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-rw-r--r--ai/default/default.c11
-rw-r--r--aircraft_cmd.c34
2 files changed, 21 insertions, 24 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index b8160d2bd..44fb1572d 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -1,4 +1,4 @@
-/* $Id: ai_old.c 2701 2005-07-24 14:12:37Z tron $ */
+/* $Id$ */
#include "../../stdafx.h"
#include "../../openttd.h"
@@ -191,7 +191,7 @@ static int AiChooseAircraftToBuild(int32 money, byte flag)
if (i>=253) continue;
}
- ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
+ ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT);
if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
best_veh_cost = ret;
best_veh_index = i;
@@ -3502,10 +3502,11 @@ static void AiStateBuildAircraftVehicles(Player *p)
tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
- if (veh == -1) {
- return;
- }
+ if (veh == -1) return;
+ /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type
+ * and offset to the FIRST depot because the AI picks the st->xy tile */
+ tile += ToTileIndexDiff(GetAirport(GetStation(_m[tile].m2)->airport_type)->airport_depots[0]);
if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
loco_id = _new_aircraft_id;
diff --git a/aircraft_cmd.c b/aircraft_cmd.c
index 825707dc1..14379d5b2 100644
--- a/aircraft_cmd.c
+++ b/aircraft_cmd.c
@@ -165,17 +165,15 @@ int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (!IsEngineBuildable(p1, VEH_Aircraft)) return CMD_ERROR;
- // Workaround: TODO: make AI players try to build planes in a hangar instead of just an airport tile.
- if (!IsAircraftHangarTile(tile) && IS_HUMAN_PLAYER(_current_player)) return CMD_ERROR;
-
- if (!IsTileOwner(tile, _current_player) && IS_HUMAN_PLAYER(_current_player)) return CMD_ERROR;
-
- SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
-
value = EstimateAircraftCost(p1);
+ // to just query the cost, it is not neccessary to have a valid tile (automation/AI)
if (flags & DC_QUERY_COST) return value;
+ if (!IsAircraftHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
+
+ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
+
avi = AircraftVehInfo(p1);
// allocate 2 or 3 vehicle structs, depending on type
if (!AllocateVehicles(vl, (avi->subtype & 1) == 0 ? 3 : 2) ||
@@ -253,23 +251,21 @@ int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
_new_aircraft_id = v->index;
- // the old AI doesn't click on a tile to build airplanes, so the below code will
- // never work. Therefore just assume the AI's planes always come from Hangar0
- v->u.air.pos = _is_old_ai_player ? 0 : MAX_ELEMENTS;
+ v->u.air.pos = MAX_ELEMENTS;
- /* When we click on hangar we know the tile (it is in var 'tile')it is on. By that we know
- its position in the array of depots the airport has.....we can search
- ->layout for #th position of depot. Since layout must start with depots, it is simple
- */
+ /* When we click on hangar we know the tile it is on. By that we know
+ * its position in the array of depots the airport has.....we can search
+ * layout for #th position of depot. Since layout must start with a listing
+ * of all depots, it is simple */
{
const Station* st = GetStation(_m[tile].m2);
- const AirportFTAClass* Airport = GetAirport(st->airport_type);
+ const AirportFTAClass* apc = GetAirport(st->airport_type);
uint i;
- for (i = 0; i < Airport->nof_depots; i++) {
- if (st->airport_tile + ToTileIndexDiff(Airport->airport_depots[i]) == tile) {
- assert(Airport->layout[i].heading == HANGAR);
- v->u.air.pos = Airport->layout[i].position;
+ for (i = 0; i < apc->nof_depots; i++) {
+ if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
+ assert(apc->layout[i].heading == HANGAR);
+ v->u.air.pos = apc->layout[i].position;
break;
}
}