(svn r1696) Use GetTileSlope() instead of FindLandscapeHeightByTile() where it is sufficient. FindLandscapeHeightByTile() uses GetTileSlope() internally and adds some more info, which is discarded in these cases.
While touching the code make a bit more clear how GetBridgeHeight() works.
#include "stdafx.h"
#include "ttd.h"
#include "map.h"
#include "command.h"
#include "ai.h"
#include "engine.h"
// Build HQ
// Params:
// tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
if (DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ) == CMD_ERROR)
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, uint 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);
else if (type == AI_BUS)
return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_BUS_STATION);
else
return DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRUCK_STATION);
}
// 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, uint tile_a, uint 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);
else
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 (cost == CMD_ERROR) {
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 (cost == CMD_ERROR) {
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 (res == CMD_ERROR) {
// 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 (cost == CMD_ERROR) {
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 (cost == CMD_ERROR) {
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 (res == CMD_ERROR && 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;
} else {
if (res != CMD_ERROR)
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, r = 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(_engines[i].player_avail, _current_player) || _engines[i].reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it?
r = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (r != CMD_ERROR) break;
}
// We did not find a vehicle :(
if (r == CMD_ERROR) { return -1; }
return i;
}
}
// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
int i = AiNew_PickVehicle(p);
if (i == -1) return CMD_ERROR;
if (p->ainew.tbt == AI_TRAIN) {
return CMD_ERROR;
} else {
return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
}
int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag) {
static const byte _roadbits_by_dir[4] = {2,1,8,4};
int r, r2;
if (p->ainew.tbt == AI_TRAIN) {
return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
} else {
r = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
if (r == CMD_ERROR) return r;
// Try to build the road from the depot
r2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
// If it fails, ignore it..
if (r2 == CMD_ERROR) return r;
return r + r2;
}
}