ai_build.c
author darkvater
Tue, 04 Jan 2005 00:07:58 +0000
changeset 880 f3d9b97fff06
parent 679 04ca2cd69420
child 900 27eb21ced433
permissions -rw-r--r--
(svn r1365) -Fix: very, very nasty buffer overflow bug introduced with replace vehicles. You CANNOT access the i[255] of an array that only has 255 elements! I will kick the next person that does that so hard...goddammit (I only noticed it because it screwed up my console in the debug build and took me at least an hour to fix)
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#include "stdafx.h"
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#include "ttd.h"
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04ca2cd69420 (svn r1117) Move map arrays and some related macros into their own files map.c and map.h
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#include "map.h"
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#include "command.h"
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#include "ai.h"
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#include "engine.h"
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// Build HQ
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//  Params:
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//    tile : tile where HQ is going to be build
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bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
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	if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
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		return false;
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	DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
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	return true;
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}
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// Build station
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//  Params:
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//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
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//    tile : tile where station is going to be build
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//    length : in case of AI_TRAIN: length of station
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//    numtracks : in case of AI_TRAIN: tracks of station
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//    direction : the direction of the station
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//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
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	if (type == AI_TRAIN)
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		return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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	else if (type == AI_BUS)
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		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
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	else
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		return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
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}
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// Builds a brdige. The second best out of the ones available for this player
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//  Params:
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//   tile_a : starting point
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//   tile_b : end point
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//   flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
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	int bridge_type, bridge_len, type, type2;
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	// Find a good bridgetype (the best money can buy)
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	bridge_len = GetBridgeLength(tile_a, tile_b);
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	type = type2 = 0;
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	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
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		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
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			type2 = type;
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			type = bridge_type;
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			// We found two bridges, exit
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			if (type2 != 0)
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				break;
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		}
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	}
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	// There is only one bridge that can be build..
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	if (type2 == 0 && type != 0) type2 = type;
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	// Now, simply, build the bridge!
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	if (p->ainew.tbt == AI_TRAIN)
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		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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	else
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		return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
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}
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// Build the route part by part
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// Basicly what this function do, is build that amount of parts of the route
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//  that go in the same direction. It sets 'part' to the last part of the route builded.
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//  The return value is the cost for the builded parts
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//
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//  Params:
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//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
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//   part : Which part we need to build
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//
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// TODO: skip already builded road-pieces (e.g.: cityroad)
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int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag) {
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    int part = PathFinderInfo->position;
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	byte *route_extra = PathFinderInfo->route_extra;
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	TileIndex *route = PathFinderInfo->route;
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	int dir;
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	int old_dir = -1;
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	int cost = 0;
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	int res;
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	// We need to calculate the direction with the parent of the parent.. so we skip
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	//  the first pieces and the last piece
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	if (part < 1) part = 1;
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	// When we are done, stop it
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	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
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0a7025304867 (svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
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	if (PathFinderInfo->rail_or_road) {
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		// Tunnel code
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     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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     		cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
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     		PathFinderInfo->position++;
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     		// TODO: problems!
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     		if (cost == CMD_ERROR) {
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     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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				return 0;
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     		}
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     		return cost;
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     	}
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     	// Bridge code
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     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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     		cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
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     		PathFinderInfo->position++;
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     		// TODO: problems!
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     		if (cost == CMD_ERROR) {
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     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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				return 0;
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     		}
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     		return cost;
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     	}
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     	// Build normal rail
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     	// Keep it doing till we go an other way
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     	if (route_extra[part-1] == 0 && route_extra[part] == 0) {
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     		while (route_extra[part] == 0) {
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	     		// Get the current direction
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	     		dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
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   121
	     		// Is it the same as the last one?
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   122
	     		if (old_dir != -1 && old_dir != dir) break;
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   123
	     		old_dir = dir;
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   124
	     		// Build the tile
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   125
	     		res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
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   126
	     		if (res == CMD_ERROR) {
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   127
	     			// Problem.. let's just abort it all!
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   128
	     			p->ainew.state = AI_STATE_NOTHING;
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   129
	     			return 0;
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   130
	     		}
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	     		cost += res;
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   132
	     		// Go to the next tile
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	     		part++;
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   134
	     		// Check if it is still in range..
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   135
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   136
	     	}
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	     	part--;
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   138
	    }
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   139
     	// We want to return the last position, so we go back one
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     	PathFinderInfo->position = part;
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   141
    } else {
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   142
		// Tunnel code
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   143
     	if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
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   144
     		cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
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   145
     		PathFinderInfo->position++;
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   146
     		// TODO: problems!
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   147
     		if (cost == CMD_ERROR) {
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     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
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				return 0;
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     		}
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     		return cost;
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   152
     	}
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   153
     	// Bridge code
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     	if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
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   155
     		cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
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   156
     		PathFinderInfo->position++;
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   157
     		// TODO: problems!
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   158
     		if (cost == CMD_ERROR) {
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   159
     			DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
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   160
				return 0;
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   161
     		}
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     		return cost;
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     	}
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   164
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     	// Build normal road
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   166
     	// Keep it doing till we go an other way
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   167
     	// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
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     	//  it will wait till the vehicle is gone..
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     	if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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     		while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
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	     		// Get the current direction
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	     		dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
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   173
	     		// Is it the same as the last one?
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   174
	     		if (old_dir != -1 && old_dir != dir) break;
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	     		old_dir = dir;
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	     		// There is already some road, and it is a bridge.. don't build!!!
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	     		if (!IS_TILETYPE(route[part], MP_TUNNELBRIDGE)) {
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	     			// Build the tile
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	     			res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
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   180
	     			// Currently, we ignore CMD_ERRORs!
145
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   181
	     			if (res == CMD_ERROR && flag == DC_EXEC && !IS_TILETYPE(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
110
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   182
     					// Problem.. let's just abort it all!
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   183
     					DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
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    	     			p->ainew.state = AI_STATE_NOTHING;
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   185
    	     			return 0;
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    	     		} else {
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    	     			if (res != CMD_ERROR)
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   188
    	     				cost += res;
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   189
    	     		}
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   190
		     	}
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   191
	     		// Go to the next tile
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   192
	     		part++;
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   193
	     		// Check if it is still in range..
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   194
	     		if (part >= PathFinderInfo->route_length - 1) break;
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   195
	     	}
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   196
	     	part--;
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	     	// We want to return the last position, so we go back one
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   198
	    }
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   199
	    if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
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     	PathFinderInfo->position = part;
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   201
    }
193
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   202
110
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   203
    return cost;
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   204
}
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   205
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   206
// This functions tries to find the best vehicle for this type of cargo
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   207
// It returns vehicle_id or -1 if not found
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   208
int AiNew_PickVehicle(Player *p) {
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   209
    if (p->ainew.tbt == AI_TRAIN) {
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        // Not supported yet
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        return -1;
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   212
    } else {
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   213
        int start, count, i, r = CMD_ERROR;
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        start = _cargoc.ai_roadveh_start[p->ainew.cargo];
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   215
        count = _cargoc.ai_roadveh_count[p->ainew.cargo];
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   216
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   217
        // Let's check it backwards.. we simply want to best engine available..
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   218
        for (i=start+count-1;i>=start;i--) {
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   219
        	// Is it availiable?
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        	// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
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   221
        	if (!HASBIT(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
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   222
        	// Can we build it?
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   223
        	r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
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        	if (r != CMD_ERROR) break;
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   225
       	}
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   226
       	// We did not find a vehicle :(
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   227
       	if (r == CMD_ERROR) { return -1; }
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   228
       	return i;
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   229
    }
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   230
}
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   231
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   232
// Builds the best vehicle possible
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   233
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
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   234
	int i = AiNew_PickVehicle(p);
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   235
	if (i == -1) return CMD_ERROR;
193
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   236
110
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	if (p->ainew.tbt == AI_TRAIN) {
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		return CMD_ERROR;
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   239
	} else {
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		return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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	}
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}
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int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
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	static const byte _roadbits_by_dir[4] = {2,1,8,4};
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	int r, r2;
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    if (p->ainew.tbt == AI_TRAIN) {
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    	return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
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    } else {
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    	r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
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    	if (r == CMD_ERROR) return r;
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    	// Try to build the road from the depot
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    	r2 = DoCommandByTile(tile + _tileoffs_by_dir[direction], _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
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    	// If it fails, ignore it..
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    	if (r2 == CMD_ERROR) return r;
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    	return r + r2;
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    }
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}