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authortruelight <truelight@openttd.org>2005-07-17 15:34:10 +0000
committertruelight <truelight@openttd.org>2005-07-17 15:34:10 +0000
commita09342c1fcaff8946dfd4fb859bf917d5b9975af (patch)
treef9f68a38668d3c460651cb799e3edbc844445915 /ai.c
parent1022bf7d931c4ef25b2738c75d02d95a0369146a (diff)
downloadopenttd-a09342c1fcaff8946dfd4fb859bf917d5b9975af.tar.xz
(svn r2606) -Codechange: renamed ai.c to ai_old.c, and ai.h to ai_new.h to make room
for a global AI-handler
Diffstat (limited to 'ai.c')
-rw-r--r--ai.c3998
1 files changed, 0 insertions, 3998 deletions
diff --git a/ai.c b/ai.c
deleted file mode 100644
index 41cffcd97..000000000
--- a/ai.c
+++ /dev/null
@@ -1,3998 +0,0 @@
-#include "stdafx.h"
-#include "openttd.h"
-#include "map.h"
-#include "tile.h"
-#include "player.h"
-#include "vehicle.h"
-#include "engine.h"
-#include "command.h"
-#include "town.h"
-#include "industry.h"
-#include "station.h"
-#include "pathfind.h"
-#include "economy.h"
-#include "airport.h"
-#include "depot.h"
-
-// remove some day perhaps?
-static Player *_cur_ai_player;
-static uint _ai_service_interval;
-
-typedef void AiStateAction(Player *p);
-
-enum {
- AIS_0 = 0,
- AIS_1 = 1,
- AIS_VEH_LOOP = 2,
- AIS_VEH_CHECK_REPLACE_VEHICLE = 3,
- AIS_VEH_DO_REPLACE_VEHICLE = 4,
- AIS_WANT_NEW_ROUTE = 5,
- AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6,
- AIS_BUILD_RAIL = 7,
- AIS_BUILD_RAIL_VEH = 8,
- AIS_DELETE_RAIL_BLOCKS = 9,
- AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10,
- AIS_BUILD_ROAD = 11,
- AIS_BUILD_ROAD_VEHICLES = 12,
- AIS_DELETE_ROAD_BLOCKS = 13,
- AIS_AIRPORT_STUFF = 14,
- AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15,
- AIS_BUILD_AIRCRAFT_VEHICLES = 16,
- AIS_CHECK_SHIP_STUFF = 17,
- AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18,
- AIS_DO_SHIP_STUFF = 19,
- AIS_SELL_VEHICLE = 20,
- AIS_REMOVE_STATION = 21,
- AIS_REMOVE_TRACK = 22,
- AIS_REMOVE_SINGLE_RAIL_TILE = 23
-};
-
-
-#include "table/ai_rail.h"
-
-static byte GetRailTrackStatus(TileIndex tile) {
- uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL);
- return (byte) (r | r >> 8);
-}
-
-
-static void AiCase0(Player *p)
-{
- p->ai.state = AIS_REMOVE_TRACK;
- p->ai.state_counter = 0;
-}
-
-static void AiCase1(Player *p)
-{
- p->ai.cur_veh = NULL;
- p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateVehLoop(Player *p)
-{
- Vehicle *v;
- uint index;
-
- index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
-
- FOR_ALL_VEHICLES_FROM(v, index) {
- if (v->type == 0 || v->owner != _current_player)
- continue;
-
- if ((v->type == VEH_Train && v->subtype==0) ||
- v->type == VEH_Road ||
- (v->type == VEH_Aircraft && v->subtype <= 2) ||
- v->type == VEH_Ship) {
-
- /* replace engine? */
- if (v->type == VEH_Train && v->engine_type < 3 &&
- (_price.build_railvehicle >> 3) < p->player_money) {
- p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
-
- /* not profitable? */
- if (v->age >= 730 &&
- v->profit_last_year < _price.station_value*5 &&
- v->profit_this_year < _price.station_value*5) {
- p->ai.state_counter = 0;
- p->ai.state = AIS_SELL_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
-
- /* not reliable? */
- if ((v->age != 0 &&
- GetEngine(v->engine_type)->reliability < 35389) ||
- v->age >= v->max_age) {
- p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
- p->ai.cur_veh = v;
- return;
- }
- }
- }
-
- p->ai.state = AIS_WANT_NEW_ROUTE;
- p->ai.state_counter = 0;
-}
-
-static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile)
-{
- int best_veh_index = -1;
- byte best_veh_score = 0;
- int32 ret;
- int i;
-
- for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
- const RailVehicleInfo *rvi = RailVehInfo(i);
- const Engine* e = GetEngine(i);
-
- if (e->railtype != railtype || rvi->flags & RVI_WAGON
- || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
- continue;
-
- ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
- if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money &&
- _cmd_build_rail_veh_score >= best_veh_score) {
- best_veh_score = _cmd_build_rail_veh_score;
- best_veh_index = i;
- }
- }
-
- return best_veh_index;
-}
-
-static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile)
-{
- int best_veh_index = -1;
- int32 best_veh_cost = 0;
- int32 ret;
-
- int i = _cargoc.ai_roadveh_start[cargo];
- int end = i + _cargoc.ai_roadveh_count[cargo];
- const Engine* e = GetEngine(i);
-
- do {
- if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
- continue;
-
- ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
- if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
- best_veh_cost = ret;
- best_veh_index = i;
- }
- } while (++e, ++i != end);
-
- return best_veh_index;
-}
-
-static int AiChooseAircraftToBuild(int32 money, byte flag)
-{
- int best_veh_index = -1;
- int32 best_veh_cost = 0;
- int32 ret;
-
- int i = AIRCRAFT_ENGINES_INDEX;
- int end = i + NUM_AIRCRAFT_ENGINES;
- const Engine* e = GetEngine(i);
-
- do {
- if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
- continue;
-
- if (flag&1) {
- if (i<253) continue;
- } else {
- if (i>=253) continue;
- }
-
- ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
- if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
- best_veh_cost = ret;
- best_veh_index = i;
- }
- } while (++e, ++i != end);
-
- return best_veh_index;
-}
-
-static int32 AiGetBasePrice(Player *p)
-{
- int32 base = _price.station_value;
-
- // adjust base price when more expensive vehicles are available
- if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1;
- else if (p->ai.railtype_to_use == 2) base *= 2;
-
- return base;
-}
-
-#if 0
-static int AiChooseShipToBuild(byte cargo, int32 money)
-{
- // XXX: not done
- return 0;
-}
-#endif
-
-static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v)
-{
- int32 avail_money = p->player_money + v->value;
- return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
-}
-
-static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v)
-{
- int32 avail_money = p->player_money + v->value;
- return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0);
-}
-
-static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v)
-{
- int32 avail_money = p->player_money + v->value;
- int num=0;
- Vehicle *u = v;
-
- while (++num, u->next != NULL) {
- u = u->next;
- }
-
- // XXX: check if a wagon
- return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile);
-}
-
-static int AiChooseShipToReplaceWith(Player *p, Vehicle *v)
-{
- error("!AiChooseShipToReplaceWith");
-
- /* maybe useless, but avoids compiler warning this way */
- return 0;
-}
-
-static void AiHandleGotoDepot(Player *p, int cmd)
-{
- if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
-
- if (++p->ai.state_counter <= 1387) {
- p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
- return;
- }
-
- if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
- p->ai.cur_veh->current_order.type = OT_DUMMY;
- p->ai.cur_veh->current_order.flags = 0;
- InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
- }
-}
-
-static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
-{
- int i;
-
- for (i = 0; bak->order[i].type != OT_NOTHING; i++)
- if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)))
- break;
-}
-
-static void AiHandleReplaceTrain(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
- BackuppedOrders orderbak[1];
- int veh;
-
- // wait until the vehicle reaches the depot.
- if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
- AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT);
- return;
- }
-
- veh = AiChooseTrainToReplaceWith(p, v);
- if (veh != -1) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
- veh = _new_train_id;
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceRoadVeh(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
- BackuppedOrders orderbak[1];
- int veh;
-
- if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
- AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
- return;
- }
-
- veh = AiChooseRoadVehToReplaceWith(p, v);
- if (veh != -1) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
- veh = _new_roadveh_id;
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
-
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceAircraft(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
- int veh;
- BackuppedOrders orderbak[1];
-
- if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
- AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
- return;
- }
-
- veh = AiChooseAircraftToReplaceWith(p, v);
- if (veh != -1) {
- TileIndex tile;
-
- BackupVehicleOrders(v, orderbak);
- tile = v->tile;
-
- if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
- !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
- veh = _new_aircraft_id;
- AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
- DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
- DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
- }
- }
-}
-
-static void AiHandleReplaceShip(Player *p)
-{
- error("!AiHandleReplaceShip");
-}
-
-typedef int CheckReplaceProc(Player *p, Vehicle *v);
-
-static CheckReplaceProc * const _veh_check_replace_proc[] = {
- AiChooseTrainToReplaceWith,
- AiChooseRoadVehToReplaceWith,
- AiChooseShipToReplaceWith,
- AiChooseAircraftToReplaceWith,
-};
-
-typedef void DoReplaceProc(Player *p);
-static DoReplaceProc * const _veh_do_replace_proc[] = {
- AiHandleReplaceTrain,
- AiHandleReplaceRoadVeh,
- AiHandleReplaceShip,
- AiHandleReplaceAircraft
-};
-
-static void AiStateCheckReplaceVehicle(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
-
- if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) {
- p->ai.state = AIS_VEH_LOOP;
- } else {
- p->ai.state_counter = 0;
- p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
- }
-}
-
-static void AiStateDoReplaceVehicle(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
- p->ai.state = AIS_VEH_LOOP;
- // vehicle is not owned by the player anymore, something went very wrong.
- if (v->type == 0 || v->owner != _current_player)
- return;
- _veh_do_replace_proc[v->type - VEH_Train](p);
-}
-
-typedef struct FoundRoute {
- int distance;
- byte cargo;
- void *from;
- void *to;
-} FoundRoute;
-
-static Town *AiFindRandomTown(void)
-{
- Town *t = GetTown(RandomRange(_total_towns));
- return (t->xy != 0) ? t : NULL;
-}
-
-static Industry *AiFindRandomIndustry(void)
-{
- Industry *i = GetIndustry(RandomRange(_total_industries));
- return (i->xy != 0) ? i : NULL;
-}
-
-static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
-{
- uint i;
- byte cargo;
- Subsidy *s;
- Industry *from, *to_ind;
- Town *to_tow;
- TileIndex to_xy;
-
- // initially error
- fr->distance = -1;
-
- // Randomize subsidy index..
- i = RandomRange(lengthof(_subsidies) * 3);
- if (i >= lengthof(_subsidies))
- return;
-
- s = &_subsidies[i];
-
- // Don't want passengers or mail
- cargo = s->cargo_type;
- if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7)
- return;
- fr->cargo = cargo;
-
- fr->from = from = GetIndustry(s->from);
-
- if (cargo == CT_GOODS || cargo == CT_FOOD) {
- to_tow = GetTown(s->to);
- if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
- return; // error
- fr->to = to_tow;
- to_xy = to_tow->xy;
- } else {
- to_ind = GetIndustry(s->to);
- fr->to = to_ind;
- to_xy = to_ind->xy;
- }
-
- fr->distance = DistanceManhattan(from->xy, to_xy);
-}
-
-static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
-{
- uint i;
- Subsidy *s;
- Town *from,*to;
-
- // initially error
- fr->distance = -1;
-
- // Randomize subsidy index..
- i = RandomRange(lengthof(_subsidies) * 3);
- if (i >= lengthof(_subsidies))
- return;
-
- s = &_subsidies[i];
-
- // Only want passengers
- if (s->cargo_type != CT_PASSENGERS || s->age > 7)
- return;
- fr->cargo = s->cargo_type;
-
- fr->from = from = GetTown(s->from);
- fr->to = to = GetTown(s->to);
-
- // They must be big enough
- if (from->population < 400 || to->population < 400)
- return;
-
- fr->distance = DistanceManhattan(from->xy, to->xy);
-}
-
-static void AiFindRandomIndustryRoute(FoundRoute *fr)
-{
- Industry *i,*i2;
- Town *t;
- uint32 r;
- byte cargo;
-
- // initially error
- fr->distance = -1;
-
- r = Random();
-
- // pick a source
- fr->from = i = AiFindRandomIndustry();
- if (i == NULL)
- return;
-
- // pick a random produced cargo
- cargo = i->produced_cargo[0];
- if (r&1 && i->produced_cargo[1] != 0xFF)
- cargo = i->produced_cargo[1];
-
- fr->cargo = cargo;
-
- // don't allow passengers
- if (cargo == 0xFF || cargo == CT_PASSENGERS)
- return;
-
- if (cargo != CT_GOODS && cargo != CT_FOOD) {
- // pick a dest, and see if it can receive
- i2 = AiFindRandomIndustry();
- if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo))
- return;
-
- fr->to = i2;
- fr->distance = DistanceManhattan(i->xy, i2->xy);
- } else {
- // pick a dest town, and see if it's big enough
- t = AiFindRandomTown();
- if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
- return;
-
- fr->to = t;
- fr->distance = DistanceManhattan(i->xy, t->xy);
- }
-}
-
-static void AiFindRandomPassengerRoute(FoundRoute *fr)
-{
- uint32 r;
- Town *source, *dest;
-
- // initially error
- fr->distance = -1;
-
- r = Random();
-
- fr->from = source = AiFindRandomTown();
- if (source == NULL || source->population < 400)
- return;
-
- fr->to = dest = AiFindRandomTown();
- if (dest == NULL || source == dest || dest->population < 400)
- return;
-
- fr->distance = DistanceManhattan(source->xy, dest->xy);
-}
-
-// Warn: depends on 'xy' being the first element in both Town and Industry
-#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy)
-
-static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
-{
- TileIndex from_tile, to_tile;
- Station *st;
- int dist, cur;
- uint same_station = 0;
-
- // Make sure distance to closest station is < 37 pixels.
- from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from);
- to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to);
-
- dist = 0xFFFF;
- FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) {
- cur = DistanceMax(from_tile, st->xy);
- if (cur < dist) dist = cur;
- cur = DistanceMax(to_tile, st->xy);
- if (cur < dist) dist = cur;
- if (to_tile == from_tile && st->xy == to_tile)
- same_station++;
- }
-
- // To prevent the AI from building ten busstations in the same town, do some calculations
- // For each road or airport station, we want 350 of population!
- if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350)
- return false;
-
- if (dist != 0xFFFF && dist > 37)
- return false;
-
- if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5))
- return false;
-
- if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
- if (((Town*)fr->from)->pct_pass_transported > 0x99 ||
- ((Town*)fr->to)->pct_pass_transported > 0x99)
- return false;
-
- // Make sure it has a reasonably good rating
- if ( ((Town*)fr->from)->ratings[_current_player] < -100 ||
- ((Town*)fr->to)->ratings[_current_player] < -100)
- return false;
- } else {
- Industry *i = (Industry*)fr->from;
-
- if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
- i->total_production[fr->cargo != i->produced_cargo[0]] == 0)
- return false;
- }
-
- p->ai.route_type_mask |= bitmask;
- return true;
-}
-
-static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b)
-{
- byte i = (TileX(a) < TileX(b)) ? 1 : 0;
- if (TileY(a) >= TileY(b)) i ^= 3;
- return i;
-}
-
-static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
-{
- return TileXY(
- TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8),
- TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8)
- );
-}
-
-static void AiWantLongIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 90+1))
- break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 90+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1))
- return;
-
- // Fill the source field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x24;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
-
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0x34;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- p->ai.dst.spec_tile,
- p->ai.src.spec_tile
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill middle field 1
- p->ai.mid1.spec_tile = AiGetPctTileBetween(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile,
- 0x55
- );
- p->ai.mid1.use_tile = 0;
- p->ai.mid1.rand_rng = 6;
- p->ai.mid1.cur_building_rule = 0xFF;
- p->ai.mid1.unk6 = 2;
- p->ai.mid1.unk7 = 1;
- p->ai.mid1.buildcmd_a = 0x30;
- p->ai.mid1.buildcmd_b = 0xFF;
- p->ai.mid1.direction = p->ai.src.direction;
- p->ai.mid1.cargo = fr.cargo;
-
- // Fill middle field 2
- p->ai.mid2.spec_tile = AiGetPctTileBetween(
- p->ai.src.spec_tile,
- p->ai.dst.spec_tile,
- 0xAA
- );
- p->ai.mid2.use_tile = 0;
- p->ai.mid2.rand_rng = 6;
- p->ai.mid2.cur_building_rule = 0xFF;
- p->ai.mid2.unk6 = 2;
- p->ai.mid2.unk7 = 1;
- p->ai.mid2.buildcmd_a = 0xFF;
- p->ai.mid2.buildcmd_b = 0xFF;
- p->ai.mid2.direction = p->ai.dst.direction;
- p->ai.mid2.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 2;
- p->ai.num_build_rec = 4;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 2;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 40, 60+1))
- break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 40, 60+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantShortIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40+1))
- break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 1))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 2;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMailRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 110+1))
- break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 60, 110+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_MAIL;
- if (!AiCheckIfRouteIsGood(p, &fr, 1))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 7;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x24;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 7;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0x34;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill middle field 1
- p->ai.mid1.spec_tile = AiGetPctTileBetween(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- 0x55
- );
- p->ai.mid1.use_tile = 0;
- p->ai.mid1.rand_rng = 6;
- p->ai.mid1.cur_building_rule = 0xFF;
- p->ai.mid1.unk6 = 2;
- p->ai.mid1.unk7 = 1;
- p->ai.mid1.buildcmd_a = 0x30;
- p->ai.mid1.buildcmd_b = 0xFF;
- p->ai.mid1.direction = p->ai.src.direction;
- p->ai.mid1.cargo = fr.cargo;
-
- // Fill middle field 2
- p->ai.mid2.spec_tile = AiGetPctTileBetween(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- 0xAA
- );
- p->ai.mid2.use_tile = 0;
- p->ai.mid2.rand_rng = 6;
- p->ai.mid2.cur_building_rule = 0xFF;
- p->ai.mid2.unk6 = 2;
- p->ai.mid2.unk7 = 1;
- p->ai.mid2.buildcmd_a = 0xFF;
- p->ai.mid2.buildcmd_b = 0xFF;
- p->ai.mid2.direction = p->ai.dst.direction;
- p->ai.mid2.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 3;
- p->ai.build_kind = 2;
- p->ai.num_build_rec = 4;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 0;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 55+1))
- break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 0, 55+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_PASSENGERS;
- if (!AiCheckIfRouteIsGood(p, &fr, 1))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 7;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.unk6 = 1;
- p->ai.src.unk7 = 0;
- p->ai.src.buildcmd_a = 0x10;
- p->ai.src.buildcmd_b = 0xFF;
- p->ai.src.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.from),
- GET_TOWN_OR_INDUSTRY_TILE(fr.to)
- );
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 7;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.unk6 = 1;
- p->ai.dst.unk7 = 0;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.buildcmd_b = 0xFF;
- p->ai.dst.direction = AiGetDirectionBetweenTiles(
- GET_TOWN_OR_INDUSTRY_TILE(fr.to),
- GET_TOWN_OR_INDUSTRY_TILE(fr.from)
- );
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_wagons = 2;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 0;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
- p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantTrainRoute(Player *p)
-{
- uint16 r;
- p->ai.railtype_to_use = p->max_railtype - 1;
- r = (uint16)Random();
-
- if (r > 0xD000) {
- AiWantLongIndustryRoute(p);
- } else if (r > 0x6000) {
- AiWantMediumIndustryRoute(p);
- } else if (r > 0x1000) {
- AiWantShortIndustryRoute(p);
- } else if (r > 0x800) {
- AiWantPassengerRoute(p);
- } else {
- AiWantMailRoute(p);
- }
-}
-
-static void AiWantLongRoadIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 35, 55+1))
- break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 35, 55+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 5;
- p->ai.num_want_fullload = 5;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumRoadIndustryRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40+1))
- break;
-
- // try a random one
- AiFindRandomIndustryRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 15, 40+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 9;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = fr.cargo | 0x80;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 9;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 3;
- p->ai.num_want_fullload = 3;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantLongRoadPassengerRoute(Player *p)
-{
- int i;
- FoundRoute fr;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 55, 180+1))
- break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance, 55, 180+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_PASSENGERS;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 10;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 10;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 4;
- p->ai.num_want_fullload = 0;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRouteInsideTown(Player *p)
-{
- int i;
- FoundRoute fr;
- Town *t;
-
- i = 60;
- for(;;) {
- // Find a town big enough
- t = AiFindRandomTown();
- if (t != NULL && t->population >= 700)
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_PASSENGERS;
- fr.from = fr.to = t;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 2))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = t->xy;
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 10;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.buildcmd_a = 1;
- p->ai.src.direction = 0;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = t->xy;
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 10;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.buildcmd_a = 0xFF;
- p->ai.dst.direction = 0;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 2;
- p->ai.num_want_fullload = 0;
-
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
- p->ai.state_mode = -1;
- p->ai.state_counter = 0;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantRoadRoute(Player *p)
-{
- uint16 r = (uint16)Random();
-
- if (r > 0x4000) {
- AiWantLongRoadIndustryRoute(p);
- } else if (r > 0x2000) {
- AiWantMediumRoadIndustryRoute(p);
- } else if (r > 0x1000) {
- AiWantLongRoadPassengerRoute(p);
- } else {
- AiWantPassengerRouteInsideTown(p);
- }
-
-}
-
-static void AiWantPassengerAircraftRoute(Player *p)
-{
- FoundRoute fr;
- int i;
-
- i = 60;
- for(;;) {
-
- // look for one from the subsidy list
- AiFindSubsidyPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance,0,95+1))
- break;
-
- // try a random one
- AiFindRandomPassengerRoute(&fr);
- if (IS_INT_INSIDE(fr.distance,0,95+1))
- break;
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_PASSENGERS;
- if (!AiCheckIfRouteIsGood(p, &fr, 4))
- return;
-
-
- // Fill the source field
- p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 12;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.cargo = fr.cargo;
-
- // Fill the dest field
- p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 12;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.cargo = fr.cargo;
-
- // Fill common fields
- p->ai.cargo_type = fr.cargo;
- p->ai.build_kind = 0;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 1;
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_AIRPORT_STUFF;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantOilRigAircraftRoute(Player *p)
-{
- int i;
- FoundRoute fr;
- Town *t;
- Industry *in;
-
- i = 60;
- for(;;) {
- // Find a town
- t = AiFindRandomTown();
- if (t != NULL) {
- // Find a random oil rig industry
- in = GetIndustry(RandomRange(_total_industries));
- if (in != NULL && in->type == IT_OIL_RIG) {
- if (DistanceManhattan(t->xy, in->xy) < 60)
- break;
- }
- }
-
- // only test 60 times
- if (--i == 0)
- return;
- }
-
- fr.cargo = CT_PASSENGERS;
- fr.from = fr.to = t;
-
- if (!AiCheckIfRouteIsGood(p, &fr, 4))
- return;
-
- // Fill the source field
- p->ai.src.spec_tile = t->xy;
- p->ai.src.use_tile = 0;
- p->ai.src.rand_rng = 12;
- p->ai.src.cur_building_rule = 0xFF;
- p->ai.src.cargo = CT_PASSENGERS;
-
- // Fill the dest field
- p->ai.dst.spec_tile = in->xy;
- p->ai.dst.use_tile = 0;
- p->ai.dst.rand_rng = 5;
- p->ai.dst.cur_building_rule = 0xFF;
- p->ai.dst.cargo = CT_PASSENGERS;
-
- // Fill common fields
- p->ai.cargo_type = CT_PASSENGERS;
- p->ai.build_kind = 1;
- p->ai.num_build_rec = 2;
- p->ai.num_loco_to_build = 1;
- p->ai.num_want_fullload = 0;
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.order_list_blocks[0] = 0;
- p->ai.order_list_blocks[1] = 1;
- p->ai.order_list_blocks[2] = 255;
-
- p->ai.state = AIS_AIRPORT_STUFF;
- p->ai.timeout_counter = 0;
-}
-
-static void AiWantAircraftRoute(Player *p)
-{
- uint16 r = (uint16)Random();
-
- if (r >= 0x2AAA || _date < 0x3912) {
- AiWantPassengerAircraftRoute(p);
- } else {
- AiWantOilRigAircraftRoute(p);
- }
-}
-
-static void AiWantShipRoute(Player *p)
-{
- // XXX
-// error("AiWaitShipRoute");
-}
-
-
-
-static void AiStateWantNewRoute(Player *p)
-{
- uint16 r;
- int i;
-
- if (p->player_money < AiGetBasePrice(p) * 500) {
- p->ai.state = AIS_0;
- return;
- }
-
- i = 200;
- for(;;) {
- r = (uint16)Random();
-
- if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh &&
- _patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship)
- return;
-
- if (r < 0x7626) {
- if (_patches.ai_disable_veh_train) continue;
- AiWantTrainRoute(p);
- } else if (r < 0xC4EA) {
- if (_patches.ai_disable_veh_roadveh) continue;
- AiWantRoadRoute(p);
- } else if (r < 0xD89B) {
- if (_patches.ai_disable_veh_aircraft) continue;
- AiWantAircraftRoute(p);
- } else {
- if (_patches.ai_disable_veh_ship) continue;
- AiWantShipRoute(p);
- }
-
- // got a route?
- if (p->ai.state != AIS_WANT_NEW_ROUTE)
- break;
-
- // time out?
- if (--i == 0) {
- if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
- break;
- }
- }
-}
-
-static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint values[NUM_CARGO];
- int w,h;
- int rad;
-
- for(;p->mode != 4;p++) if (p->mode == 1) {
- TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
- w = ((p->attr>>1) & 7);
- h = ((p->attr>>4) & 7);
- if (p->attr&1) intswap(w, h);
-
-
- if (_patches.modified_catchment) {
- rad = CA_TRAIN;
- } else {
- rad = 4;
- }
-
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, w, h, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, w, h, rad);
- if (!(values[cargo] & ~7))
- return false;
- if (cargo != CT_MAIL)
- return true;
- return !!((values[cargo]>>1) & ~7);
- }
- }
-
- return true;
-}
-
-static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
- int32 ret;
- int32 total_cost = 0;
- Town *t = NULL;
- int rating = 0;
- int i,j,k;
-
- for(;;) {
- // This will seldomly overflow for valid reasons. Mask it to be on the safe side.
- uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
- _cleared_town = NULL;
-
- if (p->mode < 2) {
- if (p->mode == 0) {
- // Depot
- ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
- } else {
- // Station
- ret = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION);
- }
-
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
-clear_town_stuff:;
- if (_cleared_town != NULL) {
- if (t != NULL && t != _cleared_town)
- return CMD_ERROR;
- t = _cleared_town;
- rating += _cleared_town_rating;
- }
- } else if (p->mode == 2) {
- // Rail
- if (IsTileType(c, MP_RAILWAY))
- return CMD_ERROR;
-
- j = p->attr;
- k = 0;
-
- // Build the rail
- for(i=0; i!=6; i++,j>>=1) {
- if (j&1) {
- k = i;
- ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
- }
-
- /* signals too? */
- if (j&3) {
- // Can't build signals on a road.
- if (IsTileType(c, MP_STREET)) return CMD_ERROR;
-
- if (flag & DC_EXEC) {
- j = 4 - j;
- do {
- ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS);
- } while (--j);
- } else {
- ret = _price.build_signals;
- }
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
- } else if (p->mode == 3) {
- //Clear stuff and then build single rail.
- if (GetTileSlope(c,NULL) != 0)
- return CMD_ERROR;
- ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret + _price.build_rail;
-
- if (flag & DC_EXEC) {
- DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL);
- }
-
- goto clear_town_stuff;
- } else {
- // Unk
- break;
- }
-
- p++;
- }
-
- if (!(flag & DC_EXEC)) {
- if (t != NULL && rating > t->ratings[_current_player]) {
- return CMD_ERROR;
- }
- }
-
- return total_cost;
-}
-
-// Returns rule and cost
-static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost)
-{
- int i;
- const AiDefaultRailBlock *p;
-
- for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) {
- if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
- (p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) {
- *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING);
- if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo))
- return i;
- }
- }
-
- return -1;
-}
-
-static const byte _terraform_up_flags[] = {
- 14, 13, 12, 11,
- 10, 9, 8, 7,
- 6, 5, 4, 3,
- 2, 1, 0, 1,
- 2, 1, 4, 1,
- 2, 1, 8, 1,
- 2, 1, 4, 2,
- 2, 1
-};
-
-static const byte _terraform_down_flags[] = {
- 1, 2, 3, 4,
- 5, 6, 1, 8,
- 9, 10, 8, 12,
- 4, 2, 0, 0,
- 1, 2, 3, 4,
- 5, 6, 2, 8,
- 9, 10, 1, 12,
- 8, 4
-};
-
-static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode)
-{
- byte old_player;
- uint32 r;
- uint slope;
- uint h;
-
- old_player = _current_player;
- _current_player = OWNER_NONE;
-
- r = Random();
-
- unk &= (int)r;
-
- do {
- tile = TILE_MASK(tile + TileOffsByDir(dir));
-
- r >>= 2;
- if (r&2) {
- dir++;
- if (r&1)
- dir -= 2;
- }
- dir &= 3;
- } while (--unk >= 0);
-
- slope = GetTileSlope(tile, &h);
-
- if (slope != 0) {
- if (mode > 0 || (mode == 0 && !(r&0xC))) {
- // Terraform up
- DoCommandByTile(tile, _terraform_up_flags[slope-1], 1,
- DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
- } else if (h != 0) {
- // Terraform down
- DoCommandByTile(tile, _terraform_down_flags[slope-1], 0,
- DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
- }
- }
-
- _current_player = old_player;
-}
-
-static void AiStateBuildDefaultRailBlocks(Player *p)
-{
- int i, j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // do the following 8 times
- i = 8;
- do {
- // check if we can build the default track
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255)
- continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the track can be build there.
- rule = AiBuildDefaultRailTrack(aib->use_tile,
- p->ai.build_kind, p->ai.num_wagons,
- aib->unk6, aib->unk7,
- aib->direction, aib->cargo, &cost);
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost)) {
- int32 r;
- // player has money, build it.
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultRailTrack(
- aib->use_tile,
- _default_rail_track_data[rule]->data,
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(r != CMD_ERROR);
- }
- } while (++aib,--j);
- } while (--i);
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255)
- return;
- } while (++aib,--j);
-
- // yep, all are done. switch state to the rail building state.
- p->ai.state = AIS_BUILD_RAIL;
- p->ai.state_mode = 255;
-}
-
-static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir)
-{
- const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
-
- while (p->mode != 3 || !((--cmd) & 0x80)) p++;
-
- return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr);
-}
-
-typedef struct AiRailPathFindData {
- TileIndex tile;
- TileIndex tile2;
- int count;
- bool flag;
-} AiRailPathFindData;
-
-static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
-{
- if (a->flag)
- return true;
-
- if (length > 20 || tile == a->tile) {
- a->flag = true;
- return true;
- }
-
- if (DistanceMax(tile, a->tile2) < 4)
- a->count++;
-
- return false;
-}
-
-static bool AiDoFollowTrack(Player *p)
-{
- AiRailPathFindData arpfd;
- arpfd.tile = p->ai.start_tile_a;
- 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,
- (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
- return arpfd.count > 8;
-}
-
-typedef struct AiRailFinder {
- TileIndex final_tile;
- byte final_dir;
- byte depth;
- byte recursive_mode;
- byte cur_best_dir;
- byte best_dir;
- byte cur_best_depth;
- byte best_depth;
- uint cur_best_dist;
- const byte *best_ptr;
- uint best_dist;
- TileIndex cur_best_tile, best_tile;
- TileIndex bridge_end_tile;
- Player *player;
- TileInfo ti;
-} AiRailFinder;
-
-static const byte _ai_table_15[4][8] = {
- {0, 0, 4, 3, 3, 1, 128+0, 64},
- {1, 1, 2, 0, 4, 2, 128+1, 65},
- {0, 2, 2, 3, 5, 1, 128+2, 66},
- {1, 3, 5, 0, 3, 2, 128+3, 67}
-};
-
-static const byte _dir_table_1[] = {3, 9, 12, 6};
-static const byte _dir_table_2[] = {12, 6, 3, 9};
-
-
-static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) {
- int i;
-
- for(i=0; i!=p->ai.banned_tile_count; i++)
- if (p->ai.banned_tiles[i] == tile &&
- p->ai.banned_val[i] == val)
- return true;
- return false;
-}
-
-static void AiBanTile(Player *p, TileIndex tile, byte val) {
- int i;
-
- for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) {
- p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1];
- p->ai.banned_val[i] = p->ai.banned_val[i-1];
- }
-
- p->ai.banned_tiles[0] = tile;
- p->ai.banned_val[0] = val;
-
- if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles))
- p->ai.banned_tile_count++;
-}
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
-{
- bool better = false;
-
- if (arf->recursive_mode < 1) {
- // Mode is 0. This means destination has not been found yet.
- // If the found path is shorter than the current one, remember it.
- if (arf->cur_best_dist < arf->best_dist) {
- arf->best_dir = arf->cur_best_dir;
- arf->best_dist = arf->cur_best_dist;
- arf->best_ptr = p;
- arf->best_tile = arf->cur_best_tile;
- better = true;
- }
- } else if (arf->recursive_mode > 1) {
- // Mode is 2.
- if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = 0;
- arf->best_ptr = p;
- arf->best_tile = 0;
- better = true;
- }
- }
- arf->recursive_mode = 0;
- arf->cur_best_dist = (uint)-1;
- arf->cur_best_depth = 0xff;
-
- return better;
-}
-
-static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
- TileIndex tile_new;
- bool flag;
-
- int dir2 = p[0] & 3;
-
- FindLandscapeHeightByTile(&arf->ti, tile);
-
- if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
- tile_new = tile;
- // Allow bridges directly over bottom tiles
- flag = arf->ti.z == 0;
- for(;;) {
- if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
- tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
- FindLandscapeHeightByTile(&arf->ti, tile_new);
- if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
- if (!flag) return;
- break;
- }
- if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
- return;
- flag = true;
- }
-
- // Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
- DC_AUTO, CMD_BUILD_BRIDGE)) )
- return;
- AiBuildRailRecursive(arf, tile_new, dir2);
-
- // At the bottom depth, check if the new path is better than the old one.
- if (arf->depth == 1) {
- if (AiCheckRailPathBetter(arf, p))
- arf->bridge_end_tile = tile_new;
- }
- }
-}
-
-static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
- FindLandscapeHeightByTile(&arf->ti, tile);
-
- if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
- int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
- if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
- AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
- if (arf->depth == 1) {
- AiCheckRailPathBetter(arf, p);
- }
- }
- }
-}
-
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
-{
- const byte *p;
-
- tile = TILE_MASK(tile + TileOffsByDir(dir));
-
- // Reached destination?
- if (tile == arf->final_tile) {
- if (arf->final_dir != (dir^2)) {
- if (arf->recursive_mode != 2)
- arf->recursive_mode = 1;
- } else if (arf->recursive_mode != 2) {
- arf->recursive_mode = 2;
- arf->cur_best_depth = arf->depth;
- } else {
- if (arf->depth < arf->cur_best_depth)
- arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Depth too deep?
- if (arf->depth >= 4) {
- uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
- if (dist < arf->cur_best_dist) {
- // Store the tile that is closest to the final position.
- arf->cur_best_depth = arf->depth;
- arf->cur_best_dist = dist;
- arf->cur_best_tile = tile;
- arf->cur_best_dir = dir;
- }
- return;
- }
-
- // Increase recursion depth
- arf->depth++;
-
- // Grab pointer to list of stuff that is possible to build
- p = _ai_table_15[dir];
-
- // Try to build a single rail in all directions.
- FindLandscapeHeightByTile(&arf->ti, tile);
- if (arf->ti.z == 0) {
- p += 6;
- } else {
- do {
- // Make sure the tile is not in the list of banned tiles and that a rail can be built here.
- if (!AiIsTileBanned(arf->player, tile, p[0]) &&
- !CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
- AiBuildRailRecursive(arf, tile, p[1]);
- }
-
- // At the bottom depth?
- if (arf->depth == 1) {
- AiCheckRailPathBetter(arf, p);
- }
-
- p += 2;
- } while (!(p[0]&0x80));
- }
-
- AiCheckBuildRailBridgeHere(arf, tile, p);
- AiCheckBuildRailTunnelHere(arf, tile, p+1);
-
- arf->depth--;
-}
-
-
-static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16};
-
-static void AiBuildRailConstruct(Player *p)
-{
- AiRailFinder arf;
- int i;
-
- // Check too much lookahead?
- if (AiDoFollowTrack(p)) {
- p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks
- p->ai.state_mode = 1; // Start destruct
-
- // Ban this tile and don't reach it for a while.
- AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
- return;
- }
-
- // Setup recursive finder and call it.
- arf.player = p;
- arf.final_tile = p->ai.cur_tile_b;
- arf.final_dir = p->ai.cur_dir_b;
- arf.depth = 0;
- arf.recursive_mode = 0;
- arf.best_ptr = NULL;
- arf.cur_best_dist = (uint)-1;
- arf.cur_best_depth = 0xff;
- arf.best_dist = (uint)-1;
- arf.best_depth = 0xff;
- arf.cur_best_tile = 0;
- arf.best_tile = 0;
- AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
- // Reached destination?
- if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Didn't find anything to build?
- if (arf.best_ptr == NULL) {
- // Terraform some
- for(i=0; i!=5; i++)
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
- if (++p->ai.state_counter == 21) {
- p->ai.state_counter = 40;
- p->ai.state_mode = 1;
-
- // Ban this tile
- AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
- }
- return;
- }
-
- p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a);
-
- if (arf.best_ptr[0]&0x80) {
- int i;
- int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
-
- /* Figure out what (rail)bridge type to build
- start with best bridge, then go down to worse and worse bridges
- unnecessary to check for worse bridge (i=0), since AI will always build that.
- AI is so fucked up that fixing this small thing will probably not solve a thing
- */
- for (i = MAX_BRIDGES - 1; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (!CmdFailed(cost) && cost < (p->player_money >> 5))
- break;
- }
- }
-
- // Build it
- DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
- p->ai.cur_tile_a = arf.bridge_end_tile;
- p->ai.state_counter = 0;
- } else if (arf.best_ptr[0]&0x40) {
- // tunnel
- DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
- p->ai.cur_tile_a = _build_tunnel_endtile;
- p->ai.state_counter = 0;
- } else {
- // rail
- p->ai.cur_dir_a = arf.best_ptr[1];
- DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
- DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
- p->ai.state_counter = 0;
- }
-
- if (arf.best_tile != 0) {
- for(i=0; i!=2; i++)
- AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
- }
-}
-
-static bool AiRemoveTileAndGoForward(Player *p)
-{
- byte b;
- int bit;
- const byte *ptr;
- TileIndex tile = p->ai.cur_tile_a;
- int offs;
- TileIndex tilenew;
-
- if (IsTileType(tile, MP_TUNNELBRIDGE)) {
- if (!(_m[tile].m5 & 0x80)) {
- // Clear the tunnel and continue at the other side of it.
- if (CmdFailed(DoCommandByTile(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));
- return true;
- }
-
- if (!(_m[tile].m5 & 0x40)) {
-
- // Check if the bridge points in the right direction.
- // This is not really needed the first place AiRemoveTileAndGoForward is called.
- if ((_m[tile].m5&1) != (p->ai.cur_dir_a&1))
- return false;
-
- // Find other side of bridge.
- offs = TileOffsByDir(p->ai.cur_dir_a);
- do {
- tile = TILE_MASK(tile - offs);
- } while (_m[tile].m5 & 0x40);
-
- tilenew = TILE_MASK(tile - offs);
- // And clear the bridge.
- if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
- return false;
- p->ai.cur_tile_a = tilenew;
- return true;
- }
- }
-
- // Find the railtype at the position. Quit if no rail there.
- b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a];
- if (b == 0)
- return false;
-
- // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects.
- bit = FindFirstBit(b);
-
- // Then remove and signals if there are any.
- if (IsTileType(tile, MP_RAILWAY) &&
- (_m[tile].m5&0xC0) == 0x40) {
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
- }
-
- // And also remove the rail.
- if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)) )
- return false;
-
- // Find the direction at the other edge of the rail.
- ptr = _ai_table_15[p->ai.cur_dir_a^2];
- while (ptr[0] != bit) ptr+=2;
- 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));
-
- return true;
-}
-
-
-static void AiBuildRailDestruct(Player *p)
-{
- // Decrease timeout.
- if (!--p->ai.state_counter) {
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- }
-
- // Don't do anything if the destination is already reached.
- if (p->ai.cur_tile_a == p->ai.start_tile_a)
- return;
-
- AiRemoveTileAndGoForward(p);
-}
-
-
-static void AiBuildRail(Player *p)
-{
- int i;
-
- if (p->ai.state_mode < 1) {
- // Construct mode, build new rail.
- AiBuildRailConstruct(p);
- } else if (p->ai.state_mode == 1) {
-
- // Destruct mode, destroy the rail currently built.
- AiBuildRailDestruct(p);
- } else if (p->ai.state_mode == 2) {
-
- // Terraform some and then try building again.
- for(i=0; i!=4; i++)
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
- if (++p->ai.state_counter == 4) {
- p->ai.state_counter = 0;
- p->ai.state_mode = 0;
- }
- }
-}
-
-static void AiStateBuildRail(Player *p)
-{
- int num;
- AiBuildRec *aib;
- byte cmd;
- TileIndex tile;
- int dir;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // Currently building a rail between two points?
- if (p->ai.state_mode != 255) {
- AiBuildRail(p);
-
- // Alternate between edges
- swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
- swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
- swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
- swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
- return;
- }
-
- // Now, find two new points to build between
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
-
- for(;;) {
- cmd = aib->buildcmd_a;
- aib->buildcmd_a = 255;
- if (cmd != 255) break;
-
- cmd = aib->buildcmd_b;
- aib->buildcmd_b = 255;
- if (cmd != 255) break;
-
- aib++;
- if (--num == 0) {
- p->ai.state = AIS_BUILD_RAIL_VEH;
- p->ai.state_counter = 0; // timeout
- return;
- }
- }
-
- // Find first edge to build from.
- tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir);
- p->ai.start_tile_a = tile;
- p->ai.cur_tile_a = tile;
- p->ai.start_dir_a = dir;
- p->ai.cur_dir_a = dir;
- DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
- assert(TILE_MASK(tile) != 0xFF00);
-
- // Find second edge to build to
- aib = (&p->ai.src) + ((cmd >> 4)&0xF);
- tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir);
- p->ai.start_tile_b = tile;
- p->ai.cur_tile_b = tile;
- p->ai.start_dir_b = dir;
- p->ai.cur_dir_b = dir;
- DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
- assert(TILE_MASK(tile) != 0xFF00);
-
- // And setup state.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- p->ai.banned_tile_count = 0;
-}
-
-static int AiGetStationIdByDef(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _default_rail_track_data[id]->data;
- while (p->mode != 1) p++;
- return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildRailVeh(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- int i, veh;
- int cargo;
- int32 cost;
- Vehicle *v;
- uint loco_id;
-
- ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
- while (ptr->mode != 0) { ptr++; }
-
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
- cargo = p->ai.cargo_type;
- for(i=0;;) {
- if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
- veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo];
- cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
- if (CmdFailed(cost)) goto handle_nocash;
- p->ai.wagon_list[i] = _new_wagon_id;
- p->ai.wagon_list[i+1] = INVALID_VEHICLE;
- return;
- }
- if (cargo == CT_MAIL)
- cargo = CT_PASSENGERS;
- if (++i == p->ai.num_wagons * 2 - 1)
- break;
- }
-
- // Which locomotive to build?
- veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile);
- if (veh == -1) {
-handle_nocash:
- // after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
- if (++p->ai.state_counter == 1000) {
- for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
- assert(!CmdFailed(cost));
- }
- p->ai.state = AIS_0;
- }
- return;
- }
-
- // Try to build the locomotive
- cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
- assert(!CmdFailed(cost));
- loco_id = _new_train_id;
-
- // Sell a vehicle if the train is double headed.
- v = GetVehicle(loco_id);
- if (v->next != NULL) {
- i = p->ai.wagon_list[p->ai.num_wagons*2-2];
- p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE;
- DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
- }
-
- // Move the wagons onto the train
- for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
- DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
- }
-
- for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
- bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
- p->ai.cargo_type == CT_MAIL ||
- (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0)
- p->ai.num_want_fullload--;
-
- if (--p->ai.num_loco_to_build != 0) {
-// p->ai.loco_id = INVALID_VEHICLE;
- p->ai.wagon_list[0] = INVALID_VEHICLE;
- } else {
- p->ai.state = AIS_0;
- }
-}
-
-static void AiStateDeleteRailBlocks(Player *p)
-{
- int num;
- AiBuildRec *aib;
- const AiDefaultBlockData *b;
-
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
- do {
- if (aib->cur_building_rule != 255) {
- b = _default_rail_track_data[aib->cur_building_rule]->data;
- while (b->mode != 4) {
- DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- b++;
- }
- }
- } while (++aib,--num);
-
- p->ai.state = AIS_0;
-}
-
-static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint values[NUM_CARGO];
- int rad;
-
- if (_patches.modified_catchment) {
- rad = CA_TRUCK; //Same as CA_BUS at the moment?
- } else { //change that at some point?
- rad = 4;
- }
-
- for(;;p++) {
- if (p->mode == 4) {
- return true;
- } else if (p->mode == 1) {
- TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, 1, 1, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
- return (values[cargo]&~7) != 0;
- }
- }
- }
-}
-
-static bool _want_road_truck_station;
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
-
-// Returns rule and cost
-static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
-{
- int i;
- const AiDefaultRoadBlock *p;
-
- _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
-
- for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
- if (p->dir == direction) {
- *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
- if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo))
- return i;
- }
- }
-
- return -1;
-}
-
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
- int32 ret;
- int32 total_cost = 0;
- Town *t = NULL;
- int rating = 0;
- int roadflag = 0;
-
- for(;p->mode != 4;p++) {
- uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
- _cleared_town = NULL;
-
- if (p->mode == 2) {
- if (IsTileType(c, MP_STREET) &&
- (_m[c].m5&0xF0)==0 &&
- (_m[c].m5&p->attr)!=0) {
- roadflag |= 2;
-
- // all bits are already built?
- if ((_m[c].m5&p->attr)==p->attr)
- continue;
- }
-
- ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
- continue;
- }
-
- if (p->mode == 0) {
- // Depot
- ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
- goto clear_town_stuff;
- } else if (p->mode == 1) {
- if (_want_road_truck_station) {
- // Truck station
- ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
- } else {
- // Bus station
- ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
- }
-clear_town_stuff:;
-
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
-
- if (_cleared_town != NULL) {
- if (t != NULL && t != _cleared_town)
- return CMD_ERROR;
- t = _cleared_town;
- rating += _cleared_town_rating;
- }
- } else if (p->mode == 3) {
- if (flag & DC_EXEC)
- continue;
-
- if (GetTileSlope(c, NULL) != 0)
- return CMD_ERROR;
-
- if (!(IsTileType(c, MP_STREET) && (_m[c].m5 & 0xF0) == 0)) {
- ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
- if (CmdFailed(ret)) return CMD_ERROR;
- }
-
- }
- }
-
- if (!_want_road_truck_station && !(roadflag&2))
- return CMD_ERROR;
-
- if (!(flag & DC_EXEC)) {
- if (t != NULL && rating > t->ratings[_current_player]) {
- return CMD_ERROR;
- }
- }
- return total_cost;
-}
-
-// Make sure the blocks are not too close to each other
-static bool AiCheckBlockDistances(Player *p, TileIndex tile)
-{
- AiBuildRec *aib;
- int num;
-
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
-
- do {
- if (aib->cur_building_rule != 255) {
- if (DistanceManhattan(aib->use_tile, tile) < 9)
- return false;
- }
- } while (++aib, --num);
-
- return true;
-}
-
-
-static void AiStateBuildDefaultRoadBlocks(Player *p)
-{
- int i, j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_RAIL_BLOCKS;
- return;
- }
-
- // do the following 8 times
- i = 8;
- do {
- // check if we can build the default track
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255)
- continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the road can be built there.
- rule = AiFindBestDefaultRoadBlock(aib->use_tile,
- aib->direction, aib->cargo, &cost);
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
- int32 r;
-
- // player has money, build it.
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultRoadBlock(
- aib->use_tile,
- _road_default_block_data[rule]->data,
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(r != CMD_ERROR);
- }
- } while (++aib,--j);
- } while (--i);
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255)
- return;
- } while (++aib,--j);
-
- // yep, all are done. switch state to the rail building state.
- p->ai.state = AIS_BUILD_ROAD;
- p->ai.state_mode = 255;
-}
-
-typedef struct {
- TileIndex final_tile;
- byte final_dir;
- byte depth;
- byte recursive_mode;
- byte cur_best_dir;
- byte best_dir;
- byte cur_best_depth;
- byte best_depth;
- uint cur_best_dist;
- const byte *best_ptr;
- uint best_dist;
- TileIndex cur_best_tile, best_tile;
- TileIndex bridge_end_tile;
- Player *player;
- TileInfo ti;
-} AiRoadFinder;
-
-typedef struct AiRoadEnum {
- TileIndex dest;
- TileIndex best_tile;
- int best_track;
- uint best_dist;
-} AiRoadEnum;
-
-static const byte _dir_by_track[] = {
- 0,1,0,1,2,1, 0,0,
- 2,3,3,2,3,0,
-};
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p)
-{
- bool better = false;
-
- if (arf->recursive_mode < 1) {
- // Mode is 0. This means destination has not been found yet.
- // If the found path is shorter than the current one, remember it.
- if (arf->cur_best_dist < arf->best_dist ||
- (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = arf->cur_best_dist;
- arf->best_dir = arf->cur_best_dir;
- arf->best_ptr = p;
- arf->best_tile = arf->cur_best_tile;
- better = true;
- }
- } else if (arf->recursive_mode > 1) {
- // Mode is 2.
- if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
- arf->best_depth = arf->cur_best_depth;
- arf->best_dist = 0;
- arf->best_ptr = p;
- arf->best_tile = 0;
- better = true;
- }
- }
- arf->recursive_mode = 0;
- arf->cur_best_dist = (uint)-1;
- arf->cur_best_depth = 0xff;
-
- return better;
-}
-
-
-static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
-{
- uint dist = DistanceManhattan(tile, a->dest);
-
- if (dist <= a->best_dist) {
- TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
-
- if (IsTileType(tile2, MP_STREET) &&
- (_m[tile2].m5&0xF0) == 0) {
- a->best_dist = dist;
- a->best_tile = tile;
- a->best_track = track;
- }
- }
-
- return false;
-}
-
-static const uint16 _ai_road_table_and[4] = {
- 0x1009,
- 0x16,
- 0x520,
- 0x2A00,
-};
-
-static bool AiCheckRoadFinished(Player *p)
-{
- AiRoadEnum are;
- TileIndex tile;
- int dir = p->ai.cur_dir_a;
- uint32 bits;
- int i;
-
- are.dest = p->ai.cur_tile_b;
- tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir));
-
- bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir];
- if (bits == 0) {
- return false;
- }
-
- are.best_dist = (uint)-1;
-
- for_each_bit(i, bits) {
- FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
- }
-
- if (DistanceManhattan(tile, are.dest) <= are.best_dist)
- return false;
-
- if (are.best_dist == 0)
- return true;
-
- p->ai.cur_tile_a = are.best_tile;
- p->ai.cur_dir_a = _dir_by_track[are.best_track];
- return false;
-}
-
-
-static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
-{
- static const byte _road_bits[] = {
- 8+2,
- 1+4,
- 1+8,
- 4+2,
- 1+2,
- 8+4,
- };
- return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
-}
-
-static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
- TileIndex tile_new;
- bool flag;
-
- int dir2 = p[0] & 3;
-
- FindLandscapeHeightByTile(&arf->ti, tile);
- if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
- tile_new = tile;
- // Allow bridges directly over bottom tiles
- flag = arf->ti.z == 0;
- for(;;) {
- if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
- tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
- FindLandscapeHeightByTile(&arf->ti, tile_new);
- if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
- // Allow a bridge if either we have a tile that's water, rail or street,
- // or if we found an up tile.
- if (!flag) return;
- break;
- }
- if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
- return;
- flag = true;
- }
-
- // Is building a (rail)bridge possible at this place (type doesn't matter)?
- if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
- return;
- AiBuildRoadRecursive(arf, tile_new, dir2);
-
- // At the bottom depth, check if the new path is better than the old one.
- if (arf->depth == 1) {
- if (AiCheckRoadPathBetter(arf, p))
- arf->bridge_end_tile = tile_new;
- }
- }
-}
-
-static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
- FindLandscapeHeightByTile(&arf->ti, tile);
-
- if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
- int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
- if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
- AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
- if (arf->depth == 1) {
- AiCheckRoadPathBetter(arf, p);
- }
- }
- }
-}
-
-
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
-{
- const byte *p;
-
- tile = TILE_MASK(tile + TileOffsByDir(dir));
-
- // Reached destination?
- if (tile == arf->final_tile) {
- if ((arf->final_dir^2) == dir) {
- arf->recursive_mode = 2;
- arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Depth too deep?
- if (arf->depth >= 4) {
- uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
- if (dist < arf->cur_best_dist) {
- // Store the tile that is closest to the final position.
- arf->cur_best_dist = dist;
- arf->cur_best_tile = tile;
- arf->cur_best_dir = dir;
- arf->cur_best_depth = arf->depth;
- }
- return;
- }
-
- // Increase recursion depth
- arf->depth++;
-
- // Grab pointer to list of stuff that is possible to build
- p = _ai_table_15[dir];
-
- // Try to build a single rail in all directions.
- FindLandscapeHeightByTile(&arf->ti, tile);
- if (arf->ti.z == 0) {
- p += 6;
- } else {
- do {
- // Make sure that a road can be built here.
- if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) {
- AiBuildRoadRecursive(arf, tile, p[1]);
- }
-
- // At the bottom depth?
- if (arf->depth == 1) {
- AiCheckRoadPathBetter(arf, p);
- }
-
- p += 2;
- } while (!(p[0]&0x80));
- }
-
- AiCheckBuildRoadBridgeHere(arf, tile, p);
- AiCheckBuildRoadTunnelHere(arf, tile, p+1);
-
- arf->depth--;
-}
-
-int sw;
-
-
-static void AiBuildRoadConstruct(Player *p)
-{
- AiRoadFinder arf;
- int i;
- TileIndex tile;
-
- // Reached destination?
- if (AiCheckRoadFinished(p)) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Setup recursive finder and call it.
- arf.player = p;
- arf.final_tile = p->ai.cur_tile_b;
- arf.final_dir = p->ai.cur_dir_b;
- arf.depth = 0;
- arf.recursive_mode = 0;
- arf.best_ptr = NULL;
- arf.cur_best_dist = (uint)-1;
- arf.cur_best_depth = 0xff;
- arf.best_dist = (uint)-1;
- arf.best_depth = 0xff;
- arf.cur_best_tile = 0;
- arf.best_tile = 0;
- AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
- // Reached destination?
- if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
- p->ai.state_mode = 255;
- return;
- }
-
- // Didn't find anything to build?
- if (arf.best_ptr == NULL) {
- // Terraform some
-do_some_terraform:
- for(i=0; i!=5; i++)
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
- 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_dir_a ^= 2;
- p->ai.state_counter = 0;
- }
- return;
- }
-
- tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a));
-
- if (arf.best_ptr[0]&0x80) {
- int i;
- int32 bridge_len;
- p->ai.cur_tile_a = arf.bridge_end_tile;
- bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile
-
- /* Figure out what (road)bridge type to build
- start with best bridge, then go down to worse and worse bridges
- unnecessary to check for worse bridge (i=0), since AI will always build that.
- AI is so fucked up that fixing this small thing will probably not solve a thing
- */
- for(i = 10; i != 0; i--) {
- if (CheckBridge_Stuff(i, bridge_len)) {
- int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
- if (!CmdFailed(cost) && cost < (p->player_money >> 5))
- break;
- }
- }
-
- // Build it
- DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
- p->ai.state_counter = 0;
- } else if (arf.best_ptr[0]&0x40) {
- // tunnel
- DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
- p->ai.cur_tile_a = _build_tunnel_endtile;
- p->ai.state_counter = 0;
- } else {
-
- // road
- if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
- goto do_some_terraform;
-
- p->ai.cur_dir_a = arf.best_ptr[1];
- p->ai.cur_tile_a = tile;
- p->ai.state_counter = 0;
- }
-
- if (arf.best_tile != 0) {
- for(i=0; i!=2; i++)
- AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
- }
-}
-
-
-static void AiBuildRoad(Player *p)
-{
- int i;
-
- if (p->ai.state_mode < 1) {
- // Construct mode, build new road.
- AiBuildRoadConstruct(p);
- } else if (p->ai.state_mode == 1) {
- // Destruct mode, not implemented for roads.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- } else if (p->ai.state_mode == 2) {
-
- // Terraform some and then try building again.
- for(i=0; i!=4; i++)
- AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
- if (++p->ai.state_counter == 4) {
- p->ai.state_counter = 0;
- p->ai.state_mode = 0;
- }
- }
-}
-
-static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir)
-{
- const AiDefaultBlockData *p = _road_default_block_data[rule]->data;
- while (p->mode != 1) p++;
- *dir = p->attr;
- return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-}
-
-
-static void AiStateBuildRoad(Player *p)
-{
- int num;
- AiBuildRec *aib;
- byte cmd;
- TileIndex tile;
- int dir;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_DELETE_ROAD_BLOCKS;
- return;
- }
-
- // Currently building a road between two points?
- if (p->ai.state_mode != 255) {
- AiBuildRoad(p);
-
- // Alternate between edges
- swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
- swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
- swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
- swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
-
- sw ^= 1;
- return;
- }
-
- // Now, find two new points to build between
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
-
- for(;;) {
- cmd = aib->buildcmd_a;
- aib->buildcmd_a = 255;
- if (cmd != 255) break;
-
- aib++;
- if (--num == 0) {
- p->ai.state = AIS_BUILD_ROAD_VEHICLES;
- return;
- }
- }
-
- // Find first edge to build from.
- tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
- p->ai.start_tile_a = tile;
- p->ai.cur_tile_a = tile;
- p->ai.start_dir_a = dir;
- p->ai.cur_dir_a = dir;
-
- // Find second edge to build to
- aib = (&p->ai.src) + (cmd&0xF);
- tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
- p->ai.start_tile_b = tile;
- p->ai.cur_tile_b = tile;
- p->ai.start_dir_b = dir;
- p->ai.cur_dir_b = dir;
-
- // And setup state.
- p->ai.state_mode = 2;
- p->ai.state_counter = 0;
- p->ai.banned_tile_count = 0;
-}
-
-static int AiGetStationIdFromRoadBlock(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _road_default_block_data[id]->data;
- while (p->mode != 1) p++;
- return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildRoadVehicles(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- uint loco_id;
- int veh, i;
-
- ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
- for(;ptr->mode != 0;ptr++) {}
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
- veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
- if (veh == -1) {
- p->ai.state = AIS_0;
- return;
- }
-
- if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
-
- loco_id = _new_roadveh_id;
-
- for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
- bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
- p->ai.cargo_type == CT_MAIL ||
- (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
-
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0)
- p->ai.num_want_fullload--;
-
- if (--p->ai.num_loco_to_build == 0) {
- p->ai.state = AIS_0;
- }
-}
-
-static void AiStateDeleteRoadBlocks(Player *p)
-{
- int num;
- AiBuildRec *aib;
- const AiDefaultBlockData *b;
-
- num = p->ai.num_build_rec;
- aib = &p->ai.src;
- do {
- if (aib->cur_building_rule != 255) {
- b = _road_default_block_data[aib->cur_building_rule]->data;
- while (b->mode != 4) {
- if (b->mode <= 1) {
- DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- b++;
- }
- }
- } while (++aib,--num);
-
- p->ai.state = AIS_0;
-}
-
-static bool AiCheckIfHangar(Station *st)
-{
- TileIndex tile = st->airport_tile;
-
- // HANGAR of airports
- // 0x20 - hangar large airport (32)
- // 0x41 - hangar small airport (65)
- return (_m[tile].m5 == 32 || _m[tile].m5 == 65);
-}
-
-static void AiStateAirportStuff(Player *p)
-{
- Station *st;
- byte acc_planes;
- int i;
- AiBuildRec *aib;
- byte rule;
-
- // Here we look for an airport we could use instead of building a new
- // one. If we find such an aiport for any waypoint,
- // AiStateBuildDefaultAirportBlocks() will kindly skip that one when
- // building the waypoints.
-
- i = 0;
- do {
- // We do this all twice - once for the source (town in the case
- // of oilrig route) and then for the destination (oilrig in the
- // case of oilrig route).
- aib = &p->ai.src + i;
-
- FOR_ALL_STATIONS(st) {
- // Dismiss ghost stations.
- if (st->xy == 0)
- continue;
-
- // Is this an airport?
- if (!(st->facilities & FACIL_AIRPORT))
- continue;
-
- // Do we own the airport? (Oilrigs aren't owned, though.)
- if (st->owner != OWNER_NONE && st->owner != _current_player)
- continue;
-
- acc_planes = GetAirport(st->airport_type)->acc_planes;
-
- // Dismiss heliports, unless we are checking an oilrig.
- if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1))
- continue;
-
- // Dismiss country airports if we are doing the other
- // endpoint of an oilrig route.
- if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0))
- continue;
-
- // Dismiss airports too far away.
- if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng)
- continue;
-
- // It's ideal airport, let's take it!
-
- /* XXX: This part is utterly broken - rule should
- * contain number of the rule appropriate for the
- * airport type (country, town, ...), see
- * _airport_default_block_data (rule is just an index
- * in this array). But the only difference between the
- * currently existing two rules (rule 0 - town and rule
- * 1 - country) is the attr field which is used only
- * when building new airports - and that's irrelevant
- * for us. So using just about any rule will suffice
- * here for now (some of the new airport types would be
- * broken because they will probably need different
- * tileoff values etc), no matter that
- * AiCheckIfHangar() makes no sense. --pasky */
- if (acc_planes == HELICOPTERS_ONLY) {
- /* Heliports should have maybe own rulesets but
- * OTOH we don't want AI to pick them up when
- * looking for a suitable airport type to build.
- * So any of rules 0 or 1 would do for now. The
- * original rule number was 2 but that's a bug
- * because we have no such rule. */
- rule = 1;
- } else {
- rule = AiCheckIfHangar(st);
- }
-
- aib->cur_building_rule = rule;
- aib->use_tile = st->airport_tile;
- break;
- }
- } while (++i != p->ai.num_build_rec);
-
- p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
- p->ai.state_mode = 255;
- p->ai.state_counter = 0;
-}
-
-static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
- int32 total_cost = 0, ret;
-
- for(;p->mode == 0;p++) {
- if (!HASBIT(_avail_aircraft, p->attr))
- return CMD_ERROR;
- ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
- if (CmdFailed(ret)) return CMD_ERROR;
- total_cost += ret;
- }
-
- return total_cost;
-}
-
-static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
- uint values[NUM_CARGO];
- int w,h;
- int rad;
-
- if (_patches.modified_catchment) {
- rad = CA_AIR_LARGE; //I Have NFI what airport the
- } else { //AI is going to build here
- rad = 4;
- }
-
- for(;p->mode==0;p++) {
- TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
- w = _airport_size_x[p->attr];
- h = _airport_size_y[p->attr];
- if (cargo & 0x80) {
- GetProductionAroundTiles(values, tile2, w, h, rad);
- return values[cargo & 0x7F] != 0;
- } else {
- GetAcceptanceAroundTiles(values, tile2, w, h, rad);
- return values[cargo] >= 8;
- }
- }
- return true;
-}
-
-static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
-{
- int i;
- const AiDefaultBlockData *p;
- for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
- // If we are doing a helicopter service, avoid building
- // airports where they can't land.
- if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY)
- continue;
-
- *cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
- if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo))
- return i;
- }
- return -1;
-}
-
-static void AiStateBuildDefaultAirportBlocks(Player *p)
-{
- int i, j;
- AiBuildRec *aib;
- int rule;
- int32 cost;
-
- // time out?
- if (++p->ai.timeout_counter == 1388) {
- p->ai.state = AIS_0;
- return;
- }
-
- // do the following 8 times
- i = 8;
- do {
- // check if we can build the default
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- // this item has already been built?
- if (aib->cur_building_rule != 255)
- continue;
-
- // adjust the coordinate randomly,
- // to make sure that we find a position.
- aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
- // check if the aircraft stuff can be built there.
- rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost);
-
-#if 0
- if (!IsTileType(aib->use_tile, MP_STREET) &&
- !IsTileType(aib->use_tile, MP_RAILWAY) &&
- !IsTileType(aib->use_tile, MP_STATION)
- ) {
-
- _m[aib->use_tile].type_height = 0xa1;
- _m[aib->use_tile].m5 = 0x80;
- MarkTileDirtyByTile(aib->use_tile);
- }
-#endif
-// SetRedErrorSquare(aib->use_tile);
-
- if (rule == -1) {
- // cannot build, terraform after a while
- if (p->ai.state_counter >= 600) {
- AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
- }
- // also try the other terraform direction
- if (++p->ai.state_counter >= 1000) {
- p->ai.state_counter = 0;
- p->ai.state_mode = -p->ai.state_mode;
- }
- } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
- // player has money, build it.
- int32 r;
-
- aib->cur_building_rule = rule;
-
- r = AiDoBuildDefaultAirportBlock(
- aib->use_tile,
- _airport_default_block_data[rule],
- DC_EXEC | DC_NO_TOWN_RATING
- );
- assert(r != CMD_ERROR);
- }
- } while (++aib,--j);
- } while (--i);
-
- // check if we're done with all of them
- aib = &p->ai.src;
- j = p->ai.num_build_rec;
- do {
- if (aib->cur_building_rule == 255)
- return;
- } while (++aib,--j);
-
- // yep, all are done. switch state.
- p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
-}
-
-static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
-{
- const AiDefaultBlockData *p = _airport_default_block_data[id];
- while (p->mode != 1) p++;
- return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildAircraftVehicles(Player *p)
-{
- const AiDefaultBlockData *ptr;
- TileIndex tile;
- int veh;
- int i;
- uint loco_id;
-
- ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
- for(;ptr->mode!=0;ptr++) {}
-
- tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
- veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
- if (veh == -1) {
- return;
- }
-
- if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
- loco_id = _new_aircraft_id;
-
- for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
- AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
- bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
- Order order;
-
- order.type = OT_GOTO_STATION;
- order.flags = 0;
- order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
-
- if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
- if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
- order.flags |= OF_FULL_LOAD;
-
- DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
- }
-
- DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
- DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
- if (p->ai.num_want_fullload != 0)
- p->ai.num_want_fullload--;
-
- if (--p->ai.num_loco_to_build == 0) {
- p->ai.state = AIS_0;
- }
-}
-
-static void AiStateCheckShipStuff(Player *p)
-{
- // XXX
- error("!AiStateCheckShipStuff");
-}
-
-static void AiStateBuildDefaultShipBlocks(Player *p)
-{
- // XXX
- error("!AiStateBuildDefaultShipBlocks");
-}
-
-static void AiStateDoShipStuff(Player *p)
-{
- // XXX
- error("!AiStateDoShipStuff");
-}
-
-static void AiStateSellVeh(Player *p)
-{
- Vehicle *v = p->ai.cur_veh;
-
- if (v->owner == _current_player) {
- if (v->type == VEH_Train) {
-
- if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT);
- goto going_to_depot;
- }
-
- // Sell whole train
- DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
-
- } else if (v->type == VEH_Road) {
- if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
- goto going_to_depot;
- }
-
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
- } else if (v->type == VEH_Aircraft) {
- if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
- if (v->current_order.type != OT_GOTO_DEPOT)
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
- goto going_to_depot;
- }
-
- DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
- } else if (v->type == VEH_Ship) {
- // XXX: not implemented
- error("!v->type == VEH_Ship");
- }
- }
-
- goto return_to_loop;
-going_to_depot:;
- if (++p->ai.state_counter <= 832)
- return;
-
- if (v->current_order.type == OT_GOTO_DEPOT) {
- v->current_order.type = OT_DUMMY;
- v->current_order.flags = 0;
- InvalidateWindow(WC_VEHICLE_VIEW, v->index);
- }
-return_to_loop:;
- p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateRemoveStation(Player *p)
-{
- // Remove stations that aren't in use by any vehicle
- byte *in_use;
- const byte *used;
- const Order *ord;
- const Station *st;
- TileIndex tile;
-
- // Go to this state when we're done.
- p->ai.state = AIS_1;
-
- // Get a list of all stations that are in use by a vehicle
- in_use = malloc(GetStationPoolSize());
- memset(in_use, 0, GetStationPoolSize());
- FOR_ALL_ORDERS(ord) {
- if (ord->type == OT_GOTO_STATION)
- in_use[ord->station] = 1;
- }
-
- // Go through all stations and delete those that aren't in use
- used = in_use;
- FOR_ALL_STATIONS(st) {
- if (st->xy != 0 && st->owner == _current_player && !*used &&
- ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
- (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
- (tile = st->train_tile) != 0 ||
- (tile = st->dock_tile) != 0 ||
- (tile = st->airport_tile) != 0)) {
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- used++;
- }
-
- free(in_use);
-}
-
-static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
-{
- byte m5;
-
- if (IsTileType(tile, MP_RAILWAY)) {
- if (!IsTileOwner(tile, _current_player)) return;
-
- m5 = _m[tile].m5;
- if ((m5&~0x3) != 0xC0) {
-is_rail_crossing:;
- m5 = GetRailTrackStatus(tile);
-
- if (m5 == 0xC || m5 == 0x30)
- return;
-
- if (m5&0x25) {
-pos_0:
- if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & 0x19)) {
- p->ai.cur_dir_a = 0;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (m5&0x2A) {
-pos_1:
- if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & 0x16)) {
- p->ai.cur_dir_a = 1;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (m5&0x19) {
-pos_2:
- if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & 0x25)) {
- p->ai.cur_dir_a = 2;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
-
- if (m5&0x16) {
-pos_3:
- if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & 0x2A)) {
- p->ai.cur_dir_a = 3;
- p->ai.cur_tile_a = tile;
- p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
- return;
- }
- }
- } else {
- static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A};
-
- m5 &= 3;
- if (GetRailTrackStatus(tile + TileOffsByDir(m5)) & _depot_bits[m5])
- return;
-
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- }
- } else if (IsTileType(tile, MP_STREET)) {
- if (!IsTileOwner(tile, _current_player)) return;
-
- if (IsLevelCrossing(tile))
- goto is_rail_crossing;
-
- if ( (_m[tile].m5&0xF0) == 0x20) {
- int dir;
-
- // Check if there are any stations around.
- if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
- IsTileOwner(tile + TileDiffXY(-1, 0), _current_player))
- return;
-
- if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) &&
- IsTileOwner(tile + TileDiffXY(1, 0), _current_player))
- return;
-
- if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) &&
- IsTileOwner(tile + TileDiffXY(0, -1), _current_player))
- return;
-
- if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) &&
- IsTileOwner(tile + TileDiffXY(0, 1), _current_player))
- return;
-
- dir = _m[tile].m5 & 3;
-
- DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
- DoCommandByTile(
- TILE_MASK(tile + TileOffsByDir(dir)),
- 8 >> (dir ^ 2),
- 0,
- DC_EXEC,
- CMD_REMOVE_ROAD);
- }
- } else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
- byte b;
-
- if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80)
- return;
-
- m5 = 0;
-
- b = _m[tile].m5 & 0x21;
- if (b == 0) goto pos_0;
- if (b == 1) goto pos_3;
- if (b == 0x20) goto pos_2;
- goto pos_1;
- }
-}
-
-static void AiStateRemoveTrack(Player *p)
-{
- /* Was 1000 for standard 8x8 maps. */
- int num = MapSizeX() * 4;
-
- do {
- TileIndex tile = ++p->ai.state_counter;
-
- // Iterated all tiles?
- if (tile >= MapSize()) {
- p->ai.state = AIS_REMOVE_STATION;
- return;
- }
-
- // Remove player stuff in that tile
- AiRemovePlayerRailOrRoad(p, tile);
- if (p->ai.state != AIS_REMOVE_TRACK)
- return;
- } while (--num);
-}
-
-static void AiStateRemoveSingleRailTile(Player *p)
-{
- // Remove until we can't remove more.
- if (!AiRemoveTileAndGoForward(p)) {
- p->ai.state = AIS_REMOVE_TRACK;
- }
-}
-
-static AiStateAction * const _ai_actions[] = {
- AiCase0,
- AiCase1,
- AiStateVehLoop,
- AiStateCheckReplaceVehicle,
- AiStateDoReplaceVehicle,
- AiStateWantNewRoute,
-
- AiStateBuildDefaultRailBlocks,
- AiStateBuildRail,
- AiStateBuildRailVeh,
- AiStateDeleteRailBlocks,
-
- AiStateBuildDefaultRoadBlocks,
- AiStateBuildRoad,
- AiStateBuildRoadVehicles,
- AiStateDeleteRoadBlocks,
-
- AiStateAirportStuff,
- AiStateBuildDefaultAirportBlocks,
- AiStateBuildAircraftVehicles,
-
- AiStateCheckShipStuff,
- AiStateBuildDefaultShipBlocks,
- AiStateDoShipStuff,
-
- AiStateSellVeh,
- AiStateRemoveStation,
- AiStateRemoveTrack,
-
- AiStateRemoveSingleRailTile
-};
-
-extern void ShowBuyCompanyDialog(uint player);
-
-static void AiHandleTakeover(Player *p)
-{
- if (p->bankrupt_timeout != 0) {
- if ((p->bankrupt_timeout-=8) > 0)
- return;
- p->bankrupt_timeout = 0;
- DeleteWindowById(WC_BUY_COMPANY, _current_player);
- if (_current_player == _local_player) {
- AskExitToGameMenu();
- return;
- }
- if (IS_HUMAN_PLAYER(_current_player))
- return;
- }
-
- if (p->bankrupt_asked == 255)
- return;
-
- {
- uint asked = p->bankrupt_asked;
- Player *pp, *best_pl = NULL;
- int32 best_val = -1;
- uint old_p;
-
- // Ask the guy with the highest performance hist.
- FOR_ALL_PLAYERS(pp) {
- if (pp->is_active &&
- !(asked&1) &&
- pp->bankrupt_asked == 0 &&
- best_val < pp->old_economy[1].performance_history) {
- best_val = pp->old_economy[1].performance_history;
- best_pl = pp;
- }
- asked>>=1;
- }
-
- // Asked all players?
- if (best_val == -1) {
- p->bankrupt_asked = 255;
- return;
- }
-
- SETBIT(p->bankrupt_asked, best_pl->index);
-
- if (best_pl->index == _local_player) {
- p->bankrupt_timeout = 4440;
- ShowBuyCompanyDialog(_current_player);
- return;
- }
- if (IS_HUMAN_PLAYER(best_pl->index))
- return;
-
- // Too little money for computer to buy it?
- if (best_pl->player_money >> 1 >= p->bankrupt_value) {
- // Computer wants to buy it.
- old_p = _current_player;
- _current_player = p->index;
- DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
- _current_player = old_p;
- }
- }
-}
-
-static void AiAdjustLoan(Player *p)
-{
- int32 base = AiGetBasePrice(p);
-
- if (p->player_money > base * 1400) {
- // Decrease loan
- if (p->current_loan != 0) {
- DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
- }
- } else if (p->player_money < base * 500) {
- // Increase loan
- if (p->current_loan < _economy.max_loan &&
- p->num_valid_stat_ent >= 2 &&
- -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
- DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
- }
- }
-}
-
-static void AiBuildCompanyHQ(Player *p)
-{
- TileIndex tile;
-
- if (p->location_of_house == 0 &&
- p->last_build_coordinate != 0) {
- tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
- DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- }
-}
-
-
-void AiDoGameLoop(Player *p)
-{
- _cur_ai_player = p;
-
- if (p->bankrupt_asked != 0) {
- AiHandleTakeover(p);
- return;
- }
-
- // Ugly hack to make sure the service interval of the AI is good, not looking
- // to the patch-setting
- // Also, it takes into account the setting if the service-interval is in days
- // or in %
- _ai_service_interval = _patches.servint_ispercent?80:180;
-
- if (IS_HUMAN_PLAYER(_current_player))
- return;
-
- AiAdjustLoan(p);
- AiBuildCompanyHQ(p);
-
- if (_opt.diff.competitor_speed == 4) {
- /* ultraspeed */
- _ai_actions[p->ai.state](p);
- if (p->bankrupt_asked != 0)
- return;
- } else if (_opt.diff.competitor_speed != 3) {
- p->ai.tick++;
- if (!(p->ai.tick&1))
- return;
- if (_opt.diff.competitor_speed != 2) {
- if (!(p->ai.tick&2))
- return;
- if (_opt.diff.competitor_speed == 0) {
- if (!(p->ai.tick&4))
- return;
- }
- }
- }
-#if 0
- {
- static byte old_state = 99;
- static bool hasdots = false;
- char *_ai_state_names[]={
- "AiCase0",
- "AiCase1",
- "AiStateVehLoop",
- "AiStateCheckReplaceVehicle",
- "AiStateDoReplaceVehicle",
- "AiStateWantNewRoute",
- "AiStateBuildDefaultRailBlocks",
- "AiStateBuildRail",
- "AiStateBuildRailVeh",
- "AiStateDeleteRailBlocks",
- "AiStateBuildDefaultRoadBlocks",
- "AiStateBuildRoad",
- "AiStateBuildRoadVehicles",
- "AiStateDeleteRoadBlocks",
- "AiStateAirportStuff",
- "AiStateBuildDefaultAirportBlocks",
- "AiStateBuildAircraftVehicles",
- "AiStateCheckShipStuff",
- "AiStateBuildDefaultShipBlocks",
- "AiStateDoShipStuff",
- "AiStateSellVeh",
- "AiStateRemoveStation",
- "AiStateRemoveTrack",
- "AiStateRemoveSingleRailTile"
- };
-
- if (p->ai.state != old_state) {
- if (hasdots)
- printf("\n");
- hasdots=false;
- printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]);
- } else {
- printf(".");
- hasdots=true;
- }
- }
-#endif
-
- _ai_actions[p->ai.state](p);
-}