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authortruelight <truelight@openttd.org>2004-08-09 17:04:08 +0000
committertruelight <truelight@openttd.org>2004-08-09 17:04:08 +0000
commitefaeb275f78e18d594d9ee8ff04eccd2dc59512c (patch)
treebc8e1f56d77706d14d048cb2d99e53291930b520 /ai.c
downloadopenttd-efaeb275f78e18d594d9ee8ff04eccd2dc59512c.tar.xz
(svn r1) Import of revision 975 of old (crashed) SVN
Diffstat (limited to 'ai.c')
-rw-r--r--ai.c3943
1 files changed, 3943 insertions, 0 deletions
diff --git a/ai.c b/ai.c
new file mode 100644
index 000000000..a521cc7a2
--- /dev/null
+++ b/ai.c
@@ -0,0 +1,3943 @@
+#include "stdafx.h"
+#include "ttd.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"
+
+// remove some day perhaps?
+static Player *_cur_ai_player;
+
+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, 0);
+ 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;
+
+ v = p->ai.cur_veh == NULL ? _vehicles : p->ai.cur_veh+1;
+
+ for (;v != endof(_vehicles); v++) {
+ 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 &&
+ _engines[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;
+}
+
+// XXX
+static const byte _rail_locos_count[3] = {
+ 27, 3, 5
+};
+extern const byte _rail_engines_start[3];
+
+static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag)
+{
+ int best_veh_index = -1;
+ byte best_veh_score = 0;
+ int32 r;
+
+ int i = _rail_engines_start[railtype];
+ int end = i + _rail_locos_count[railtype];
+ Engine *e = &_engines[i];
+ do {
+ assert(!(_rail_vehicle_info[i].flags & RVI_WAGON));
+
+ if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
+ continue;
+
+ r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
+ if (r != CMD_ERROR &&
+ (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) &&
+ r <= money &&
+ _cmd_build_rail_veh_score >= best_veh_score) {
+ best_veh_score = _cmd_build_rail_veh_score;
+ best_veh_index = i;
+ }
+ } while (++e, ++i != end);
+
+ return best_veh_index;
+}
+
+static int AiChooseRoadVehToBuild(byte cargo, int32 money)
+{
+ int best_veh_index = -1;
+ int32 best_veh_cost = 0;
+ int32 r;
+
+ int i = _cargoc.ai_roadveh_start[cargo];
+ int end = i + _cargoc.ai_roadveh_count[cargo];
+ Engine *e = &_engines[i];
+ do {
+ if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
+ continue;
+
+ r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_ROAD_VEH);
+ if (r != CMD_ERROR && r <= money && r >= best_veh_cost) {
+ best_veh_cost = r;
+ 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 r;
+
+ int i = AIRCRAFT_ENGINES_INDEX;
+ int end = i + NUM_AIRCRAFT_ENGINES;
+ Engine *e = &_engines[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;
+ }
+
+ r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
+ if (r != CMD_ERROR && r <= money && r >= best_veh_cost) {
+ best_veh_cost = r;
+ 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);
+}
+
+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);
+}
+
+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->next_order & OT_MASK) != 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->next_order&OT_MASK) == OT_GOTO_DEPOT) {
+ p->ai.cur_veh->next_order = OT_DUMMY;
+ InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
+ }
+}
+
+static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
+{
+ uint16 *os = bak->order, ord;
+ int ind = 0;
+ while ((ord = *os++) != 0) {
+ if (DoCommandByTile(0, v->index + (ind << 16), ord, DC_EXEC, CMD_INSERT_ORDER) == CMD_ERROR)
+ break;
+ ind++;
+ }
+}
+
+static void AiHandleReplaceTrain(Player *p)
+{
+ Vehicle *v = p->ai.cur_veh;
+ BackuppedOrders orderbak[1];
+ int veh;
+ uint tile;
+
+ // wait until the vehicle reaches the depot.
+ if (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
+ AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT);
+ return;
+ }
+
+ veh = AiChooseTrainToReplaceWith(p, v);
+ if (veh != -1) {
+ BackupVehicleOrders(v, orderbak);
+ tile = v->tile;
+
+ if (DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON) != CMD_ERROR &&
+ DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE) != CMD_ERROR) {
+ veh = _new_train_id;
+ AiRestoreVehicleOrders(&_vehicles[veh], orderbak);
+ DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+ }
+ }
+}
+
+static void AiHandleReplaceRoadVeh(Player *p)
+{
+ Vehicle *v = p->ai.cur_veh;
+ BackuppedOrders orderbak[1];
+ int veh;
+ uint tile;
+
+ if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
+ AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
+ return;
+ }
+
+ veh = AiChooseRoadVehToReplaceWith(p, v);
+ if (veh != -1) {
+ BackupVehicleOrders(v, orderbak);
+ tile = v->tile;
+
+ if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH) != CMD_ERROR &&
+ DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH) != CMD_ERROR) {
+ veh = _new_roadveh_id;
+ AiRestoreVehicleOrders(&_vehicles[veh], orderbak);
+ DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+ }
+ }
+}
+
+static void AiHandleReplaceAircraft(Player *p)
+{
+ Vehicle *v = p->ai.cur_veh;
+ int veh;
+ BackuppedOrders orderbak[1];
+ uint tile;
+
+ if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
+ AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
+ return;
+ }
+
+ veh = AiChooseAircraftToReplaceWith(p, v);
+ if (veh != -1) {
+ BackupVehicleOrders(v, orderbak);
+ tile = v->tile;
+
+ if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT) != CMD_ERROR &&
+ DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT) != CMD_ERROR) {
+ veh = _new_aircraft_id;
+ AiRestoreVehicleOrders(&_vehicles[veh], orderbak);
+ DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+ }
+ }
+}
+
+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() {
+ Town *t = DEREF_TOWN(RandomRange(_total_towns));
+ return (t->xy != 0) ? t : NULL;
+}
+
+static Industry *AiFindRandomIndustry() {
+ Industry *i = DEREF_INDUSTRY(RandomRange(_total_industries));
+ return (i->xy != 0) ? i : NULL;
+}
+
+static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
+{
+ int 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 = DEREF_INDUSTRY(s->from);
+
+ if (cargo == CT_GOODS || cargo == CT_FOOD) {
+ to_tow = DEREF_TOWN(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 = DEREF_INDUSTRY(s->to);
+ fr->to = to_ind;
+ to_xy = to_ind->xy;
+ }
+
+ fr->distance = GetTileDist(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 = DEREF_TOWN(s->from);
+ fr->to = to = DEREF_TOWN(s->to);
+
+ // They must be big enough
+ if (from->population < 400 || to->population < 400)
+ return;
+
+ fr->distance = GetTileDist(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 = GetTileDist(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 = GetTileDist(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 = GetTileDist(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 = GetTileDist1D(from_tile, st->xy);
+ if (cur < dist) dist = cur;
+ cur = GetTileDist1D(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 = (GET_TILE_X(a) < GET_TILE_X(b)) ? 1 : 0;
+ if (GET_TILE_Y(a) >= GET_TILE_Y(b)) i ^= 3;
+ return i;
+}
+
+static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
+{
+ return TILE_XY(
+ GET_TILE_X(a) + ((GET_TILE_X(b) - GET_TILE_X(a)) * pct >> 8),
+ GET_TILE_Y(a) + ((GET_TILE_Y(b) - GET_TILE_Y(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 = DEREF_INDUSTRY(RandomRange(lengthof(_industries)));
+ if (in != NULL && in->type == IT_OIL_RIG) {
+ if (GetTileDist(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(;;) {
+ byte dis;
+
+ r = (uint16)Random();
+
+ dis = _patches.ai_disable_veh;
+ if ((dis & 0xF) == 0xF) return; // no available vehicles at all?
+
+ if (r < 0x7626) {
+ if (dis&DISABLE_TRAINS) continue;
+ AiWantTrainRoute(p);
+ } else if (r < 0xC4EA) {
+ if (dis&DISABLE_ROADVEH) continue;
+ AiWantRoadRoute(p);
+ } else if (r < 0xD89B) {
+ if (dis&DISABLE_AIRCRAFT) continue;
+ AiWantAircraftRoute(p);
+ } else {
+ if (dis&DISABLE_SHIPS) 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;
+ uint tile2;
+
+ for(;p->mode != 4;p++) if (p->mode == 1) {
+ tile2 = TILE_ADD(tile, p->tileoffs);
+
+ w = ((p->attr>>1) & 7);
+ h = ((p->attr>>4) & 7);
+ if (p->attr&1) intswap(w, h);
+
+ if (cargo & 0x80) {
+ GetProductionAroundTiles(values, tile2, w, h);
+ return values[cargo & 0x7F] != 0;
+ } else {
+ GetAcceptanceAroundTiles(values, tile2, w, h);
+ 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 r;
+ 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 + p->tileoffs);
+
+ _cleared_town = NULL;
+
+ if (p->mode < 2) {
+ if (p->mode == 0) {
+ // Depot
+ r = 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
+ r = 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 (r == CMD_ERROR) return CMD_ERROR;
+ total_cost += r;
+
+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 (IS_TILETYPE(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;
+ r = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+ if (r == CMD_ERROR) return CMD_ERROR;
+ total_cost += r;
+ }
+ }
+
+ /* signals too? */
+ if (j&3) {
+ // Can't build signals on a road.
+ if (IS_TILETYPE(c, MP_STREET))
+ return CMD_ERROR;
+
+ if (flag & DC_EXEC) {
+ j = 4 - j;
+ do {
+ r = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS);
+ } while (--j);
+ } else {
+ r = _price.build_signals;
+ }
+ if (r == CMD_ERROR) return CMD_ERROR;
+ total_cost += r;
+ }
+ } else if (p->mode == 3) {
+ //Clear stuff and then build single rail.
+ if (GetTileSlope(c,NULL) != 0)
+ return CMD_ERROR;
+ r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+ if (r == CMD_ERROR) return CMD_ERROR;
+ total_cost += r + _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;
+ int h;
+
+ old_player = _current_player;
+ _current_player = OWNER_NONE;
+
+ r = Random();
+
+ unk &= (int)r;
+
+ do {
+ tile = TILE_MASK(tile + _tileoffs_by_dir[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 + p->tileoffs - _tileoffs_by_dir[*dir = p->attr];
+}
+
+typedef struct AiRailPathFindData {
+ TileIndex tile;
+ TileIndex tile2;
+ int count;
+ bool flag;
+} AiRailPathFindData;
+
+static bool AiEnumFollowTrack(uint 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 (GetTileDist1D(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 + _tileoffs_by_dir[p->ai.cur_dir_a], 0x2000, 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 void FORCEINLINE 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 (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible!
+ tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[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 (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8,
+ DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR)
+ 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 void FORCEINLINE 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 (cost != CMD_ERROR && 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 + _tileoffs_by_dir[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 = GetTileDist1Db(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]) &&
+ DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL) != CMD_ERROR) {
+ 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 += _tileoffs_by_dir[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 = 10 + (p->ai.railtype_to_use << 8); i != 0; i--) {
+ if (CheckBridge_Stuff(i, bridge_len)) {
+ int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE);
+ if (cost != CMD_ERROR && cost < (p->player_money >> 5))
+ break;
+ }
+ }
+
+ // Build it
+ DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, 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;
+ uint tile = p->ai.cur_tile_a;
+ int offs;
+ TileIndex tilenew;
+
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) {
+ if (!(_map5[tile] & 0x80)) {
+ // Clear the tunnel and continue at the other side of it.
+ if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
+ return false;
+ p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - _tileoffs_by_dir[p->ai.cur_dir_a]);
+ return true;
+ }
+
+ if (!(_map5[tile] & 0x40)) {
+
+ // Check if the bridge points in the right direction.
+ // This is not really needed the first place AiRemoveTileAndGoForward is called.
+ if ((_map5[tile]&1) != (p->ai.cur_dir_a&1))
+ return false;
+
+ // Find other side of bridge.
+ offs = _tileoffs_by_dir[p->ai.cur_dir_a];
+ do {
+ tile = TILE_MASK(tile - offs);
+ } while (_map5[tile] & 0x40);
+
+ tilenew = TILE_MASK(tile - offs);
+ // And clear the bridge.
+ if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR)
+ 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 (IS_TILETYPE(tile, MP_RAILWAY) &&
+ (_map5[tile]&0xC0) == 0x40) {
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
+ }
+
+ // And also remove the rail.
+ if (DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL) == CMD_ERROR)
+ 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 - _tileoffs_by_dir[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 + _tileoffs_by_dir[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 + _tileoffs_by_dir[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 _map2[TILE_ADD(tile,p->tileoffs)];
+}
+
+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, 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 (cost == CMD_ERROR) 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);
+ 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(cost != CMD_ERROR);
+ }
+ p->ai.state = AIS_0;
+ }
+ return;
+ }
+
+ // Try to build the locomotive
+ cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
+ assert(cost != CMD_ERROR);
+ loco_id = _new_train_id;
+
+ // Sell a vehicle if the train is double headed.
+ v = &_vehicles[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];
+ uint flags = (AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION;
+ 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));
+
+ if (!is_pass && i == 1) flags |= OF_UNLOAD;
+ if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD;
+
+ DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+ }
+
+ DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+
+ 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, 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];
+ for(;;p++) {
+ if (p->mode == 4) {
+ return true;
+ } else if (p->mode == 1) {
+ uint tile2 = TILE_ADD(tile, p->tileoffs);
+ if (cargo & 0x80) {
+ GetProductionAroundTiles(values, tile2, 1, 1);
+ return values[cargo & 0x7F] != 0;
+ } else {
+ GetAcceptanceAroundTiles(values, tile2, 1, 1);
+ 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 r;
+ int32 total_cost = 0;
+ Town *t = NULL;
+ int rating = 0;
+ int roadflag = 0;
+
+ for(;p->mode != 4;p++) {
+ uint c = TILE_MASK(tile+ p->tileoffs);
+
+ _cleared_town = NULL;
+
+ if (p->mode == 2) {
+ if (IS_TILETYPE(c, MP_STREET) &&
+ (_map5[c]&0xF0)==0 &&
+ (_map5[c]&p->attr)!=0) {
+ roadflag |= 2;
+
+ // all bits are already built?
+ if ((_map5[c]&p->attr)==p->attr)
+ continue;
+ }
+
+ r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ if (r == CMD_ERROR)
+ return CMD_ERROR;
+ total_cost += r;
+
+ continue;
+ }
+
+ if (p->mode == 0) {
+ // Depot
+ r = 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
+ r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRUCK_STATION);
+ } else {
+ // Bus station
+ r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_BUS_STATION);
+ }
+clear_town_stuff:;
+
+ if (r == CMD_ERROR) return CMD_ERROR;
+ total_cost += r;
+
+ 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 (!(IS_TILETYPE(c, MP_STREET) && (_map5[c]&0xF0)==0)) {
+ r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+ if (r == CMD_ERROR) 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 (GetTileDist(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(uint tile, AiRoadEnum *a, int track, uint length, byte *state)
+{
+ uint dist = GetTileDist(tile, a->dest);
+ uint tile2;
+
+ if (dist <= a->best_dist) {
+ tile2 = TILE_MASK(tile + _tileoffs_by_dir[_dir_by_track[track]]);
+ if (IS_TILETYPE(tile2, MP_STREET) &&
+ (_map5[tile2]&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,
+};
+
+bool AiCheckRoadFinished(Player *p)
+{
+ AiRoadEnum are;
+ uint 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 + _tileoffs_by_dir[dir]);
+
+ bits = GetTileTrackStatus(tile, 2) & _ai_road_table_and[dir];
+ if (bits == 0) {
+ return false;
+ }
+
+ are.best_dist = (uint)-1;
+
+ for_each_bit(i, bits) {
+ FollowTrack(tile, 0x3002, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
+ }
+
+ if (GetTileDist(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(uint tile, int flags, int type)
+{
+ static const byte _road_bits[] = {
+ 8+2,
+ 1+4,
+ 1+8,
+ 4+2,
+ 1+2,
+ 8+4,
+ };
+ return DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD) != CMD_ERROR;
+}
+
+static void FORCEINLINE 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 (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible!
+ tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[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 (DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR)
+ 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 void FORCEINLINE 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 (cost != CMD_ERROR && 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 + _tileoffs_by_dir[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 = GetTileDist1Db(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;
+ uint 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 + _tileoffs_by_dir[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 + _tileoffs_by_dir[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 (cost != CMD_ERROR && 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, 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 _map2[TILE_ADD(tile, p->tileoffs)];
+}
+
+static void AiStateBuildRoadVehicles(Player *p)
+{
+ const AiDefaultBlockData *ptr;
+ uint tile,loco_id;
+ int veh, i;
+ int32 cost;
+
+ 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, ptr->tileoffs);
+
+ veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money);
+ if (veh == -1) {
+ p->ai.state = AIS_0;
+ return;
+ }
+
+ cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH);
+ if (cost == CMD_ERROR)
+ 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];
+ uint flags = (AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION;
+ 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));
+
+ if (!is_pass && i == 1) flags |= OF_UNLOAD;
+ if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD;
+
+ DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+ }
+
+ DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+
+ 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, b->tileoffs), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ }
+ b++;
+ }
+ }
+ } while (++aib,--num);
+
+ p->ai.state = AIS_0;
+}
+
+static bool AiCheckIfHangar(Station *st)
+{
+ uint tile = st->airport_tile;
+ // HANGAR of airports
+ // 0x20 - hangar large airport (32)
+ // 0x41 - hangar small airport (65)
+ return (_map5[tile] == 32 || _map5[tile] == 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 (GetTileDist1D(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, r;
+
+ for(;p->mode == 0;p++) {
+ if (!HASBIT(_avail_aircraft, p->attr))
+ return CMD_ERROR;
+ r = DoCommandByTile(TILE_MASK(tile + p->tileoffs), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
+ if (r == CMD_ERROR)
+ return CMD_ERROR;
+ total_cost += r;
+ }
+
+ return total_cost;
+}
+
+static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
+{
+ uint values[NUM_CARGO];
+ int w,h;
+ uint tile2;
+
+ for(;p->mode==0;p++) {
+ tile2 = TILE_ADD(tile, p->tileoffs);
+ w = _airport_size_x[p->attr];
+ h = _airport_size_y[p->attr];
+ if (cargo & 0x80) {
+ GetProductionAroundTiles(values, tile2, w, h);
+ return values[cargo & 0x7F] != 0;
+ } else {
+ GetAcceptanceAroundTiles(values, tile2, w, h);
+ 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 (!IS_TILETYPE(aib->use_tile, MP_STREET) &&
+ !IS_TILETYPE(aib->use_tile, MP_RAILWAY) &&
+ !IS_TILETYPE(aib->use_tile, MP_STATION)
+ ) {
+
+ _map_type_and_height[aib->use_tile] = 0xa1;
+ _map5[aib->use_tile] = 0x80;
+ MarkTileDirtyByTile(aib->use_tile);
+ }
+#endif
+// redsq_debug(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 _map2[TILE_ADD(tile, p->tileoffs)];
+}
+
+static void AiStateBuildAircraftVehicles(Player *p)
+{
+ const AiDefaultBlockData *ptr;
+ uint tile;
+ int veh;
+ int32 cost;
+ 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, ptr->tileoffs);
+
+ veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
+ if (veh == -1) {
+ return;
+ }
+
+ cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT);
+ if (cost == CMD_ERROR)
+ 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];
+ uint flags = (AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION;
+ bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
+
+ if (!is_pass && i == 1) flags |= OF_UNLOAD;
+ if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD;
+
+ DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER);
+ }
+
+ DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+
+ 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 (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
+ if ((v->next_order & OT_MASK) != 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 (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
+ if ((v->next_order & OT_MASK) != 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->next_order & OT_MASK) != 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->next_order&OT_MASK) == OT_GOTO_DEPOT) {
+ v->next_order = OT_DUMMY;
+ 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[256], *used;
+ uint16 *ord;
+ Station *st;
+ uint 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
+ memset(in_use, 0, sizeof(in_use));
+ for(ord=_order_array; ord != _ptr_to_next_order; ord++) {
+ if ((*ord & OT_MASK) == OT_GOTO_STATION)
+ in_use[*ord >> 8] = 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 &&
+ ((tile = st->bus_tile) != 0 ||
+ (tile = st->lorry_tile) != 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++;
+ }
+
+}
+
+static void AiRemovePlayerRailOrRoad(Player *p, uint tile)
+{
+ byte m5;
+
+ if (IS_TILETYPE(tile, MP_RAILWAY)) {
+ if (_map_owner[tile] != _current_player)
+ return;
+ m5 = _map5[tile];
+ 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-TILE_XY(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+TILE_XY(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+TILE_XY(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-TILE_XY(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 + _tileoffs_by_dir[m5]) & _depot_bits[m5])
+ return;
+
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ }
+ } else if (IS_TILETYPE(tile, MP_STREET)) {
+ if (_map_owner[tile] != _current_player)
+ return;
+
+ if ( (_map5[tile]&0xF0) == 0x10)
+ goto is_rail_crossing;
+
+ if ( (_map5[tile]&0xF0) == 0x20) {
+ int dir;
+
+ // Check if there are any stations around.
+ if (IS_TILETYPE(tile + TILE_XY(-1,0), MP_STATION) &&
+ _map_owner[tile + TILE_XY(-1,0)] == _current_player)
+ return;
+
+ if (IS_TILETYPE(tile + TILE_XY(1,0), MP_STATION) &&
+ _map_owner[tile + TILE_XY(1,0)] == _current_player)
+ return;
+
+ if (IS_TILETYPE(tile + TILE_XY(0,-1), MP_STATION) &&
+ _map_owner[tile + TILE_XY(0,-1)] == _current_player)
+ return;
+
+ if (IS_TILETYPE(tile + TILE_XY(0,1), MP_STATION) &&
+ _map_owner[tile + TILE_XY(0,1)] == _current_player)
+ return;
+
+ dir = _map5[tile] & 3;
+
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ DoCommandByTile(
+ TILE_MASK(tile + _tileoffs_by_dir[dir]),
+ 8 >> (dir ^ 2),
+ 0,
+ DC_EXEC,
+ CMD_REMOVE_ROAD);
+ }
+ } else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) {
+ byte b;
+
+ if (_map_owner[tile] != _current_player || (_map5[tile] & 0xC6) != 0x80)
+ return;
+
+ m5 = 0;
+
+ b = _map5[tile] & 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)
+{
+ int num = 1000;
+
+ do {
+ uint tile = ++p->ai.state_counter;
+
+ // Iterated all tiles?
+ if (tile == 0) {
+ 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, _current_player, 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, _current_player, 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;
+ }
+
+ 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);
+}