diff options
author | rubidium <rubidium@openttd.org> | 2008-01-09 16:40:02 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2008-01-09 16:40:02 +0000 |
commit | b4337eba83e34ddaac29684d78202ae9623e9240 (patch) | |
tree | 9569d5da425e71768a78a6ffdbad415f3fb38811 /src/ai/trolly | |
parent | a27a240b879ab555f36695ba30c9dea0e2a6817e (diff) | |
download | openttd-b4337eba83e34ddaac29684d78202ae9623e9240.tar.xz |
(svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
Diffstat (limited to 'src/ai/trolly')
-rw-r--r-- | src/ai/trolly/build.cpp | 28 | ||||
-rw-r--r-- | src/ai/trolly/pathfinder.cpp | 4 | ||||
-rw-r--r-- | src/ai/trolly/shared.cpp | 16 | ||||
-rw-r--r-- | src/ai/trolly/trolly.cpp | 614 | ||||
-rw-r--r-- | src/ai/trolly/trolly.h | 76 |
5 files changed, 408 insertions, 330 deletions
diff --git a/src/ai/trolly/build.cpp b/src/ai/trolly/build.cpp index d54575666..388a40b66 100644 --- a/src/ai/trolly/build.cpp +++ b/src/ai/trolly/build.cpp @@ -70,7 +70,7 @@ 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 (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->index].tbt == AI_TRAIN) { return AI_DoCommand(tile_a, tile_b, (0x00 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); } else { return AI_DoCommand(tile_a, tile_b, ((0x80 | ROADTYPES_ROAD) << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE); @@ -144,7 +144,7 @@ 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! - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return CommandCost(); } cost.AddCost(res); @@ -200,7 +200,7 @@ 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]); - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return CommandCost(); } @@ -226,7 +226,7 @@ CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, // It returns INVALID_ENGINE if not suitable engine is found EngineID AiNew_PickVehicle(Player *p) { - if (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->index].tbt == AI_TRAIN) { // Not supported yet return INVALID_ENGINE; } else { @@ -244,7 +244,7 @@ EngineID AiNew_PickVehicle(Player *p) CommandCost ret; /* Skip vehicles which can't take our cargo type */ - if (rvi->cargo_type != p->ainew.cargo && !CanRefitTo(i, p->ainew.cargo)) continue; + if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue; // Is it availiable? // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY @@ -272,20 +272,20 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2) Player* p = GetPlayer(_current_player); if (success) { - p->ainew.state = AI_STATE_GIVE_ORDERS; - p->ainew.veh_id = _new_vehicle_id; + _players_ainew[p->index].state = AI_STATE_GIVE_ORDERS; + _players_ainew[p->index].veh_id = _new_vehicle_id; - if (GetVehicle(p->ainew.veh_id)->cargo_type != p->ainew.cargo) { + if (GetVehicle(_players_ainew[p->index].veh_id)->cargo_type != _players_ainew[p->index].cargo) { /* Cargo type doesn't match, so refit it */ - if (CmdFailed(DoCommand(tile, p->ainew.veh_id, p->ainew.cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + if (CmdFailed(DoCommand(tile, _players_ainew[p->index].veh_id, _players_ainew[p->index].cargo, DC_EXEC, CMD_REFIT_ROAD_VEH))) { /* Refit failed, so sell the vehicle */ - DoCommand(tile, p->ainew.veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - p->ainew.state = AI_STATE_NOTHING; + DoCommand(tile, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + _players_ainew[p->index].state = AI_STATE_NOTHING; } } } else { /* XXX this should be handled more gracefully */ - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; } } @@ -296,7 +296,7 @@ CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) EngineID i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return CMD_ERROR; - if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR; + if (_players_ainew[p->index].tbt == AI_TRAIN) return CMD_ERROR; if (flag & DC_EXEC) { return AI_DoCommandCc(tile, i, 0, flag, CMD_BUILD_ROAD_VEH, CcAI); @@ -308,7 +308,7 @@ CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag) CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag) { CommandCost ret, ret2; - if (p->ainew.tbt == AI_TRAIN) { + if (_players_ainew[p->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 c670c0eae..945691675 100644 --- a/src/ai/trolly/pathfinder.cpp +++ b/src/ai/trolly/pathfinder.cpp @@ -27,14 +27,14 @@ static bool TestCanBuildStationHere(TileIndex tile, byte dir) // 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, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST); + ret = AiNew_Build_Station(p, _players_ainew[p->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, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST)); + return CmdSucceeded(AiNew_Build_Station(p, _players_ainew[p->index].tbt, tile, 1, 1, dir, DC_QUERY_COST)); } diff --git a/src/ai/trolly/shared.cpp b/src/ai/trolly/shared.cpp index 2b80021fa..8e0860432 100644 --- a/src/ai/trolly/shared.cpp +++ b/src/ai/trolly/shared.cpp @@ -80,8 +80,8 @@ uint AiNew_GetSpecialVehicleFlag(Player* p, Vehicle* v) uint i; for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { - if (p->ainew.special_vehicles[i].veh_id == v->index) { - return p->ainew.special_vehicles[i].flag; + if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) { + return _players_ainew[p->index].special_vehicles[i].flag; } } @@ -96,13 +96,13 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) uint i; for (i = 0; i < AI_MAX_SPECIAL_VEHICLES; i++) { - if (p->ainew.special_vehicles[i].veh_id == v->index) { - p->ainew.special_vehicles[i].flag |= flag; + if (_players_ainew[p->index].special_vehicles[i].veh_id == v->index) { + _players_ainew[p->index].special_vehicles[i].flag |= flag; return true; } if (new_id == -1 && - p->ainew.special_vehicles[i].veh_id == 0 && - p->ainew.special_vehicles[i].flag == 0) { + _players_ainew[p->index].special_vehicles[i].veh_id == 0 && + _players_ainew[p->index].special_vehicles[i].flag == 0) { new_id = i; } } @@ -112,7 +112,7 @@ bool AiNew_SetSpecialVehicleFlag(Player* p, Vehicle* v, uint flag) DEBUG(ai, 1, "special_vehicles list is too small"); return false; } - p->ainew.special_vehicles[new_id].veh_id = v->index; - p->ainew.special_vehicles[new_id].flag = flag; + _players_ainew[p->index].special_vehicles[new_id].veh_id = v->index; + _players_ainew[p->index].special_vehicles[new_id].flag = flag; return true; } diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index 9ca8988b6..3f0cf58ba 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -37,6 +37,8 @@ #include "../ai.h" #include "../../order.h" +PlayerAiNew _players_ainew[MAX_PLAYERS]; + // This function is called after StartUp. It is the init of an AI static void AiNew_State_FirstTime(Player *p) { @@ -44,7 +46,7 @@ static void AiNew_State_FirstTime(Player *p) // 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(p->ainew.state == AI_STATE_FIRST_TIME); + assert(_players_ainew[p->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); @@ -52,20 +54,20 @@ static void AiNew_State_FirstTime(Player *p) // The PathFinder (AyStar) // TODO: Maybe when an AI goes bankrupt, this is de-init // or when coming from a savegame.. should be checked out! - p->ainew.path_info.start_tile_tl = 0; - p->ainew.path_info.start_tile_br = 0; - p->ainew.path_info.end_tile_tl = 0; - p->ainew.path_info.end_tile_br = 0; - p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info); + _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); - p->ainew.idle = 0; - p->ainew.last_vehiclecheck_date = _date; + _players_ainew[p->index].idle = 0; + _players_ainew[p->index].last_vehiclecheck_date = _date; // We ALWAYS start with a bus route.. just some basic money ;) - p->ainew.action = AI_ACTION_BUS_ROUTE; + _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; // Let's popup the news, and after that, start building.. - p->ainew.state = AI_STATE_WAKE_UP; + _players_ainew[p->index].state = AI_STATE_WAKE_UP; } @@ -78,13 +80,13 @@ static void AiNew_State_FirstTime(Player *p) // This means that on Very Slow it will be between 16 and 48 days.. slow enough? static void AiNew_State_Nothing(Player *p) { - assert(p->ainew.state == AI_STATE_NOTHING); + assert(_players_ainew[p->index].state == AI_STATE_NOTHING); // If we are done idling, start over again - if (p->ainew.idle == 0) p->ainew.idle = AI_RandomRange(DAY_TICKS * 2) + DAY_TICKS; - if (--p->ainew.idle == 0) { + 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) { // We are done idling.. what you say? Let's do something! // I mean.. the next tick ;) - p->ainew.state = AI_STATE_WAKE_UP; + _players_ainew[p->index].state = AI_STATE_WAKE_UP; } } @@ -97,7 +99,7 @@ static void AiNew_State_Nothing(Player *p) static void AiNew_State_WakeUp(Player *p) { int c; - assert(p->ainew.state == AI_STATE_WAKE_UP); + assert(_players_ainew[p->index].state == AI_STATE_WAKE_UP); // First, check if we have a HQ if (p->location_of_house == 0) { // We have no HQ yet, build one on a random place @@ -112,95 +114,95 @@ static void AiNew_State_WakeUp(Player *p) Money money = p->player_money - AI_MINIMUM_MONEY; // Let's pick an action! - if (p->ainew.action == AI_ACTION_NONE) { + 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) { - p->ainew.action = AI_ACTION_REPAY_LOAN; - } else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { + _players_ainew[p->index].action = AI_ACTION_REPAY_LOAN; + } else if (_players_ainew[p->index].last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) { // Check all vehicles once in a while - p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES; - p->ainew.last_vehiclecheck_date = _date; + _players_ainew[p->index].action = AI_ACTION_CHECK_ALL_VEHICLES; + _players_ainew[p->index].last_vehiclecheck_date = _date; } else if (c < 100 && !_patches.ai_disable_veh_roadveh) { // Do we have any spots for road-vehicles left open? if (GetFreeUnitNumber(VEH_ROAD) <= _patches.max_roadveh) { if (c < 85) { - p->ainew.action = AI_ACTION_TRUCK_ROUTE; + _players_ainew[p->index].action = AI_ACTION_TRUCK_ROUTE; } else { - p->ainew.action = AI_ACTION_BUS_ROUTE; + _players_ainew[p->index].action = AI_ACTION_BUS_ROUTE; } } #if 0 } else if (c < 200 && !_patches.ai_disable_veh_train) { if (GetFreeUnitNumber(VEH_TRAIN) <= _patches.max_trains) { - p->ainew.action = AI_ACTION_TRAIN_ROUTE; + _players_ainew[p->index].action = AI_ACTION_TRAIN_ROUTE; } #endif } - p->ainew.counter = 0; + _players_ainew[p->index].counter = 0; } - if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { - p->ainew.action = AI_ACTION_NONE; + if (_players_ainew[p->index].counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) { + _players_ainew[p->index].action = AI_ACTION_NONE; return; } if (_patches.ai_disable_veh_roadveh && ( - p->ainew.action == AI_ACTION_BUS_ROUTE || - p->ainew.action == AI_ACTION_TRUCK_ROUTE + _players_ainew[p->index].action == AI_ACTION_BUS_ROUTE || + _players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE )) { - p->ainew.action = AI_ACTION_NONE; + _players_ainew[p->index].action = AI_ACTION_NONE; return; } - if (p->ainew.action == AI_ACTION_REPAY_LOAN && + if (_players_ainew[p->index].action == AI_ACTION_REPAY_LOAN && money > AI_MINIMUM_LOAN_REPAY_MONEY) { // We start repaying some money.. - p->ainew.state = AI_STATE_REPAY_MONEY; + _players_ainew[p->index].state = AI_STATE_REPAY_MONEY; return; } - if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) { - p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES; + if (_players_ainew[p->index].action == AI_ACTION_CHECK_ALL_VEHICLES) { + _players_ainew[p->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 (p->ainew.action == AI_ACTION_BUS_ROUTE && + if (_players_ainew[p->index].action == AI_ACTION_BUS_ROUTE && money > AI_MINIMUM_BUS_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; + _players_ainew[p->index].action = AI_ACTION_NONE; return; } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_BUS; // Bus-route + _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 return; } - if (p->ainew.action == AI_ACTION_TRUCK_ROUTE && + if (_players_ainew[p->index].action == AI_ACTION_TRUCK_ROUTE && money > AI_MINIMUM_TRUCK_ROUTE_MONEY) { if (GetFreeUnitNumber(VEH_ROAD) > _patches.max_roadveh) { - p->ainew.action = AI_ACTION_NONE; + _players_ainew[p->index].action = AI_ACTION_NONE; return; } - p->ainew.cargo = AI_NEED_CARGO; - p->ainew.last_id = 0; - p->ainew.state = AI_STATE_LOCATE_ROUTE; - p->ainew.tbt = AI_TRUCK; + _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; return; } - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; } static void AiNew_State_ActionDone(Player *p) { - p->ainew.action = AI_ACTION_NONE; - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].action = AI_ACTION_NONE; + _players_ainew[p->index].state = AI_STATE_NOTHING; } @@ -230,7 +232,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // Do we own it? if (st->owner == _current_player) { // Are we talking busses? - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue; + if (_players_ainew[p->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? @@ -288,7 +290,7 @@ static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type) // Do we own it? if (st->owner == _current_player) { // Are we talking trucks? - if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue; + if (_players_ainew[p->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? @@ -332,30 +334,30 @@ 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) { - assert(p->ainew.state == AI_STATE_LOCATE_ROUTE); + assert(_players_ainew[p->index].state == AI_STATE_LOCATE_ROUTE); // For now, we only support PASSENGERS, CITY and BUSSES // We don't have a route yet - if (p->ainew.cargo == AI_NEED_CARGO) { - p->ainew.new_cost = 0; // No cost yet - p->ainew.temp = -1; + 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; // Reset the counter - p->ainew.counter = 0; + _players_ainew[p->index].counter = 0; - p->ainew.from_ic = -1; - p->ainew.to_ic = -1; - if (p->ainew.tbt == AI_BUS) { + _players_ainew[p->index].from_ic = -1; + _players_ainew[p->index].to_ic = -1; + if (_players_ainew[p->index].tbt == AI_BUS) { // For now we only have a passenger route - p->ainew.cargo = CT_PASSENGERS; + _players_ainew[p->index].cargo = CT_PASSENGERS; // Find a route to cities - p->ainew.from_type = AI_CITY; - p->ainew.to_type = AI_CITY; - } else if (p->ainew.tbt == AI_TRUCK) { - p->ainew.cargo = AI_NO_CARGO; + _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; - p->ainew.from_type = AI_INDUSTRY; - p->ainew.to_type = AI_INDUSTRY; + _players_ainew[p->index].from_type = AI_INDUSTRY; + _players_ainew[p->index].to_type = AI_INDUSTRY; } // Now we are doing initing, we wait one tick @@ -363,63 +365,63 @@ static void AiNew_State_LocateRoute(Player *p) } // Increase the counter and abort if it is taking too long! - p->ainew.counter++; - if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) { + _players_ainew[p->index].counter++; + if (_players_ainew[p->index].counter > AI_LOCATE_ROUTE_MAX_COUNTER) { // Switch back to doing nothing! - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // We are going to locate a city from where we are going to connect - if (p->ainew.from_ic == -1) { - if (p->ainew.temp == -1) { + if (_players_ainew[p->index].from_ic == -1) { + if (_players_ainew[p->index].temp == -1) { // First, we pick a random spot to search from - if (p->ainew.from_type == AI_CITY) { - p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1); + if (_players_ainew[p->index].from_type == AI_CITY) { + _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { - p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1); + _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } - if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) { + if (!AiNew_Check_City_or_Industry(p, _players_ainew[p->index].temp, _players_ainew[p->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 - p->ainew.temp++; - if (p->ainew.from_type == AI_CITY) { - if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0; + _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; } else { - if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0; + if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; + if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; + _players_ainew[p->index].last_id = _players_ainew[p->index].temp; return; } // We found a good city/industry, save the data of it - p->ainew.from_ic = p->ainew.temp; + _players_ainew[p->index].from_ic = _players_ainew[p->index].temp; // Start the next tick with finding a to-city - p->ainew.temp = -1; + _players_ainew[p->index].temp = -1; return; } // Find a to-city - if (p->ainew.temp == -1) { + if (_players_ainew[p->index].temp == -1) { // First, we pick a random spot to search to - if (p->ainew.to_type == AI_CITY) { - p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1); + if (_players_ainew[p->index].to_type == AI_CITY) { + _players_ainew[p->index].temp = AI_RandomRange(GetMaxTownIndex() + 1); } else { - p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1); + _players_ainew[p->index].temp = AI_RandomRange(GetMaxIndustryIndex() + 1); } } // The same city is not allowed // Also check if the city is valid - if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) { + 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)) { // Maybe it is valid.. /* We need to know if they are not to far apart from eachother.. @@ -427,9 +429,9 @@ static void AiNew_State_LocateRoute(Player *p) * route is. */ - if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) { - const Town* town_from = GetTown(p->ainew.from_ic); - const Town* town_temp = GetTown(p->ainew.temp); + 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); uint distance = DistanceManhattan(town_from->xy, town_temp->xy); int max_cargo; @@ -440,23 +442,23 @@ 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 - p->ainew.to_ic = p->ainew.temp; - p->ainew.state = AI_STATE_FIND_STATION; + _players_ainew[p->index].to_ic = _players_ainew[p->index].temp; + _players_ainew[p->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found bus-route of %d tiles long (from %d to %d)", distance, - p->ainew.from_ic, - p->ainew.temp + _players_ainew[p->index].from_ic, + _players_ainew[p->index].temp ); - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; + _players_ainew[p->index].from_tile = 0; + _players_ainew[p->index].to_tile = 0; return; } - } else if (p->ainew.tbt == AI_TRUCK) { - const Industry* ind_from = GetIndustry(p->ainew.from_ic); - const Industry* ind_temp = GetIndustry(p->ainew.temp); + } 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); bool found = false; int max_cargo = 0; uint i; @@ -470,8 +472,8 @@ 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; - p->ainew.from_deliver = true; - p->ainew.to_deliver = false; + _players_ainew[p->index].from_deliver = true; + _players_ainew[p->index].to_deliver = false; break; } } @@ -484,8 +486,8 @@ 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]; - p->ainew.from_deliver = false; - p->ainew.to_deliver = true; + _players_ainew[p->index].from_deliver = false; + _players_ainew[p->index].to_deliver = true; break; } } @@ -497,22 +499,22 @@ static void AiNew_State_LocateRoute(Player *p) if (distance > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE && distance <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) { - p->ainew.to_ic = p->ainew.temp; - if (p->ainew.from_deliver) { - p->ainew.cargo = ind_from->produced_cargo[0]; + _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]; } else { - p->ainew.cargo = ind_temp->produced_cargo[0]; + _players_ainew[p->index].cargo = ind_temp->produced_cargo[0]; } - p->ainew.state = AI_STATE_FIND_STATION; + _players_ainew[p->index].state = AI_STATE_FIND_STATION; DEBUG(ai, 1, "[LocateRoute] found truck-route of %d tiles long (from %d to %d)", distance, - p->ainew.from_ic, - p->ainew.temp + _players_ainew[p->index].from_ic, + _players_ainew[p->index].temp ); - p->ainew.from_tile = 0; - p->ainew.to_tile = 0; + _players_ainew[p->index].from_tile = 0; + _players_ainew[p->index].to_tile = 0; return; } @@ -523,16 +525,16 @@ 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 - p->ainew.temp++; - if (p->ainew.to_type == AI_CITY) { - if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0; + _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; } else { - if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0; + if (_players_ainew[p->index].temp > GetMaxIndustryIndex()) _players_ainew[p->index].temp = 0; } // Don't do an attempt if we are trying the same id as the last time... - if (p->ainew.last_id == p->ainew.temp) return; - p->ainew.last_id = p->ainew.temp; + if (_players_ainew[p->index].last_id == _players_ainew[p->index].temp) return; + _players_ainew[p->index].last_id = _players_ainew[p->index].temp; } @@ -571,29 +573,29 @@ static void AiNew_State_FindStation(Player *p) TileIndex new_tile = 0; DiagDirection direction = DIAGDIR_NE; Town *town = NULL; - assert(p->ainew.state == AI_STATE_FIND_STATION); + assert(_players_ainew[p->index].state == AI_STATE_FIND_STATION); - if (p->ainew.from_tile == 0) { + if (_players_ainew[p->index].from_tile == 0) { // First we scan for a station in the from-city - if (p->ainew.from_type == AI_CITY) { - town = GetTown(p->ainew.from_ic); + if (_players_ainew[p->index].from_type == AI_CITY) { + town = GetTown(_players_ainew[p->index].from_ic); tile = town->xy; } else { - tile = GetIndustry(p->ainew.from_ic)->xy; + tile = GetIndustry(_players_ainew[p->index].from_ic)->xy; } - } else if (p->ainew.to_tile == 0) { + } else if (_players_ainew[p->index].to_tile == 0) { // Second we scan for a station in the to-city - if (p->ainew.to_type == AI_CITY) { - town = GetTown(p->ainew.to_ic); + if (_players_ainew[p->index].to_type == AI_CITY) { + town = GetTown(_players_ainew[p->index].to_ic); tile = town->xy; } else { - tile = GetIndustry(p->ainew.to_ic)->xy; + tile = GetIndustry(_players_ainew[p->index].to_ic)->xy; } } else { // Unsupported request // Go to FIND_PATH - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; + _players_ainew[p->index].temp = -1; + _players_ainew[p->index].state = AI_STATE_FIND_PATH; return; } @@ -604,16 +606,16 @@ static void AiNew_State_FindStation(Player *p) // Euhmz, this should not happen _EVER_ // Quit finding a route... if (i == INVALID_ENGINE) { - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } FOR_ALL_STATIONS(st) { if (st->owner == _current_player) { - if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) { + if (_players_ainew[p->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[p->ainew.cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { + if ((int)st->goods[_players_ainew[p->index].cargo].cargo.Count() > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) { if (AiNew_CheckVehicleStation(p, st)) { // We did found a station that was good enough! new_tile = st->xy; @@ -631,11 +633,11 @@ 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) { - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } - if (new_tile == 0 && p->ainew.tbt == AI_BUS) { + if (new_tile == 0 && _players_ainew[p->index].tbt == AI_BUS) { uint x, y, i = 0; CommandCost r; uint best; @@ -655,20 +657,20 @@ 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[p->ainew.cargo] >> 3 == 0) continue; + if (accepts[_players_ainew[p->index].cargo] >> 3 == 0) continue; // See if we can build the station - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); + r = AiNew_Build_Station(p, _players_ainew[p->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[p->ainew.cargo]; + found_best[i++] = accepts[_players_ainew[p->index].cargo]; } } } // If i is still zero, we did not find anything if (i == 0) { - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } @@ -685,11 +687,11 @@ static void AiNew_State_FindStation(Player *p) } // See how much it is going to cost us... - r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST); - p->ainew.new_cost += r.GetCost(); + 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(); direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; - } else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) { + } else if (new_tile == 0 && _players_ainew[p->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! @@ -697,17 +699,17 @@ static void AiNew_State_FindStation(Player *p) direction = (DiagDirection)AI_PATHFINDER_NO_DIRECTION; } - if (p->ainew.from_tile == 0) { - p->ainew.from_tile = new_tile; - p->ainew.from_direction = direction; + if (_players_ainew[p->index].from_tile == 0) { + _players_ainew[p->index].from_tile = new_tile; + _players_ainew[p->index].from_direction = direction; // Now we found thisone, go in for to_tile return; - } else if (p->ainew.to_tile == 0) { - p->ainew.to_tile = new_tile; - p->ainew.to_direction = direction; + } else if (_players_ainew[p->index].to_tile == 0) { + _players_ainew[p->index].to_tile = new_tile; + _players_ainew[p->index].to_direction = direction; // K, done placing stations! - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_PATH; + _players_ainew[p->index].temp = -1; + _players_ainew[p->index].state = AI_STATE_FIND_PATH; return; } } @@ -717,56 +719,56 @@ static void AiNew_State_FindStation(Player *p) static void AiNew_State_FindPath(Player *p) { int r; - assert(p->ainew.state == AI_STATE_FIND_PATH); + assert(_players_ainew[p->index].state == AI_STATE_FIND_PATH); // First time, init some data - if (p->ainew.temp == -1) { + if (_players_ainew[p->index].temp == -1) { // Init path_info - if (p->ainew.from_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(p->ainew.from_ic); + if (_players_ainew[p->index].from_tile == AI_STATION_RANGE) { + const Industry* i = GetIndustry(_players_ainew[p->index].from_ic); // For truck routes we take a range around the industry - p->ainew.path_info.start_tile_tl = i->xy - TileDiffXY(1, 1); - p->ainew.path_info.start_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - p->ainew.path_info.start_direction = p->ainew.from_direction; + _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; } else { - p->ainew.path_info.start_tile_tl = p->ainew.from_tile; - p->ainew.path_info.start_tile_br = p->ainew.from_tile; - p->ainew.path_info.start_direction = p->ainew.from_direction; + _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; } - if (p->ainew.to_tile == AI_STATION_RANGE) { - const Industry* i = GetIndustry(p->ainew.to_ic); + if (_players_ainew[p->index].to_tile == AI_STATION_RANGE) { + const Industry* i = GetIndustry(_players_ainew[p->index].to_ic); - p->ainew.path_info.end_tile_tl = i->xy - TileDiffXY(1, 1); - p->ainew.path_info.end_tile_br = i->xy + TileDiffXY(i->width + 1, i->height + 1); - p->ainew.path_info.end_direction = p->ainew.to_direction; + _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; } else { - p->ainew.path_info.end_tile_tl = p->ainew.to_tile; - p->ainew.path_info.end_tile_br = p->ainew.to_tile; - p->ainew.path_info.end_direction = p->ainew.to_direction; + _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; } - p->ainew.path_info.rail_or_road = (p->ainew.tbt == AI_TRAIN); + _players_ainew[p->index].path_info.rail_or_road = (_players_ainew[p->index].tbt == AI_TRAIN); // First, clean the pathfinder with our new begin and endpoints - clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info); + clean_AyStar_AiPathFinder(_players_ainew[p->index].pathfinder, &_players_ainew[p->index].path_info); - p->ainew.temp = 0; + _players_ainew[p->index].temp = 0; } // Start the pathfinder - r = p->ainew.pathfinder->main(p->ainew.pathfinder); + r = _players_ainew[p->index].pathfinder->main(_players_ainew[p->index].pathfinder); switch (r) { case AYSTAR_NO_PATH: DEBUG(ai, 1, "No route found by pathfinder"); // Start all over again - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; break; case AYSTAR_FOUND_END_NODE: // We found the end-point - p->ainew.temp = -1; - p->ainew.state = AI_STATE_FIND_DEPOT; + _players_ainew[p->index].temp = -1; + _players_ainew[p->index].state = AI_STATE_FIND_DEPOT; break; // In any other case, we are still busy finding the route @@ -787,12 +789,12 @@ static void AiNew_State_FindDepot(Player *p) CommandCost r; DiagDirection j; TileIndex tile; - assert(p->ainew.state == AI_STATE_FIND_DEPOT); + assert(_players_ainew[p->index].state == AI_STATE_FIND_DEPOT); - p->ainew.depot_tile = 0; + _players_ainew[p->index].depot_tile = 0; - for (i=2;i<p->ainew.path_info.route_length-2;i++) { - tile = p->ainew.path_info.route[i]; + for (i=2;i<_players_ainew[p->index].path_info.route_length-2;i++) { + tile = _players_ainew[p->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); @@ -800,9 +802,9 @@ static void AiNew_State_FindDepot(Player *p) GetRoadTileType(t) == ROAD_TILE_DEPOT && IsTileOwner(t, _current_player) && GetRoadDepotDirection(t) == ReverseDiagDir(j)) { - p->ainew.depot_tile = t; - p->ainew.depot_direction = ReverseDiagDir(j); - p->ainew.state = AI_STATE_VERIFY_ROUTE; + _players_ainew[p->index].depot_tile = t; + _players_ainew[p->index].depot_direction = ReverseDiagDir(j); + _players_ainew[p->index].state = AI_STATE_VERIFY_ROUTE; return; } } @@ -810,19 +812,19 @@ 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 = p->ainew.path_info.route_length / 2; + i = _players_ainew[p->index].path_info.route_length / 2; g = 1; - while (i > 1 && i < p->ainew.path_info.route_length - 2) { + while (i > 1 && i < _players_ainew[p->index].path_info.route_length - 2) { i += g; g *= -1; (g < 0?g--:g++); - if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) { + if (_players_ainew[p->index].path_info.route_extra[i] != 0 || _players_ainew[p->index].path_info.route_extra[i+1] != 0) { // Bridge or tunnel.. we can't place a depot there continue; } - tile = p->ainew.path_info.route[i]; + tile = _players_ainew[p->index].path_info.route[i]; for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) { TileIndex t = tile + TileOffsByDiagDir(j); @@ -830,12 +832,12 @@ 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 == p->ainew.path_info.route[i - 1] || - t == p->ainew.path_info.route[i + 1]) { + if (t == _players_ainew[p->index].path_info.route[i - 1] || + t == _players_ainew[p->index].path_info.route[i + 1]) { continue; } // Not around a bridge? - if (p->ainew.path_info.route_extra[i] != 0) continue; + if (_players_ainew[p->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)) { @@ -845,17 +847,17 @@ static void AiNew_State_FindDepot(Player *p) r = AiNew_Build_Depot(p, t, ReverseDiagDir(j), 0); if (CmdFailed(r)) continue; // Found a spot! - p->ainew.new_cost += r.GetCost(); - p->ainew.depot_tile = t; - p->ainew.depot_direction = ReverseDiagDir(j); // Reverse direction - p->ainew.state = AI_STATE_VERIFY_ROUTE; + _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; return; } } } // Failed to find a depot? - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; } @@ -866,7 +868,7 @@ static void AiNew_State_FindDepot(Player *p) // It returns the cost for the vehicles static int AiNew_HowManyVehicles(Player *p) { - if (p->ainew.tbt == AI_BUS) { + if (_players_ainew[p->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; @@ -874,7 +876,7 @@ static int AiNew_HowManyVehicles(Player *p) i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; + length = _players_ainew[p->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; // We want a vehicle in a station once a month at least, so, calculate it! @@ -882,7 +884,7 @@ static int AiNew_HowManyVehicles(Player *p) amount = length * 2 * 2 / tiles_a_day / 30; if (amount == 0) amount = 1; return amount; - } else if (p->ainew.tbt == AI_TRUCK) { + } else if (_players_ainew[p->index].tbt == AI_TRUCK) { // For truck-routes we look at the cargo EngineID i; int length, amount, tiles_a_day; @@ -890,13 +892,13 @@ static int AiNew_HowManyVehicles(Player *p) i = AiNew_PickVehicle(p); if (i == INVALID_ENGINE) return 0; // Passenger run.. how long is the route? - length = p->ainew.path_info.route_length; + length = _players_ainew[p->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 (p->ainew.from_deliver) { - max_cargo = GetIndustry(p->ainew.from_ic)->last_month_production[0]; + if (_players_ainew[p->index].from_deliver) { + max_cargo = GetIndustry(_players_ainew[p->index].from_ic)->last_month_production[0]; } else { - max_cargo = GetIndustry(p->ainew.to_ic)->last_month_production[0]; + max_cargo = GetIndustry(_players_ainew[p->index].to_ic)->last_month_production[0]; } // This is because moving 60% is more than we can dream of! @@ -922,58 +924,58 @@ static int AiNew_HowManyVehicles(Player *p) static void AiNew_State_VerifyRoute(Player *p) { int res, i; - assert(p->ainew.state == AI_STATE_VERIFY_ROUTE); + assert(_players_ainew[p->index].state == AI_STATE_VERIFY_ROUTE); // Let's calculate the cost of the path.. // new_cost already contains the cost of the stations - p->ainew.path_info.position = -1; + _players_ainew[p->index].path_info.position = -1; do { - p->ainew.path_info.position++; - p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST).GetCost(); - } while (p->ainew.path_info.position != -2); + _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); // 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); // If res == 0, no vehicle was found, or an other problem did occour if (res == 0) { - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } - p->ainew.amount_veh = res; - p->ainew.cur_veh = 0; + _players_ainew[p->index].amount_veh = res; + _players_ainew[p->index].cur_veh = 0; // Check how much it it going to cost us.. for (i=0;i<res;i++) { - p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST).GetCost(); + _players_ainew[p->index].new_cost += AiNew_Build_Vehicle(p, 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 (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) { + if (_players_ainew[p->index].new_cost > p->player_money - AI_MINIMUM_MONEY) { // Too bad.. - DEBUG(ai, 1, "Insufficient funds to build route (%" OTTD_PRINTF64 "d)", (int64)p->ainew.new_cost); - p->ainew.state = AI_STATE_NOTHING; + 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; return; } // Now we can build the route, check the direction of the stations! - if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length - 1], p->ainew.path_info.route[p->ainew.path_info.route_length - 2]); + 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 (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) { - p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]); + 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 (p->ainew.from_tile == AI_STATION_RANGE) - p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length - 1]; - if (p->ainew.to_tile == AI_STATION_RANGE) - p->ainew.to_tile = p->ainew.path_info.route[0]; + 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]; - p->ainew.state = AI_STATE_BUILD_STATION; - p->ainew.temp = 0; + _players_ainew[p->index].state = AI_STATE_BUILD_STATION; + _players_ainew[p->index].temp = 0; - DEBUG(ai, 1, "The route is set and buildable, building 0x%X to 0x%X...", p->ainew.from_tile, p->ainew.to_tile); + 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); } @@ -981,54 +983,54 @@ static void AiNew_State_VerifyRoute(Player *p) static void AiNew_State_BuildStation(Player *p) { CommandCost res; - assert(p->ainew.state == AI_STATE_BUILD_STATION); - if (p->ainew.temp == 0) { - if (!IsTileType(p->ainew.from_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC); + 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); } else { - if (!IsTileType(p->ainew.to_tile, MP_STATION)) - res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC); - p->ainew.state = AI_STATE_BUILD_PATH; + 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 (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildStation] station could not be built (0x%X)", p->ainew.to_tile); - p->ainew.state = AI_STATE_NOTHING; + 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; // If the first station _was_ build, destroy it - if (p->ainew.temp != 0) - AI_DoCommand(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + if (_players_ainew[p->index].temp != 0) + AI_DoCommand(_players_ainew[p->index].from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); return; } - p->ainew.temp++; + _players_ainew[p->index].temp++; } // Build the path static void AiNew_State_BuildPath(Player *p) { - assert(p->ainew.state == AI_STATE_BUILD_PATH); - // p->ainew.temp is set to -1 when this function is called for the first time - if (p->ainew.temp == -1) { + 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) { DEBUG(ai, 1, "Starting to build new path"); // Init the counter - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Set the position to the startingplace (-1 because in a minute we do ++) - p->ainew.path_info.position = -1; + _players_ainew[p->index].path_info.position = -1; // And don't do this again - p->ainew.temp = 0; + _players_ainew[p->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 (--p->ainew.counter != 0) return; - p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; + if (--_players_ainew[p->index].counter != 0) return; + _players_ainew[p->index].counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1; // Increase the building position - p->ainew.path_info.position++; + _players_ainew[p->index].path_info.position++; // Build route - AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC); - if (p->ainew.path_info.position == -2) { + AiNew_Build_RoutePart(p, &_players_ainew[p->index].path_info, DC_EXEC); + if (_players_ainew[p->index].path_info.position == -2) { // This means we are done building! - if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) { + if (_players_ainew[p->index].tbt == AI_TRUCK && !_patches.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; @@ -1036,15 +1038,15 @@ static void AiNew_State_BuildPath(Player *p) CommandCost ret; for (int i = 0; i < 2; i++) { if (i == 0) { - tile = p->ainew.from_tile + TileOffsByDiagDir(p->ainew.from_direction); - dir1 = ChangeDiagDir(p->ainew.from_direction, DIAGDIRDIFF_90LEFT); - dir2 = ChangeDiagDir(p->ainew.from_direction, DIAGDIRDIFF_90RIGHT); - dir3 = p->ainew.from_direction; + 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; } else { - tile = p->ainew.to_tile + TileOffsByDiagDir(p->ainew.to_direction); - dir1 = ChangeDiagDir(p->ainew.to_direction, DIAGDIRDIFF_90LEFT); - dir2 = ChangeDiagDir(p->ainew.to_direction, DIAGDIRDIFF_90RIGHT); - dir3 = p->ainew.to_direction; + 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; } ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD); @@ -1085,8 +1087,8 @@ static void AiNew_State_BuildPath(Player *p) } } - DEBUG(ai, 1, "Finished building path, cost: %" OTTD_PRINTF64 "d", (int64)p->ainew.new_cost); - p->ainew.state = AI_STATE_BUILD_DEPOT; + 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; } } @@ -1095,34 +1097,34 @@ static void AiNew_State_BuildPath(Player *p) static void AiNew_State_BuildDepot(Player *p) { CommandCost res; - assert(p->ainew.state == AI_STATE_BUILD_DEPOT); + assert(_players_ainew[p->index].state == AI_STATE_BUILD_DEPOT); - if (IsTileType(p->ainew.depot_tile, MP_ROAD) && GetRoadTileType(p->ainew.depot_tile) == ROAD_TILE_DEPOT) { - if (IsTileOwner(p->ainew.depot_tile, _current_player)) { + if (IsTileType(_players_ainew[p->index].depot_tile, MP_ROAD) && GetRoadTileType(_players_ainew[p->index].depot_tile) == ROAD_TILE_DEPOT) { + if (IsTileOwner(_players_ainew[p->index].depot_tile, _current_player)) { // The depot is already built - p->ainew.state = AI_STATE_BUILD_VEHICLE; + _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; return; } else { // There is a depot, but not of our team! :( - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->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(p->ainew.depot_tile + TileOffsByDiagDir(p->ainew.depot_direction))) + if (!EnsureNoVehicleOnGround(_players_ainew[p->index].depot_tile + TileOffsByDiagDir(_players_ainew[p->index].depot_direction))) return; - res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC); + res = AiNew_Build_Depot(p, _players_ainew[p->index].depot_tile, _players_ainew[p->index].depot_direction, DC_EXEC); if (CmdFailed(res)) { - DEBUG(ai, 0, "[BuildDepot] depot could not be built (0x%X)", p->ainew.depot_tile); - p->ainew.state = AI_STATE_NOTHING; + 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; return; } - p->ainew.state = AI_STATE_BUILD_VEHICLE; - p->ainew.idle = 10; - p->ainew.veh_main_id = INVALID_VEHICLE; + _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; + _players_ainew[p->index].idle = 10; + _players_ainew[p->index].veh_main_id = INVALID_VEHICLE; } @@ -1130,34 +1132,34 @@ static void AiNew_State_BuildDepot(Player *p) static void AiNew_State_BuildVehicle(Player *p) { CommandCost res; - assert(p->ainew.state == AI_STATE_BUILD_VEHICLE); + assert(_players_ainew[p->index].state == AI_STATE_BUILD_VEHICLE); // Check if we need to build a vehicle - if (p->ainew.amount_veh == 0) { + if (_players_ainew[p->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.. :) - p->ainew.state = AI_STATE_ACTION_DONE; + _players_ainew[p->index].state = AI_STATE_ACTION_DONE; return; } - if (--p->ainew.idle != 0) return; + if (--_players_ainew[p->index].idle != 0) return; // It is realistic that the AI can only build 1 vehicle a day.. // This makes sure of that! - p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN; + _players_ainew[p->index].idle = AI_BUILD_VEHICLE_TIME_BETWEEN; // Build the vehicle - res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC); + res = AiNew_Build_Vehicle(p, _players_ainew[p->index].depot_tile, DC_EXEC); if (CmdFailed(res)) { // This happens when the AI can't build any more vehicles! - p->ainew.state = AI_STATE_NOTHING; + _players_ainew[p->index].state = AI_STATE_NOTHING; return; } // Increase the current counter - p->ainew.cur_veh++; + _players_ainew[p->index].cur_veh++; // Decrease the total counter - p->ainew.amount_veh--; + _players_ainew[p->index].amount_veh--; // Go give some orders! - p->ainew.state = AI_STATE_WAIT_FOR_BUILD; + _players_ainew[p->index].state = AI_STATE_WAIT_FOR_BUILD; } @@ -1167,15 +1169,15 @@ static void AiNew_State_GiveOrders(Player *p) int idx; Order order; - assert(p->ainew.state == AI_STATE_GIVE_ORDERS); + assert(_players_ainew[p->index].state == AI_STATE_GIVE_ORDERS); - if (p->ainew.veh_main_id != INVALID_VEHICLE) { - AI_DoCommand(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), CO_SHARE, DC_EXEC, CMD_CLONE_ORDER); + 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); - p->ainew.state = AI_STATE_START_VEHICLE; + _players_ainew[p->index].state = AI_STATE_START_VEHICLE; return; } else { - p->ainew.veh_main_id = p->ainew.veh_id; + _players_ainew[p->index].veh_main_id = _players_ainew[p->index].veh_id; } // Very handy for AI, goto depot.. but yeah, it needs to be activated ;) @@ -1183,46 +1185,46 @@ static void AiNew_State_GiveOrders(Player *p) idx = 0; order.type = OT_GOTO_DEPOT; order.flags = OF_UNLOAD; - order.dest = GetDepotByTile(p->ainew.depot_tile)->index; - AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + order.dest = GetDepotByTile(_players_ainew[p->index].depot_tile)->index; + AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; - order.dest = GetStationIndex(p->ainew.to_tile); - if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver) + order.dest = GetStationIndex(_players_ainew[p->index].to_tile); + if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].to_deliver) order.flags |= OF_FULL_LOAD; - AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; - order.dest = GetStationIndex(p->ainew.from_tile); - if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver) + order.dest = GetStationIndex(_players_ainew[p->index].from_tile); + if (_players_ainew[p->index].tbt == AI_TRUCK && _players_ainew[p->index].from_deliver) order.flags |= OF_FULL_LOAD; - AI_DoCommand(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + AI_DoCommand(0, _players_ainew[p->index].veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); // Start the engines! - p->ainew.state = AI_STATE_START_VEHICLE; + _players_ainew[p->index].state = AI_STATE_START_VEHICLE; } // Start the vehicle static void AiNew_State_StartVehicle(Player *p) { - assert(p->ainew.state == AI_STATE_START_VEHICLE); + assert(_players_ainew[p->index].state == AI_STATE_START_VEHICLE); // Skip the first order if it is a second vehicle // This to make vehicles go different ways.. - if (p->ainew.cur_veh & 1) - AI_DoCommand(0, p->ainew.veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER); + if (_players_ainew[p->index].cur_veh & 1) + AI_DoCommand(0, _players_ainew[p->index].veh_id, 1, DC_EXEC, CMD_SKIP_TO_ORDER); // 3, 2, 1... go! (give START_STOP command ;)) - AI_DoCommand(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + AI_DoCommand(0, _players_ainew[p->index].veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); // Try to build an other vehicle (that function will stop building when needed) - p->ainew.idle = 10; - p->ainew.state = AI_STATE_BUILD_VEHICLE; + _players_ainew[p->index].idle = 10; + _players_ainew[p->index].state = AI_STATE_BUILD_VEHICLE; } @@ -1234,7 +1236,7 @@ static void AiNew_State_RepayMoney(Player *p) for (i = 0; i < AI_LOAN_REPAY; i++) { AI_DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); } - p->ainew.state = AI_STATE_ACTION_DONE; + _players_ainew[p->index].state = AI_STATE_ACTION_DONE; } @@ -1293,7 +1295,7 @@ static void AiNew_State_CheckAllVehicles(Player *p) AiNew_CheckVehicle(p, v); } - p->ainew.state = AI_STATE_ACTION_DONE; + _players_ainew[p->index].state = AI_STATE_ACTION_DONE; } @@ -1325,24 +1327,24 @@ static AiNew_StateFunction* const _ainew_state[] = { static void AiNew_OnTick(Player *p) { - if (_ainew_state[p->ainew.state] != NULL) - _ainew_state[p->ainew.state](p); + if (_ainew_state[_players_ainew[p->index].state] != NULL) + _ainew_state[_players_ainew[p->index].state](p); } void AiNewDoGameLoop(Player *p) { - if (p->ainew.state == AI_STATE_STARTUP) { + if (_players_ainew[p->index].state == AI_STATE_STARTUP) { // The AI just got alive! - p->ainew.state = AI_STATE_FIRST_TIME; - p->ainew.tick = 0; + _players_ainew[p->index].state = AI_STATE_FIRST_TIME; + _players_ainew[p->index].tick = 0; // Only startup the AI return; } // We keep a ticker. We use it for competitor_speed - p->ainew.tick++; + _players_ainew[p->index].tick++; // If we come here, we can do a tick.. do so! AiNew_OnTick(p); diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h index 52bad9aa1..c367867f5 100644 --- a/src/ai/trolly/trolly.h +++ b/src/ai/trolly/trolly.h @@ -239,6 +239,22 @@ typedef void AiNew_StateFunction(Player *p); // ai_new.c void AiNewDoGameLoop(Player *p); +struct Ai_PathFinderInfo { + TileIndex start_tile_tl; ///< tl = top-left + TileIndex start_tile_br; ///< br = bottom-right + TileIndex end_tile_tl; ///< tl = top-left + TileIndex end_tile_br; ///< br = bottom-right + DiagDirection start_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION + DiagDirection end_direction; ///< 0 to 3 or AI_PATHFINDER_NO_DIRECTION + + TileIndex route[500]; + byte route_extra[500]; ///< Some extra information about the route like bridge/tunnel + int route_length; + int position; ///< Current position in the build-path, needed to build the path + + bool rail_or_road; ///< true = rail, false = road +}; + // ai_pathfinder.c AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo); void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo); @@ -259,4 +275,64 @@ 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); +/* The amount of memory reserved for the AI-special-vehicles */ +#define AI_MAX_SPECIAL_VEHICLES 100 + +struct Ai_SpecialVehicle { + VehicleID veh_id; + uint32 flag; +}; + +struct PlayerAiNew { + uint8 state; + uint tick; + uint idle; + + int temp; ///< A value used in more than one function, but it just temporary + ///< The use is pretty simple: with this we can 'think' about stuff + ///< in more than one tick, and more than one AI. A static will not + ///< do, because they are not saved. This way, the AI is almost human ;) + int counter; ///< For the same reason as temp, we have counter. It can count how + ///< long we are trying something, and just abort if it takes too long + + /* Pathfinder stuff */ + Ai_PathFinderInfo path_info; + AyStar *pathfinder; + + /* Route stuff */ + + CargoID cargo; + byte tbt; ///< train/bus/truck 0/1/2 AI_TRAIN/AI_BUS/AI_TRUCK + Money new_cost; + + byte action; + + int last_id; ///< here is stored the last id of the searched city/industry + Date last_vehiclecheck_date; // Used in CheckVehicle + Ai_SpecialVehicle special_vehicles[AI_MAX_SPECIAL_VEHICLES]; ///< Some vehicles have some special flags + + TileIndex from_tile; + TileIndex to_tile; + + DiagDirectionByte from_direction; + DiagDirectionByte to_direction; + + bool from_deliver; ///< True if this is the station that GIVES cargo + bool to_deliver; + + TileIndex depot_tile; + DiagDirectionByte depot_direction; + + byte amount_veh; ///< How many vehicles we are going to build in this route + byte cur_veh; ///< How many vehicles did we bought? + VehicleID veh_id; ///< Used when bought a vehicle + VehicleID veh_main_id; ///< The ID of the first vehicle, for shared copy + + int from_ic; ///< ic = industry/city. This is the ID of them + byte from_type; ///< AI_NO_TYPE/AI_CITY/AI_INDUSTRY + int to_ic; + byte to_type; +}; +extern PlayerAiNew _players_ainew[MAX_PLAYERS]; + #endif /* AI_TROLLY_H */ |