diff options
Diffstat (limited to 'src/ai/default')
-rw-r--r-- | src/ai/default/default.c | 3934 | ||||
-rw-r--r-- | src/ai/default/default.h | 8 |
2 files changed, 3942 insertions, 0 deletions
diff --git a/src/ai/default/default.c b/src/ai/default/default.c new file mode 100644 index 000000000..143e724b9 --- /dev/null +++ b/src/ai/default/default.c @@ -0,0 +1,3934 @@ +/* $Id$ */ + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../aircraft.h" +#include "../../bridge_map.h" +#include "../../functions.h" +#include "../../map.h" +#include "../../rail_map.h" +#include "../../road_map.h" +#include "../../roadveh.h" +#include "../../station_map.h" +#include "../../tile.h" +#include "../../player.h" +#include "../../tunnel_map.h" +#include "../../vehicle.h" +#include "../../engine.h" +#include "../../command.h" +#include "../../town.h" +#include "../../industry.h" +#include "../../station.h" +#include "../../pathfind.h" +#include "../../economy.h" +#include "../../airport.h" +#include "../../depot.h" +#include "../../variables.h" +#include "../../bridge.h" +#include "../../date.h" +#include "default.h" + +// remove some day perhaps? +static uint _ai_service_interval; + +typedef void AiStateAction(Player *p); + +enum { + AIS_0 = 0, + AIS_1 = 1, + AIS_VEH_LOOP = 2, + AIS_VEH_CHECK_REPLACE_VEHICLE = 3, + AIS_VEH_DO_REPLACE_VEHICLE = 4, + AIS_WANT_NEW_ROUTE = 5, + AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, + AIS_BUILD_RAIL = 7, + AIS_BUILD_RAIL_VEH = 8, + AIS_DELETE_RAIL_BLOCKS = 9, + AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, + AIS_BUILD_ROAD = 11, + AIS_BUILD_ROAD_VEHICLES = 12, + AIS_DELETE_ROAD_BLOCKS = 13, + AIS_AIRPORT_STUFF = 14, + AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, + AIS_BUILD_AIRCRAFT_VEHICLES = 16, + AIS_CHECK_SHIP_STUFF = 17, + AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, + AIS_DO_SHIP_STUFF = 19, + AIS_SELL_VEHICLE = 20, + AIS_REMOVE_STATION = 21, + AIS_REMOVE_TRACK = 22, + AIS_REMOVE_SINGLE_RAIL_TILE = 23 +}; + + +#include "../../table/ai_rail.h" + +static byte GetRailTrackStatus(TileIndex tile) +{ + uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL); + return (byte) (r | r >> 8); +} + + +static void AiCase0(Player *p) +{ + p->ai.state = AIS_REMOVE_TRACK; + p->ai.state_counter = 0; +} + +static void AiCase1(Player *p) +{ + p->ai.cur_veh = NULL; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateVehLoop(Player *p) +{ + Vehicle *v; + uint index; + + index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1; + + FOR_ALL_VEHICLES_FROM(v, index) { + if (v->owner != _current_player) continue; + + if ((v->type == VEH_Train && v->subtype == 0) || + 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) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not profitable? */ + if (v->age >= 730 && + v->profit_last_year < _price.station_value * 5 && + v->profit_this_year < _price.station_value * 5) { + p->ai.state_counter = 0; + p->ai.state = AIS_SELL_VEHICLE; + p->ai.cur_veh = v; + return; + } + + /* not reliable? */ + if (v->age >= v->max_age || ( + v->age != 0 && + GetEngine(v->engine_type)->reliability < 35389 + )) { + p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; + p->ai.cur_veh = v; + return; + } + } + } + + p->ai.state = AIS_WANT_NEW_ROUTE; + p->ai.state_counter = 0; +} + +static EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag, TileIndex tile) +{ + EngineID best_veh_index = INVALID_ENGINE; + byte best_veh_score = 0; + int32 ret; + EngineID i; + + for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + const RailVehicleInfo *rvi = RailVehInfo(i); + const Engine* e = GetEngine(i); + + if (!IsCompatibleRail(e->railtype, railtype) || + rvi->flags & RVI_WAGON || + (rvi->flags & RVI_MULTIHEAD && flag & 1) || + !HASBIT(e->player_avail, _current_player) || + e->reliability < 0x8A3D) { + continue; + } + + ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); + if (!CmdFailed(ret) && ret <= money && rvi->ai_rank >= best_veh_score) { + best_veh_score = rvi->ai_rank; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile) +{ + EngineID best_veh_index = INVALID_ENGINE; + int32 best_veh_rating = 0; + EngineID i = ROAD_ENGINES_INDEX; + EngineID end = i + NUM_ROAD_ENGINES; + + for (; i != end; i++) { + const RoadVehicleInfo *rvi = RoadVehInfo(i); + const Engine* e = GetEngine(i); + int32 rating; + int32 ret; + + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { + continue; + } + + /* Skip vehicles which can't take our cargo type */ + if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; + + /* Rate and compare the engine by speed & capacity */ + rating = rvi->max_speed * rvi->capacity; + if (rating <= best_veh_rating) continue; + + ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); + if (CmdFailed(ret)) continue; + + /* Add the cost of refitting */ + if (rvi->cargo_type != cargo) ret += GetRefitCost(i); + if (ret > money) continue; + + best_veh_rating = rating; + best_veh_index = i; + } + + return best_veh_index; +} + +static EngineID AiChooseAircraftToBuild(int32 money, byte flag) +{ + EngineID best_veh_index = INVALID_ENGINE; + int32 best_veh_cost = 0; + EngineID i; + + for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { + const Engine* e = GetEngine(i); + int32 ret; + + if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { + continue; + } + + if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue; + + ret = DoCommand(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; + } + } + + return best_veh_index; +} + +static int32 AiGetBasePrice(const Player* p) +{ + int32 base = _price.station_value; + + // adjust base price when more expensive vehicles are available + switch (p->ai.railtype_to_use) { + default: NOT_REACHED(); + case RAILTYPE_RAIL: break; + case RAILTYPE_ELECTRIC: break; + case RAILTYPE_MONO: base = (base * 3) >> 1; break; + case RAILTYPE_MAGLEV: base *= 2; break; + } + + return base; +} + +#if 0 +static EngineID AiChooseShipToBuild(byte cargo, int32 money) +{ + // XXX: not done + return INVALID_ENGINE; +} +#endif + +static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); +} + +static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + return AiChooseAircraftToBuild( + avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL + ); +} + +static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v) +{ + int32 avail_money = p->player_money + v->value; + const Vehicle* u = v; + int num = 0; + + while (++num, u->next != NULL) { + u = u->next; + } + + // XXX: check if a wagon + return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile); +} + +static EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v) +{ + error("!AiChooseShipToReplaceWith"); + + /* maybe useless, but avoids compiler warning this way */ + return INVALID_ENGINE; +} + +static void AiHandleGotoDepot(Player *p, int cmd) +{ + if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); + + if (++p->ai.state_counter <= 1387) { + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + return; + } + + if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) { + p->ai.cur_veh->current_order.type = OT_DUMMY; + p->ai.cur_veh->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); + } +} + +static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) +{ + uint i; + + for (i = 0; bak->order[i].type != OT_NOTHING; i++) { + if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)) + break; + } +} + +static void AiHandleReplaceTrain(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + // wait until the vehicle reaches the depot. + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + AiHandleGotoDepot(p, CMD_SEND_TRAIN_TO_DEPOT); + return; + } + + veh = AiChooseTrainToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) { + VehicleID veh = _new_vehicle_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceRoadVeh(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + if (!IsRoadVehInDepotStopped(v)) { + AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); + return; + } + + veh = AiChooseRoadVehToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) { + VehicleID veh = _new_vehicle_id; + + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceAircraft(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + BackuppedOrders orderbak[1]; + EngineID veh; + + if (!IsAircraftInHangarStopped(v)) { + AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); + return; + } + + veh = AiChooseAircraftToReplaceWith(p, v); + if (veh != INVALID_ENGINE) { + TileIndex tile; + + BackupVehicleOrders(v, orderbak); + tile = v->tile; + + if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && + !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) { + VehicleID veh = _new_vehicle_id; + AiRestoreVehicleOrders(GetVehicle(veh), orderbak); + DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + } + } +} + +static void AiHandleReplaceShip(Player *p) +{ + error("!AiHandleReplaceShip"); +} + +typedef EngineID CheckReplaceProc(const Player* p, const Vehicle* v); + +static CheckReplaceProc* const _veh_check_replace_proc[] = { + AiChooseTrainToReplaceWith, + AiChooseRoadVehToReplaceWith, + AiChooseShipToReplaceWith, + AiChooseAircraftToReplaceWith, +}; + +typedef void DoReplaceProc(Player *p); +static DoReplaceProc* const _veh_do_replace_proc[] = { + AiHandleReplaceTrain, + AiHandleReplaceRoadVeh, + AiHandleReplaceShip, + AiHandleReplaceAircraft +}; + +static void AiStateCheckReplaceVehicle(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + + if (!IsValidVehicle(v) || + v->owner != _current_player || + v->type > VEH_Ship || + _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) { + p->ai.state = AIS_VEH_LOOP; + } else { + p->ai.state_counter = 0; + p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; + } +} + +static void AiStateDoReplaceVehicle(Player *p) +{ + const Vehicle* v = p->ai.cur_veh; + + p->ai.state = AIS_VEH_LOOP; + // vehicle is not owned by the player anymore, something went very wrong. + if (!IsValidVehicle(v) || v->owner != _current_player) return; + _veh_do_replace_proc[v->type - VEH_Train](p); +} + +typedef struct FoundRoute { + int distance; + CargoID cargo; + void *from; + void *to; +} FoundRoute; + +static Town *AiFindRandomTown(void) +{ + return GetRandomTown(); +} + +static Industry *AiFindRandomIndustry(void) +{ + return GetRandomIndustry(); +} + +static void AiFindSubsidyIndustryRoute(FoundRoute *fr) +{ + uint i; + CargoID cargo; + const Subsidy* s; + Industry* from; + TileIndex to_xy; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) return; + + s = &_subsidies[i]; + + // Don't want passengers or mail + cargo = s->cargo_type; + if (cargo == CT_INVALID || + cargo == CT_PASSENGERS || + cargo == CT_MAIL || + s->age > 7) { + return; + } + fr->cargo = cargo; + + fr->from = from = GetIndustry(s->from); + + if (cargo == CT_GOODS || cargo == CT_FOOD) { + Town* to_tow = GetTown(s->to); + + if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error + fr->to = to_tow; + to_xy = to_tow->xy; + } else { + Industry* to_ind = GetIndustry(s->to); + + fr->to = to_ind; + to_xy = to_ind->xy; + } + + fr->distance = DistanceManhattan(from->xy, to_xy); +} + +static void AiFindSubsidyPassengerRoute(FoundRoute *fr) +{ + uint i; + const Subsidy* s; + Town *from,*to; + + // initially error + fr->distance = -1; + + // Randomize subsidy index.. + i = RandomRange(lengthof(_subsidies) * 3); + if (i >= lengthof(_subsidies)) return; + + s = &_subsidies[i]; + + // Only want passengers + if (s->cargo_type != CT_PASSENGERS || s->age > 7) return; + fr->cargo = s->cargo_type; + + fr->from = from = GetTown(s->from); + fr->to = to = GetTown(s->to); + + // They must be big enough + if (from->population < 400 || to->population < 400) return; + + fr->distance = DistanceManhattan(from->xy, to->xy); +} + +static void AiFindRandomIndustryRoute(FoundRoute *fr) +{ + Industry* i; + uint32 r; + CargoID cargo; + + // initially error + fr->distance = -1; + + r = Random(); + + // pick a source + fr->from = i = AiFindRandomIndustry(); + if (i == NULL) return; + + // pick a random produced cargo + cargo = i->produced_cargo[0]; + if (r & 1 && i->produced_cargo[1] != CT_INVALID) cargo = i->produced_cargo[1]; + + fr->cargo = cargo; + + // don't allow passengers + if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return; + + if (cargo != CT_GOODS && cargo != CT_FOOD) { + // pick a dest, and see if it can receive + Industry* i2 = AiFindRandomIndustry(); + + if (i2 == NULL || i == i2 || ( + i2->accepts_cargo[0] != cargo && + i2->accepts_cargo[1] != cargo && + i2->accepts_cargo[2] != cargo) + ) { + return; + } + + fr->to = i2; + fr->distance = DistanceManhattan(i->xy, i2->xy); + } else { + // pick a dest town, and see if it's big enough + Town* t = AiFindRandomTown(); + + if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return; + + fr->to = t; + fr->distance = DistanceManhattan(i->xy, t->xy); + } +} + +static void AiFindRandomPassengerRoute(FoundRoute *fr) +{ + Town* source; + Town* dest; + + // initially error + fr->distance = -1; + + fr->from = source = AiFindRandomTown(); + if (source == NULL || source->population < 400) return; + + fr->to = dest = AiFindRandomTown(); + if (dest == NULL || source == dest || dest->population < 400) return; + + fr->distance = DistanceManhattan(source->xy, dest->xy); +} + +// Warn: depends on 'xy' being the first element in both Town and Industry +#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) + +static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) +{ + TileIndex from_tile, to_tile; + Station *st; + int dist; + uint same_station = 0; + + // Make sure distance to closest station is < 37 pixels. + from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); + to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); + + dist = 0xFFFF; + FOR_ALL_STATIONS(st) { + int cur; + + if (st->owner != _current_player) continue; + cur = DistanceMax(from_tile, st->xy); + if (cur < dist) dist = cur; + cur = DistanceMax(to_tile, st->xy); + if (cur < dist) dist = cur; + 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) { + return false; + } + + if (dist != 0xFFFF && dist > 37) return false; + + if (p->ai.route_type_mask != 0 && + !(p->ai.route_type_mask & bitmask) && + !CHANCE16(1, 5)) { + return false; + } + + if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { + const Town* from = fr->from; + const Town* to = fr->to; + + if (from->pct_pass_transported > 0x99 || + to->pct_pass_transported > 0x99) { + return false; + } + + // Make sure it has a reasonably good rating + if (from->ratings[_current_player] < -100 || + to->ratings[_current_player] < -100) { + return false; + } + } else { + const Industry* i = (const Industry*)fr->from; + + if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || + i->total_production[fr->cargo != i->produced_cargo[0]] == 0) { + return false; + } + } + + p->ai.route_type_mask |= bitmask; + return true; +} + +static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) +{ + byte i = (TileX(a) < TileX(b)) ? 1 : 0; + if (TileY(a) >= TileY(b)) i ^= 3; + return i; +} + +static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) +{ + return TileXY( + TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8), + TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8) + ); +} + +static void AiWantLongIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 90 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + p->ai.src.spec_tile, + p->ai.dst.spec_tile + ); + 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; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + p->ai.dst.spec_tile, + p->ai.src.spec_tile + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + p->ai.src.spec_tile, + p->ai.dst.spec_tile, + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 2; + p->ai.wagon_list[0] = INVALID_VEHICLE; + 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_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 40, 60 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + 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_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantShortIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; + p->ai.wagon_list[0] = INVALID_VEHICLE; + 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_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMailRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 60, 110 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_MAIL; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x24; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0x34; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill middle field 1 + p->ai.mid1.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0x55 + ); + p->ai.mid1.use_tile = 0; + p->ai.mid1.rand_rng = 6; + p->ai.mid1.cur_building_rule = 0xFF; + p->ai.mid1.unk6 = 2; + p->ai.mid1.unk7 = 1; + p->ai.mid1.buildcmd_a = 0x30; + p->ai.mid1.buildcmd_b = 0xFF; + p->ai.mid1.direction = p->ai.src.direction; + p->ai.mid1.cargo = fr.cargo; + + // Fill middle field 2 + p->ai.mid2.spec_tile = AiGetPctTileBetween( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + 0xAA + ); + p->ai.mid2.use_tile = 0; + p->ai.mid2.rand_rng = 6; + p->ai.mid2.cur_building_rule = 0xFF; + p->ai.mid2.unk6 = 2; + p->ai.mid2.unk7 = 1; + p->ai.mid2.buildcmd_a = 0xFF; + p->ai.mid2.buildcmd_b = 0xFF; + p->ai.mid2.direction = p->ai.dst.direction; + p->ai.mid2.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 3; + p->ai.build_kind = 2; + p->ai.num_build_rec = 4; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + 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_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 55 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 1)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 7; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.unk6 = 1; + p->ai.src.unk7 = 0; + p->ai.src.buildcmd_a = 0x10; + p->ai.src.buildcmd_b = 0xFF; + p->ai.src.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.from), + GET_TOWN_OR_INDUSTRY_TILE(fr.to) + ); + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 7; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.unk6 = 1; + p->ai.dst.unk7 = 0; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.buildcmd_b = 0xFF; + p->ai.dst.direction = AiGetDirectionBetweenTiles( + GET_TOWN_OR_INDUSTRY_TILE(fr.to), + GET_TOWN_OR_INDUSTRY_TILE(fr.from) + ); + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_wagons = 2; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; + p->ai.wagon_list[0] = INVALID_VEHICLE; + 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_BUILD_DEFAULT_RAIL_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantTrainRoute(Player *p) +{ + uint16 r = GB(Random(), 0, 16); + + p->ai.railtype_to_use = GetBestRailtype(p); + + if (r > 0xD000) { + AiWantLongIndustryRoute(p); + } else if (r > 0x6000) { + AiWantMediumIndustryRoute(p); + } else if (r > 0x1000) { + AiWantShortIndustryRoute(p); + } else if (r > 0x800) { + AiWantPassengerRoute(p); + } else { + AiWantMailRoute(p); + } +} + +static void AiWantLongRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 35, 55 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 5; + p->ai.num_want_fullload = 5; + +// p->ai.loco_id = INVALID_VEHICLE; + 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_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantMediumRoadIndustryRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // try a random one + AiFindRandomIndustryRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 15, 40 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 9; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = fr.cargo | 0x80; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 9; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 3; + p->ai.num_want_fullload = 3; + +// p->ai.loco_id = INVALID_VEHICLE; + 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_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantLongRoadPassengerRoute(Player *p) +{ + int i; + FoundRoute fr; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 55, 180 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 4; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + 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_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantPassengerRouteInsideTown(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + + i = 60; + for (;;) { + // Find a town big enough + t = AiFindRandomTown(); + if (t != NULL && t->population >= 700) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 2)) return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 10; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.buildcmd_a = 1; + p->ai.src.direction = 0; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = t->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 10; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.buildcmd_a = 0xFF; + p->ai.dst.direction = 0; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 2; + p->ai.num_want_fullload = 0; + +// p->ai.loco_id = INVALID_VEHICLE; + 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_BUILD_DEFAULT_ROAD_BLOCKS; + p->ai.state_mode = -1; + p->ai.state_counter = 0; + p->ai.timeout_counter = 0; +} + +static void AiWantRoadRoute(Player *p) +{ + uint16 r = GB(Random(), 0, 16); + + if (r > 0x4000) { + AiWantLongRoadIndustryRoute(p); + } else if (r > 0x2000) { + AiWantMediumRoadIndustryRoute(p); + } else if (r > 0x1000) { + AiWantLongRoadPassengerRoute(p); + } else { + AiWantPassengerRouteInsideTown(p); + } +} + +static void AiWantPassengerAircraftRoute(Player *p) +{ + FoundRoute fr; + int i; + + i = 60; + for (;;) { + // look for one from the subsidy list + AiFindSubsidyPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + + // try a random one + AiFindRandomPassengerRoute(&fr); + if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; + + + // Fill the source field + p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = fr.cargo; + + // Fill the dest field + p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 12; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = fr.cargo; + + // Fill common fields + p->ai.cargo_type = fr.cargo; + p->ai.build_kind = 0; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 1; +// p->ai.loco_id = INVALID_VEHICLE; + 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; +} + +static void AiWantOilRigAircraftRoute(Player *p) +{ + int i; + FoundRoute fr; + Town *t; + Industry *in; + + i = 60; + for (;;) { + // Find a town + t = AiFindRandomTown(); + if (t != NULL) { + // Find a random oil rig industry + in = AiFindRandomIndustry(); + if (in != NULL && in->type == IT_OIL_RIG) { + if (DistanceManhattan(t->xy, in->xy) < 60) + break; + } + } + + // only test 60 times + if (--i == 0) return; + } + + fr.cargo = CT_PASSENGERS; + fr.from = fr.to = t; + + if (!AiCheckIfRouteIsGood(p, &fr, 4)) return; + + // Fill the source field + p->ai.src.spec_tile = t->xy; + p->ai.src.use_tile = 0; + p->ai.src.rand_rng = 12; + p->ai.src.cur_building_rule = 0xFF; + p->ai.src.cargo = CT_PASSENGERS; + + // Fill the dest field + p->ai.dst.spec_tile = in->xy; + p->ai.dst.use_tile = 0; + p->ai.dst.rand_rng = 5; + p->ai.dst.cur_building_rule = 0xFF; + p->ai.dst.cargo = CT_PASSENGERS; + + // Fill common fields + p->ai.cargo_type = CT_PASSENGERS; + p->ai.build_kind = 1; + p->ai.num_build_rec = 2; + p->ai.num_loco_to_build = 1; + p->ai.num_want_fullload = 0; +// p->ai.loco_id = INVALID_VEHICLE; + 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; +} + +static void AiWantAircraftRoute(Player *p) +{ + uint16 r = (uint16)Random(); + + if (r >= 0x2AAA || _date < 0x3912 + DAYS_TILL_ORIGINAL_BASE_YEAR) { + AiWantPassengerAircraftRoute(p); + } else { + AiWantOilRigAircraftRoute(p); + } +} + +static void AiWantShipRoute(Player *p) +{ + // XXX +// error("AiWaitShipRoute"); +} + + + +static void AiStateWantNewRoute(Player *p) +{ + uint16 r; + int i; + + if (p->player_money < AiGetBasePrice(p) * 500) { + p->ai.state = AIS_0; + return; + } + + 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); + } else if (r < 0xC4EA) { + if (_patches.ai_disable_veh_roadveh) continue; + AiWantRoadRoute(p); + } else if (r < 0xD89B) { + if (_patches.ai_disable_veh_aircraft) continue; + AiWantAircraftRoute(p); + } else { + if (_patches.ai_disable_veh_ship) continue; + AiWantShipRoute(p); + } + + // got a route? + if (p->ai.state != AIS_WANT_NEW_ROUTE) break; + + // time out? + if (--i == 0) { + if (++p->ai.state_counter == 556) p->ai.state = AIS_0; + break; + } + } +} + +static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint rad = (_patches.modified_catchment) ? CA_TRAIN : 4; + + for (; p->mode != 4; p++) { + AcceptedCargo values; + TileIndex tile2; + uint w; + uint h; + + if (p->mode != 1) continue; + + tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + w = GB(p->attr, 1, 3); + h = GB(p->attr, 4, 3); + + if (p->attr & 1) uintswap(w, h); + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + if (!(values[cargo] & ~7)) + return false; + if (cargo != CT_MAIL) + return true; + return !!((values[cargo]>>1) & ~7); + } + } + + return true; +} + +static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData* p, RailType railtype, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int i,j,k; + + for (;;) { + // This will seldomly overflow for valid reasons. Mask it to be on the safe side. + uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode < 2) { + if (p->mode == 0) { + // Depot + ret = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); + } else { + // Station + ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); + } + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + +clear_town_stuff:; + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) + return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 2) { + // Rail + if (IsTileType(c, MP_RAILWAY)) return CMD_ERROR; + + j = p->attr; + k = 0; + + // Build the rail + for (i = 0; i != 6; i++, j >>= 1) { + if (j&1) { + k = i; + ret = DoCommand(c, railtype, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } + + /* signals too? */ + if (j & 3) { + // Can't build signals on a road. + if (IsTileType(c, MP_STREET)) return CMD_ERROR; + + if (flag & DC_EXEC) { + j = 4 - j; + do { + ret = DoCommand(c, k, 0, flag, CMD_BUILD_SIGNALS); + } while (--j); + } else { + ret = _price.build_signals; + } + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + } else if (p->mode == 3) { + //Clear stuff and then build single rail. + if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; + ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret + _price.build_rail; + + if (flag & DC_EXEC) { + DoCommand(c, railtype, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); + } + + goto clear_town_stuff; + } else { + // Unk + break; + } + + p++; + } + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) { + return CMD_ERROR; + } + } + + return total_cost; +} + +// Returns rule and cost +static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, RailType railtype, int32* cost) +{ + int i; + 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 && + (p->dir == 0xFF || p->dir == dir || ((p->dir - 1) & 3) == dir)) { + *cost = AiDoBuildDefaultRailTrack(tile, p->data, railtype, DC_NO_TOWN_RATING); + if (!CmdFailed(*cost) && AiCheckTrackResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static const byte _terraform_up_flags[] = { + 14, 13, 12, 11, + 10, 9, 8, 7, + 6, 5, 4, 3, + 2, 1, 0, 1, + 2, 1, 4, 1, + 2, 1, 8, 1, + 2, 1, 4, 2, + 2, 1 +}; + +static const byte _terraform_down_flags[] = { + 1, 2, 3, 4, + 5, 6, 1, 8, + 9, 10, 8, 12, + 4, 2, 0, 0, + 1, 2, 3, 4, + 5, 6, 2, 8, + 9, 10, 1, 12, + 8, 4 +}; + +static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) +{ + PlayerID old_player; + uint32 r; + Slope slope; + uint h; + + old_player = _current_player; + _current_player = OWNER_NONE; + + r = Random(); + + unk &= (int)r; + + do { + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); + + r >>= 2; + if (r & 2) { + dir++; + if (r & 1) dir -= 2; + } + dir &= 3; + } while (--unk >= 0); + + slope = GetTileSlope(tile, &h); + + if (slope != SLOPE_FLAT) { + if (mode > 0 || (mode == 0 && !(r & 0xC))) { + // Terraform up + DoCommand(tile, _terraform_up_flags[slope - 1], 1, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } else if (h != 0) { + // Terraform down + DoCommand(tile, _terraform_down_flags[slope - 1], 0, + DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); + } + } + + _current_player = old_player; +} + +static void AiStateBuildDefaultRailBlocks(Player *p) +{ + uint i; + int j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + for (i = 0; i < 8; i++) { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the track can be build there. + rule = AiBuildDefaultRailTrack(aib->use_tile, + p->ai.build_kind, p->ai.num_wagons, + aib->unk6, aib->unk7, + aib->direction, aib->cargo, + p->ai.railtype_to_use, + &cost + ); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost)) { + int32 r; + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRailTrack( + aib->use_tile, + _default_rail_track_data[rule]->data, + p->ai.railtype_to_use, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_RAIL; + p->ai.state_mode = 255; +} + +static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) +{ + const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; + + while (p->mode != 3 || !((--cmd) & 0x80)) p++; + + return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDiagDir(*dir = p->attr); +} + +typedef struct AiRailPathFindData { + TileIndex tile; + TileIndex tile2; + int count; + bool flag; +} AiRailPathFindData; + +static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state) +{ + if (a->flag) return true; + + if (length > 20 || tile == a->tile) { + a->flag = true; + return true; + } + + if (DistanceMax(tile, a->tile2) < 4) a->count++; + + return false; +} + +static bool AiDoFollowTrack(const Player* p) +{ + AiRailPathFindData arpfd; + + arpfd.tile = p->ai.start_tile_a; + arpfd.tile2 = p->ai.cur_tile_a; + arpfd.flag = false; + arpfd.count = 0; + FollowTrack(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2, + (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); + return arpfd.count > 8; +} + +typedef struct AiRailFinder { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; +} AiRailFinder; + +static const byte _ai_table_15[4][8] = { + {0, 0, 4, 3, 3, 1, 128 + 0, 64}, + {1, 1, 2, 0, 4, 2, 128 + 1, 65}, + {0, 2, 2, 3, 5, 1, 128 + 2, 66}, + {1, 3, 5, 0, 3, 2, 128 + 3, 67} +}; + +static const byte _dir_table_1[] = { 3, 9, 12, 6}; +static const byte _dir_table_2[] = {12, 6, 3, 9}; + + +static bool AiIsTileBanned(const 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 && p->ai.banned_val[i] == val) { + return true; + } + } + return false; +} + +static void AiBanTile(Player* p, TileIndex tile, byte val) +{ + uint i; + + for (i = lengthof(p->ai.banned_tiles) - 1; i != 0; i--) { + p->ai.banned_tiles[i] = p->ai.banned_tiles[i - 1]; + p->ai.banned_val[i] = p->ai.banned_val[i - 1]; + } + + p->ai.banned_tiles[0] = tile; + p->ai.banned_val[0] = val; + + if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) { + p->ai.banned_tile_count++; + } +} + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) +{ + bool better = false; + + 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) { + arf->best_dir = arf->cur_best_dir; + arf->best_dist = arf->cur_best_dist; + 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) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + +static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + Slope tileh; + uint z; + bool flag; + + int dir2 = p[0] & 3; + + tileh = GetTileSlope(tile, &z); + if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { + TileIndex tile_new = tile; + + // Allow bridges directly over bottom tiles + flag = z == 0; + for (;;) { + TileType type; + + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); + type = GetTileType(tile_new); + + if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { + if (!flag) return; + break; + } + if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommand(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8, DC_AUTO, CMD_BUILD_BRIDGE))) { + 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)) arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) +{ + uint z; + + if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { + int32 cost = DoCommand(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) AiCheckRailPathBetter(arf, p); + } + } +} + + +static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); + + // Reached destination? + if (tile == arf->final_tile) { + if (arf->final_dir != (dir^2)) { + if (arf->recursive_mode != 2) arf->recursive_mode = 1; + } else if (arf->recursive_mode != 2) { + arf->recursive_mode = 2; + arf->cur_best_depth = arf->depth; + } else { + if (arf->depth < arf->cur_best_depth) arf->cur_best_depth = arf->depth; + } + return; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_depth = arf->depth; + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + if (GetTileZ(tile) == 0) { + p += 6; + } else { + do { + // Make sure the tile is not in the list of banned tiles and that a rail can be built here. + if (!AiIsTileBanned(arf->player, tile, p[0]) && + !CmdFailed(DoCommand(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) { + AiBuildRailRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) AiCheckRailPathBetter(arf, p); + + p += 2; + } while (!(p[0]&0x80)); + } + + AiCheckBuildRailBridgeHere(arf, tile, p); + AiCheckBuildRailTunnelHere(arf, tile, p+1); + + arf->depth--; +} + + +static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; + +static void AiBuildRailConstruct(Player *p) +{ + AiRailFinder arf; + int i; + + // Check too much lookahead? + 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; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + 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); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some + for (i = 0; i != 5; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + 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 += TileOffsByDiagDir(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 which (rail)bridge type to build + * start with best bridge, then go down to worse and worse bridges + * unnecessary to check for worst 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 = MAX_BRIDGES - 1; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; + } + } + + // Build it + DoCommand(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.cur_tile_a = arf.bridge_end_tile; + p->ai.state_counter = 0; + } else if (arf.best_ptr[0] & 0x40) { + // tunnel + DoCommand(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + p->ai.cur_tile_a = _build_tunnel_endtile; + p->ai.state_counter = 0; + } else { + // rail + p->ai.cur_dir_a = arf.best_ptr[1]; + DoCommand(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; + } + + if (arf.best_tile != 0) { + for (i = 0; i != 2; i++) { + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } + } +} + +static bool AiRemoveTileAndGoForward(Player *p) +{ + byte b; + int bit; + const byte *ptr; + TileIndex tile = p->ai.cur_tile_a; + TileIndex tilenew; + + if (IsTileType(tile, MP_TUNNELBRIDGE)) { + if (IsTunnel(tile)) { + // Clear the tunnel and continue at the other side of it. + if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) + return false; + p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a)); + return true; + } else { + // Check if the bridge points in the right direction. + // This is not really needed the first place AiRemoveTileAndGoForward is called. + if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false; + + tile = GetOtherBridgeEnd(tile); + + tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a)); + // And clear the bridge. + if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) + return false; + p->ai.cur_tile_a = tilenew; + return true; + } + } + + // Find the railtype at the position. Quit if no rail there. + b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; + if (b == 0) return false; + + // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. + bit = FindFirstBit(b); + + // Then remove and signals if there are any. + if (IsTileType(tile, MP_RAILWAY) && + GetRailTileType(tile) == RAIL_TILE_SIGNALS) { + DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); + } + + // And also remove the rail. + if (CmdFailed(DoCommand(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL))) + return false; + + // Find the direction at the other edge of the rail. + 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 - TileOffsByDiagDir(p->ai.cur_dir_a)); + + return true; +} + + +static void AiBuildRailDestruct(Player *p) +{ + // Decrease timeout. + if (!--p->ai.state_counter) { + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } + + // Don't do anything if the destination is already reached. + if (p->ai.cur_tile_a == p->ai.start_tile_a) return; + + AiRemoveTileAndGoForward(p); +} + + +static void AiBuildRail(Player *p) +{ + switch (p->ai.state_mode) { + case 0: // Construct mode, build new rail. + AiBuildRailConstruct(p); + break; + + case 1: // Destruct mode, destroy the rail currently built. + AiBuildRailDestruct(p); + break; + + case 2: { + uint i; + + // Terraform some and then try building again. + for (i = 0; i != 4; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } + + default: break; + } +} + +static void AiStateBuildRail(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // 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); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for (;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + cmd = aib->buildcmd_b; + aib->buildcmd_b = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_RAIL_VEH; + p->ai.state_counter = 0; // timeout + return; + } + } + + // Find first edge to build from. + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // Find second edge to build to + aib = (&p->ai.src) + ((cmd >> 4)&0xF); + tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + DoCommand(TILE_MASK(tile + TileOffsByDiagDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); + + assert(TILE_MASK(tile) != 0xFF00); + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static StationID AiGetStationIdByDef(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _default_rail_track_data[id]->data; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static EngineID AiFindBestWagon(CargoID cargo, RailType railtype) +{ + EngineID best_veh_index = INVALID_ENGINE; + EngineID i; + uint16 best_capacity = 0; + uint16 best_speed = 0; + uint speed; + + for (i = 0; i < NUM_TRAIN_ENGINES; i++) { + const RailVehicleInfo *rvi = RailVehInfo(i); + const Engine* e = GetEngine(i); + + if (!IsCompatibleRail(e->railtype, railtype) || + !(rvi->flags & RVI_WAGON) || + !HASBIT(e->player_avail, _current_player)) { + continue; + } + + if (rvi->cargo_type != cargo) continue; + + /* max_speed of 0 indicates no speed limit */ + speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed; + + if (rvi->capacity >= best_capacity && speed >= best_speed) { + best_capacity = rvi->capacity; + best_speed = best_speed; + best_veh_index = i; + } + } + + return best_veh_index; +} + +static void AiStateBuildRailVeh(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + EngineID veh; + int i; + CargoID cargo; + int32 cost; + Vehicle *v; + VehicleID loco_id; + + ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; + while (ptr->mode != 0) ptr++; + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + + cargo = p->ai.cargo_type; + for (i = 0;;) { + if (p->ai.wagon_list[i] == INVALID_VEHICLE) { + veh = AiFindBestWagon(cargo, p->ai.railtype_to_use); + /* veh will return INVALID_ENGINE if no suitable wagon is available. + * We shall treat this in the same way as having no money */ + if (veh == INVALID_ENGINE) goto handle_nocash; + cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + if (CmdFailed(cost)) goto handle_nocash; + p->ai.wagon_list[i] = _new_vehicle_id; + p->ai.wagon_list[i + 1] = INVALID_VEHICLE; + return; + } + if (cargo == CT_MAIL) cargo = CT_PASSENGERS; + if (++i == p->ai.num_wagons * 2 - 1) break; + } + + // Which locomotive to build? + veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile); + if (veh == INVALID_ENGINE) { +handle_nocash: + // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. + if (++p->ai.state_counter == 1000) { + for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + assert(!CmdFailed(cost)); + } + p->ai.state = AIS_0; + } + return; + } + + // Try to build the locomotive + cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); + assert(!CmdFailed(cost)); + loco_id = _new_vehicle_id; + + // Sell a vehicle if the train is double headed. + v = GetVehicle(loco_id); + if (v->next != NULL) { + i = p->ai.wagon_list[p->ai.num_wagons * 2 - 2]; + p->ai.wagon_list[p->ai.num_wagons * 2 - 2] = INVALID_VEHICLE; + DoCommand(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + } + + // Move the wagons onto the train + for (i = 0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { + DoCommand(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + } + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; + 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) + ); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); + + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build != 0) { +// p->ai.loco_id = INVALID_VEHICLE; + p->ai.wagon_list[0] = INVALID_VEHICLE; + } else { + p->ai.state = AIS_0; + } +} + +static void AiStateDeleteRailBlocks(Player *p) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + const AiDefaultBlockData* b; + + if (aib->cur_building_rule == 255) continue; + for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { + DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + +static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int rad; + + if (_patches.modified_catchment) { + rad = CA_TRUCK; // Same as CA_BUS at the moment? + } else { // change that at some point? + rad = 4; + } + + for (;; p++) { + if (p->mode == 4) { + return true; + } else if (p->mode == 1) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, 1, 1, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, 1, 1, rad); + return (values[cargo]&~7) != 0; + } + } + } +} + +static bool _want_road_truck_station; +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); + +// Returns rule and cost +static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) +{ + int i; + const AiDefaultRoadBlock *p; + + _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; + + for (i = 0; (p = _road_default_block_data[i]) != NULL; i++) { + if (p->dir == direction) { + *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); + if (!CmdFailed(*cost) && AiCheckRoadResources(tile, p->data, cargo)) + return i; + } + } + + return -1; +} + +static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 ret; + int32 total_cost = 0; + Town *t = NULL; + int rating = 0; + int roadflag = 0; + + for (;p->mode != 4;p++) { + TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); + + _cleared_town = NULL; + + if (p->mode == 2) { + if (IsTileType(c, MP_STREET) && + GetRoadTileType(c) == ROAD_TILE_NORMAL && + (GetRoadBits(c) & p->attr) != 0) { + roadflag |= 2; + + // all bits are already built? + if ((GetRoadBits(c) & p->attr) == p->attr) continue; + } + + ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + continue; + } + + if (p->mode == 0) { + // Depot + ret = DoCommand(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); + goto clear_town_stuff; + } else if (p->mode == 1) { + if (_want_road_truck_station) { + // Truck station + ret = DoCommand(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } else { + // Bus station + ret = DoCommand(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); + } +clear_town_stuff:; + + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + + if (_cleared_town != NULL) { + if (t != NULL && t != _cleared_town) return CMD_ERROR; + t = _cleared_town; + rating += _cleared_town_rating; + } + } else if (p->mode == 3) { + if (flag & DC_EXEC) continue; + + if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR; + + if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) { + ret = DoCommand(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return CMD_ERROR; + } + + } + } + + if (!_want_road_truck_station && !(roadflag & 2)) return CMD_ERROR; + + if (!(flag & DC_EXEC)) { + if (t != NULL && rating > t->ratings[_current_player]) return CMD_ERROR; + } + return total_cost; +} + +// Make sure the blocks are not too close to each other +static bool AiCheckBlockDistances(Player *p, TileIndex tile) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + if (aib->cur_building_rule != 255) { + if (DistanceManhattan(aib->use_tile, tile) < 9) return false; + } + } while (++aib, --num); + + return true; +} + + +static void AiStateBuildDefaultRoadBlocks(Player *p) +{ + uint i; + int j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_RAIL_BLOCKS; + return; + } + + // do the following 8 times + for (i = 0; i != 8; i++) { + // check if we can build the default track + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the road can be built there. + rule = AiFindBestDefaultRoadBlock( + aib->use_tile, aib->direction, aib->cargo, &cost + ); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + int32 r; + + // player has money, build it. + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultRoadBlock( + aib->use_tile, + _road_default_block_data[rule]->data, + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state to the rail building state. + p->ai.state = AIS_BUILD_ROAD; + p->ai.state_mode = 255; +} + +typedef struct { + TileIndex final_tile; + byte final_dir; + byte depth; + byte recursive_mode; + byte cur_best_dir; + byte best_dir; + byte cur_best_depth; + byte best_depth; + uint cur_best_dist; + const byte *best_ptr; + uint best_dist; + TileIndex cur_best_tile, best_tile; + TileIndex bridge_end_tile; + Player *player; +} AiRoadFinder; + +typedef struct AiRoadEnum { + TileIndex dest; + TileIndex best_tile; + int best_track; + uint best_dist; +} AiRoadEnum; + +static const byte _dir_by_track[] = { + 0, 1, 0, 1, 2, 1, + 0, 0, + 2, 3, 3, 2, 3, 0, +}; + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); + +static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) +{ + bool better = false; + + 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 || + (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; + arf->best_dir = arf->cur_best_dir; + 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) { + arf->best_depth = arf->cur_best_depth; + arf->best_dist = 0; + arf->best_ptr = p; + arf->best_tile = 0; + better = true; + } + } + arf->recursive_mode = 0; + arf->cur_best_dist = (uint)-1; + arf->cur_best_depth = 0xff; + + return better; +} + + +static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state) +{ + uint dist = DistanceManhattan(tile, a->dest); + + if (dist <= a->best_dist) { + TileIndex tile2 = TILE_MASK(tile + TileOffsByDiagDir(_dir_by_track[track])); + + if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) { + a->best_dist = dist; + a->best_tile = tile; + a->best_track = track; + } + } + + return false; +} + +static const uint16 _ai_road_table_and[4] = { + 0x1009, + 0x16, + 0x520, + 0x2A00, +}; + +static bool AiCheckRoadFinished(Player *p) +{ + AiRoadEnum are; + TileIndex tile; + int dir = p->ai.cur_dir_a; + uint32 bits; + int i; + + are.dest = p->ai.cur_tile_b; + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(dir)); + + if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false; + bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir]; + if (bits == 0) return false; + + are.best_dist = (uint)-1; + + for_each_bit(i, bits) { + FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); + } + + if (DistanceManhattan(tile, are.dest) <= are.best_dist) return false; + + if (are.best_dist == 0) return true; + + p->ai.cur_tile_a = are.best_tile; + p->ai.cur_dir_a = _dir_by_track[are.best_track]; + return false; +} + + +static bool AiBuildRoadHelper(TileIndex tile, int flags, int type) +{ + static const RoadBits _road_bits[] = { + ROAD_X, + ROAD_Y, + ROAD_NW | ROAD_NE, + ROAD_SW | ROAD_SE, + ROAD_NW | ROAD_SW, + ROAD_SE | ROAD_NE + }; + return !CmdFailed(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); +} + +static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + Slope tileh; + uint z; + bool flag; + + int dir2 = p[0] & 3; + + tileh = GetTileSlope(tile, &z); + if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { + TileIndex tile_new = tile; + + // Allow bridges directly over bottom tiles + flag = z == 0; + for (;;) { + TileType type; + + if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! + tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); + type = GetTileType(tile_new); + + if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) { + // Allow a bridge if either we have a tile that's water, rail or street, + // or if we found an up tile. + if (!flag) return; + break; + } + if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; + flag = true; + } + + // Is building a (rail)bridge possible at this place (type doesn't matter)? + if (CmdFailed(DoCommand(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE))) + 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)) arf->bridge_end_tile = tile_new; + } + } +} + +static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) +{ + uint z; + + if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { + int32 cost = DoCommand(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); + + if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) { + AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); + if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); + } + } +} + + + +static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) +{ + const byte *p; + + tile = TILE_MASK(tile + TileOffsByDiagDir(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; + } + + // Depth too deep? + if (arf->depth >= 4) { + uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile); + if (dist < arf->cur_best_dist) { + // Store the tile that is closest to the final position. + arf->cur_best_dist = dist; + arf->cur_best_tile = tile; + arf->cur_best_dir = dir; + arf->cur_best_depth = arf->depth; + } + return; + } + + // Increase recursion depth + arf->depth++; + + // Grab pointer to list of stuff that is possible to build + p = _ai_table_15[dir]; + + // Try to build a single rail in all directions. + if (GetTileZ(tile) == 0) { + p += 6; + } else { + do { + // Make sure that a road can be built here. + if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { + AiBuildRoadRecursive(arf, tile, p[1]); + } + + // At the bottom depth? + if (arf->depth == 1) AiCheckRoadPathBetter(arf, p); + + p += 2; + } while (!(p[0] & 0x80)); + } + + AiCheckBuildRoadBridgeHere(arf, tile, p); + AiCheckBuildRoadTunnelHere(arf, tile, p+1); + + arf->depth--; +} + + +static void AiBuildRoadConstruct(Player *p) +{ + AiRoadFinder arf; + int i; + TileIndex tile; + + // Reached destination? + if (AiCheckRoadFinished(p)) { + p->ai.state_mode = 255; + return; + } + + // Setup recursive finder and call it. + arf.player = p; + arf.final_tile = p->ai.cur_tile_b; + arf.final_dir = p->ai.cur_dir_b; + arf.depth = 0; + arf.recursive_mode = 0; + arf.best_ptr = NULL; + arf.cur_best_dist = (uint)-1; + arf.cur_best_depth = 0xff; + arf.best_dist = (uint)-1; + 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); + + // Reached destination? + if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { + p->ai.state_mode = 255; + return; + } + + // Didn't find anything to build? + if (arf.best_ptr == NULL) { + // Terraform some +do_some_terraform: + for (i = 0; i != 5; i++) + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + + if (++p->ai.state_counter == 21) { + p->ai.state_mode = 1; + + p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); + p->ai.cur_dir_a ^= 2; + p->ai.state_counter = 0; + } + return; + } + + tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDiagDir(p->ai.cur_dir_a)); + + if (arf.best_ptr[0]&0x80) { + int i; + int32 bridge_len; + p->ai.cur_tile_a = arf.bridge_end_tile; + bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile + + /* Figure out what (road)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. + *AI is so fucked up that fixing this small thing will probably not solve a thing + */ + for (i = 10; i != 0; i--) { + if (CheckBridge_Stuff(i, bridge_len)) { + int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); + if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break; + } + } + + // Build it + DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); + + p->ai.state_counter = 0; + } else if (arf.best_ptr[0]&0x40) { + // tunnel + DoCommand(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); + 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; + + p->ai.cur_dir_a = arf.best_ptr[1]; + p->ai.cur_tile_a = tile; + p->ai.state_counter = 0; + } + + if (arf.best_tile != 0) { + for (i = 0; i != 2; i++) + AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); + } +} + + +static void AiBuildRoad(Player *p) +{ + if (p->ai.state_mode < 1) { + // Construct mode, build new road. + AiBuildRoadConstruct(p); + } else if (p->ai.state_mode == 1) { + // Destruct mode, not implemented for roads. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + } else if (p->ai.state_mode == 2) { + uint i; + + // Terraform some and then try building again. + for (i = 0; i != 4; i++) { + AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); + } + + if (++p->ai.state_counter == 4) { + p->ai.state_counter = 0; + p->ai.state_mode = 0; + } + } +} + +static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) +{ + const AiDefaultBlockData *p = _road_default_block_data[rule]->data; + while (p->mode != 1) p++; + *dir = p->attr; + return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); +} + + +static void AiStateBuildRoad(Player *p) +{ + int num; + AiBuildRec *aib; + byte cmd; + TileIndex tile; + int dir; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_DELETE_ROAD_BLOCKS; + return; + } + + // 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); + swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); + swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); + + return; + } + + // Now, find two new points to build between + num = p->ai.num_build_rec; + aib = &p->ai.src; + + for (;;) { + cmd = aib->buildcmd_a; + aib->buildcmd_a = 255; + if (cmd != 255) break; + + aib++; + if (--num == 0) { + p->ai.state = AIS_BUILD_ROAD_VEHICLES; + return; + } + } + + // Find first edge to build from. + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_a = tile; + p->ai.cur_tile_a = tile; + p->ai.start_dir_a = dir; + p->ai.cur_dir_a = dir; + + // Find second edge to build to + aib = (&p->ai.src) + (cmd&0xF); + tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); + p->ai.start_tile_b = tile; + p->ai.cur_tile_b = tile; + p->ai.start_dir_b = dir; + p->ai.cur_dir_b = dir; + + // And setup state. + p->ai.state_mode = 2; + p->ai.state_counter = 0; + p->ai.banned_tile_count = 0; +} + +static StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _road_default_block_data[id]->data; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static void AiStateBuildRoadVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + VehicleID loco_id; + EngineID veh; + uint i; + + 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, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile); + if (veh == INVALID_ENGINE) { + p->ai.state = AIS_0; + return; + } + + if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; + + loco_id = _new_vehicle_id; + + if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) { + /* Cargo type doesn't match, so refit it */ + if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) { + /* Refit failed... sell the vehicle */ + DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + return; + } + } + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + const AiBuildRec* aib = &p->ai.src + p->ai.order_list_blocks[i]; + 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) + ); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; +} + +static void AiStateDeleteRoadBlocks(Player *p) +{ + const AiBuildRec* aib = &p->ai.src; + uint num = p->ai.num_build_rec; + + do { + const AiDefaultBlockData* b; + + if (aib->cur_building_rule == 255) continue; + for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) { + if (b->mode > 1) continue; + DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } while (++aib,--num); + + p->ai.state = AIS_0; +} + + +static void AiStateAirportStuff(Player *p) +{ + const Station* st; + byte acc_planes; + int i; + AiBuildRec *aib; + byte rule; + + // Here we look for an airport we could use instead of building a new + // one. If we find such an aiport for any waypoint, + // AiStateBuildDefaultAirportBlocks() will kindly skip that one when + // building the waypoints. + + i = 0; + do { + // We do this all twice - once for the source (town in the case + // of oilrig route) and then for the destination (oilrig in the + // case of oilrig route). + aib = &p->ai.src + i; + + FOR_ALL_STATIONS(st) { + // Is this an airport? + if (!(st->facilities & FACIL_AIRPORT)) continue; + + // Do we own the airport? (Oilrigs aren't owned, though.) + if (st->owner != OWNER_NONE && st->owner != _current_player) continue; + + acc_planes = GetAirport(st->airport_type)->acc_planes; + + // Dismiss heliports, unless we are checking an oilrig. + if (acc_planes == HELICOPTERS_ONLY && (p->ai.build_kind != 1 || i != 1)) + continue; + + // Dismiss country airports if we are doing the other + // endpoint of an oilrig route. + if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) + continue; + + // Dismiss airports too far away. + if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng) + continue; + + // It's ideal airport, let's take it! + + /* XXX: This part is utterly broken - rule should + * contain number of the rule appropriate for the + * airport type (country, town, ...), see + * _airport_default_block_data (rule is just an index + * in this array). But the only difference between the + * currently existing two rules (rule 0 - town and rule + * 1 - country) is the attr field which is used only + * when building new airports - and that's irrelevant + * for us. So using just about any rule will suffice + * here for now (some of the new airport types would be + * broken because they will probably need different + * tileoff values etc), no matter that + * IsHangarTile() makes no sense. --pasky */ + if (acc_planes == HELICOPTERS_ONLY) { + /* Heliports should have maybe own rulesets but + * OTOH we don't want AI to pick them up when + * looking for a suitable airport type to build. + * So any of rules 0 or 1 would do for now. The + * original rule number was 2 but that's a bug + * because we have no such rule. */ + rule = 1; + } else { + rule = IsHangarTile(st->airport_tile); + } + + aib->cur_building_rule = rule; + aib->use_tile = st->airport_tile; + break; + } + } while (++i != p->ai.num_build_rec); + + p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; + p->ai.state_mode = 255; + p->ai.state_counter = 0; +} + +static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) +{ + int32 total_cost = 0, ret; + + for (; p->mode == 0; p++) { + if (!HASBIT(_avail_aircraft, p->attr)) return CMD_ERROR; + ret = DoCommand(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); + if (CmdFailed(ret)) return CMD_ERROR; + total_cost += ret; + } + + return total_cost; +} + +static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) +{ + uint values[NUM_CARGO]; + int rad; + + if (_patches.modified_catchment) { + rad = CA_AIR_LARGE; // I Have NFI what airport the + } else { // AI is going to build here + rad = 4; + } + + for (; p->mode == 0; p++) { + TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); + const AirportFTAClass* airport = GetAirport(p->attr); + uint w = airport->size_x; + uint h = airport->size_y; + + if (cargo & 0x80) { + GetProductionAroundTiles(values, tile2, w, h, rad); + return values[cargo & 0x7F] != 0; + } else { + GetAcceptanceAroundTiles(values, tile2, w, h, rad); + return values[cargo] >= 8; + } + } + return true; +} + +static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) +{ + const AiDefaultBlockData *p; + uint i; + + for (i = 0; (p = _airport_default_block_data[i]) != NULL; i++) { + // If we are doing a helicopter service, avoid building + // airports where they can't land. + if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) continue; + + *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); + if (!CmdFailed(*cost) && AiCheckAirportResources(tile, p, cargo)) + return i; + } + return -1; +} + +static void AiStateBuildDefaultAirportBlocks(Player *p) +{ + int i, j; + AiBuildRec *aib; + int rule; + int32 cost; + + // time out? + if (++p->ai.timeout_counter == 1388) { + p->ai.state = AIS_0; + return; + } + + // do the following 8 times + i = 8; + do { + // check if we can build the default + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + // this item has already been built? + if (aib->cur_building_rule != 255) continue; + + // adjust the coordinate randomly, + // to make sure that we find a position. + aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); + + // check if the aircraft stuff can be built there. + rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); + +// SetRedErrorSquare(aib->use_tile); + + if (rule == -1) { + // cannot build, terraform after a while + if (p->ai.state_counter >= 600) { + AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); + } + // also try the other terraform direction + if (++p->ai.state_counter >= 1000) { + p->ai.state_counter = 0; + p->ai.state_mode = -p->ai.state_mode; + } + } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { + // player has money, build it. + int32 r; + + aib->cur_building_rule = rule; + + r = AiDoBuildDefaultAirportBlock( + aib->use_tile, + _airport_default_block_data[rule], + DC_EXEC | DC_NO_TOWN_RATING + ); + assert(!CmdFailed(r)); + } + } while (++aib,--j); + } while (--i); + + // check if we're done with all of them + aib = &p->ai.src; + j = p->ai.num_build_rec; + do { + if (aib->cur_building_rule == 255) return; + } while (++aib,--j); + + // yep, all are done. switch state. + p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; +} + +static StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id) +{ + const AiDefaultBlockData *p = _airport_default_block_data[id]; + while (p->mode != 1) p++; + return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); +} + +static void AiStateBuildAircraftVehicles(Player *p) +{ + const AiDefaultBlockData *ptr; + TileIndex tile; + EngineID veh; + int i; + VehicleID loco_id; + + ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; + for (; ptr->mode != 0; ptr++) {} + + tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs)); + + veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL); + if (veh == INVALID_ENGINE) 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(GetStationByTile(tile)->airport_type)->airport_depots[0]); + if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return; + loco_id = _new_vehicle_id; + + for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) { + AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; + bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); + Order order; + + order.type = OT_GOTO_STATION; + order.flags = 0; + order.dest = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule); + + if (!is_pass && i == 1) order.flags |= OF_UNLOAD; + if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) + order.flags |= OF_FULL_LOAD; + + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + } + + DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); + + DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); + + if (p->ai.num_want_fullload != 0) p->ai.num_want_fullload--; + + if (--p->ai.num_loco_to_build == 0) p->ai.state = AIS_0; +} + +static void AiStateCheckShipStuff(Player *p) +{ + // XXX + error("!AiStateCheckShipStuff"); +} + +static void AiStateBuildDefaultShipBlocks(Player *p) +{ + // XXX + error("!AiStateBuildDefaultShipBlocks"); +} + +static void AiStateDoShipStuff(Player *p) +{ + // XXX + error("!AiStateDoShipStuff"); +} + +static void AiStateSellVeh(Player *p) +{ + Vehicle *v = p->ai.cur_veh; + + if (v->owner == _current_player) { + if (v->type == VEH_Train) { + + if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT); + goto going_to_depot; + } + + // Sell whole train + DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); + + } else if (v->type == VEH_Road) { + if (!IsRoadVehInDepotStopped(v)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); + goto going_to_depot; + } + + DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); + } else if (v->type == VEH_Aircraft) { + if (!IsAircraftInHangarStopped(v)) { + if (v->current_order.type != OT_GOTO_DEPOT) + DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); + goto going_to_depot; + } + + DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); + } else if (v->type == VEH_Ship) { + // XXX: not implemented + error("!v->type == VEH_Ship"); + } + } + + goto return_to_loop; +going_to_depot:; + if (++p->ai.state_counter <= 832) return; + + if (v->current_order.type == OT_GOTO_DEPOT) { + v->current_order.type = OT_DUMMY; + v->current_order.flags = 0; + InvalidateWindow(WC_VEHICLE_VIEW, v->index); + } +return_to_loop:; + p->ai.state = AIS_VEH_LOOP; +} + +static void AiStateRemoveStation(Player *p) +{ + // Remove stations that aren't in use by any vehicle + byte *in_use; + const Order *ord; + const Station *st; + TileIndex tile; + + // Go to this state when we're done. + p->ai.state = AIS_1; + + // Get a list of all stations that are in use by a vehicle + in_use = malloc(GetMaxStationIndex() + 1); + memset(in_use, 0, GetMaxStationIndex() + 1); + FOR_ALL_ORDERS(ord) { + if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1; + } + + // Go through all stations and delete those that aren't in use + FOR_ALL_STATIONS(st) { + if (st->owner == _current_player && !in_use[st->index] && + ( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) || + (st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 || + (tile = st->train_tile) != 0 || + (tile = st->dock_tile) != 0 || + (tile = st->airport_tile) != 0)) { + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } + + free(in_use); +} + +static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) +{ + TrackBits rails; + + if (IsTileType(tile, MP_RAILWAY)) { + if (!IsTileOwner(tile, _current_player)) return; + + if (IsPlainRailTile(tile)) { +is_rail_crossing:; + rails = GetRailTrackStatus(tile); + + if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return; + + if (rails & TRACK_BIT_3WAY_NE) { +pos_0: + if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) { + p->ai.cur_dir_a = 0; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_SE) { +pos_1: + if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) { + p->ai.cur_dir_a = 1; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_SW) { +pos_2: + if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) { + p->ai.cur_dir_a = 2; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + + if (rails & TRACK_BIT_3WAY_NW) { +pos_3: + if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) { + p->ai.cur_dir_a = 3; + p->ai.cur_tile_a = tile; + p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; + return; + } + } + } else { + static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; + + DiagDirection dir = GetRailDepotDirection(tile); + + if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) + return; + + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } + } else if (IsTileType(tile, MP_STREET)) { + if (!IsTileOwner(tile, _current_player)) return; + + if (IsLevelCrossing(tile)) goto is_rail_crossing; + + if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) { + DiagDirection dir; + TileIndex t; + + // Check if there are any stations around. + t = tile + TileDiffXY(-1, 0); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(1, 0); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(0, -1); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + t = tile + TileDiffXY(0, 1); + if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return; + + dir = GetRoadDepotDirection(tile); + + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + DoCommand( + TILE_MASK(tile + TileOffsByDiagDir(dir)), + DiagDirToRoadBits(ReverseDiagDir(dir)), + 0, + DC_EXEC, + CMD_REMOVE_ROAD); + } + } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { + if (!IsTileOwner(tile, _current_player) || + !IsBridge(tile) || + GetBridgeTransportType(tile) != TRANSPORT_RAIL) { + return; + } + + rails = 0; + + switch (GetBridgeRampDirection(tile)) { + default: + case DIAGDIR_NE: goto pos_2; + case DIAGDIR_SE: goto pos_3; + case DIAGDIR_SW: goto pos_0; + case DIAGDIR_NW: goto pos_1; + } + } +} + +static void AiStateRemoveTrack(Player *p) +{ + /* Was 1000 for standard 8x8 maps. */ + int num = MapSizeX() * 4; + + do { + TileIndex tile = ++p->ai.state_counter; + + // Iterated all tiles? + if (tile >= MapSize()) { + p->ai.state = AIS_REMOVE_STATION; + return; + } + + // Remove player stuff in that tile + AiRemovePlayerRailOrRoad(p, tile); + if (p->ai.state != AIS_REMOVE_TRACK) return; + } while (--num); +} + +static void AiStateRemoveSingleRailTile(Player *p) +{ + // Remove until we can't remove more. + if (!AiRemoveTileAndGoForward(p)) p->ai.state = AIS_REMOVE_TRACK; +} + +static AiStateAction * const _ai_actions[] = { + AiCase0, + AiCase1, + AiStateVehLoop, + AiStateCheckReplaceVehicle, + AiStateDoReplaceVehicle, + AiStateWantNewRoute, + + AiStateBuildDefaultRailBlocks, + AiStateBuildRail, + AiStateBuildRailVeh, + AiStateDeleteRailBlocks, + + AiStateBuildDefaultRoadBlocks, + AiStateBuildRoad, + AiStateBuildRoadVehicles, + AiStateDeleteRoadBlocks, + + AiStateAirportStuff, + AiStateBuildDefaultAirportBlocks, + AiStateBuildAircraftVehicles, + + AiStateCheckShipStuff, + AiStateBuildDefaultShipBlocks, + AiStateDoShipStuff, + + AiStateSellVeh, + AiStateRemoveStation, + AiStateRemoveTrack, + + AiStateRemoveSingleRailTile +}; + +extern void ShowBuyCompanyDialog(uint player); + +static void AiHandleTakeover(Player *p) +{ + if (p->bankrupt_timeout != 0) { + p->bankrupt_timeout -= 8; + if (p->bankrupt_timeout > 0) return; + p->bankrupt_timeout = 0; + DeleteWindowById(WC_BUY_COMPANY, _current_player); + if (IsLocalPlayer()) { + AskExitToGameMenu(); + return; + } + if (IsHumanPlayer(_current_player)) return; + } + + if (p->bankrupt_asked == 255) return; + + { + uint asked = p->bankrupt_asked; + Player *pp, *best_pl = NULL; + int32 best_val = -1; + uint old_p; + + // Ask the guy with the highest performance hist. + FOR_ALL_PLAYERS(pp) { + if (pp->is_active && + !(asked&1) && + pp->bankrupt_asked == 0 && + best_val < pp->old_economy[1].performance_history) { + best_val = pp->old_economy[1].performance_history; + best_pl = pp; + } + asked>>=1; + } + + // Asked all players? + if (best_val == -1) { + p->bankrupt_asked = 255; + return; + } + + SETBIT(p->bankrupt_asked, best_pl->index); + + if (best_pl->index == _local_player) { + p->bankrupt_timeout = 4440; + ShowBuyCompanyDialog(_current_player); + return; + } + if (IsHumanPlayer(best_pl->index)) return; + + // Too little money for computer to buy it? + if (best_pl->player_money >> 1 >= p->bankrupt_value) { + // Computer wants to buy it. + old_p = _current_player; + _current_player = p->index; + DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); + _current_player = old_p; + } + } +} + +static void AiAdjustLoan(const Player* p) +{ + int32 base = AiGetBasePrice(p); + + if (p->player_money > base * 1400) { + // Decrease loan + if (p->current_loan != 0) { + DoCommand(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN); + } + } else if (p->player_money < base * 500) { + // Increase loan + if (p->current_loan < _economy.max_loan && + p->num_valid_stat_ent >= 2 && + -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { + DoCommand(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN); + } + } +} + +static void AiBuildCompanyHQ(Player *p) +{ + TileIndex tile; + + if (p->location_of_house == 0 && + p->last_build_coordinate != 0) { + tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); + DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); + } +} + + +void AiDoGameLoop(Player *p) +{ + if (p->bankrupt_asked != 0) { + AiHandleTakeover(p); + return; + } + + // Ugly hack to make sure the service interval of the AI is good, not looking + // to the patch-setting + // Also, it takes into account the setting if the service-interval is in days + // or in % + _ai_service_interval = _patches.servint_ispercent?80:180; + + if (IsHumanPlayer(_current_player)) return; + + AiAdjustLoan(p); + AiBuildCompanyHQ(p); + +#if 0 + { + static byte old_state = 99; + static bool hasdots = false; + char *_ai_state_names[]={ + "AiCase0", + "AiCase1", + "AiStateVehLoop", + "AiStateCheckReplaceVehicle", + "AiStateDoReplaceVehicle", + "AiStateWantNewRoute", + "AiStateBuildDefaultRailBlocks", + "AiStateBuildRail", + "AiStateBuildRailVeh", + "AiStateDeleteRailBlocks", + "AiStateBuildDefaultRoadBlocks", + "AiStateBuildRoad", + "AiStateBuildRoadVehicles", + "AiStateDeleteRoadBlocks", + "AiStateAirportStuff", + "AiStateBuildDefaultAirportBlocks", + "AiStateBuildAircraftVehicles", + "AiStateCheckShipStuff", + "AiStateBuildDefaultShipBlocks", + "AiStateDoShipStuff", + "AiStateSellVeh", + "AiStateRemoveStation", + "AiStateRemoveTrack", + "AiStateRemoveSingleRailTile" + }; + + if (p->ai.state != old_state) { + if (hasdots) + printf("\n"); + hasdots=false; + printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); + } else { + printf("."); + hasdots=true; + } + } +#endif + + _ai_actions[p->ai.state](p); +} diff --git a/src/ai/default/default.h b/src/ai/default/default.h new file mode 100644 index 000000000..d367d4a72 --- /dev/null +++ b/src/ai/default/default.h @@ -0,0 +1,8 @@ +/* $Id$ */ + +#ifndef DEFAULT_H +#define DEFAULT_H + +void AiDoGameLoop(Player*); + +#endif |