blob: 69d65a3961d29f96456167c89cb8fe7b4f77019e (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
/* $Id$ */
/** @file default.h The original AI. */
#ifndef DEFAULT_H
#define DEFAULT_H
#include "../../direction_type.h"
#include "../../vehicle_type.h"
#include "../../rail_type.h"
void AiDoGameLoop(Company *c);
void SaveLoad_AI(CompanyID company);
struct AiBuildRec {
TileIndex spec_tile;
TileIndex use_tile;
byte rand_rng;
byte cur_building_rule;
byte unk6;
byte unk7;
byte buildcmd_a;
byte buildcmd_b;
byte direction;
CargoID cargo;
};
struct CompanyAI {
byte state;
byte tick; ///< Used to determine how often to move
uint32 state_counter; ///< Can hold tile index!
uint16 timeout_counter;
byte state_mode;
byte banned_tile_count;
RailTypeByte railtype_to_use;
CargoID cargo_type;
byte num_wagons;
byte build_kind;
byte num_build_rec;
byte num_loco_to_build;
byte num_want_fullload;
byte route_type_mask;
TileIndex start_tile_a;
TileIndex cur_tile_a;
DiagDirectionByte cur_dir_a;
DiagDirectionByte start_dir_a;
TileIndex start_tile_b;
TileIndex cur_tile_b;
DiagDirectionByte cur_dir_b;
DiagDirectionByte start_dir_b;
Vehicle *cur_veh; ///< only used by some states
AiBuildRec src, dst, mid1, mid2;
VehicleID wagon_list[9];
byte order_list_blocks[20];
TileIndex banned_tiles[16];
byte banned_val[16];
};
extern CompanyAI _companies_ai[MAX_COMPANIES];
#endif
|