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author | tron <tron@openttd.org> | 2005-08-26 20:56:48 +0000 |
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committer | tron <tron@openttd.org> | 2005-08-26 20:56:48 +0000 |
commit | 80a7e15359ca549f93b92532a32332359c30e60f (patch) | |
tree | 31db29fedb39cebe30c157f5189b96459e78801f /ai_build.c | |
parent | adf4057688a01bbf6432721c7690d2f86c68c14a (diff) | |
download | openttd-80a7e15359ca549f93b92532a32332359c30e60f.tar.xz |
(svn r2892) Fix indentation
Diffstat (limited to 'ai_build.c')
-rw-r--r-- | ai_build.c | 277 |
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; } |