diff options
Diffstat (limited to 'ai.c')
-rw-r--r-- | ai.c | 196 |
1 files changed, 98 insertions, 98 deletions
@@ -68,7 +68,7 @@ static void AiCase1(Player *p) static void AiStateVehLoop(Player *p) { Vehicle *v; - + v = p->ai.cur_veh == NULL ? _vehicles : p->ai.cur_veh+1; for (;v != endof(_vehicles); v++) { @@ -79,7 +79,7 @@ static void AiStateVehLoop(Player *p) v->type == VEH_Road || (v->type == VEH_Aircraft && v->subtype <= 2) || v->type == VEH_Ship) { - + /* replace engine? */ if (v->type == VEH_Train && v->engine_type < 3 && (_price.build_railvehicle >> 3) < p->player_money) { @@ -115,7 +115,7 @@ static void AiStateVehLoop(Player *p) // XXX static const byte _rail_locos_count[3] = { - 27, 3, 5 + 27, 3, 5 }; extern const byte _rail_engines_start[3]; @@ -130,14 +130,14 @@ static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag) Engine *e = &_engines[i]; do { assert(!(_rail_vehicle_info[i].flags & RVI_WAGON)); - + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) continue; r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); - if (r != CMD_ERROR && - (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && - r <= money && + if (r != CMD_ERROR && + (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && + r <= money && _cmd_build_rail_veh_score >= best_veh_score) { best_veh_score = _cmd_build_rail_veh_score; best_veh_index = i; @@ -206,7 +206,7 @@ static int32 AiGetBasePrice(Player *p) // adjust base price when more expensive vehicles are available if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1; else if (p->ai.railtype_to_use == 2) base *= 2; - + return base; } @@ -266,7 +266,7 @@ static void AiHandleGotoDepot(Player *p, int cmd) p->ai.cur_veh->next_order = OT_DUMMY; InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); } -} +} static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) { @@ -296,7 +296,7 @@ static void AiHandleReplaceTrain(Player *p) if (veh != -1) { BackupVehicleOrders(v, orderbak); tile = v->tile; - + if (DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON) != CMD_ERROR && DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE) != CMD_ERROR) { veh = _new_train_id; @@ -324,7 +324,7 @@ static void AiHandleReplaceRoadVeh(Player *p) if (veh != -1) { BackupVehicleOrders(v, orderbak); tile = v->tile; - + if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH) != CMD_ERROR && DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH) != CMD_ERROR) { veh = _new_roadveh_id; @@ -437,7 +437,7 @@ static void AiFindSubsidyIndustryRoute(FoundRoute *fr) // initially error fr->distance = -1; - // Randomize subsidy index.. + // Randomize subsidy index.. i = RandomRange(lengthof(_subsidies) * 3); if (i >= lengthof(_subsidies)) return; @@ -476,7 +476,7 @@ static void AiFindSubsidyPassengerRoute(FoundRoute *fr) // initially error fr->distance = -1; - // Randomize subsidy index.. + // Randomize subsidy index.. i = RandomRange(lengthof(_subsidies) * 3); if (i >= lengthof(_subsidies)) return; @@ -512,7 +512,7 @@ static void AiFindRandomIndustryRoute(FoundRoute *fr) // pick a source fr->from = i = AiFindRandomIndustry(); - if (i == NULL) + if (i == NULL) return; // pick a random produced cargo @@ -539,7 +539,7 @@ static void AiFindRandomIndustryRoute(FoundRoute *fr) t = AiFindRandomTown(); if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) return; - + fr->to = t; fr->distance = GetTileDist(i->xy, t->xy); } @@ -558,7 +558,7 @@ static void AiFindRandomPassengerRoute(FoundRoute *fr) fr->from = source = AiFindRandomTown(); if (source == NULL || source->population < 400) return; - + fr->to = dest = AiFindRandomTown(); if (dest == NULL || source == dest || dest->population < 400) return; @@ -589,7 +589,7 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) if (to_tile == from_tile && st->xy == to_tile) same_station++; } - + // To prevent the AI from building ten busstations in the same town, do some calculations // For each road or airport station, we want 350 of population! if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350) @@ -612,8 +612,8 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) return false; } else { Industry *i = (Industry*)fr->from; - - if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || + + if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || i->total_production[fr->cargo != i->produced_cargo[0]] == 0) return false; } @@ -680,7 +680,7 @@ static void AiWantLongIndustryRoute(Player *p) p->ai.src.cargo = fr.cargo | 0x80; // Fill the dest field - + p->ai.dst.use_tile = 0; p->ai.dst.rand_rng = 9; p->ai.dst.cur_building_rule = 0xFF; @@ -751,7 +751,7 @@ static void AiWantMediumIndustryRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 40, 60+1)) @@ -824,7 +824,7 @@ static void AiWantShortIndustryRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 15, 40+1)) @@ -897,7 +897,7 @@ static void AiWantMailRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance, 60, 110+1)) @@ -1003,7 +1003,7 @@ static void AiWantPassengerRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance, 0, 55+1)) @@ -1075,7 +1075,7 @@ static void AiWantTrainRoute(Player *p) uint16 r; p->ai.railtype_to_use = p->max_railtype - 1; r = (uint16)Random(); - + if (r > 0xD000) { AiWantLongIndustryRoute(p); } else if (r > 0x6000) { @@ -1096,7 +1096,7 @@ static void AiWantLongRoadIndustryRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 35, 55+1)) @@ -1157,7 +1157,7 @@ static void AiWantMediumRoadIndustryRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyIndustryRoute(&fr); if (IS_INT_INSIDE(fr.distance, 15, 40+1)) @@ -1218,7 +1218,7 @@ static void AiWantLongRoadPassengerRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance, 55, 180+1)) @@ -1356,7 +1356,7 @@ static void AiWantPassengerAircraftRoute(Player *p) i = 60; for(;;) { - + // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); if (IS_INT_INSIDE(fr.distance,0,95+1)) @@ -1401,7 +1401,7 @@ static void AiWantPassengerAircraftRoute(Player *p) p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; p->ai.order_list_blocks[2] = 255; - + p->ai.state = AIS_AIRPORT_STUFF; p->ai.timeout_counter = 0; } @@ -1498,11 +1498,11 @@ static void AiStateWantNewRoute(Player *p) i = 200; for(;;) { r = (uint16)Random(); - + if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh && _patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship) return; - + if (r < 0x7626) { if (_patches.ai_disable_veh_train) continue; AiWantTrainRoute(p); @@ -1516,7 +1516,7 @@ static void AiStateWantNewRoute(Player *p) if (_patches.ai_disable_veh_ship) continue; AiWantShipRoute(p); } - + // got a route? if (p->ai.state != AIS_WANT_NEW_ROUTE) break; @@ -1598,7 +1598,7 @@ clear_town_stuff:; j = p->attr; k = 0; - + // Build the rail for(i=0; i!=6; i++,j>>=1) { if (j&1) { @@ -1608,7 +1608,7 @@ clear_town_stuff:; total_cost += r; } } - + /* signals too? */ if (j&3) { // Can't build signals on a road. @@ -1643,7 +1643,7 @@ clear_town_stuff:; // Unk break; } - + p++; } @@ -1663,7 +1663,7 @@ static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, by const AiDefaultRailBlock *p; for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) { - if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && + if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && (p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) { *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo)) @@ -1723,7 +1723,7 @@ static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) } while (--unk >= 0); slope = GetTileSlope(tile, &h); - + if (slope != 0) { if (mode > 0 || (mode == 0 && !(r&0xC))) { // Terraform up @@ -1731,9 +1731,9 @@ static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } else if (h != 0) { // Terraform down - DoCommandByTile(tile, _terraform_down_flags[slope-1], 0, + DoCommandByTile(tile, _terraform_down_flags[slope-1], 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); - } + } } _current_player = old_player; @@ -1850,7 +1850,7 @@ static bool AiDoFollowTrack(Player *p) arpfd.tile2 = p->ai.cur_tile_a; arpfd.flag = false; arpfd.count = 0; - FollowTrack(p->ai.cur_tile_a + _tileoffs_by_dir[p->ai.cur_dir_a], 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, + FollowTrack(p->ai.cur_tile_a + _tileoffs_by_dir[p->ai.cur_dir_a], 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); return arpfd.count > 8; } @@ -1888,7 +1888,7 @@ static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) { int i; for(i=0; i!=p->ai.banned_tile_count; i++) - if (p->ai.banned_tiles[i] == tile && + if (p->ai.banned_tiles[i] == tile && p->ai.banned_val[i] == val) return true; return false; @@ -1924,7 +1924,7 @@ static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) arf->best_ptr = p; arf->best_tile = arf->cur_best_tile; better = true; - } + } } else if (arf->recursive_mode > 1) { // Mode is 2. if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { @@ -1948,7 +1948,7 @@ static void FORCEINLINE AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex bool flag; int dir2 = p[0] & 3; - + FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { @@ -1969,11 +1969,11 @@ static void FORCEINLINE AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex } // Is building a (rail)bridge possible at this place (type doesn't matter)? - if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8, + if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) return; AiBuildRailRecursive(arf, tile_new, dir2); - + // At the bottom depth, check if the new path is better than the old one. if (arf->depth == 1) { if (AiCheckRailPathBetter(arf, p)) @@ -1986,7 +1986,7 @@ static void FORCEINLINE AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex { FindLandscapeHeightByTile(&arf->ti, tile); - if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { + if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (cost != CMD_ERROR && cost <= (arf->player->player_money>>4)) { @@ -2004,7 +2004,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) const byte *p; tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); - + // Reached destination? if (tile == arf->final_tile) { if (arf->final_dir != (dir^2)) { @@ -2067,7 +2067,7 @@ static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) } -static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; +static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; static void AiBuildRailConstruct(Player *p) { @@ -2078,7 +2078,7 @@ static void AiBuildRailConstruct(Player *p) if (AiDoFollowTrack(p)) { p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks p->ai.state_mode = 1; // Start destruct - + // Ban this tile and don't reach it for a while. AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); return; @@ -2097,7 +2097,7 @@ static void AiBuildRailConstruct(Player *p) arf.best_depth = 0xff; arf.cur_best_tile = 0; arf.best_tile = 0; - AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); // Reached destination? if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { @@ -2114,19 +2114,19 @@ static void AiBuildRailConstruct(Player *p) if (++p->ai.state_counter == 21) { p->ai.state_counter = 40; p->ai.state_mode = 1; - + // Ban this tile AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); } return; } - + p->ai.cur_tile_a += _tileoffs_by_dir[p->ai.cur_dir_a]; if (arf.best_ptr[0]&0x80) { int i; int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); - + /* Figure out what (rail)bridge type to build start with best bridge, then go down to worse and worse bridges unnecessary to check for worse bridge (i=0), since AI will always build that. @@ -2153,7 +2153,7 @@ static void AiBuildRailConstruct(Player *p) } else { // rail p->ai.cur_dir_a = arf.best_ptr[1]; - DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], + DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); p->ai.state_counter = 0; } @@ -2183,7 +2183,7 @@ static bool AiRemoveTileAndGoForward(Player *p) } if (!(_map5[tile] & 0x40)) { - + // Check if the bridge points in the right direction. // This is not really needed the first place AiRemoveTileAndGoForward is called. if ((_map5[tile]&1) != (p->ai.cur_dir_a&1)) @@ -2194,7 +2194,7 @@ static bool AiRemoveTileAndGoForward(Player *p) do { tile = TILE_MASK(tile - offs); } while (_map5[tile] & 0x40); - + tilenew = TILE_MASK(tile - offs); // And clear the bridge. if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR) @@ -2217,7 +2217,7 @@ static bool AiRemoveTileAndGoForward(Player *p) (_map5[tile]&0xC0) == 0x40) { DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); } - + // And also remove the rail. if (DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL) == CMD_ERROR) return false; @@ -2226,7 +2226,7 @@ static bool AiRemoveTileAndGoForward(Player *p) ptr = _ai_table_15[p->ai.cur_dir_a^2]; while (ptr[0] != bit) ptr+=2; p->ai.cur_dir_a = ptr[1] ^ 2; - + // And then also switch tile. p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - _tileoffs_by_dir[p->ai.cur_dir_a]); @@ -2246,7 +2246,7 @@ static void AiBuildRailDestruct(Player *p) if (p->ai.cur_tile_a == p->ai.start_tile_a) return; - AiRemoveTileAndGoForward(p); + AiRemoveTileAndGoForward(p); } @@ -2256,9 +2256,9 @@ static void AiBuildRail(Player *p) if (p->ai.state_mode < 1) { // Construct mode, build new rail. - AiBuildRailConstruct(p); + AiBuildRailConstruct(p); } else if (p->ai.state_mode == 1) { - + // Destruct mode, destroy the rail currently built. AiBuildRailDestruct(p); } else if (p->ai.state_mode == 2) { @@ -2291,7 +2291,7 @@ static void AiStateBuildRail(Player *p) // Currently building a rail between two points? if (p->ai.state_mode != 255) { AiBuildRail(p); - + // Alternate between edges swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); @@ -2425,7 +2425,7 @@ handle_nocash: bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL || (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); - + if (!is_pass && i == 1) flags |= OF_UNLOAD; if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; @@ -2453,7 +2453,7 @@ static void AiStateDeleteRailBlocks(Player *p) AiBuildRec *aib; const AiDefaultBlockData *b; - num = p->ai.num_build_rec; + num = p->ai.num_build_rec; aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { @@ -2521,13 +2521,13 @@ static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData uint c = TILE_MASK(tile+ p->tileoffs); _cleared_town = NULL; - + if (p->mode == 2) { if (IS_TILETYPE(c, MP_STREET) && (_map5[c]&0xF0)==0 && (_map5[c]&p->attr)!=0) { roadflag |= 2; - + // all bits are already built? if ((_map5[c]&p->attr)==p->attr) continue; @@ -2575,7 +2575,7 @@ clear_town_stuff:; r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); if (r == CMD_ERROR) return CMD_ERROR; } - + } } @@ -2595,9 +2595,9 @@ static bool AiCheckBlockDistances(Player *p, TileIndex tile) { AiBuildRec *aib; int num; - + num = p->ai.num_build_rec; - aib = &p->ai.src; + aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { @@ -2720,7 +2720,7 @@ static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) if (arf->recursive_mode < 1) { // Mode is 0. This means destination has not been found yet. // If the found path is shorter than the current one, remember it. - if (arf->cur_best_dist < arf->best_dist || + if (arf->cur_best_dist < arf->best_dist || (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { arf->best_depth = arf->cur_best_depth; arf->best_dist = arf->cur_best_dist; @@ -2728,7 +2728,7 @@ static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) arf->best_ptr = p; arf->best_tile = arf->cur_best_tile; better = true; - } + } } else if (arf->recursive_mode > 1) { // Mode is 2. if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { @@ -2825,14 +2825,14 @@ static void FORCEINLINE AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex bool flag; int dir2 = p[0] & 3; - + FindLandscapeHeightByTile(&arf->ti, tile); if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { tile_new = tile; // Allow bridges directly over bottom tiles flag = arf->ti.z == 0; for(;;) { - if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! + if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[dir2]); FindLandscapeHeightByTile(&arf->ti, tile_new); if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { @@ -2850,7 +2850,7 @@ static void FORCEINLINE AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex if (DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) return; AiBuildRoadRecursive(arf, tile_new, dir2); - + // At the bottom depth, check if the new path is better than the old one. if (arf->depth == 1) { if (AiCheckRoadPathBetter(arf, p)) @@ -2863,7 +2863,7 @@ static void FORCEINLINE AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex { FindLandscapeHeightByTile(&arf->ti, tile); - if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { + if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); if (cost != CMD_ERROR && cost <= (arf->player->player_money>>4)) { @@ -2882,13 +2882,13 @@ static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) const byte *p; tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); - + // Reached destination? if (tile == arf->final_tile) { if ((arf->final_dir^2) == dir) { arf->recursive_mode = 2; arf->cur_best_depth = arf->depth; - } + } return; } @@ -2965,7 +2965,7 @@ static void AiBuildRoadConstruct(Player *p) arf.best_depth = 0xff; arf.cur_best_tile = 0; arf.best_tile = 0; - AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); + AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); // Reached destination? if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { @@ -3003,7 +3003,7 @@ do_some_terraform: unnecessary to check for worse bridge (i=0), since AI will always build that. AI is so fucked up that fixing this small thing will probably not solve a thing */ - for(i = 10; i != 0; i--) { + for(i = 10; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); if (cost != CMD_ERROR && cost < (p->player_money >> 5)) @@ -3021,7 +3021,7 @@ do_some_terraform: p->ai.cur_tile_a = _build_tunnel_endtile; p->ai.state_counter = 0; } else { - + // road if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) goto do_some_terraform; @@ -3044,7 +3044,7 @@ static void AiBuildRoad(Player *p) if (p->ai.state_mode < 1) { // Construct mode, build new road. - AiBuildRoadConstruct(p); + AiBuildRoadConstruct(p); } else if (p->ai.state_mode == 1) { // Destruct mode, not implemented for roads. p->ai.state_mode = 2; @@ -3088,7 +3088,7 @@ static void AiStateBuildRoad(Player *p) // Currently building a road between two points? if (p->ai.state_mode != 255) { AiBuildRoad(p); - + // Alternate between edges swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); @@ -3149,7 +3149,7 @@ static void AiStateBuildRoadVehicles(Player *p) uint tile,loco_id; int veh, i; int32 cost; - + ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; for(;ptr->mode != 0;ptr++) {} tile = TILE_ADD(p->ai.src.use_tile, ptr->tileoffs); @@ -3197,7 +3197,7 @@ static void AiStateDeleteRoadBlocks(Player *p) AiBuildRec *aib; const AiDefaultBlockData *b; - num = p->ai.num_build_rec; + num = p->ai.num_build_rec; aib = &p->ai.src; do { if (aib->cur_building_rule != 255) { @@ -3379,7 +3379,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) // do the following 8 times i = 8; do { - // check if we can build the default + // check if we can build the default aib = &p->ai.src; j = p->ai.num_build_rec; do { @@ -3399,7 +3399,7 @@ static void AiStateBuildDefaultAirportBlocks(Player *p) !IS_TILETYPE(aib->use_tile, MP_RAILWAY) && !IS_TILETYPE(aib->use_tile, MP_STATION) ) { - + _map_type_and_height[aib->use_tile] = 0xa1; _map5[aib->use_tile] = 0x80; MarkTileDirtyByTile(aib->use_tile); @@ -3460,7 +3460,7 @@ static void AiStateBuildAircraftVehicles(Player *p) int32 cost; int i; uint loco_id; - + ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; for(;ptr->mode!=0;ptr++) {} @@ -3523,7 +3523,7 @@ static void AiStateSellVeh(Player *p) if (v->owner == _current_player) { if (v->type == VEH_Train) { - + if (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); @@ -3532,7 +3532,7 @@ static void AiStateSellVeh(Player *p) // Sell whole train DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); - + } else if (v->type == VEH_Road) { if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) @@ -3613,7 +3613,7 @@ static void AiRemovePlayerRailOrRoad(Player *p, uint tile) if ((m5&~0x3) != 0xC0) { is_rail_crossing:; m5 = GetRailTrackStatus(tile); - + if (m5 == 0xC || m5 == 0x30) return; @@ -3662,7 +3662,7 @@ pos_3: m5 &= 3; if (GetRailTrackStatus(tile + _tileoffs_by_dir[m5]) & _depot_bits[m5]) return; - + DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } else if (IS_TILETYPE(tile, MP_STREET)) { @@ -3707,7 +3707,7 @@ pos_3: if (_map_owner[tile] != _current_player || (_map5[tile] & 0xC6) != 0x80) return; - + m5 = 0; b = _map5[tile] & 0x21; @@ -3721,7 +3721,7 @@ pos_3: static void AiStateRemoveTrack(Player *p) { int num = 1000; - + do { uint tile = ++p->ai.state_counter; @@ -3775,7 +3775,7 @@ static AiStateAction * const _ai_actions[] = { AiStateSellVeh, AiStateRemoveStation, AiStateRemoveTrack, - + AiStateRemoveSingleRailTile }; @@ -3875,10 +3875,10 @@ static void AiBuildCompanyHQ(Player *p) } -void AiDoGameLoop(Player *p) +void AiDoGameLoop(Player *p) { _cur_ai_player = p; - + if (p->bankrupt_asked != 0) { AiHandleTakeover(p); return; @@ -3913,7 +3913,7 @@ void AiDoGameLoop(Player *p) return; } } - } + } #if 0 { static byte old_state = 99; |