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authortron <tron@openttd.org>2005-08-26 20:56:48 +0000
committertron <tron@openttd.org>2005-08-26 20:56:48 +0000
commit80a7e15359ca549f93b92532a32332359c30e60f (patch)
tree31db29fedb39cebe30c157f5189b96459e78801f /ai_build.c
parentadf4057688a01bbf6432721c7690d2f86c68c14a (diff)
downloadopenttd-80a7e15359ca549f93b92532a32332359c30e60f.tar.xz
(svn r2892) Fix indentation
Diffstat (limited to 'ai_build.c')
-rw-r--r--ai_build.c277
1 files changed, 141 insertions, 136 deletions
diff --git a/ai_build.c b/ai_build.c
index c963fd516..79ce510ff 100644
--- a/ai_build.c
+++ b/ai_build.c
@@ -23,6 +23,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
return true;
}
+
// Build station
// Params:
// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
@@ -42,6 +43,7 @@ int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte
return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
}
+
// Builds a brdige. The second best out of the ones available for this player
// Params:
// tile_a : starting point
@@ -59,8 +61,7 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
type2 = type;
type = bridge_type;
// We found two bridges, exit
- if (type2 != 0)
- break;
+ if (type2 != 0) break;
}
}
// There is only one bridge that can be build..
@@ -84,8 +85,9 @@ int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
// 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;
+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;
@@ -101,144 +103,147 @@ int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte fla
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 (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (CmdFailed(cost)) {
+ 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 (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ }
+ 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 (CmdFailed(cost)) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
- }
- return cost;
- }
+ }
+ 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 (CmdFailed(res)) {
- // 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 {
+ // 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 (CmdFailed(res)) {
+ // 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 (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
+ if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
+ cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
+ PathFinderInfo->position++;
+ // TODO: problems!
+ if (CmdFailed(cost)) {
+ 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 (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
+ }
+ 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 (CmdFailed(cost)) {
+ DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
- }
- return cost;
- }
+ }
+ 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 (!IsTileType(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 (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !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;
- }
+ // 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 (!IsTileType(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 (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !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;
+ }
- if (!CmdFailed(res)) 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;
- }
+ if (!CmdFailed(res)) 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;
+ 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, ret = CMD_ERROR;
- start = _cargoc.ai_roadveh_start[p->ainew.cargo];
- count = _cargoc.ai_roadveh_count[p->ainew.cargo];
+int AiNew_PickVehicle(Player *p)
+{
+ if (p->ainew.tbt == AI_TRAIN) {
+ // Not supported yet
+ return -1;
+ } else {
+ int start, count, i, ret = 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(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
- // Can we build it?
- ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (!CmdFailed(ret)) break;
- }
- // We did not find a vehicle :(
- if (CmdFailed(ret)) { return -1; }
- return i;
- }
+ // 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(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
+ // Can we build it?
+ ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
+ if (!CmdFailed(ret)) break;
+ }
+ // We did not find a vehicle :(
+ if (CmdFailed(ret)) { return -1; }
+ return i;
+ }
}
+
// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
{
@@ -246,7 +251,7 @@ int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
if (i == -1) return CMD_ERROR;
if (p->ainew.tbt == AI_TRAIN)
- return CMD_ERROR;
+ return CMD_ERROR;
return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
@@ -255,14 +260,14 @@ int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
{
static const byte _roadbits_by_dir[4] = {2,1,8,4};
int ret, ret2;
- if (p->ainew.tbt == AI_TRAIN)
- return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
+ if (p->ainew.tbt == AI_TRAIN)
+ return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
- ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (CmdFailed(ret)) return ret;
- // Try to build the road from the depot
- ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (CmdFailed(ret2)) return ret;
- return ret + ret2;
+ ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
+ if (CmdFailed(ret)) return ret;
+ // Try to build the road from the depot
+ ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+ // If it fails, ignore it..
+ if (CmdFailed(ret2)) return ret;
+ return ret + ret2;
}