diff -r 96a76a02e425 -r a22a6b07904b ai_build.c --- a/ai_build.c Sun Aug 22 15:31:23 2004 +0000 +++ b/ai_build.c Sun Aug 22 15:56:56 2004 +0000 @@ -1,257 +1,257 @@ -#include "stdafx.h" -#include "ttd.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 (!IS_TILETYPE(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 && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !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 + _tileoffs_by_dir[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; - } -} +#include "stdafx.h" +#include "ttd.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 (!IS_TILETYPE(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 && !IS_TILETYPE(route[part], MP_STREET) && (flag == DC_EXEC && !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 + _tileoffs_by_dir[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; + } +}