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-rw-r--r--src/ai/default/default.c3934
-rw-r--r--src/ai/default/default.h8
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