--- a/ai_build.c Fri Sep 02 16:05:59 2005 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,273 +0,0 @@
-/* $Id$ */
-
-#include "stdafx.h"
-#include "openttd.h"
-#include "debug.h"
-#include "functions.h"
-#include "map.h"
-#include "tile.h"
-#include "command.h"
-#include "ai_new.h"
-#include "engine.h"
-#include "station.h"
-#include "variables.h"
-
-// Build HQ
-// Params:
-// tile : tile where HQ is going to be build
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
-{
- if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
- return false;
- DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
- return true;
-}
-
-
-// Build station
-// Params:
-// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
-// tile : tile where station is going to be build
-// length : in case of AI_TRAIN: length of station
-// numtracks : in case of AI_TRAIN: tracks of station
-// direction : the direction of the station
-// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
-int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
-{
- if (type == AI_TRAIN)
- return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
-
- if (type == AI_BUS)
- return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-
- return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
-}
-
-
-// Builds a brdige. The second best out of the ones available for this player
-// Params:
-// tile_a : starting point
-// tile_b : end point
-// flag : flag passed to DoCommand
-int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
-{
- int bridge_type, bridge_len, type, type2;
-
- // Find a good bridgetype (the best money can buy)
- bridge_len = GetBridgeLength(tile_a, tile_b);
- type = type2 = 0;
- for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
- if (CheckBridge_Stuff(bridge_type, bridge_len)) {
- type2 = type;
- type = bridge_type;
- // We found two bridges, exit
- if (type2 != 0) break;
- }
- }
- // There is only one bridge that can be build..
- if (type2 == 0 && type != 0) type2 = type;
-
- // Now, simply, build the bridge!
- if (p->ainew.tbt == AI_TRAIN)
- return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-
- return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
-}
-
-
-// Build the route part by part
-// Basicly what this function do, is build that amount of parts of the route
-// that go in the same direction. It sets 'part' to the last part of the route builded.
-// The return value is the cost for the builded parts
-//
-// Params:
-// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
-// part : Which part we need to build
-//
-// TODO: skip already builded road-pieces (e.g.: cityroad)
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
-{
- int part = PathFinderInfo->position;
- byte *route_extra = PathFinderInfo->route_extra;
- TileIndex *route = PathFinderInfo->route;
- int dir;
- int old_dir = -1;
- int cost = 0;
- int res;
- // We need to calculate the direction with the parent of the parent.. so we skip
- // the first pieces and the last piece
- if (part < 1) part = 1;
- // When we are done, stop it
- if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
-
-
- if (PathFinderInfo->rail_or_road) {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal rail
- // Keep it doing till we go an other way
- if (route_extra[part-1] == 0 && route_extra[part] == 0) {
- while (route_extra[part] == 0) {
- // Get the current direction
- dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // Build the tile
- res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
- if (CmdFailed(res)) {
- // Problem.. let's just abort it all!
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
- cost += res;
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- }
- // We want to return the last position, so we go back one
- PathFinderInfo->position = part;
- } else {
- // Tunnel code
- if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
- cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
- return 0;
- }
- return cost;
- }
- // Bridge code
- if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
- cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
- PathFinderInfo->position++;
- // TODO: problems!
- if (CmdFailed(cost)) {
- DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
- return 0;
- }
- return cost;
- }
-
- // Build normal road
- // Keep it doing till we go an other way
- // EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
- // it will wait till the vehicle is gone..
- if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
- // Get the current direction
- dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
- // Is it the same as the last one?
- if (old_dir != -1 && old_dir != dir) break;
- old_dir = dir;
- // There is already some road, and it is a bridge.. don't build!!!
- if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
- // Build the tile
- res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
- // Currently, we ignore CMD_ERRORs!
- if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
- // Problem.. let's just abort it all!
- DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
- p->ainew.state = AI_STATE_NOTHING;
- return 0;
- }
-
- if (!CmdFailed(res)) cost += res;
- }
- // Go to the next tile
- part++;
- // Check if it is still in range..
- if (part >= PathFinderInfo->route_length - 1) break;
- }
- part--;
- // We want to return the last position, so we go back one
- }
- if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
- PathFinderInfo->position = part;
- }
-
- return cost;
-}
-
-
-// This functions tries to find the best vehicle for this type of cargo
-// It returns vehicle_id or -1 if not found
-int AiNew_PickVehicle(Player *p)
-{
- if (p->ainew.tbt == AI_TRAIN) {
- // Not supported yet
- return -1;
- } else {
- int start, count, i, ret = CMD_ERROR;
- start = _cargoc.ai_roadveh_start[p->ainew.cargo];
- count = _cargoc.ai_roadveh_count[p->ainew.cargo];
-
- // Let's check it backwards.. we simply want to best engine available..
- for (i=start+count-1;i>=start;i--) {
- // Is it availiable?
- // Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
- if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
- // Can we build it?
- ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
- if (!CmdFailed(ret)) break;
- }
- // We did not find a vehicle :(
- if (CmdFailed(ret)) { return -1; }
- return i;
- }
-}
-
-
-// Builds the best vehicle possible
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
-{
- int i = AiNew_PickVehicle(p);
- if (i == -1) return CMD_ERROR;
-
- if (p->ainew.tbt == AI_TRAIN)
- return CMD_ERROR;
-
- return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
-}
-
-int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
-{
- static const byte _roadbits_by_dir[4] = {2,1,8,4};
- int ret, ret2;
- if (p->ainew.tbt == AI_TRAIN)
- return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
-
- ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
- if (CmdFailed(ret)) return ret;
- // Try to build the road from the depot
- ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
- // If it fails, ignore it..
- if (CmdFailed(ret2)) return ret;
- return ret + ret2;
-}