;
+ if (x1 > x2) return y2 > y3 ? 4 : 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
+DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
+{
+ if (TileY(tile_a) < TileY(tile_b)) return DIAGDIR_SE;
+ if (TileY(tile_a) > TileY(tile_b)) return DIAGDIR_NW;
+ if (TileX(tile_a) < TileX(tile_b)) return DIAGDIR_SW;
+ return DIAGDIR_NE;
+}
+
+
+// This functions looks up if this vehicle is special for this AI
+// and returns his flag
+uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v)
+{
+ uint 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 new_id = -1;
+ uint i;
+
+ 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;
+}