diff options
author | rubidium <rubidium@openttd.org> | 2008-09-30 20:39:50 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2008-09-30 20:39:50 +0000 |
commit | f56e630e5cb839b307f04bf52465c4db4d1ad904 (patch) | |
tree | 69fb7ae1d9bdadb9e7386cb70b0a26621ad9b57f /src/ai/trolly | |
parent | dba193d4a54707a19d8f3c2f42a1ac10ff544c5c (diff) | |
download | openttd-f56e630e5cb839b307f04bf52465c4db4d1ad904.tar.xz |
(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.
Diffstat (limited to 'src/ai/trolly')
-rw-r--r-- | src/ai/trolly/build.cpp | 54 | ||||
-rw-r--r-- | src/ai/trolly/pathfinder.cpp | 6 | ||||
-rw-r--r-- | src/ai/trolly/shared.cpp | 20 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 719 | ||||
-rw-r--r-- | src/ai/trolly/trolly.h | 30 |
5 files changed, 414 insertions, 415 deletions
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp index ac35b0251..311ca71f2 100644 --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -23,7 +23,7 @@ // Build HQ // Params: // tile : tile where HQ is going to be build -bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) +bool AiNew_Build_CompanyHQ(Company *c, TileIndex tile) { if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ))) return false; @@ -40,7 +40,7 @@ bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile) // 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) -CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) +CommandCost AiNew_Build_Station(Company *c, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag) { if (type == AI_TRAIN) return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION); @@ -52,12 +52,12 @@ CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte lengt } -// Builds a brdige. The second best out of the ones available for this player +// Builds a brdige. The second best out of the ones available for this company // Params: // tile_a : starting point // tile_b : end point // flag : flag passed to DoCommand -CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag) +CommandCost AiNew_Build_Bridge(Company *c, TileIndex tile_a, TileIndex tile_b, byte flag) { int bridge_type, bridge_len, type, type2; @@ -76,7 +76,7 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by if (type2 == 0 && type != 0) type2 = type; // Now, simply, build the bridge! - if (_players_ainew[p->index].tbt == AI_TRAIN) { + if (_companies_ainew[c->index].tbt == AI_TRAIN) { return AI_DoCommand(tile_a, tile_b, type2 | RAILTYPE_RAIL << 8 | TRANSPORT_RAIL << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE); } else { return AI_DoCommand(tile_a, tile_b, type2 | ROADTYPES_ROAD << 8 | TRANSPORT_ROAD << 15, flag | DC_AUTO, CMD_BUILD_BRIDGE); @@ -94,7 +94,7 @@ CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, by // part : Which part we need to build // // TODO: skip already builded road-pieces (e.g.: cityroad) -CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) +CommandCost AiNew_Build_RoutePart(Company *c, Ai_PathFinderInfo *PathFinderInfo, byte flag) { int part = PathFinderInfo->position; byte *route_extra = PathFinderInfo->route_extra; @@ -127,7 +127,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part - 1], flag)); + cost.AddCost(AiNew_Build_Bridge(c, route[part], route[part - 1], flag)); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -150,7 +150,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL); if (CmdFailed(res)) { // Problem.. let's just abort it all! - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return CommandCost(); } cost.AddCost(res); @@ -177,7 +177,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, } // Bridge code if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) { - cost.AddCost(AiNew_Build_Bridge(p, route[part], route[part + 1], flag)); + cost.AddCost(AiNew_Build_Bridge(c, route[part], route[part + 1], flag)); PathFinderInfo->position++; // TODO: problems! if (CmdFailed(cost)) { @@ -206,7 +206,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_ROAD) && !EnsureNoVehicleOnGround(route[part])) { // Problem.. let's just abort it all! DEBUG(ai, 0, "[BuidPath] route building failed at tile 0x%X, aborting", route[part]); - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return CommandCost(); } @@ -230,9 +230,9 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, // This functions tries to find the best vehicle for this type of cargo // It returns INVALID_ENGINE if not suitable engine is found -EngineID AiNew_PickVehicle(Player *p) +EngineID AiNew_PickVehicle(Company *c) { - if (_players_ainew[p->index].tbt == AI_TRAIN) { + if (_companies_ainew[c->index].tbt == AI_TRAIN) { // Not supported yet return INVALID_ENGINE; } else { @@ -246,14 +246,14 @@ EngineID AiNew_PickVehicle(Player *p) const RoadVehicleInfo *rvi = &e->u.road; /* Skip vehicles which can't take our cargo type */ - if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; + if (rvi->cargo_type != _companies_ainew[c->index].cargo && !CanRefitTo(i, _companies_ainew[c->index].cargo)) continue; /* Skip trams */ if (HasBit(EngInfo(i)->misc_flags, EF_ROAD_TRAM)) continue; // Is it availiable? // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY - if (!HasBit(e->player_avail, _current_player) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; + if (!HasBit(e->company_avail, _current_company) || e->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue; /* Rate and compare the engine by speed & capacity */ int rating = rvi->max_speed * rvi->capacity; @@ -274,34 +274,34 @@ EngineID AiNew_PickVehicle(Player *p) void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) { - Player* p = GetPlayer(_current_player); + Company *c = GetCompany(_current_company); if (success) { - _players_ainew[p->index].state = AI_STATE_GIVE_ORDERS; - _players_ainew[p->index].veh_id = _new_vehicle_id; + _companies_ainew[c->index].state = AI_STATE_GIVE_ORDERS; + _companies_ainew[c->index].veh_id = _new_vehicle_id; - if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) { + if (GetVehicle(_companies_ainew[c->index].veh_id)->cargo_type != _companies_ainew[c->index].cargo) { /* Cargo type doesn't match, so refit it */ - if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + if (CmdFailed(DoCommand(tile, _companies_ainew[c->index].veh_id, _companies_ainew[c->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { /* Refit failed, so sell the vehicle */ - DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - _players_ainew[p->index].state = AI_STATE_NOTHING; + DoCommand(tile, _companies_ainew[c->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + _companies_ainew[c->index].state = AI_STATE_NOTHING; } } } else { /* XXX this should be handled more gracefully */ - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; } } // Builds the best vehicle possible -CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) +CommandCost AiNew_Build_Vehicle(Company *c, TileIndex tile, byte flag) { - EngineID i = AiNew_PickVehicle(p); + EngineID i = AiNew_PickVehicle(c); if (i == INVALID_ENGINE) return CMD_ERROR; - if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR; + if (_companies_ainew[c->index].tbt == AI_TRAIN) return CMD_ERROR; if (flag & DC_EXEC) { return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); @@ -310,10 +310,10 @@ CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) } } -CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) +CommandCost AiNew_Build_Depot(Company *c, TileIndex tile, DiagDirection direction, byte flag) { CommandCost ret, ret2; - if (_players_ainew[p->index].tbt == AI_TRAIN) { + if (_companies_ainew[c->index].tbt == AI_TRAIN) { return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT); } else { ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT); diff --git a/src/ai/trolly/pathfinder.cpp b/src/ai/trolly/pathfinder.cpp index dbb43fc55..258243f23 100644 --- a/src/ai/trolly/pathfinder.cpp +++ b/src/ai/trolly/pathfinder.cpp @@ -24,21 +24,21 @@ // TODO: make it train compatible static bool TestCanBuildStationHere(TileIndex tile, byte dir) { - Player *p = GetPlayer(_current_player); + Company *c = GetCompany(_current_company); if (dir == TEST_STATION_NO_DIR) { CommandCost ret; // TODO: currently we only allow spots that can be access from al 4 directions... // should be fixed!!! for (dir = 0; dir < 4; dir++) { - ret = AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST); + ret = AiNew_Build_Station(c, _companies_ainew[c->index].tbt, tile, 1, 1, dir, DC_QUERY_COST); if (CmdSucceeded(ret)) return true; } return false; } // return true if command succeeded, so the inverse of CmdFailed() - return CmdSucceeded(AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST)); + return CmdSucceeded(AiNew_Build_Station(c, _companies_ainew[c->index].tbt, tile, 1, 1, dir, DC_QUERY_COST)); } diff --git a/src/ai/trolly/shared.cpp b/src/ai/trolly/shared.cpp index 9f990b554..d08bfd723 100644 --- a/src/ai/trolly/shared.cpp +++ b/src/ai/trolly/shared.cpp @@ -78,13 +78,13 @@ DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b) // This functions looks up if this vehicle is special for this AI // and returns his flag -uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) +uint AiNew_GetSpecialVehicleFlag(Company *c, Vehicle *v) { uint i; for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { - if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) { - return _players_ainew[p->index].special_vehicles[i].flag; + if (_companies_ainew[c->index].special_vehicles[i].veh_id == v->index) { + return _companies_ainew[c->index].special_vehicles[i].flag; } } @@ -93,19 +93,19 @@ uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) } -bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) +bool AiNew_SetSpecialVehicleFlag(Company *c, Vehicle *v, uint flag) { int new_id = -1; uint i; for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { - if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) { - _players_ainew[p->index].special_vehicles[i].flag |= flag; + if (_companies_ainew[c->index].special_vehicles[i].veh_id == v->index) { + _companies_ainew[c->index].special_vehicles[i].flag |= flag; return true; } if (new_id == -1 && - _players_ainew[p->index].special_vehicles[i].veh_id == 0 && - _players_ainew[p->index].special_vehicles[i].flag == 0) { + _companies_ainew[c->index].special_vehicles[i].veh_id == 0 && + _companies_ainew[c->index].special_vehicles[i].flag == 0) { new_id = i; } } @@ -115,7 +115,7 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) DEBUG(ai, 1, "special_vehicles list is too small"); return false; } - _players_ainew[p->index].special_vehicles[new_id].veh_id = v->index; - _players_ainew[p->index].special_vehicles[new_id].flag = flag; + _companies_ainew[c->index].special_vehicles[new_id].veh_id = v->index; + _companies_ainew[c->index].special_vehicles[new_id].flag = flag; return true; } diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index bbd630673..9ec6b937d 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -43,37 +43,37 @@ #include "table/strings.h" -PlayerAiNew _players_ainew[MAX_PLAYERS]; +CompanyAiNew _companies_ainew[MAX_COMPANIES]; // This function is called after StartUp. It is the init of an AI -static void AiNew_State_FirstTime(Player *p) +static void AiNew_State_FirstTime(Company *c) { // This assert is used to protect those function from misuse // You have quickly a small mistake in the state-array // With that, everything would go wrong. Finding that, is almost impossible // With this assert, that problem can never happen. - assert(_players_ainew[p->index].state == AI_STATE_FIRST_TIME); + assert(_companies_ainew[c->index].state == AI_STATE_FIRST_TIME); // We first have to init some things - if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0); + if (_current_company == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0); // The PathFinder (AyStar) // TODO: Maybe when an AI goes bankrupt, this is de-init // or when coming from a savegame.. should be checked out! - _players_ainew[p->index].path_info.start_tile_tl = 0; - _players_ainew[p->index].path_info.start_tile_br = 0; - _players_ainew[p->index].path_info.end_tile_tl = 0; - _players_ainew[p->index].path_info.end_tile_br = 0; - _players_ainew[p->index].pathfinder = new_AyStar_AiPathFinder(12, &_players_ainew[p->index].path_info); + _companies_ainew[c->index].path_info.start_tile_tl = 0; + _companies_ainew[c->index].path_info.start_tile_br = 0; + _companies_ainew[c->index].path_info.end_tile_tl = 0; + _companies_ainew[c->index].path_info.end_tile_br = 0; + _companies_ainew[c->index].pathfinder = new_AyStar_AiPathFinder(12, &_companies_ainew[c->index].path_info); - _players_ainew[p->index].idle = 0; - _players_ainew[p->index].last_vehiclecheck_date = _date; + _companies_ainew[c->index].idle = 0; + _companies_ainew[c->index].last_vehiclecheck_date = _date; // We ALWAYS start with a bus route.. just some basic money ;) - _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; + _companies_ainew[c->index].action = AI_ACTION_BUS_ROUTE; // Let's popup the news, and after that, start building.. - _players_ainew[p->index].state = AI_STATE_WAKE_UP; + _companies_ainew[c->index].state = AI_STATE_WAKE_UP; } @@ -84,15 +84,15 @@ static void AiNew_State_FirstTime(Player *p) // // Let's say, we sleep between one and three days if the AI is put on Very Fast. // This means that on Very Slow it will be between 16 and 48 days.. slow enough? -static void AiNew_State_Nothing(Player *p) +static void AiNew_State_Nothing(Company *c) { - assert(_players_ainew[p->index].state == AI_STATE_NOTHING); + assert(_companies_ainew[c->index].state == AI_STATE_NOTHING); // If we are done idling, start over again - if (_players_ainew[p->index].idle == 0) _players_ainew[p->index].idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS; - if (--_players_ainew[p->index].idle == 0) { + if (_companies_ainew[c->index].idle == 0) _companies_ainew[c->index].idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS; + if (--_companies_ainew[c->index].idle == 0) { // We are done idling.. what you say? Let's do something! // I mean.. the next tick ;) - _players_ainew[p->index].state = AI_STATE_WAKE_UP; + _companies_ainew[c->index].state = AI_STATE_WAKE_UP; } } @@ -102,118 +102,117 @@ static void AiNew_State_Nothing(Player *p) // - Make new route // - Check route // - Build HQ -static void AiNew_State_WakeUp(Player *p) +static void AiNew_State_WakeUp(Company *c) { - int c; - assert(_players_ainew[p->index].state == AI_STATE_WAKE_UP); + assert(_companies_ainew[c->index].state == AI_STATE_WAKE_UP); // First, check if we have a HQ - if (p->location_of_HQ == 0) { + if (c->location_of_HQ == 0) { // We have no HQ yet, build one on a random place // Random till we found a place for it! // TODO: this should not be on a random place.. - AiNew_Build_CompanyHQ(p, AI_Random() % MapSize()); + AiNew_Build_CompanyHQ(c, AI_Random() % MapSize()); // Enough for now, but we want to come back here the next time // so we do not change any status return; } - Money money = p->player_money - AI_MINIMUM_MONEY; + Money money = c->money - AI_MINIMUM_MONEY; // Let's pick an action! - if (_players_ainew[p->index].action == AI_ACTION_NONE) { - c = AI_Random() & 0xFF; - if (p->current_loan > 0 && - p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && - c < 10) { - _players_ainew[p->index].action = AI_ACTION_REPAY_LOAN; - } else if (_players_ainew[p->index].last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { + if (_companies_ainew[c->index].action == AI_ACTION_NONE) { + int r = AI_Random() & 0xFF; + if (c->current_loan > 0 && + c->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN && + r < 10) { + _companies_ainew[c->index].action = AI_ACTION_REPAY_LOAN; + } else if (_companies_ainew[c->index].last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { // Check all vehicles once in a while - _players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES; - _players_ainew[p->index].last_vehiclecheck_date = _date; - } else if (c < 100 && !_settings_game.ai.ai_disable_veh_roadveh) { + _companies_ainew[c->index].action = AI_ACTION_CHECK_ALL_VEHICLES; + _companies_ainew[c->index].last_vehiclecheck_date = _date; + } else if (r < 100 && !_settings_game.ai.ai_disable_veh_roadveh) { // Do we have any spots for road-vehicles left open? if (GetFreeUnitNumber(VEH_ROAD) <= _settings_game.vehicle.max_roadveh) { - if (c < 85) { - _players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE; + if (r < 85) { + _companies_ainew[c->index].action = AI_ACTION_TRUCK_ROUTE; } else { - _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; + _companies_ainew[c->index].action = AI_ACTION_BUS_ROUTE; } } #if 0 - } else if (c < 200 && !_settings_game.ai.ai_disable_veh_train) { + } else if (r < 200 && !_settings_game.ai.ai_disable_veh_train) { if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) { - _players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE; + _companies_ainew[c->index].action = AI_ACTION_TRAIN_ROUTE; } #endif } - _players_ainew[p->index].counter = 0; + _companies_ainew[c->index].counter = 0; } - if (_players_ainew[p->index].counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { - _players_ainew[p->index].action = AI_ACTION_NONE; + if (_companies_ainew[c->index].counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { + _companies_ainew[c->index].action = AI_ACTION_NONE; return; } if (_settings_game.ai.ai_disable_veh_roadveh && ( - _players_ainew[p->index].action == AI_ACTION_BUS_ROUTE || - _players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE + _companies_ainew[c->index].action == AI_ACTION_BUS_ROUTE || + _companies_ainew[c->index].action == AI_ACTION_TRUCK_ROUTE )) { - _players_ainew[p->index].action = AI_ACTION_NONE; + _companies_ainew[c->index].action = AI_ACTION_NONE; return; } - if (_players_ainew[p->index].action == AI_ACTION_REPAY_LOAN && + if (_companies_ainew[c->index].action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) { // We start repaying some money.. - _players_ainew[p->index].state = AI_STATE_REPAY_MONEY; + _companies_ainew[c->index].state = AI_STATE_REPAY_MONEY; return; } - if (_players_ainew[p->index].action == AI_ACTION_CHECK_ALL_VEHICLES) { - _players_ainew[p->index].state = AI_STATE_CHECK_ALL_VEHICLES; + if (_companies_ainew[c->index].action == AI_ACTION_CHECK_ALL_VEHICLES) { + _companies_ainew[c->index].state = AI_STATE_CHECK_ALL_VEHICLES; return; } // It is useless to start finding a route if we don't have enough money // to build the route anyway.. - if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE && + if (_companies_ainew[c->index].action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) { - _players_ainew[p->index].action = AI_ACTION_NONE; + _companies_ainew[c->index].action = AI_ACTION_NONE; return; } - _players_ainew[p->index].cargo = AI_NEED_CARGO; - _players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE; - _players_ainew[p->index].tbt = AI_BUS; // Bus-route + _companies_ainew[c->index].cargo = AI_NEED_CARGO; + _companies_ainew[c->index].state = AI_STATE_LOCATE_ROUTE; + _companies_ainew[c->index].tbt = AI_BUS; // Bus-route return; } - if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE && + if (_companies_ainew[c->index].action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _settings_game.vehicle.max_roadveh) { - _players_ainew[p->index].action = AI_ACTION_NONE; + _companies_ainew[c->index].action = AI_ACTION_NONE; return; } - _players_ainew[p->index].cargo = AI_NEED_CARGO; - _players_ainew[p->index].last_id = 0; - _players_ainew[p->index].state = AI_STATE_LOCATE_ROUTE; - _players_ainew[p->index].tbt = AI_TRUCK; + _companies_ainew[c->index].cargo = AI_NEED_CARGO; + _companies_ainew[c->index].last_id = 0; + _companies_ainew[c->index].state = AI_STATE_LOCATE_ROUTE; + _companies_ainew[c->index].tbt = AI_TRUCK; return; } - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; } -static void AiNew_State_ActionDone(Player *p) +static void AiNew_State_ActionDone(Company *c) { - _players_ainew[p->index].action = AI_ACTION_NONE; - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].action = AI_ACTION_NONE; + _companies_ainew[c->index].state = AI_STATE_NOTHING; } // Check if a city or industry is good enough to start a route there -static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) +static bool AiNew_Check_City_or_Industry(Company *c, int ic, byte type) { if (type == AI_CITY) { const Town* t = GetTown(ic); @@ -226,7 +225,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // Check if the rating in a city is high enough // If not, take a chance if we want to continue - if (t->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; + if (t->ratings[_current_company] < 0 && AI_CHANCE16(1, 4)) return false; if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !AI_CHANCE16(1, AI_CHECKCITY_CITY_CHANCE)) return false; @@ -236,9 +235,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // This way we don't get 12 busstations in one city of 100 population ;) FOR_ALL_STATIONS(st) { // Do we own it? - if (st->owner == _current_player) { + if (st->owner == _current_company) { // Are we talking busses? - if (_players_ainew[p->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; + if (_companies_ainew[c->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; // Is it the same city as we are in now? if (st->town != t) continue; // When was this station build? @@ -281,7 +280,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) int count = 0; int j = 0; - if (i->town != NULL && i->town->ratings[_current_player] < 0 && AI_CHANCE16(1, 4)) return false; + if (i->town != NULL && i->town->ratings[_current_company] < 0 && AI_CHANCE16(1, 4)) return false; // No limits on delevering stations! // Or for industry that does not give anything yet @@ -294,9 +293,9 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // and sometimes it takes up to 4 months before the stats are corectly. FOR_ALL_STATIONS(st) { // Do we own it? - if (st->owner == _current_player) { + if (st->owner == _current_company) { // Are we talking trucks? - if (_players_ainew[p->index].tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; + if (_companies_ainew[c->index].tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; // Is it the same city as we are in now? if (st->town != i->town) continue; // When was this station build? @@ -338,32 +337,32 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // This functions tries to locate a good route -static void AiNew_State_LocateRoute(Player *p) +static void AiNew_State_LocateRoute(Company *c) { - assert(_players_ainew[p->index].state == AI_STATE_LOCATE_ROUTE); + assert(_companies_ainew[c->index].state == AI_STATE_LOCATE_ROUTE); // For now, we only support PASSENGERS, CITY and BUSSES // We don't have a route yet - if (_players_ainew[p->index].cargo == AI_NEED_CARGO) { - _players_ainew[p->index].new_cost = 0; // No cost yet - _players_ainew[p->index].temp = -1; + if (_companies_ainew[c->index].cargo == AI_NEED_CARGO) { + _companies_ainew[c->index].new_cost = 0; // No cost yet + _companies_ainew[c->index].temp = -1; // Reset the counter - _players_ainew[p->index].counter = 0; + _companies_ainew[c->index].counter = 0; - _players_ainew[p->index].from_ic = -1; - _players_ainew[p->index].to_ic = -1; - if (_players_ainew[p->index].tbt == AI_BUS) { + _companies_ainew[c->index].from_ic = -1; + _companies_ainew[c->index].to_ic = -1; + if (_companies_ainew[c->index].tbt == AI_BUS) { // For now we only have a passenger route - _players_ainew[p->index].cargo = CT_PASSENGERS; + _companies_ainew[c->index].cargo = CT_PASSENGERS; // Find a route to cities - _players_ainew[p->index].from_type = AI_CITY; - _players_ainew[p->index].to_type = AI_CITY; - } else if (_players_ainew[p->index].tbt == AI_TRUCK) { - _players_ainew[p->index].cargo = AI_NO_CARGO; + _companies_ainew[c->index].from_type = AI_CITY; + _companies_ainew[c->index].to_type = AI_CITY; + } else if (_companies_ainew[c->index].tbt == AI_TRUCK) { + _companies_ainew[c->index].cargo = AI_NO_CARGO; - _players_ainew[p->index].from_type = AI_INDUSTRY; - _players_ainew[p->index].to_type = AI_INDUSTRY; + _companies_ainew[c->index].from_type = AI_INDUSTRY; + _companies_ainew[c->index].to_type = AI_INDUSTRY; } // Now we are doing initing, we wait one tick @@ -371,63 +370,63 @@ static void AiNew_State_LocateRoute(Player *p) } // Increase the counter and abort if it is taking too long! - _players_ainew[p->index].counter++; - if (_players_ainew[p->index].counter > AI_LOCATE_ROUTE_MAX_COUNTER) { + _companies_ainew[c->index].counter++; + if (_companies_ainew[c->index].counter > AI_LOCATE_ROUTE_MAX_COUNTER) { // Switch back to doing nothing! - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } // We are going to locate a city from where we are going to connect - if (_players_ainew[p->index].from_ic == -1) { - if (_players_ainew[p->index].temp == -1) { + if (_companies_ainew[c->index].from_ic == -1) { + if (_companies_ainew[c->index].temp == -1) { // First, we pick a random spot to search from - if (_players_ainew[p->index].from_type == AI_CITY) { - _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); + if (_companies_ainew[c->index].from_type == AI_CITY) { + _companies_ainew[c->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { - _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); + _companies_ainew[c->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } - if (!AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].from_type)) { + if (!AiNew_Check_City_or_Industry(c, _companies_ainew[c->index].temp, _companies_ainew[c->index].from_type)) { // It was not a valid city // increase the temp with one, and return. We will come back later here // to try again - _players_ainew[p->index].temp++; - if (_players_ainew[p->index].from_type == AI_CITY) { - if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0; + _companies_ainew[c->index].temp++; + if (_companies_ainew[c->index].from_type == AI_CITY) { + if (_companies_ainew[c->index].temp > GetMaxTownIndex()) _companies_ainew[c->index].temp = 0; } else { - if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; + if (_companies_ainew[c->index].temp > GetMaxIndustryIndex()) _companies_ainew[c->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... - if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; - _players_ainew[p->index].last_id = _players_ainew[p->index].temp; + if (_companies_ainew[c->index].last_id == _companies_ainew[c->index].temp) return; + _companies_ainew[c->index].last_id = _companies_ainew[c->index].temp; return; } // We found a good city/industry, save the data of it - _players_ainew[p->index].from_ic = _players_ainew[p->index].temp; + _companies_ainew[c->index].from_ic = _companies_ainew[c->index].temp; // Start the next tick with finding a to-city - _players_ainew[p->index].temp = -1; + _companies_ainew[c->index].temp = -1; return; } // Find a to-city - if (_players_ainew[p->index].temp == -1) { + if (_companies_ainew[c->index].temp == -1) { // First, we pick a random spot to search to - if (_players_ainew[p->index].to_type == AI_CITY) { - _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); + if (_companies_ainew[c->index].to_type == AI_CITY) { + _companies_ainew[c->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { - _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); + _companies_ainew[c->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } // The same city is not allowed // Also check if the city is valid - if (_players_ainew[p->index].temp != _players_ainew[p->index].from_ic && AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->index].to_type)) { + if (_companies_ainew[c->index].temp != _companies_ainew[c->index].from_ic && AiNew_Check_City_or_Industry(c, _companies_ainew[c->index].temp, _companies_ainew[c->index].to_type)) { // Maybe it is valid.. /* We need to know if they are not to far apart from eachother.. @@ -435,9 +434,9 @@ static void AiNew_State_LocateRoute(Player *p) * route is. */ - if (_players_ainew[p->index].from_type == AI_CITY && _players_ainew[p->index].tbt == AI_BUS) { - const Town* town_from = GetTown(_players_ainew[p->index].from_ic); - const Town* town_temp = GetTown(_players_ainew[p->index].temp); + if (_companies_ainew[c->index].from_type == AI_CITY && _companies_ainew[c->index].tbt == AI_BUS) { + const Town* town_from = GetTown(_companies_ainew[c->index].from_ic); + const Town* town_temp = GetTown(_companies_ainew[c->index].temp); uint distance = DistanceManhattan(town_from->xy, town_temp->xy); int max_cargo; @@ -448,23 +447,23 @@ static void AiNew_State_LocateRoute(Player *p) // If it is more than the distance, we allow it if (distance <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { // We found a good city/industry, save the data of it - _players_ainew[p->index].to_ic = _players_ainew[p->index].temp; - _players_ainew[p->index].state = AI_STATE_FIND_STATION; + _companies_ainew[c->index].to_ic = _companies_ainew[c->index].temp; + _companies_ainew[c->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)", distance, - _players_ainew[p->index].from_ic, - _players_ainew[p->index].temp + _companies_ainew[c->index].from_ic, + _companies_ainew[c->index].temp ); - _players_ainew[p->index].from_tile = 0; - _players_ainew[p->index].to_tile = 0; + _companies_ainew[c->index].from_tile = 0; + _companies_ainew[c->index].to_tile = 0; return; } - } else if (_players_ainew[p->index].tbt == AI_TRUCK) { - const Industry* ind_from = GetIndustry(_players_ainew[p->index].from_ic); - const Industry* ind_temp = GetIndustry(_players_ainew[p->index].temp); + } else if (_companies_ainew[c->index].tbt == AI_TRUCK) { + const Industry* ind_from = GetIndustry(_companies_ainew[c->index].from_ic); + const Industry* ind_temp = GetIndustry(_companies_ainew[c->index].temp); bool found = false; int max_cargo = 0; uint i; @@ -478,8 +477,8 @@ static void AiNew_State_LocateRoute(Player *p) // Found a compatible industry max_cargo = ind_from->last_month_production[0] - ind_from->last_month_transported[0]; found = true; - _players_ainew[p->index].from_deliver = true; - _players_ainew[p->index].to_deliver = false; + _companies_ainew[c->index].from_deliver = true; + _companies_ainew[c->index].to_deliver = false; break; } } @@ -492,8 +491,8 @@ static void AiNew_State_LocateRoute(Player *p) // Found a compatbiel industry found = true; max_cargo = ind_temp->last_month_production[0] - ind_temp->last_month_transported[0]; - _players_ainew[p->index].from_deliver = false; - _players_ainew[p->index].to_deliver = true; + _companies_ainew[c->index].from_deliver = false; + _companies_ainew[c->index].to_deliver = true; break; } } @@ -505,22 +504,22 @@ static void AiNew_State_LocateRoute(Player *p) if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { - _players_ainew[p->index].to_ic = _players_ainew[p->index].temp; - if (_players_ainew[p->index].from_deliver) { - _players_ainew[p->index].cargo = ind_from->produced_cargo[0]; + _companies_ainew[c->index].to_ic = _companies_ainew[c->index].temp; + if (_companies_ainew[c->index].from_deliver) { + _companies_ainew[c->index].cargo = ind_from->produced_cargo[0]; } else { - _players_ainew[p->index].cargo = ind_temp->produced_cargo[0]; + _companies_ainew[c->index].cargo = ind_temp->produced_cargo[0]; } - _players_ainew[p->index].state = AI_STATE_FIND_STATION; + _companies_ainew[c->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)", distance, - _players_ainew[p->index].from_ic, - _players_ainew[p->index].temp + _companies_ainew[c->index].from_ic, + _companies_ainew[c->index].temp ); - _players_ainew[p->index].from_tile = 0; - _players_ainew[p->index].to_tile = 0; + _companies_ainew[c->index].from_tile = 0; + _companies_ainew[c->index].to_tile = 0; return; } @@ -531,29 +530,29 @@ static void AiNew_State_LocateRoute(Player *p) // It was not a valid city // increase the temp with one, and return. We will come back later here // to try again - _players_ainew[p->index].temp++; - if (_players_ainew[p->index].to_type == AI_CITY) { - if (_players_ainew[p->index].temp > GetMaxTownIndex()) _players_ainew[p->index].temp = 0; + _companies_ainew[c->index].temp++; + if (_companies_ainew[c->index].to_type == AI_CITY) { + if (_companies_ainew[c->index].temp > GetMaxTownIndex()) _companies_ainew[c->index].temp = 0; } else { - if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; + if (_companies_ainew[c->index].temp > GetMaxIndustryIndex()) _companies_ainew[c->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... - if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; - _players_ainew[p->index].last_id = _players_ainew[p->index].temp; + if (_companies_ainew[c->index].last_id == _companies_ainew[c->index].temp) return; + _companies_ainew[c->index].last_id = _companies_ainew[c->index].temp; } // Check if there are not more than a certain amount of vehicles pointed to a certain // station. This to prevent 10 busses going to one station, which gives... problems ;) -static bool AiNew_CheckVehicleStation(Player *p, Station *st) +static bool AiNew_CheckVehicleStation(Company *c, Station *st) { int count = 0; Vehicle *v; // Also check if we don't have already a lot of busses to this city... FOR_ALL_VEHICLES(v) { - if (v->owner == _current_player) { + if (v->owner == _current_company) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { @@ -570,7 +569,7 @@ static bool AiNew_CheckVehicleStation(Player *p, Station *st) } // This function finds a good spot for a station -static void AiNew_State_FindStation(Player *p) +static void AiNew_State_FindStation(Company *c) { TileIndex tile; Station *st; @@ -579,50 +578,50 @@ static void AiNew_State_FindStation(Player *p) TileIndex new_tile = 0; DiagDirection direction = DIAGDIR_NE; Town *town = NULL; - assert(_players_ainew[p->index].state == AI_STATE_FIND_STATION); + assert(_companies_ainew[c->index].state == AI_STATE_FIND_STATION); - if (_players_ainew[p->index].from_tile == 0) { + if (_companies_ainew[c->index].from_tile == 0) { // First we scan for a station in the from-city - if (_players_ainew[p->index].from_type == AI_CITY) { - town = GetTown(_players_ainew[p->index].from_ic); + if (_companies_ainew[c->index].from_type == AI_CITY) { + town = GetTown(_companies_ainew[c->index].from_ic); tile = town->xy; } else { - tile = GetIndustry(_players_ainew[p->index].from_ic)->xy; + tile = GetIndustry(_companies_ainew[c->index].from_ic)->xy; } - } else if (_players_ainew[p->index].to_tile == 0) { + } else if (_companies_ainew[c->index].to_tile == 0) { // Second we scan for a station in the to-city - if (_players_ainew[p->index].to_type == AI_CITY) { - town = GetTown(_players_ainew[p->index].to_ic); + if (_companies_ainew[c->index].to_type == AI_CITY) { + town = GetTown(_companies_ainew[c->index].to_ic); tile = town->xy; } else { - tile = GetIndustry(_players_ainew[p->index].to_ic)->xy; + tile = GetIndustry(_companies_ainew[c->index].to_ic)->xy; } } else { // Unsupported request // Go to FIND_PATH - _players_ainew[p->index].temp = -1; - _players_ainew[p->index].state = AI_STATE_FIND_PATH; + _companies_ainew[c->index].temp = -1; + _companies_ainew[c->index].state = AI_STATE_FIND_PATH; return; } // First, we are going to look at the stations that already exist inside the city // If there is enough cargo left in the station, we take that station // If that is not possible, and there are more than 2 stations in the city, abort - i = AiNew_PickVehicle(p); + i = AiNew_PickVehicle(c); // Euhmz, this should not happen _EVER_ // Quit finding a route... if (i == INVALID_ENGINE) { - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } FOR_ALL_STATIONS(st) { - if (st->owner == _current_player) { - if (_players_ainew[p->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { + if (st->owner == _current_company) { + if (_companies_ainew[c->index].tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { if (st->town == town) { // Check how much cargo there is left in the station - if ((int)st->goods[_players_ainew[p->index].cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { - if (AiNew_CheckVehicleStation(p, st)) { + if ((int)st->goods[_companies_ainew[c->index].cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { + if (AiNew_CheckVehicleStation(c, st)) { // We did found a station that was good enough! new_tile = st->xy; direction = GetRoadStopDir(st->xy); @@ -639,11 +638,11 @@ static void AiNew_State_FindStation(Player *p) // No more than 2 stations allowed in a city // This is because only the best 2 stations of one cargo do get any cargo if (count > 2) { - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } - if (new_tile == 0 && _players_ainew[p->index].tbt == AI_BUS) { + if (new_tile == 0 && _companies_ainew[c->index].tbt == AI_BUS) { uint x, y, i = 0; CommandCost r; uint best; @@ -663,20 +662,20 @@ static void AiNew_State_FindStation(Player *p) // XXX - Get the catchment area GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4); // >> 3 == 0 means no cargo - if (accepts[_players_ainew[p->index].cargo] >> 3 == 0) continue; + if (accepts[_companies_ainew[c->index].cargo] >> 3 == 0) continue; // See if we can build the station - r = AiNew_Build_Station(p, _players_ainew[p->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); + r = AiNew_Build_Station(c, _companies_ainew[c->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); if (CmdFailed(r)) continue; // We can build it, so add it to found_spot found_spot[i] = new_tile; - found_best[i++] = accepts[_players_ainew[p->index].cargo]; + found_best[i++] = accepts[_companies_ainew[c->index].cargo]; } } } // If i is still zero, we did not find anything if (i == 0) { - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } @@ -693,11 +692,11 @@ static void AiNew_State_FindStation(Player *p) } // See how much it is going to cost us... - r = AiNew_Build_Station(p, _players_ainew[p->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - _players_ainew[p->index].new_cost += r.GetCost(); + r = AiNew_Build_Station(c, _companies_ainew[c->index].tbt, new_tile, 0, 0, 0, DC_QUERY_COST); + _companies_ainew[c->index].new_cost += r.GetCost(); direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; - } else if (new_tile == 0 && _players_ainew[p->index].tbt == AI_TRUCK) { + } else if (new_tile == 0 && _companies_ainew[c->index].tbt == AI_TRUCK) { // Truck station locater works differently.. a station can be on any place // as long as it is in range. So we give back code AI_STATION_RANGE // so the pathfinder routine can work it out! @@ -705,76 +704,76 @@ static void AiNew_State_FindStation(Player *p) direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; } - if (_players_ainew[p->index].from_tile == 0) { - _players_ainew[p->index].from_tile = new_tile; - _players_ainew[p->index].from_direction = direction; + if (_companies_ainew[c->index].from_tile == 0) { + _companies_ainew[c->index].from_tile = new_tile; + _companies_ainew[c->index].from_direction = direction; // Now we found thisone, go in for to_tile return; - } else if (_players_ainew[p->index].to_tile == 0) { - _players_ainew[p->index].to_tile = new_tile; - _players_ainew[p->index].to_direction = direction; + } else if (_companies_ainew[c->index].to_tile == 0) { + _companies_ainew[c->index].to_tile = new_tile; + _companies_ainew[c->index].to_direction = direction; // K, done placing stations! - _players_ainew[p->index].temp = -1; - _players_ainew[p->index].state = AI_STATE_FIND_PATH; + _companies_ainew[c->index].temp = -1; + _companies_ainew[c->index].state = AI_STATE_FIND_PATH; return; } } // We try to find a path between 2 points -static void AiNew_State_FindPath(Player *p) +static void AiNew_State_FindPath(Company *c) { int r; - assert(_players_ainew[p->index].state == AI_STATE_FIND_PATH); + assert(_companies_ainew[c->index].state == AI_STATE_FIND_PATH); // First time, init some data - if (_players_ainew[p->index].temp == -1) { + if (_companies_ainew[c->index].temp == -1) { // Init path_info - if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(_players_ainew[p->index].from_ic); + if (_companies_ainew[c->index].from_tile == AI_STATION_RANGE) { + const Industry* i = GetIndustry(_companies_ainew[c->index].from_ic); // For truck routes we take a range around the industry - _players_ainew[p->index].path_info.start_tile_tl = i->xy - TileDiffXY(1, 1); - _players_ainew[p->index].path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - _players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction; + _companies_ainew[c->index].path_info.start_tile_tl = i->xy - TileDiffXY(1, 1); + _companies_ainew[c->index].path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); + _companies_ainew[c->index].path_info.start_direction = _companies_ainew[c->index].from_direction; } else { - _players_ainew[p->index].path_info.start_tile_tl = _players_ainew[p->index].from_tile; - _players_ainew[p->index].path_info.start_tile_br = _players_ainew[p->index].from_tile; - _players_ainew[p->index].path_info.start_direction = _players_ainew[p->index].from_direction; + _companies_ainew[c->index].path_info.start_tile_tl = _companies_ainew[c->index].from_tile; + _companies_ainew[c->index].path_info.start_tile_br = _companies_ainew[c->index].from_tile; + _companies_ainew[c->index].path_info.start_direction = _companies_ainew[c->index].from_direction; } - if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(_players_ainew[p->index].to_ic); + if (_companies_ainew[c->index].to_tile == AI_STATION_RANGE) { + const Industry* i = GetIndustry(_companies_ainew[c->index].to_ic); - _players_ainew[p->index].path_info.end_tile_tl = i->xy - TileDiffXY(1, 1); - _players_ainew[p->index].path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - _players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction; + _companies_ainew[c->index].path_info.end_tile_tl = i->xy - TileDiffXY(1, 1); + _companies_ainew[c->index].path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); + _companies_ainew[c->index].path_info.end_direction = _companies_ainew[c->index].to_direction; } else { - _players_ainew[p->index].path_info.end_tile_tl = _players_ainew[p->index].to_tile; - _players_ainew[p->index].path_info.end_tile_br = _players_ainew[p->index].to_tile; - _players_ainew[p->index].path_info.end_direction = _players_ainew[p->index].to_direction; + _companies_ainew[c->index].path_info.end_tile_tl = _companies_ainew[c->index].to_tile; + _companies_ainew[c->index].path_info.end_tile_br = _companies_ainew[c->index].to_tile; + _companies_ainew[c->index].path_info.end_direction = _companies_ainew[c->index].to_direction; } - _players_ainew[p->index].path_info.rail_or_road = (_players_ainew[p->index].tbt == AI_TRAIN); + _companies_ainew[c->index].path_info.rail_or_road = (_companies_ainew[c->index].tbt == AI_TRAIN); // First, clean the pathfinder with our new begin and endpoints - clean_AyStar_AiPathFinder(_players_ainew[p->index].pathfinder, &_players_ainew[p->index].path_info); + clean_AyStar_AiPathFinder(_companies_ainew[c->index].pathfinder, &_companies_ainew[c->index].path_info); - _players_ainew[p->index].temp = 0; + _companies_ainew[c->index].temp = 0; } // Start the pathfinder - r = _players_ainew[p->index].pathfinder->main(_players_ainew[p->index].pathfinder); + r = _companies_ainew[c->index].pathfinder->main(_companies_ainew[c->index].pathfinder); switch (r) { case AYSTAR_NO_PATH: DEBUG(ai, 1, "No route found by pathfinder"); // Start all over again - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; break; case AYSTAR_FOUND_END_NODE: // We found the end-point - _players_ainew[p->index].temp = -1; - _players_ainew[p->index].state = AI_STATE_FIND_DEPOT; + _companies_ainew[c->index].temp = -1; + _companies_ainew[c->index].state = AI_STATE_FIND_DEPOT; break; // In any other case, we are still busy finding the route @@ -784,7 +783,7 @@ static void AiNew_State_FindPath(Player *p) // This function tries to locate a good place for a depot! -static void AiNew_State_FindDepot(Player *p) +static void AiNew_State_FindDepot(Company *c) { // To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there.. // Simple, easy, works! @@ -795,21 +794,21 @@ static void AiNew_State_FindDepot(Player *p) CommandCost r; DiagDirection j; TileIndex tile; - assert(_players_ainew[p->index].state == AI_STATE_FIND_DEPOT); + assert(_companies_ainew[c->index].state == AI_STATE_FIND_DEPOT); - _players_ainew[p->index].depot_tile = 0; + _companies_ainew[c->index].depot_tile = 0; - for (i = 2; i < _players_ainew[p->index].path_info.route_length - 2; i++) { - tile = _players_ainew[p->index].path_info.route[i]; + for (i = 2; i < _companies_ainew[c->index].path_info.route_length - 2; i++) { + tile = _companies_ainew[c->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); if (IsRoadDepotTile(t) && - IsTileOwner(t, _current_player) && + IsTileOwner(t, _current_company) && GetRoadDepotDirection(t) == ReverseDiagDir(j)) { - _players_ainew[p->index].depot_tile = t; - _players_ainew[p->index].depot_direction = ReverseDiagDir(j); - _players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE; + _companies_ainew[c->index].depot_tile = t; + _companies_ainew[c->index].depot_direction = ReverseDiagDir(j); + _companies_ainew[c->index].state = AI_STATE_VERIFY_ROUTE; return; } } @@ -817,19 +816,19 @@ static void AiNew_State_FindDepot(Player *p) // This routine let depot finding start in the middle, and work his way to the stations // It makes depot placing nicer :) - i = _players_ainew[p->index].path_info.route_length / 2; + i = _companies_ainew[c->index].path_info.route_length / 2; g = 1; - while (i > 1 && i < _players_ainew[p->index].path_info.route_length - 2) { + while (i > 1 && i < _companies_ainew[c->index].path_info.route_length - 2) { i += g; g *= -1; (g < 0 ? g-- : g++); - if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i + 1] != 0) { + if (_companies_ainew[c->index].path_info.route_extra[i] != 0 || _companies_ainew[c->index].path_info.route_extra[i + 1] != 0) { // Bridge or tunnel.. we can't place a depot there continue; } - tile = _players_ainew[p->index].path_info.route[i]; + tile = _companies_ainew[c->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); @@ -837,32 +836,32 @@ static void AiNew_State_FindDepot(Player *p) // It may not be placed on the road/rail itself // And because it is not build yet, we can't see it on the tile.. // So check the surrounding tiles :) - if (t == _players_ainew[p->index].path_info.route[i - 1] || - t == _players_ainew[p->index].path_info.route[i + 1]) { + if (t == _companies_ainew[c->index].path_info.route[i - 1] || + t == _companies_ainew[c->index].path_info.route[i + 1]) { continue; } // Not around a bridge? - if (_players_ainew[p->index].path_info.route_extra[i] != 0) continue; + if (_companies_ainew[c->index].path_info.route_extra[i] != 0) continue; if (IsTileType(tile, MP_TUNNELBRIDGE)) continue; // Is the terrain clear? if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) { // If the current tile is on a slope then we do not allow this if (GetTileSlope(tile, NULL) != SLOPE_FLAT) continue; // Check if everything went okay.. - r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0); + r = AiNew_Build_Depot(c, t, ReverseDiagDir(j), 0); if (CmdFailed(r)) continue; // Found a spot! - _players_ainew[p->index].new_cost += r.GetCost(); - _players_ainew[p->index].depot_tile = t; - _players_ainew[p->index].depot_direction = ReverseDiagDir(j); // Reverse direction - _players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE; + _companies_ainew[c->index].new_cost += r.GetCost(); + _companies_ainew[c->index].depot_tile = t; + _companies_ainew[c->index].depot_direction = ReverseDiagDir(j); // Reverse direction + _companies_ainew[c->index].state = AI_STATE_VERIFY_ROUTE; return; } } } // Failed to find a depot? - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; } @@ -871,17 +870,17 @@ static void AiNew_State_FindDepot(Player *p) // It works pretty simple: get the length, see how much we move around // and hussle that, and you know how many vehicles there are needed. // It returns the cost for the vehicles -static int AiNew_HowManyVehicles(Player *p) +static int AiNew_HowManyVehicles(Company *c) { - if (_players_ainew[p->index].tbt == AI_BUS) { + if (_companies_ainew[c->index].tbt == AI_BUS) { // For bus-routes we look at the time before we are back in the station EngineID i; int length, tiles_a_day; int amount; - i = AiNew_PickVehicle(p); + i = AiNew_PickVehicle(c); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? - length = _players_ainew[p->index].path_info.route_length; + length = _companies_ainew[c->index].path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; if (tiles_a_day == 0) tiles_a_day = 1; @@ -890,22 +889,22 @@ static int AiNew_HowManyVehicles(Player *p) amount = length * 2 * 2 / tiles_a_day / 30; if (amount == 0) amount = 1; return amount; - } else if (_players_ainew[p->index].tbt == AI_TRUCK) { + } else if (_companies_ainew[c->index].tbt == AI_TRUCK) { // For truck-routes we look at the cargo EngineID i; int length, amount, tiles_a_day; int max_cargo; - i = AiNew_PickVehicle(p); + i = AiNew_PickVehicle(c); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? - length = _players_ainew[p->index].path_info.route_length; + length = _companies_ainew[c->index].path_info.route_length; // Calculating tiles a day a vehicle moves is not easy.. this is how it must be done! tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16; if (tiles_a_day == 0) tiles_a_day = 1; - if (_players_ainew[p->index].from_deliver) { - max_cargo = GetIndustry(_players_ainew[p->index].from_ic)->last_month_production[0]; + if (_companies_ainew[c->index].from_deliver) { + max_cargo = GetIndustry(_companies_ainew[c->index].from_ic)->last_month_production[0]; } else { - max_cargo = GetIndustry(_players_ainew[p->index].to_ic)->last_month_production[0]; + max_cargo = GetIndustry(_companies_ainew[c->index].to_ic)->last_month_production[0]; } // This is because moving 60% is more than we can dream of! @@ -928,116 +927,116 @@ static int AiNew_HowManyVehicles(Player *p) // - If the route went okay // - Calculates the amount of money needed to build the route // - Calculates how much vehicles needed for the route -static void AiNew_State_VerifyRoute(Player *p) +static void AiNew_State_VerifyRoute(Company *c) { int res, i; - assert(_players_ainew[p->index].state == AI_STATE_VERIFY_ROUTE); + assert(_companies_ainew[c->index].state == AI_STATE_VERIFY_ROUTE); // Let's calculate the cost of the path.. // new_cost already contains the cost of the stations - _players_ainew[p->index].path_info.position = -1; + _companies_ainew[c->index].path_info.position = -1; do { - _players_ainew[p->index].path_info.position++; - _players_ainew[p->index].new_cost += AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_QUERY_COST).GetCost(); - } while (_players_ainew[p->index].path_info.position != -2); + _companies_ainew[c->index].path_info.position++; + _companies_ainew[c->index].new_cost += AiNew_Build_RoutePart(c, &_companies_ainew[c->index].path_info, DC_QUERY_COST).GetCost(); + } while (_companies_ainew[c->index].path_info.position != -2); // Now we know the price of build station + path. Now check how many vehicles // we need and what the price for that will be - res = AiNew_HowManyVehicles(p); + res = AiNew_HowManyVehicles(c); // If res == 0, no vehicle was found, or an other problem did occour if (res == 0) { - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } - _players_ainew[p->index].amount_veh = res; - _players_ainew[p->index].cur_veh = 0; + _companies_ainew[c->index].amount_veh = res; + _companies_ainew[c->index].cur_veh = 0; // Check how much it it going to cost us.. for (i = 0; i < res; i++) { - _players_ainew[p->index].new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost(); + _companies_ainew[c->index].new_cost += AiNew_Build_Vehicle(c, 0, DC_QUERY_COST).GetCost(); } // Now we know how much the route is going to cost us // Check if we have enough money for it! - if (_players_ainew[p->index].new_cost > p->player_money - AI_MINIMUM_MONEY) { + if (_companies_ainew[c->index].new_cost > c->money - AI_MINIMUM_MONEY) { // Too bad.. - DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)_players_ainew[p->index].new_cost); - _players_ainew[p->index].state = AI_STATE_NOTHING; + DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)_companies_ainew[c->index].new_cost); + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } // Now we can build the route, check the direction of the stations! - if (_players_ainew[p->index].from_direction == AI_PATHFINDER_NO_DIRECTION) { - _players_ainew[p->index].from_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1], _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 2]); + if (_companies_ainew[c->index].from_direction == AI_PATHFINDER_NO_DIRECTION) { + _companies_ainew[c->index].from_direction = AiNew_GetDirection(_companies_ainew[c->index].path_info.route[_companies_ainew[c->index].path_info.route_length - 1], _companies_ainew[c->index].path_info.route[_companies_ainew[c->index].path_info.route_length - 2]); } - if (_players_ainew[p->index].to_direction == AI_PATHFINDER_NO_DIRECTION) { - _players_ainew[p->index].to_direction = AiNew_GetDirection(_players_ainew[p->index].path_info.route[0], _players_ainew[p->index].path_info.route[1]); + if (_companies_ainew[c->index].to_direction == AI_PATHFINDER_NO_DIRECTION) { + _companies_ainew[c->index].to_direction = AiNew_GetDirection(_companies_ainew[c->index].path_info.route[0], _companies_ainew[c->index].path_info.route[1]); } - if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) - _players_ainew[p->index].from_tile = _players_ainew[p->index].path_info.route[_players_ainew[p->index].path_info.route_length - 1]; - if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) - _players_ainew[p->index].to_tile = _players_ainew[p->index].path_info.route[0]; + if (_companies_ainew[c->index].from_tile == AI_STATION_RANGE) + _companies_ainew[c->index].from_tile = _companies_ainew[c->index].path_info.route[_companies_ainew[c->index].path_info.route_length - 1]; + if (_companies_ainew[c->index].to_tile == AI_STATION_RANGE) + _companies_ainew[c->index].to_tile = _companies_ainew[c->index].path_info.route[0]; - _players_ainew[p->index].state = AI_STATE_BUILD_STATION; - _players_ainew[p->index].temp = 0; + _companies_ainew[c->index].state = AI_STATE_BUILD_STATION; + _companies_ainew[c->index].temp = 0; - DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", _players_ainew[p->index].from_tile, _players_ainew[p->index].to_tile); + DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", _companies_ainew[c->index].from_tile, _companies_ainew[c->index].to_tile); } // Build the stations -static void AiNew_State_BuildStation(Player *p) +static void AiNew_State_BuildStation(Company *c) { CommandCost res; - assert(_players_ainew[p->index].state == AI_STATE_BUILD_STATION); - if (_players_ainew[p->index].temp == 0) { - if (!IsTileType(_players_ainew[p->index].from_tile, MP_STATION)) - res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].from_tile, 0, 0, _players_ainew[p->index].from_direction, DC_EXEC); + assert(_companies_ainew[c->index].state == AI_STATE_BUILD_STATION); + if (_companies_ainew[c->index].temp == 0) { + if (!IsTileType(_companies_ainew[c->index].from_tile, MP_STATION)) + res = AiNew_Build_Station(c, _companies_ainew[c->index].tbt, _companies_ainew[c->index].from_tile, 0, 0, _companies_ainew[c->index].from_direction, DC_EXEC); } else { - if (!IsTileType(_players_ainew[p->index].to_tile, MP_STATION)) - res = AiNew_Build_Station(p, _players_ainew[p->index].tbt, _players_ainew[p->index].to_tile, 0, 0, _players_ainew[p->index].to_direction, DC_EXEC); - _players_ainew[p->index].state = AI_STATE_BUILD_PATH; + if (!IsTileType(_companies_ainew[c->index].to_tile, MP_STATION)) + res = AiNew_Build_Station(c, _companies_ainew[c->index].tbt, _companies_ainew[c->index].to_tile, 0, 0, _companies_ainew[c->index].to_direction, DC_EXEC); + _companies_ainew[c->index].state = AI_STATE_BUILD_PATH; } if (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", _players_ainew[p->index].to_tile); - _players_ainew[p->index].state = AI_STATE_NOTHING; + DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", _companies_ainew[c->index].to_tile); + _companies_ainew[c->index].state = AI_STATE_NOTHING; // If the first station _was_ build, destroy it - if (_players_ainew[p->index].temp != 0) - AI_DoCommand(_players_ainew[p->index].from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + if (_companies_ainew[c->index].temp != 0) + AI_DoCommand(_companies_ainew[c->index].from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); return; } - _players_ainew[p->index].temp++; + _companies_ainew[c->index].temp++; } // Build the path -static void AiNew_State_BuildPath(Player *p) +static void AiNew_State_BuildPath(Company *c) { - assert(_players_ainew[p->index].state == AI_STATE_BUILD_PATH); - // _players_ainew[p->index].temp is set to -1 when this function is called for the first time - if (_players_ainew[p->index].temp == -1) { + assert(_companies_ainew[c->index].state == AI_STATE_BUILD_PATH); + // _companies_ainew[c->index].temp is set to -1 when this function is called for the first time + if (_companies_ainew[c->index].temp == -1) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter - _players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _companies_ainew[c->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) - _players_ainew[p->index].path_info.position = -1; + _companies_ainew[c->index].path_info.position = -1; // And don't do this again - _players_ainew[p->index].temp = 0; + _companies_ainew[c->index].temp = 0; } // Building goes very fast on normal rate, so we are going to slow it down.. // By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :) - if (--_players_ainew[p->index].counter != 0) return; - _players_ainew[p->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + if (--_companies_ainew[c->index].counter != 0) return; + _companies_ainew[c->index].counter = (4 - _settings_game.difficulty.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position - _players_ainew[p->index].path_info.position++; + _companies_ainew[c->index].path_info.position++; // Build route - AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_EXEC); - if (_players_ainew[p->index].path_info.position == -2) { + AiNew_Build_RoutePart(c, &_companies_ainew[c->index].path_info, DC_EXEC); + if (_companies_ainew[c->index].path_info.position == -2) { // This means we are done building! - if (_players_ainew[p->index].tbt == AI_TRUCK && !_settings_game.pf.roadveh_queue) { + if (_companies_ainew[c->index].tbt == AI_TRUCK && !_settings_game.pf.roadveh_queue) { // If they not queue, they have to go up and down to try again at a station... // We don't want that, so try building some road left or right of the station DiagDirection dir1, dir2, dir3; @@ -1045,15 +1044,15 @@ static void AiNew_State_BuildPath(Player *p) CommandCost ret; for (int i = 0; i < 2; i++) { if (i == 0) { - tile = _players_ainew[p->index].from_tile + TileOffsByDiagDir(_players_ainew[p->index].from_direction); - dir1 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90LEFT); - dir2 = ChangeDiagDir(_players_ainew[p->index].from_direction, DIAGDIRDIFF_90RIGHT); - dir3 = _players_ainew[p->index].from_direction; + tile = _companies_ainew[c->index].from_tile + TileOffsByDiagDir(_companies_ainew[c->index].from_direction); + dir1 = ChangeDiagDir(_companies_ainew[c->index].from_direction, DIAGDIRDIFF_90LEFT); + dir2 = ChangeDiagDir(_companies_ainew[c->index].from_direction, DIAGDIRDIFF_90RIGHT); + dir3 = _companies_ainew[c->index].from_direction; } else { - tile = _players_ainew[p->index].to_tile + TileOffsByDiagDir(_players_ainew[p->index].to_direction); - dir1 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90LEFT); - dir2 = ChangeDiagDir(_players_ainew[p->index].to_direction, DIAGDIRDIFF_90RIGHT); - dir3 = _players_ainew[p->index].to_direction; + tile = _companies_ainew[c->index].to_tile + TileOffsByDiagDir(_companies_ainew[c->index].to_direction); + dir1 = ChangeDiagDir(_companies_ainew[c->index].to_direction, DIAGDIRDIFF_90LEFT); + dir2 = ChangeDiagDir(_companies_ainew[c->index].to_direction, DIAGDIRDIFF_90RIGHT); + dir3 = _companies_ainew[c->index].to_direction; } ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); @@ -1094,152 +1093,152 @@ static void AiNew_State_BuildPath(Player *p) } } - DEBUG(ai, 1, "Finished building path, cost: %" OTTD_PRINTF64 "d", (int64)_players_ainew[p->index].new_cost); - _players_ainew[p->index].state = AI_STATE_BUILD_DEPOT; + DEBUG(ai, 1, "Finished building path, cost: %" OTTD_PRINTF64 "d", (int64)_companies_ainew[c->index].new_cost); + _companies_ainew[c->index].state = AI_STATE_BUILD_DEPOT; } } // Builds the depot -static void AiNew_State_BuildDepot(Player *p) +static void AiNew_State_BuildDepot(Company *c) { CommandCost res; - assert(_players_ainew[p->index].state == AI_STATE_BUILD_DEPOT); + assert(_companies_ainew[c->index].state == AI_STATE_BUILD_DEPOT); - if (IsRoadDepotTile(_players_ainew[p->index].depot_tile)) { - if (IsTileOwner(_players_ainew[p->index].depot_tile, _current_player)) { + if (IsRoadDepotTile(_companies_ainew[c->index].depot_tile)) { + if (IsTileOwner(_companies_ainew[c->index].depot_tile, _current_company)) { // The depot is already built - _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; + _companies_ainew[c->index].state = AI_STATE_BUILD_VEHICLE; return; } else { // There is a depot, but not of our team! :( - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } } // There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p) - if (!EnsureNoVehicleOnGround(_players_ainew[p->index].depot_tile + TileOffsByDiagDir(_players_ainew[p->index].depot_direction))) + if (!EnsureNoVehicleOnGround(_companies_ainew[c->index].depot_tile + TileOffsByDiagDir(_companies_ainew[c->index].depot_direction))) return; - res = AiNew_Build_Depot(p, _players_ainew[p->index].depot_tile, _players_ainew[p->index].depot_direction, DC_EXEC); + res = AiNew_Build_Depot(c, _companies_ainew[c->index].depot_tile, _companies_ainew[c->index].depot_direction, DC_EXEC); if (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", _players_ainew[p->index].depot_tile); - _players_ainew[p->index].state = AI_STATE_NOTHING; + DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", _companies_ainew[c->index].depot_tile); + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } - _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; - _players_ainew[p->index].idle = 10; - _players_ainew[p->index].veh_main_id = INVALID_VEHICLE; + _companies_ainew[c->index].state = AI_STATE_BUILD_VEHICLE; + _companies_ainew[c->index].idle = 10; + _companies_ainew[c->index].veh_main_id = INVALID_VEHICLE; } // Build vehicles -static void AiNew_State_BuildVehicle(Player *p) +static void AiNew_State_BuildVehicle(Company *c) { CommandCost res; - assert(_players_ainew[p->index].state == AI_STATE_BUILD_VEHICLE); + assert(_companies_ainew[c->index].state == AI_STATE_BUILD_VEHICLE); // Check if we need to build a vehicle - if (_players_ainew[p->index].amount_veh == 0) { + if (_companies_ainew[c->index].amount_veh == 0) { // Nope, we are done! // This means: we are all done! The route is open.. go back to NOTHING // He will idle some time and it will all start over again.. :) - _players_ainew[p->index].state = AI_STATE_ACTION_DONE; + _companies_ainew[c->index].state = AI_STATE_ACTION_DONE; return; } - if (--_players_ainew[p->index].idle != 0) return; + if (--_companies_ainew[c->index].idle != 0) return; // It is realistic that the AI can only build 1 vehicle a day.. // This makes sure of that! - _players_ainew[p->index].idle = AI_BUILD_VEHICLE_TIME_BETWEEN; + _companies_ainew[c->index].idle = AI_BUILD_VEHICLE_TIME_BETWEEN; // Build the vehicle - res = AiNew_Build_Vehicle(p, _players_ainew[p->index].depot_tile, DC_EXEC); + res = AiNew_Build_Vehicle(c, _companies_ainew[c->index].depot_tile, DC_EXEC); if (CmdFailed(res)) { // This happens when the AI can't build any more vehicles! - _players_ainew[p->index].state = AI_STATE_NOTHING; + _companies_ainew[c->index].state = AI_STATE_NOTHING; return; } // Increase the current counter - _players_ainew[p->index].cur_veh++; + _companies_ainew[c->index].cur_veh++; // Decrease the total counter - _players_ainew[p->index].amount_veh--; + _companies_ainew[c->index].amount_veh--; // Go give some orders! - _players_ainew[p->index].state = AI_STATE_WAIT_FOR_BUILD; + _companies_ainew[c->index].state = AI_STATE_WAIT_FOR_BUILD; } // Put the stations in the order list -static void AiNew_State_GiveOrders(Player *p) +static void AiNew_State_GiveOrders(Company *c) { int idx; Order order; - assert(_players_ainew[p->index].state == AI_STATE_GIVE_ORDERS); + assert(_companies_ainew[c->index].state == AI_STATE_GIVE_ORDERS); - if (_players_ainew[p->index].veh_main_id != INVALID_VEHICLE) { - AI_DoCommand(0, _players_ainew[p->index].veh_id + (_players_ainew[p->index].veh_main_id << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER); + if (_companies_ainew[c->index].veh_main_id != INVALID_VEHICLE) { + AI_DoCommand(0, _companies_ainew[c->index].veh_id + (_companies_ainew[c->index].veh_main_id << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER); - _players_ainew[p->index].state = AI_STATE_START_VEHICLE; + _companies_ainew[c->index].state = AI_STATE_START_VEHICLE; return; } else { - _players_ainew[p->index].veh_main_id = _players_ainew[p->index].veh_id; + _companies_ainew[c->index].veh_main_id = _companies_ainew[c->index].veh_id; } // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) if (_settings_game.order.gotodepot) { idx = 0; - order.MakeGoToDepot(GetDepotByTile(_players_ainew[p->index].depot_tile)->index, ODTFB_PART_OF_ORDERS); - AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); + order.MakeGoToDepot(GetDepotByTile(_companies_ainew[c->index].depot_tile)->index, ODTFB_PART_OF_ORDERS); + AI_DoCommand(0, _companies_ainew[c->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); } idx = 0; - order.MakeGoToStation(GetStationIndex(_players_ainew[p->index].to_tile)); - if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver) order.SetLoadType(OLFB_FULL_LOAD); - AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); + order.MakeGoToStation(GetStationIndex(_companies_ainew[c->index].to_tile)); + if (_companies_ainew[c->index].tbt == AI_TRUCK && _companies_ainew[c->index].to_deliver) order.SetLoadType(OLFB_FULL_LOAD); + AI_DoCommand(0, _companies_ainew[c->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); idx = 0; - order.MakeGoToStation(GetStationIndex(_players_ainew[p->index].from_tile)); - if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver) order.SetLoadType(OLFB_FULL_LOAD); - AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); + order.MakeGoToStation(GetStationIndex(_companies_ainew[c->index].from_tile)); + if (_companies_ainew[c->index].tbt == AI_TRUCK && _companies_ainew[c->index].from_deliver) order.SetLoadType(OLFB_FULL_LOAD); + AI_DoCommand(0, _companies_ainew[c->index].veh_id + (idx << 16), order.Pack(), DC_EXEC, CMD_INSERT_ORDER); // Start the engines! - _players_ainew[p->index].state = AI_STATE_START_VEHICLE; + _companies_ainew[c->index].state = AI_STATE_START_VEHICLE; } // Start the vehicle -static void AiNew_State_StartVehicle(Player *p) +static void AiNew_State_StartVehicle(Company *c) { - assert(_players_ainew[p->index].state == AI_STATE_START_VEHICLE); + assert(_companies_ainew[c->index].state == AI_STATE_START_VEHICLE); // Skip the first order if it is a second vehicle // This to make vehicles go different ways.. - if (_players_ainew[p->index].cur_veh & 1) - AI_DoCommand(0, _players_ainew[p->index].veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER); + if (_companies_ainew[c->index].cur_veh & 1) + AI_DoCommand(0, _companies_ainew[c->index].veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER); // 3, 2, 1... go! (give START_STOP command ;)) - AI_DoCommand(0, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_START_STOP_VEHICLE); + AI_DoCommand(0, _companies_ainew[c->index].veh_id, 0, DC_EXEC, CMD_START_STOP_VEHICLE); // Try to build an other vehicle (that function will stop building when needed) - _players_ainew[p->index].idle = 10; - _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; + _companies_ainew[c->index].idle = 10; + _companies_ainew[c->index].state = AI_STATE_BUILD_VEHICLE; } // Repays money -static void AiNew_State_RepayMoney(Player *p) +static void AiNew_State_RepayMoney(Company *c) { uint i; for (i = 0; i < AI_LOAN_REPAY; i++) { AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); } - _players_ainew[p->index].state = AI_STATE_ACTION_DONE; + _companies_ainew[c->index].state = AI_STATE_ACTION_DONE; } -static void AiNew_CheckVehicle(Player *p, Vehicle *v) +static void AiNew_CheckVehicle(Company *c, Vehicle *v) { // When a vehicle is under the 6 months, we don't check for anything if (v->age < 180) return; @@ -1259,7 +1258,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) // We are already sending him back - if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) { + if (AiNew_GetSpecialVehicleFlag(c, v) & AI_VEHICLEFLAG_SELL) { if (v->type == VEH_ROAD && IsRoadDepotTile(v->tile) && (v->vehstatus & VS_STOPPED)) { // We are at the depot, sell the vehicle @@ -1268,7 +1267,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) return; } - if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return; + if (!AiNew_SetSpecialVehicleFlag(c, v, AI_VEHICLEFLAG_SELL)) return; { CommandCost ret; if (v->type == VEH_ROAD) @@ -1282,19 +1281,19 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) // Checks all vehicles if they are still valid and make money and stuff -static void AiNew_State_CheckAllVehicles(Player *p) +static void AiNew_State_CheckAllVehicles(Company *c) { Vehicle *v; FOR_ALL_VEHICLES(v) { - if (v->owner != p->index) continue; + if (v->owner != c->index) continue; // Currently, we only know how to handle road-vehicles if (v->type != VEH_ROAD) continue; - AiNew_CheckVehicle(p, v); + AiNew_CheckVehicle(c, v); } - _players_ainew[p->index].state = AI_STATE_ACTION_DONE; + _companies_ainew[c->index].state = AI_STATE_ACTION_DONE; } @@ -1324,27 +1323,27 @@ static AiNew_StateFunction* const _ainew_state[] = { NULL, }; -static void AiNew_OnTick(Player *p) +static void AiNew_OnTick(Company *c) { - if (_ainew_state[_players_ainew[p->index].state] != NULL) - _ainew_state[_players_ainew[p->index].state](p); + if (_ainew_state[_companies_ainew[c->index].state] != NULL) + _ainew_state[_companies_ainew[c->index].state](c); } -void AiNewDoGameLoop(Player *p) +void AiNewDoGameLoop(Company *c) { - if (_players_ainew[p->index].state == AI_STATE_STARTUP) { + if (_companies_ainew[c->index].state == AI_STATE_STARTUP) { // The AI just got alive! - _players_ainew[p->index].state = AI_STATE_FIRST_TIME; - _players_ainew[p->index].tick = 0; + _companies_ainew[c->index].state = AI_STATE_FIRST_TIME; + _companies_ainew[c->index].tick = 0; // Only startup the AI return; } // We keep a ticker. We use it for competitor_speed - _players_ainew[p->index].tick++; + _companies_ainew[c->index].tick++; // If we come here, we can do a tick.. do so! - AiNew_OnTick(p); + AiNew_OnTick(c); } diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h index ac81dcdff..2b11623e9 100644 --- a/src/ai/trolly/trolly.h +++ b/src/ai/trolly/trolly.h @@ -120,7 +120,7 @@ // Minimum % of reliabilty a vehicle has to have before the AI buys it #define AI_VEHICLE_MIN_RELIABILTY 60 -// The minimum amount of money a player should always have +// The minimum amount of money a company should always have #define AI_MINIMUM_MONEY 15000 // If the most cheap route is build, how much is it going to cost.. @@ -148,7 +148,7 @@ // How many days must there between vehicle checks // The more often, the less non-money-making lines there will be -// but the unfair it may seem to a human player +// but the unfair it may seem to a human company #define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30 // How money profit does a vehicle needs to make to stay in order @@ -239,10 +239,10 @@ enum { #define AI_PATHFINDER_FLAG_BRIDGE 1 #define AI_PATHFINDER_FLAG_TUNNEL 2 -typedef void AiNew_StateFunction(Player *p); +typedef void AiNew_StateFunction(Company *c); // ai_new.c -void AiNewDoGameLoop(Player *p); +void AiNewDoGameLoop(Company *c); struct Ai_PathFinderInfo { TileIndex start_tile_tl; ///< tl = top-left @@ -268,17 +268,17 @@ void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c); DiagDirection AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b); -bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); -uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); +bool AiNew_SetSpecialVehicleFlag(Company *c, Vehicle *v, uint flag); +uint AiNew_GetSpecialVehicleFlag(Company *c, Vehicle *v); // ai_build.c -bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); -CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); -CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); -CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); -EngineID AiNew_PickVehicle(Player *p); -CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); -CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); +bool AiNew_Build_CompanyHQ(Company *c, TileIndex tile); +CommandCost AiNew_Build_Station(Company *c, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); +CommandCost AiNew_Build_Bridge(Company *c, TileIndex tile_a, TileIndex tile_b, byte flag); +CommandCost AiNew_Build_RoutePart(Company *c, Ai_PathFinderInfo *PathFinderInfo, byte flag); +EngineID AiNew_PickVehicle(Company *c); +CommandCost AiNew_Build_Vehicle(Company *c, TileIndex tile, byte flag); +CommandCost AiNew_Build_Depot(Company *c, TileIndex tile, DiagDirection direction, byte flag); /* The amount of memory reserved for the AI-special-vehicles */ #define AI_MAX_SPECIAL_VEHICLES 100 @@ -288,7 +288,7 @@ struct Ai_SpecialVehicle { uint32 flag; }; -struct PlayerAiNew { +struct CompanyAiNew { uint8 state; uint tick; uint idle; @@ -338,6 +338,6 @@ struct PlayerAiNew { int to_ic; byte to_type; }; -extern PlayerAiNew _players_ainew[MAX_PLAYERS]; +extern CompanyAiNew _companies_ainew[MAX_COMPANIES]; #endif /* AI_TROLLY_H */ |