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author | truelight <truelight@openttd.org> | 2004-08-22 15:56:56 +0000 |
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committer | truelight <truelight@openttd.org> | 2004-08-22 15:56:56 +0000 |
commit | 309ebe5f3f998a22e4f128728064227271ea0d98 (patch) | |
tree | 7a2fb0308e3d02fb0bfdd38b7a6d24286a7050ca /ai_build.c | |
parent | 86443602642a467ac3219a5da5d08ee0cc99de72 (diff) | |
download | openttd-309ebe5f3f998a22e4f128728064227271ea0d98.tar.xz |
(svn r111) -Fix: converted all linebreaks to UNIX-linebreak (\n)
Diffstat (limited to 'ai_build.c')
-rw-r--r-- | ai_build.c | 514 |
1 files changed, 257 insertions, 257 deletions
diff --git a/ai_build.c b/ai_build.c index 6a565342b..909c7e673 100644 --- a/ai_build.c +++ b/ai_build.c @@ -1,257 +1,257 @@ -#include "stdafx.h"
-#include "ttd.h"
-#include "command.h"
-#include "ai.h"
-#include "engine.h"
-
-// Build HQ
-// Params:
-// tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
- if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
- return false;
- DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- return true;
-}
-
-// Build station
-// Params:
-// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
-// tile : tile where station is going to be build
-// length : in case of AI_TRAIN: length of station
-// numtracks : in case of AI_TRAIN: tracks of station
-// direction : the direction of the station
-// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
-int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
- if (type == AI_TRAIN)
- return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
- else if (type == AI_BUS)
- return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
- else
- return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
-}
-
-// Builds a brdige. The second best out of the ones available for this player
-// Params:
-// tile_a : starting point
-// tile_b : end point
-// flag : flag passed to DoCommand
-int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
- int bridge_type, bridge_len, type, type2;
-
- // Find a good bridgetype (the best money can buy)
- bridge_len = GetBridgeLength(tile_a, tile_b);
- type = type2 = 0;
- for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
- if (CheckBridge_Stuff(bridge_type, bridge_len)) {
- type2 = type;
- type = bridge_type;
- // We found two bridges, exit
- if (type2 != 0)
- break;
- }
- }
- // There is only one bridge that can be build..
- if (type2 == 0 && type != 0) type2 = type;
-
- // Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN)
- return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
- else
- return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-}
-
-
-// Build the route part by part
-// Basicly what this function do, is build that amount of parts of the route
-// that go in the same direction. It sets 'part' to the last part of the route builded.
-// The return value is the cost for the builded parts
-//
-// Params:
-// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
-// part : Which part we need to build
-//
-// TODO: skip already builded road-pieces (e.g.: cityroad)
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
- int part = PathFinderInfo->position;
- byte *route_extra = PathFinderInfo->route_extra;
- TileIndex *route = PathFinderInfo->route;
- int dir;
- int old_dir = -1;
- int cost = 0;
- int res;
- // We need to calculate the direction with the parent of the parent.. so we skip
- // the first pieces and the last piece
- if (part < 1) part = 1;
- // When we are done, stop it
- if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
-
-
- if (PathFinderInfo->rail_or_road) {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal rail
- // Keep it doing till we go an other way
- if (route_extra[part-1] == 0 && route_extra[part] == 0) {
- while (route_extra[part] == 0) {
- // Get the current direction
- dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // Build the tile
- res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (res == CMD_ERROR) {
- // Problem.. let's just abort it all!
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
- cost += res;
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- }
- // We want to return the last position, so we go back one
- PathFinderInfo->position = part;
- } else {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (cost == CMD_ERROR) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal road
- // Keep it doing till we go an other way
- // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
- // it will wait till the vehicle is gone..
- if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- // Get the current direction
- dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // There is already some road, and it is a bridge.. don't build!!!
- if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
- // Build the tile
- res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
- // Currently, we ignore CMD_ERRORs!
- if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) {
- // Problem.. let's just abort it all!
- DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- } else {
- if (res != CMD_ERROR)
- cost += res;
- }
- }
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- // We want to return the last position, so we go back one
- }
- if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
- PathFinderInfo->position = part;
- }
-
- return cost;
-}
-
-// This functions tries to find the best vehicle for this type of cargo
-// It returns vehicle_id or -1 if not found
-int AiNew_PickVehicle(Player *p) {
- if (p->ainew.tbt == AI_TRAIN) {
- // Not supported yet
- return -1;
- } else {
- int start, count, i, r = CMD_ERROR;
- start = _cargoc.ai_roadveh_start[p->ainew.cargo];
- count = _cargoc.ai_roadveh_count[p->ainew.cargo];
-
- // Let's check it backwards.. we simply want to best engine available..
- for (i=start+count-1;i>=start;i--) {
- // Is it availiable?
- // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
- if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
- // Can we build it?
- r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (r != CMD_ERROR) break;
- }
- // We did not find a vehicle :(
- if (r == CMD_ERROR) { return -1; }
- return i;
- }
-}
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
- int i = AiNew_PickVehicle(p);
- if (i == -1) return CMD_ERROR;
-
- if (p->ainew.tbt == AI_TRAIN) {
- return CMD_ERROR;
- } else {
- return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
- }
-}
-
-int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
- static const byte _roadbits_by_dir[4] = {2,1,8,4};
- int r, r2;
- if (p->ainew.tbt == AI_TRAIN) {
- return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- } else {
- r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (r == CMD_ERROR) return r;
- // Try to build the road from the depot
- r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (r2 == CMD_ERROR) return r;
- return r + r2;
- }
-}
+#include "stdafx.h" +#include "ttd.h" +#include "command.h" +#include "ai.h" +#include "engine.h" + +// Build HQ +// Params: +// tile : tile where HQ is going to be build +bool AiNew_Build_CompanyHQ(Player *p, uint tile) { + if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR) + return false; + DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + return true; +} + +// Build station +// Params: +// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station +// tile : tile where station is going to be build +// length : in case of AI_TRAIN: length of station +// numtracks : in case of AI_TRAIN: tracks of station +// direction : the direction of the station +// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it) +int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) { + if (type == AI_TRAIN) + return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); + else if (type == AI_BUS) + return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION); + else + return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION); +} + +// Builds a brdige. The second best out of the ones available for this player +// Params: +// tile_a : starting point +// tile_b : end point +// flag : flag passed to DoCommand +int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) { + int bridge_type, bridge_len, type, type2; + + // Find a good bridgetype (the best money can buy) + bridge_len = GetBridgeLength(tile_a, tile_b); + type = type2 = 0; + for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) { + if (CheckBridge_Stuff(bridge_type, bridge_len)) { + type2 = type; + type = bridge_type; + // We found two bridges, exit + if (type2 != 0) + break; + } + } + // There is only one bridge that can be build.. + if (type2 == 0 && type != 0) type2 = type; + + // Now, simply, build the bridge! + if (p->ainew.tbt == AI_TRAIN) + return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); + else + return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); +} + + +// Build the route part by part +// Basicly what this function do, is build that amount of parts of the route +// that go in the same direction. It sets 'part' to the last part of the route builded. +// The return value is the cost for the builded parts +// +// Params: +// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder +// part : Which part we need to build +// +// TODO: skip already builded road-pieces (e.g.: cityroad) +int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) { + int part = PathFinderInfo->position; + byte *route_extra = PathFinderInfo->route_extra; + TileIndex *route = PathFinderInfo->route; + int dir; + int old_dir = -1; + int cost = 0; + int res; + // We need to calculate the direction with the parent of the parent.. so we skip + // the first pieces and the last piece + if (part < 1) part = 1; + // When we are done, stop it + if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; } + + + if (PathFinderInfo->rail_or_road) { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal rail + // Keep it doing till we go an other way + if (route_extra[part-1] == 0 && route_extra[part] == 0) { + while (route_extra[part] == 0) { + // Get the current direction + dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // Build the tile + res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); + if (res == CMD_ERROR) { + // Problem.. let's just abort it all! + p->ainew.state = AI_STATE_NOTHING; + return 0; + } + cost += res; + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + } + // We want to return the last position, so we go back one + PathFinderInfo->position = part; + } else { + // Tunnel code + if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) { + cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!"); + return 0; + } + return cost; + } + // Bridge code + if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { + cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag); + PathFinderInfo->position++; + // TODO: problems! + if (cost == CMD_ERROR) { + DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!"); + return 0; + } + return cost; + } + + // Build normal road + // Keep it doing till we go an other way + // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way + // it will wait till the vehicle is gone.. + if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) { + // Get the current direction + dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]); + // Is it the same as the last one? + if (old_dir != -1 && old_dir != dir) break; + old_dir = dir; + // There is already some road, and it is a bridge.. don't build!!! + if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) { + // Build the tile + res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD); + // Currently, we ignore CMD_ERRORs! + if (res == CMD_ERROR && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !EnsureNoVehicle(route[part]))) { + // Problem.. let's just abort it all! + DEBUG(ai,0)("Darn, the route could not be builded.. aborting!"); + p->ainew.state = AI_STATE_NOTHING; + return 0; + } else { + if (res != CMD_ERROR) + cost += res; + } + } + // Go to the next tile + part++; + // Check if it is still in range.. + if (part >= PathFinderInfo->route_length - 1) break; + } + part--; + // We want to return the last position, so we go back one + } + if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--; + PathFinderInfo->position = part; + } + + return cost; +} + +// This functions tries to find the best vehicle for this type of cargo +// It returns vehicle_id or -1 if not found +int AiNew_PickVehicle(Player *p) { + if (p->ainew.tbt == AI_TRAIN) { + // Not supported yet + return -1; + } else { + int start, count, i, r = CMD_ERROR; + start = _cargoc.ai_roadveh_start[p->ainew.cargo]; + count = _cargoc.ai_roadveh_count[p->ainew.cargo]; + + // Let's check it backwards.. we simply want to best engine available.. + for (i=start+count-1;i>=start;i--) { + // Is it availiable? + // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY + if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + // Can we build it? + r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH); + if (r != CMD_ERROR) break; + } + // We did not find a vehicle :( + if (r == CMD_ERROR) { return -1; } + return i; + } +} + +// Builds the best vehicle possible +int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) { + int i = AiNew_PickVehicle(p); + if (i == -1) return CMD_ERROR; + + if (p->ainew.tbt == AI_TRAIN) { + return CMD_ERROR; + } else { + return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH); + } +} + +int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) { + static const byte _roadbits_by_dir[4] = {2,1,8,4}; + int r, r2; + if (p->ainew.tbt == AI_TRAIN) { + return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); + } else { + r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); + if (r == CMD_ERROR) return r; + // Try to build the road from the depot + r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + // If it fails, ignore it.. + if (r2 == CMD_ERROR) return r; + return r + r2; + } +} |