truelight@0: #include "stdafx.h" truelight@0: #include "ttd.h" truelight@0: #include "player.h" truelight@0: #include "vehicle.h" truelight@0: #include "engine.h" truelight@0: #include "command.h" truelight@0: #include "town.h" truelight@0: #include "industry.h" truelight@0: #include "station.h" truelight@0: #include "pathfind.h" truelight@0: #include "economy.h" truelight@0: #include "airport.h" truelight@0: truelight@0: // remove some day perhaps? truelight@0: static Player *_cur_ai_player; truelight@0: truelight@0: typedef void AiStateAction(Player *p); truelight@0: truelight@0: enum { truelight@0: AIS_0 = 0, truelight@0: AIS_1 = 1, truelight@0: AIS_VEH_LOOP = 2, truelight@0: AIS_VEH_CHECK_REPLACE_VEHICLE = 3, truelight@0: AIS_VEH_DO_REPLACE_VEHICLE = 4, truelight@0: AIS_WANT_NEW_ROUTE = 5, truelight@0: AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6, truelight@0: AIS_BUILD_RAIL = 7, truelight@0: AIS_BUILD_RAIL_VEH = 8, truelight@0: AIS_DELETE_RAIL_BLOCKS = 9, truelight@0: AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10, truelight@0: AIS_BUILD_ROAD = 11, truelight@0: AIS_BUILD_ROAD_VEHICLES = 12, truelight@0: AIS_DELETE_ROAD_BLOCKS = 13, truelight@0: AIS_AIRPORT_STUFF = 14, truelight@0: AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15, truelight@0: AIS_BUILD_AIRCRAFT_VEHICLES = 16, truelight@0: AIS_CHECK_SHIP_STUFF = 17, truelight@0: AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18, truelight@0: AIS_DO_SHIP_STUFF = 19, truelight@0: AIS_SELL_VEHICLE = 20, truelight@0: AIS_REMOVE_STATION = 21, truelight@0: AIS_REMOVE_TRACK = 22, truelight@0: AIS_REMOVE_SINGLE_RAIL_TILE = 23 truelight@0: }; truelight@0: truelight@0: truelight@0: #include "table/ai_rail.h" truelight@0: truelight@0: static byte GetRailTrackStatus(TileIndex tile) { truelight@0: uint32 r = GetTileTrackStatus(tile, 0); truelight@0: return (byte) (r | r >> 8); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiCase0(Player *p) truelight@0: { truelight@0: p->ai.state = AIS_REMOVE_TRACK; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiCase1(Player *p) truelight@0: { truelight@0: p->ai.cur_veh = NULL; truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } truelight@0: truelight@0: static void AiStateVehLoop(Player *p) truelight@0: { truelight@0: Vehicle *v; truelight@0: truelight@0: v = p->ai.cur_veh == NULL ? _vehicles : p->ai.cur_veh+1; truelight@0: truelight@0: for (;v != endof(_vehicles); v++) { truelight@0: if (v->type == 0 || v->owner != _current_player) truelight@0: continue; truelight@0: truelight@0: if ((v->type == VEH_Train && v->subtype==0) || truelight@0: v->type == VEH_Road || truelight@0: (v->type == VEH_Aircraft && v->subtype <= 2) || truelight@0: v->type == VEH_Ship) { truelight@0: truelight@0: /* replace engine? */ truelight@0: if (v->type == VEH_Train && v->engine_type < 3 && truelight@0: (_price.build_railvehicle >> 3) < p->player_money) { truelight@0: p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not profitable? */ truelight@0: if (v->age >= 730 && truelight@0: v->profit_last_year < _price.station_value*5 && truelight@0: v->profit_this_year < _price.station_value*5) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state = AIS_SELL_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: truelight@0: /* not reliable? */ truelight@0: if ((v->age != 0 && truelight@0: _engines[v->engine_type].reliability < 35389) || truelight@0: v->age >= v->max_age) { truelight@0: p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE; truelight@0: p->ai.cur_veh = v; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: p->ai.state = AIS_WANT_NEW_ROUTE; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: // XXX truelight@0: static const byte _rail_locos_count[3] = { truelight@0: 27, 3, 5 truelight@0: }; truelight@0: extern const byte _rail_engines_start[3]; truelight@0: truelight@0: static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag) truelight@0: { truelight@0: int best_veh_index = -1; truelight@0: byte best_veh_score = 0; truelight@0: int32 r; truelight@0: truelight@0: int i = _rail_engines_start[railtype]; truelight@0: int end = i + _rail_locos_count[railtype]; truelight@0: Engine *e = &_engines[i]; truelight@0: do { truelight@0: assert(!(_rail_vehicle_info[i].flags & RVI_WAGON)); truelight@0: truelight@0: if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) truelight@0: continue; truelight@0: truelight@0: r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); truelight@0: if (r != CMD_ERROR && truelight@0: (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && truelight@0: r <= money && truelight@0: _cmd_build_rail_veh_score >= best_veh_score) { truelight@0: best_veh_score = _cmd_build_rail_veh_score; truelight@0: best_veh_index = i; truelight@0: } truelight@0: } while (++e, ++i != end); truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: truelight@0: static int AiChooseRoadVehToBuild(byte cargo, int32 money) truelight@0: { truelight@0: int best_veh_index = -1; truelight@0: int32 best_veh_cost = 0; truelight@0: int32 r; truelight@0: truelight@0: int i = _cargoc.ai_roadveh_start[cargo]; truelight@0: int end = i + _cargoc.ai_roadveh_count[cargo]; truelight@0: Engine *e = &_engines[i]; truelight@0: do { truelight@0: if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) truelight@0: continue; truelight@0: truelight@0: r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_ROAD_VEH); truelight@0: if (r != CMD_ERROR && r <= money && r >= best_veh_cost) { truelight@0: best_veh_cost = r; truelight@0: best_veh_index = i; truelight@0: } truelight@0: } while (++e, ++i != end); truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: truelight@0: static int AiChooseAircraftToBuild(int32 money, byte flag) truelight@0: { truelight@0: int best_veh_index = -1; truelight@0: int32 best_veh_cost = 0; truelight@0: int32 r; truelight@0: truelight@0: int i = AIRCRAFT_ENGINES_INDEX; truelight@0: int end = i + NUM_AIRCRAFT_ENGINES; truelight@0: Engine *e = &_engines[i]; truelight@0: do { truelight@0: if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) truelight@0: continue; truelight@0: truelight@0: if (flag&1) { truelight@0: if (i<253) continue; truelight@0: } else { truelight@0: if (i>=253) continue; truelight@0: } truelight@0: truelight@0: r = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT); truelight@0: if (r != CMD_ERROR && r <= money && r >= best_veh_cost) { truelight@0: best_veh_cost = r; truelight@0: best_veh_index = i; truelight@0: } truelight@0: } while (++e, ++i != end); truelight@0: truelight@0: return best_veh_index; truelight@0: } truelight@0: truelight@0: static int32 AiGetBasePrice(Player *p) truelight@0: { truelight@0: int32 base = _price.station_value; truelight@0: truelight@0: // adjust base price when more expensive vehicles are available truelight@0: if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1; truelight@0: else if (p->ai.railtype_to_use == 2) base *= 2; truelight@0: truelight@0: return base; truelight@0: } truelight@0: truelight@0: #if 0 truelight@0: static int AiChooseShipToBuild(byte cargo, int32 money) truelight@0: { truelight@0: // XXX: not done truelight@0: return 0; truelight@0: } truelight@0: #endif truelight@0: truelight@0: static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; truelight@0: return AiChooseRoadVehToBuild(v->cargo_type, avail_money); truelight@0: } truelight@0: truelight@0: static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; truelight@0: return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0); truelight@0: } truelight@0: truelight@0: static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v) truelight@0: { truelight@0: int32 avail_money = p->player_money + v->value; truelight@0: int num=0; truelight@0: Vehicle *u = v; truelight@0: truelight@0: while (++num, u->next != NULL) { truelight@0: u = u->next; truelight@0: } truelight@0: truelight@0: // XXX: check if a wagon truelight@0: return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0); truelight@0: } truelight@0: truelight@0: static int AiChooseShipToReplaceWith(Player *p, Vehicle *v) truelight@0: { truelight@0: error("!AiChooseShipToReplaceWith"); truelight@0: truelight@0: /* maybe useless, but avoids compiler warning this way */ truelight@0: return 0; truelight@0: } truelight@0: truelight@0: static void AiHandleGotoDepot(Player *p, int cmd) truelight@0: { truelight@0: if ((p->ai.cur_veh->next_order & OT_MASK) != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd); truelight@0: truelight@0: if (++p->ai.state_counter <= 1387) { truelight@0: p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: return; truelight@0: } truelight@0: truelight@0: if ((p->ai.cur_veh->next_order&OT_MASK) == OT_GOTO_DEPOT) { truelight@0: p->ai.cur_veh->next_order = OT_DUMMY; truelight@0: InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak) truelight@0: { truelight@0: uint16 *os = bak->order, ord; truelight@0: int ind = 0; truelight@0: while ((ord = *os++) != 0) { truelight@0: if (DoCommandByTile(0, v->index + (ind << 16), ord, DC_EXEC, CMD_INSERT_ORDER) == CMD_ERROR) truelight@0: break; truelight@0: ind++; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceTrain(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: BackuppedOrders orderbak[1]; truelight@0: int veh; truelight@0: uint tile; truelight@0: truelight@0: // wait until the vehicle reaches the depot. truelight@0: if (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseTrainToReplaceWith(p, v); truelight@0: if (veh != -1) { truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@0: truelight@0: if (DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON) != CMD_ERROR && truelight@0: DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE) != CMD_ERROR) { truelight@0: veh = _new_train_id; truelight@0: AiRestoreVehicleOrders(&_vehicles[veh], orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceRoadVeh(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: BackuppedOrders orderbak[1]; truelight@0: int veh; truelight@0: uint tile; truelight@0: truelight@0: if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseRoadVehToReplaceWith(p, v); truelight@0: if (veh != -1) { truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@0: truelight@0: if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH) != CMD_ERROR && truelight@0: DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH) != CMD_ERROR) { truelight@0: veh = _new_roadveh_id; truelight@0: AiRestoreVehicleOrders(&_vehicles[veh], orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceAircraft(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: int veh; truelight@0: BackuppedOrders orderbak[1]; truelight@0: uint tile; truelight@0: truelight@0: if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { truelight@0: AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); truelight@0: return; truelight@0: } truelight@0: truelight@0: veh = AiChooseAircraftToReplaceWith(p, v); truelight@0: if (veh != -1) { truelight@0: BackupVehicleOrders(v, orderbak); truelight@0: tile = v->tile; truelight@0: truelight@0: if (DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT) != CMD_ERROR && truelight@0: DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT) != CMD_ERROR) { truelight@0: veh = _new_aircraft_id; truelight@0: AiRestoreVehicleOrders(&_vehicles[veh], orderbak); truelight@0: DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiHandleReplaceShip(Player *p) truelight@0: { truelight@0: error("!AiHandleReplaceShip"); truelight@0: } truelight@0: truelight@0: typedef int CheckReplaceProc(Player *p, Vehicle *v); truelight@0: truelight@0: static CheckReplaceProc * const _veh_check_replace_proc[] = { truelight@0: AiChooseTrainToReplaceWith, truelight@0: AiChooseRoadVehToReplaceWith, truelight@0: AiChooseShipToReplaceWith, truelight@0: AiChooseAircraftToReplaceWith, truelight@0: }; truelight@0: truelight@0: typedef void DoReplaceProc(Player *p); truelight@0: static DoReplaceProc * const _veh_do_replace_proc[] = { truelight@0: AiHandleReplaceTrain, truelight@0: AiHandleReplaceRoadVeh, truelight@0: AiHandleReplaceShip, truelight@0: AiHandleReplaceAircraft truelight@0: }; truelight@0: truelight@0: static void AiStateCheckReplaceVehicle(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: truelight@0: if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) { truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } else { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDoReplaceVehicle(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: // vehicle is not owned by the player anymore, something went very wrong. truelight@0: if (v->type == 0 || v->owner != _current_player) truelight@0: return; truelight@0: _veh_do_replace_proc[v->type - VEH_Train](p); truelight@0: } truelight@0: truelight@0: typedef struct FoundRoute { truelight@0: int distance; truelight@0: byte cargo; truelight@0: void *from; truelight@0: void *to; truelight@0: } FoundRoute; truelight@0: truelight@0: static Town *AiFindRandomTown() { truelight@0: Town *t = DEREF_TOWN(RandomRange(_total_towns)); truelight@0: return (t->xy != 0) ? t : NULL; truelight@0: } truelight@0: truelight@0: static Industry *AiFindRandomIndustry() { truelight@0: Industry *i = DEREF_INDUSTRY(RandomRange(_total_industries)); truelight@0: return (i->xy != 0) ? i : NULL; truelight@0: } truelight@0: truelight@0: static void AiFindSubsidyIndustryRoute(FoundRoute *fr) truelight@0: { truelight@0: int i; truelight@0: byte cargo; truelight@0: Subsidy *s; truelight@0: Industry *from, *to_ind; truelight@0: Town *to_tow; truelight@0: TileIndex to_xy; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: // Randomize subsidy index.. truelight@0: i = RandomRange(lengthof(_subsidies) * 3); truelight@0: if (i >= lengthof(_subsidies)) truelight@0: return; truelight@0: truelight@0: s = &_subsidies[i]; truelight@0: truelight@0: // Don't want passengers or mail truelight@0: cargo = s->cargo_type; truelight@0: if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7) truelight@0: return; truelight@0: fr->cargo = cargo; truelight@0: truelight@0: fr->from = from = DEREF_INDUSTRY(s->from); truelight@0: truelight@0: if (cargo == CT_GOODS || cargo == CT_FOOD) { truelight@0: to_tow = DEREF_TOWN(s->to); truelight@0: if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) truelight@0: return; // error truelight@0: fr->to = to_tow; truelight@0: to_xy = to_tow->xy; truelight@0: } else { truelight@0: to_ind = DEREF_INDUSTRY(s->to); truelight@0: fr->to = to_ind; truelight@0: to_xy = to_ind->xy; truelight@0: } truelight@0: truelight@0: fr->distance = GetTileDist(from->xy, to_xy); truelight@0: } truelight@0: truelight@0: static void AiFindSubsidyPassengerRoute(FoundRoute *fr) truelight@0: { truelight@0: uint i; truelight@0: Subsidy *s; truelight@0: Town *from,*to; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: // Randomize subsidy index.. truelight@0: i = RandomRange(lengthof(_subsidies) * 3); truelight@0: if (i >= lengthof(_subsidies)) truelight@0: return; truelight@0: truelight@0: s = &_subsidies[i]; truelight@0: truelight@0: // Only want passengers truelight@0: if (s->cargo_type != CT_PASSENGERS || s->age > 7) truelight@0: return; truelight@0: fr->cargo = s->cargo_type; truelight@0: truelight@0: fr->from = from = DEREF_TOWN(s->from); truelight@0: fr->to = to = DEREF_TOWN(s->to); truelight@0: truelight@0: // They must be big enough truelight@0: if (from->population < 400 || to->population < 400) truelight@0: return; truelight@0: truelight@0: fr->distance = GetTileDist(from->xy, to->xy); truelight@0: } truelight@0: truelight@0: static void AiFindRandomIndustryRoute(FoundRoute *fr) truelight@0: { truelight@0: Industry *i,*i2; truelight@0: Town *t; truelight@0: uint32 r; truelight@0: byte cargo; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: // pick a source truelight@0: fr->from = i = AiFindRandomIndustry(); truelight@0: if (i == NULL) truelight@0: return; truelight@0: truelight@0: // pick a random produced cargo truelight@0: cargo = i->produced_cargo[0]; truelight@0: if (r&1 && i->produced_cargo[1] != 0xFF) truelight@0: cargo = i->produced_cargo[1]; truelight@0: truelight@0: fr->cargo = cargo; truelight@0: truelight@0: // don't allow passengers truelight@0: if (cargo == 0xFF || cargo == CT_PASSENGERS) truelight@0: return; truelight@0: truelight@0: if (cargo != CT_GOODS && cargo != CT_FOOD) { truelight@0: // pick a dest, and see if it can receive truelight@0: i2 = AiFindRandomIndustry(); truelight@0: if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo)) truelight@0: return; truelight@0: truelight@0: fr->to = i2; truelight@0: fr->distance = GetTileDist(i->xy, i2->xy); truelight@0: } else { truelight@0: // pick a dest town, and see if it's big enough truelight@0: t = AiFindRandomTown(); truelight@0: if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900)) truelight@0: return; truelight@0: truelight@0: fr->to = t; truelight@0: fr->distance = GetTileDist(i->xy, t->xy); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiFindRandomPassengerRoute(FoundRoute *fr) truelight@0: { truelight@0: uint32 r; truelight@0: Town *source, *dest; truelight@0: truelight@0: // initially error truelight@0: fr->distance = -1; truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: fr->from = source = AiFindRandomTown(); truelight@0: if (source == NULL || source->population < 400) truelight@0: return; truelight@0: truelight@0: fr->to = dest = AiFindRandomTown(); truelight@0: if (dest == NULL || source == dest || dest->population < 400) truelight@0: return; truelight@0: truelight@0: fr->distance = GetTileDist(source->xy, dest->xy); truelight@0: } truelight@0: truelight@0: // Warn: depends on 'xy' being the first element in both Town and Industry truelight@0: #define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy) truelight@0: truelight@0: static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) truelight@0: { truelight@0: TileIndex from_tile, to_tile; truelight@0: Station *st; truelight@0: int dist, cur; truelight@0: uint same_station = 0; truelight@0: truelight@0: // Make sure distance to closest station is < 37 pixels. truelight@0: from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); truelight@0: to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); truelight@0: truelight@0: dist = 0xFFFF; truelight@0: FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) { truelight@0: cur = GetTileDist1D(from_tile, st->xy); truelight@0: if (cur < dist) dist = cur; truelight@0: cur = GetTileDist1D(to_tile, st->xy); truelight@0: if (cur < dist) dist = cur; truelight@0: if (to_tile == from_tile && st->xy == to_tile) truelight@0: same_station++; truelight@0: } truelight@0: truelight@0: // To prevent the AI from building ten busstations in the same town, do some calculations truelight@0: // For each road or airport station, we want 350 of population! truelight@0: if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350) truelight@0: return false; truelight@0: truelight@0: if (dist != 0xFFFF && dist > 37) truelight@0: return false; truelight@0: truelight@0: if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5)) truelight@0: return false; truelight@0: truelight@0: if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) { truelight@0: if (((Town*)fr->from)->pct_pass_transported > 0x99 || truelight@0: ((Town*)fr->to)->pct_pass_transported > 0x99) truelight@0: return false; truelight@0: truelight@0: // Make sure it has a reasonably good rating truelight@0: if ( ((Town*)fr->from)->ratings[_current_player] < -100 || truelight@0: ((Town*)fr->to)->ratings[_current_player] < -100) truelight@0: return false; truelight@0: } else { truelight@0: Industry *i = (Industry*)fr->from; truelight@0: truelight@0: if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 || truelight@0: i->total_production[fr->cargo != i->produced_cargo[0]] == 0) truelight@0: return false; truelight@0: } truelight@0: truelight@0: p->ai.route_type_mask |= bitmask; truelight@0: return true; truelight@0: } truelight@0: truelight@0: static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b) truelight@0: { truelight@0: byte i = (GET_TILE_X(a) < GET_TILE_X(b)) ? 1 : 0; truelight@0: if (GET_TILE_Y(a) >= GET_TILE_Y(b)) i ^= 3; truelight@0: return i; truelight@0: } truelight@0: truelight@0: static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct) truelight@0: { truelight@0: return TILE_XY( truelight@0: GET_TILE_X(a) + ((GET_TILE_X(b) - GET_TILE_X(a)) * pct >> 8), truelight@0: GET_TILE_Y(a) + ((GET_TILE_Y(b) - GET_TILE_Y(a)) * pct >> 8) truelight@0: ); truelight@0: } truelight@0: truelight@0: static void AiWantLongIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 60, 90+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 60, 90+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 1)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x24; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( truelight@0: p->ai.src.spec_tile, truelight@0: p->ai.dst.spec_tile truelight@0: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0x34; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( truelight@0: p->ai.dst.spec_tile, truelight@0: p->ai.src.spec_tile truelight@0: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 truelight@0: p->ai.mid1.spec_tile = AiGetPctTileBetween( truelight@0: p->ai.src.spec_tile, truelight@0: p->ai.dst.spec_tile, truelight@0: 0x55 truelight@0: ); truelight@0: p->ai.mid1.use_tile = 0; truelight@0: p->ai.mid1.rand_rng = 6; truelight@0: p->ai.mid1.cur_building_rule = 0xFF; truelight@0: p->ai.mid1.unk6 = 2; truelight@0: p->ai.mid1.unk7 = 1; truelight@0: p->ai.mid1.buildcmd_a = 0x30; truelight@0: p->ai.mid1.buildcmd_b = 0xFF; truelight@0: p->ai.mid1.direction = p->ai.src.direction; truelight@0: p->ai.mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 truelight@0: p->ai.mid2.spec_tile = AiGetPctTileBetween( truelight@0: p->ai.src.spec_tile, truelight@0: p->ai.dst.spec_tile, truelight@0: 0xAA truelight@0: ); truelight@0: p->ai.mid2.use_tile = 0; truelight@0: p->ai.mid2.rand_rng = 6; truelight@0: p->ai.mid2.cur_building_rule = 0xFF; truelight@0: p->ai.mid2.unk6 = 2; truelight@0: p->ai.mid2.unk7 = 1; truelight@0: p->ai.mid2.buildcmd_a = 0xFF; truelight@0: p->ai.mid2.buildcmd_b = 0xFF; truelight@0: p->ai.mid2.direction = p->ai.dst.direction; truelight@0: p->ai.mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 2; truelight@0: p->ai.num_build_rec = 4; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 2; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMediumIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 40, 60+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 40, 60+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 1)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to) truelight@0: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from) truelight@0: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantShortIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 15, 40+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 15, 40+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 1)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to) truelight@0: ); truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from) truelight@0: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 2; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMailRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 60, 110+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 60, 110+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_MAIL; truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 1)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 7; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x24; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to) truelight@0: ); truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 7; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0x34; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from) truelight@0: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 1 truelight@0: p->ai.mid1.spec_tile = AiGetPctTileBetween( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: 0x55 truelight@0: ); truelight@0: p->ai.mid1.use_tile = 0; truelight@0: p->ai.mid1.rand_rng = 6; truelight@0: p->ai.mid1.cur_building_rule = 0xFF; truelight@0: p->ai.mid1.unk6 = 2; truelight@0: p->ai.mid1.unk7 = 1; truelight@0: p->ai.mid1.buildcmd_a = 0x30; truelight@0: p->ai.mid1.buildcmd_b = 0xFF; truelight@0: p->ai.mid1.direction = p->ai.src.direction; truelight@0: p->ai.mid1.cargo = fr.cargo; truelight@0: truelight@0: // Fill middle field 2 truelight@0: p->ai.mid2.spec_tile = AiGetPctTileBetween( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: 0xAA truelight@0: ); truelight@0: p->ai.mid2.use_tile = 0; truelight@0: p->ai.mid2.rand_rng = 6; truelight@0: p->ai.mid2.cur_building_rule = 0xFF; truelight@0: p->ai.mid2.unk6 = 2; truelight@0: p->ai.mid2.unk7 = 1; truelight@0: p->ai.mid2.buildcmd_a = 0xFF; truelight@0: p->ai.mid2.buildcmd_b = 0xFF; truelight@0: p->ai.mid2.direction = p->ai.dst.direction; truelight@0: p->ai.mid2.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 3; truelight@0: p->ai.build_kind = 2; truelight@0: p->ai.num_build_rec = 4; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 0; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantPassengerRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 0, 55+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 0, 55+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 1)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 7; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.unk6 = 1; truelight@0: p->ai.src.unk7 = 0; truelight@0: p->ai.src.buildcmd_a = 0x10; truelight@0: p->ai.src.buildcmd_b = 0xFF; truelight@0: p->ai.src.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to) truelight@0: ); truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 7; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.unk6 = 1; truelight@0: p->ai.dst.unk7 = 0; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.buildcmd_b = 0xFF; truelight@0: p->ai.dst.direction = AiGetDirectionBetweenTiles( truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.to), truelight@0: GET_TOWN_OR_INDUSTRY_TILE(fr.from) truelight@0: ); truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_wagons = 2; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 0; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantTrainRoute(Player *p) truelight@0: { truelight@0: uint16 r; truelight@0: p->ai.railtype_to_use = p->max_railtype - 1; truelight@0: r = (uint16)Random(); truelight@0: truelight@0: if (r > 0xD000) { truelight@0: AiWantLongIndustryRoute(p); truelight@0: } else if (r > 0x6000) { truelight@0: AiWantMediumIndustryRoute(p); truelight@0: } else if (r > 0x1000) { truelight@0: AiWantShortIndustryRoute(p); truelight@0: } else if (r > 0x800) { truelight@0: AiWantPassengerRoute(p); truelight@0: } else { truelight@0: AiWantMailRoute(p); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiWantLongRoadIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 35, 55+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 35, 55+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 2)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 5; truelight@0: p->ai.num_want_fullload = 5; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantMediumRoadIndustryRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 15, 40+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomIndustryRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 15, 40+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 2)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 9; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = fr.cargo | 0x80; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 9; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 3; truelight@0: p->ai.num_want_fullload = 3; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantLongRoadPassengerRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 55, 180+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance, 55, 180+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 2)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 10; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 10; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 4; truelight@0: p->ai.num_want_fullload = 0; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantPassengerRouteInsideTown(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: Town *t; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: // Find a town big enough truelight@0: t = AiFindRandomTown(); truelight@0: if (t != NULL && t->population >= 700) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: fr.from = fr.to = t; truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 2)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = t->xy; truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 10; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.buildcmd_a = 1; truelight@0: p->ai.src.direction = 0; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = t->xy; truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 10; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.buildcmd_a = 0xFF; truelight@0: p->ai.dst.direction = 0; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 2; truelight@0: p->ai.num_want_fullload = 0; truelight@0: truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS; truelight@0: p->ai.state_mode = -1; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantRoadRoute(Player *p) truelight@0: { truelight@0: uint16 r = (uint16)Random(); truelight@0: truelight@0: if (r > 0x4000) { truelight@0: AiWantLongRoadIndustryRoute(p); truelight@0: } else if (r > 0x2000) { truelight@0: AiWantMediumRoadIndustryRoute(p); truelight@0: } else if (r > 0x1000) { truelight@0: AiWantLongRoadPassengerRoute(p); truelight@0: } else { truelight@0: AiWantPassengerRouteInsideTown(p); truelight@0: } truelight@0: truelight@0: } truelight@0: truelight@0: static void AiWantPassengerAircraftRoute(Player *p) truelight@0: { truelight@0: FoundRoute fr; truelight@0: int i; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: truelight@0: // look for one from the subsidy list truelight@0: AiFindSubsidyPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance,0,95+1)) truelight@0: break; truelight@0: truelight@0: // try a random one truelight@0: AiFindRandomPassengerRoute(&fr); truelight@0: if (IS_INT_INSIDE(fr.distance,0,95+1)) truelight@0: break; truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 4)) truelight@0: return; truelight@0: truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to); truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 12; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.cargo = fr.cargo; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from); truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 12; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.cargo = fr.cargo; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = fr.cargo; truelight@0: p->ai.build_kind = 0; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 1; truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_AIRPORT_STUFF; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantOilRigAircraftRoute(Player *p) truelight@0: { truelight@0: int i; truelight@0: FoundRoute fr; truelight@0: Town *t; truelight@0: Industry *in; truelight@0: truelight@0: i = 60; truelight@0: for(;;) { truelight@0: // Find a town truelight@0: t = AiFindRandomTown(); truelight@0: if (t != NULL) { truelight@0: // Find a random oil rig industry truelight@0: in = DEREF_INDUSTRY(RandomRange(lengthof(_industries))); truelight@0: if (in != NULL && in->type == IT_OIL_RIG) { truelight@0: if (GetTileDist(t->xy, in->xy) < 60) truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: // only test 60 times truelight@0: if (--i == 0) truelight@0: return; truelight@0: } truelight@0: truelight@0: fr.cargo = CT_PASSENGERS; truelight@0: fr.from = fr.to = t; truelight@0: truelight@0: if (!AiCheckIfRouteIsGood(p, &fr, 4)) truelight@0: return; truelight@0: truelight@0: // Fill the source field truelight@0: p->ai.src.spec_tile = t->xy; truelight@0: p->ai.src.use_tile = 0; truelight@0: p->ai.src.rand_rng = 12; truelight@0: p->ai.src.cur_building_rule = 0xFF; truelight@0: p->ai.src.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill the dest field truelight@0: p->ai.dst.spec_tile = in->xy; truelight@0: p->ai.dst.use_tile = 0; truelight@0: p->ai.dst.rand_rng = 5; truelight@0: p->ai.dst.cur_building_rule = 0xFF; truelight@0: p->ai.dst.cargo = CT_PASSENGERS; truelight@0: truelight@0: // Fill common fields truelight@0: p->ai.cargo_type = CT_PASSENGERS; truelight@0: p->ai.build_kind = 1; truelight@0: p->ai.num_build_rec = 2; truelight@0: p->ai.num_loco_to_build = 1; truelight@0: p->ai.num_want_fullload = 0; truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.order_list_blocks[0] = 0; truelight@0: p->ai.order_list_blocks[1] = 1; truelight@0: p->ai.order_list_blocks[2] = 255; truelight@0: truelight@0: p->ai.state = AIS_AIRPORT_STUFF; truelight@0: p->ai.timeout_counter = 0; truelight@0: } truelight@0: truelight@0: static void AiWantAircraftRoute(Player *p) truelight@0: { truelight@0: uint16 r = (uint16)Random(); truelight@0: truelight@0: if (r >= 0x2AAA || _date < 0x3912) { truelight@0: AiWantPassengerAircraftRoute(p); truelight@0: } else { truelight@0: AiWantOilRigAircraftRoute(p); truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiWantShipRoute(Player *p) truelight@0: { truelight@0: // XXX truelight@0: // error("AiWaitShipRoute"); truelight@0: } truelight@0: truelight@0: truelight@0: truelight@0: static void AiStateWantNewRoute(Player *p) truelight@0: { truelight@0: uint16 r; truelight@0: int i; truelight@0: truelight@0: if (p->player_money < AiGetBasePrice(p) * 500) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: truelight@0: i = 200; truelight@0: for(;;) { truelight@0: r = (uint16)Random(); truelight@0: truelight@0: if (r < 0x7626) { truelight@20: if (_patches.ai_disable_veh_train) continue; truelight@0: AiWantTrainRoute(p); truelight@0: } else if (r < 0xC4EA) { truelight@20: if (_patches.ai_disable_veh_roadveh) continue; truelight@0: AiWantRoadRoute(p); truelight@0: } else if (r < 0xD89B) { truelight@20: if (_patches.ai_disable_veh_aircraft) continue; truelight@0: AiWantAircraftRoute(p); truelight@0: } else { truelight@20: if (_patches.ai_disable_veh_ship) continue; truelight@0: AiWantShipRoute(p); truelight@0: } truelight@0: truelight@0: // got a route? truelight@0: if (p->ai.state != AIS_WANT_NEW_ROUTE) truelight@0: break; truelight@0: truelight@0: // time out? truelight@0: if (--i == 0) { truelight@0: if (++p->ai.state_counter == 556) p->ai.state = AIS_0; truelight@0: break; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; truelight@0: int w,h; truelight@0: uint tile2; truelight@0: truelight@0: for(;p->mode != 4;p++) if (p->mode == 1) { truelight@0: tile2 = TILE_ADD(tile, p->tileoffs); truelight@0: truelight@0: w = ((p->attr>>1) & 7); truelight@0: h = ((p->attr>>4) & 7); truelight@0: if (p->attr&1) intswap(w, h); truelight@0: truelight@0: if (cargo & 0x80) { truelight@0: GetProductionAroundTiles(values, tile2, w, h); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { truelight@0: GetAcceptanceAroundTiles(values, tile2, w, h); truelight@0: if (!(values[cargo] & ~7)) truelight@0: return false; truelight@0: if (cargo != CT_MAIL) truelight@0: return true; truelight@0: return !!((values[cargo]>>1) & ~7); truelight@0: } truelight@0: } truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { truelight@0: int32 r; truelight@0: int32 total_cost = 0; truelight@0: Town *t = NULL; truelight@0: int rating = 0; truelight@0: int i,j,k; truelight@0: truelight@0: for(;;) { truelight@0: // This will seldomly overflow for valid reasons. Mask it to be on the safe side. truelight@0: uint c = TILE_MASK(tile + p->tileoffs); truelight@0: truelight@0: _cleared_town = NULL; truelight@0: truelight@0: if (p->mode < 2) { truelight@0: if (p->mode == 0) { truelight@0: // Depot truelight@0: r = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); truelight@0: } else { truelight@0: // Station truelight@0: r = DoCommandByTile(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, _cur_ai_player->ai.railtype_to_use, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_RAILROAD_STATION); truelight@0: } truelight@0: truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: total_cost += r; truelight@0: truelight@0: clear_town_stuff:; truelight@0: if (_cleared_town != NULL) { truelight@0: if (t != NULL && t != _cleared_town) truelight@0: return CMD_ERROR; truelight@0: t = _cleared_town; truelight@0: rating += _cleared_town_rating; truelight@0: } truelight@0: } else if (p->mode == 2) { truelight@0: // Rail truelight@0: if (IS_TILETYPE(c, MP_RAILWAY)) truelight@0: return CMD_ERROR; truelight@0: truelight@0: j = p->attr; truelight@0: k = 0; truelight@0: truelight@0: // Build the rail truelight@0: for(i=0; i!=6; i++,j>>=1) { truelight@0: if (j&1) { truelight@0: k = i; truelight@0: r = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL); truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: total_cost += r; truelight@0: } truelight@0: } truelight@0: truelight@0: /* signals too? */ truelight@0: if (j&3) { truelight@0: // Can't build signals on a road. truelight@0: if (IS_TILETYPE(c, MP_STREET)) truelight@0: return CMD_ERROR; truelight@0: truelight@0: if (flag & DC_EXEC) { truelight@0: j = 4 - j; truelight@0: do { truelight@0: r = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS); truelight@0: } while (--j); truelight@0: } else { truelight@0: r = _price.build_signals; truelight@0: } truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: total_cost += r; truelight@0: } truelight@0: } else if (p->mode == 3) { truelight@0: //Clear stuff and then build single rail. truelight@0: if (GetTileSlope(c,NULL) != 0) truelight@0: return CMD_ERROR; truelight@0: r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: total_cost += r + _price.build_rail; truelight@0: truelight@0: if (flag & DC_EXEC) { truelight@0: DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr&1, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_SINGLE_RAIL); truelight@0: } truelight@0: truelight@0: goto clear_town_stuff; truelight@0: } else { truelight@0: // Unk truelight@0: break; truelight@0: } truelight@0: truelight@0: p++; truelight@0: } truelight@0: truelight@0: if (!(flag & DC_EXEC)) { truelight@0: if (t != NULL && rating > t->ratings[_current_player]) { truelight@0: return CMD_ERROR; truelight@0: } truelight@0: } truelight@0: truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: // Returns rule and cost truelight@0: static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost) truelight@0: { truelight@0: int i; truelight@0: const AiDefaultRailBlock *p; truelight@0: truelight@0: for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) { truelight@0: if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 && truelight@0: (p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) { truelight@0: *cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING); truelight@0: if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo)) truelight@0: return i; truelight@0: } truelight@0: } truelight@0: truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static const byte _terraform_up_flags[] = { truelight@0: 14, 13, 12, 11, truelight@0: 10, 9, 8, 7, truelight@0: 6, 5, 4, 3, truelight@0: 2, 1, 0, 1, truelight@0: 2, 1, 4, 1, truelight@0: 2, 1, 8, 1, truelight@0: 2, 1, 4, 2, truelight@0: 2, 1 truelight@0: }; truelight@0: truelight@0: static const byte _terraform_down_flags[] = { truelight@0: 1, 2, 3, 4, truelight@0: 5, 6, 1, 8, truelight@0: 9, 10, 8, 12, truelight@0: 4, 2, 0, 0, truelight@0: 1, 2, 3, 4, truelight@0: 5, 6, 2, 8, truelight@0: 9, 10, 1, 12, truelight@0: 8, 4 truelight@0: }; truelight@0: truelight@0: static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode) truelight@0: { truelight@0: byte old_player; truelight@0: uint32 r; truelight@0: uint slope; truelight@0: int h; truelight@0: truelight@0: old_player = _current_player; truelight@0: _current_player = OWNER_NONE; truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: unk &= (int)r; truelight@0: truelight@0: do { truelight@0: tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); truelight@0: truelight@0: r >>= 2; truelight@0: if (r&2) { truelight@0: dir++; truelight@0: if (r&1) truelight@0: dir -= 2; truelight@0: } truelight@0: dir &= 3; truelight@0: } while (--unk >= 0); truelight@0: truelight@0: slope = GetTileSlope(tile, &h); truelight@0: truelight@0: if (slope != 0) { truelight@0: if (mode > 0 || (mode == 0 && !(r&0xC))) { truelight@0: // Terraform up truelight@0: DoCommandByTile(tile, _terraform_up_flags[slope-1], 1, truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); truelight@0: } else if (h != 0) { truelight@0: // Terraform down truelight@0: DoCommandByTile(tile, _terraform_down_flags[slope-1], 0, truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); truelight@0: } truelight@0: } truelight@0: truelight@0: _current_player = old_player; truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultRailBlocks(Player *p) truelight@0: { truelight@0: int i, j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times truelight@0: i = 8; truelight@0: do { truelight@0: // check if we can build the default track truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? truelight@0: if (aib->cur_building_rule != 255) truelight@0: continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the track can be build there. truelight@0: rule = AiBuildDefaultRailTrack(aib->use_tile, truelight@0: p->ai.build_kind, p->ai.num_wagons, truelight@0: aib->unk6, aib->unk7, truelight@0: aib->direction, aib->cargo, &cost); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost)) { truelight@0: int32 r; truelight@0: // player has money, build it. truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultRailTrack( truelight@0: aib->use_tile, truelight@0: _default_rail_track_data[rule]->data, truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); truelight@0: assert(r != CMD_ERROR); truelight@0: } truelight@0: } while (++aib,--j); truelight@0: } while (--i); truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: if (aib->cur_building_rule == 255) truelight@0: return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. truelight@0: p->ai.state = AIS_BUILD_RAIL; truelight@0: p->ai.state_mode = 255; truelight@0: } truelight@0: truelight@0: static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir) truelight@0: { truelight@0: const AiDefaultBlockData *p = _default_rail_track_data[rule]->data; truelight@0: truelight@0: while (p->mode != 3 || !((--cmd) & 0x80)) p++; truelight@0: truelight@0: return tile + p->tileoffs - _tileoffs_by_dir[*dir = p->attr]; truelight@0: } truelight@0: truelight@0: typedef struct AiRailPathFindData { truelight@0: TileIndex tile; truelight@0: TileIndex tile2; truelight@0: int count; truelight@0: bool flag; truelight@0: } AiRailPathFindData; truelight@0: truelight@0: static bool AiEnumFollowTrack(uint tile, AiRailPathFindData *a, int track, uint length, byte *state) truelight@0: { truelight@0: if (a->flag) truelight@0: return true; truelight@0: truelight@0: if (length > 20 || tile == a->tile) { truelight@0: a->flag = true; truelight@0: return true; truelight@0: } truelight@0: truelight@0: if (GetTileDist1D(tile, a->tile2) < 4) truelight@0: a->count++; truelight@0: truelight@0: return false; truelight@0: } truelight@0: truelight@0: static bool AiDoFollowTrack(Player *p) truelight@0: { truelight@0: AiRailPathFindData arpfd; truelight@0: arpfd.tile = p->ai.start_tile_a; truelight@0: arpfd.tile2 = p->ai.cur_tile_a; truelight@0: arpfd.flag = false; truelight@0: arpfd.count = 0; truelight@0: FollowTrack(p->ai.cur_tile_a + _tileoffs_by_dir[p->ai.cur_dir_a], 0x2000, p->ai.cur_dir_a^2, truelight@0: (TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd); truelight@0: return arpfd.count > 8; truelight@0: } truelight@0: truelight@0: typedef struct AiRailFinder { truelight@0: TileIndex final_tile; truelight@0: byte final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; truelight@0: byte cur_best_dir; truelight@0: byte best_dir; truelight@0: byte cur_best_depth; truelight@0: byte best_depth; truelight@0: uint cur_best_dist; truelight@0: const byte *best_ptr; truelight@0: uint best_dist; truelight@0: TileIndex cur_best_tile, best_tile; truelight@0: TileIndex bridge_end_tile; truelight@0: Player *player; truelight@0: TileInfo ti; truelight@0: } AiRailFinder; truelight@0: truelight@0: static const byte _ai_table_15[4][8] = { truelight@0: {0, 0, 4, 3, 3, 1, 128+0, 64}, truelight@0: {1, 1, 2, 0, 4, 2, 128+1, 65}, truelight@0: {0, 2, 2, 3, 5, 1, 128+2, 66}, truelight@0: {1, 3, 5, 0, 3, 2, 128+3, 67} truelight@0: }; truelight@0: truelight@0: static const byte _dir_table_1[] = {3, 9, 12, 6}; truelight@0: static const byte _dir_table_2[] = {12, 6, 3, 9}; truelight@0: truelight@0: truelight@0: static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) { truelight@0: int i; truelight@0: truelight@0: for(i=0; i!=p->ai.banned_tile_count; i++) truelight@0: if (p->ai.banned_tiles[i] == tile && truelight@0: p->ai.banned_val[i] == val) truelight@0: return true; truelight@0: return false; truelight@0: } truelight@0: truelight@0: static void AiBanTile(Player *p, TileIndex tile, byte val) { truelight@0: int i; truelight@0: truelight@0: for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) { truelight@0: p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1]; truelight@0: p->ai.banned_val[i] = p->ai.banned_val[i-1]; truelight@0: } truelight@0: truelight@0: p->ai.banned_tiles[0] = tile; truelight@0: p->ai.banned_val[0] = val; truelight@0: truelight@0: if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles)) truelight@0: p->ai.banned_tile_count++; truelight@0: } truelight@0: truelight@0: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir); truelight@0: truelight@0: static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p) truelight@0: { truelight@0: bool better = false; truelight@0: truelight@0: if (arf->recursive_mode < 1) { truelight@0: // Mode is 0. This means destination has not been found yet. truelight@0: // If the found path is shorter than the current one, remember it. truelight@0: if (arf->cur_best_dist < arf->best_dist) { truelight@0: arf->best_dir = arf->cur_best_dir; truelight@0: arf->best_dist = arf->cur_best_dist; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = arf->cur_best_tile; truelight@0: better = true; truelight@0: } truelight@0: } else if (arf->recursive_mode > 1) { truelight@0: // Mode is 2. truelight@0: if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = 0; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = 0; truelight@0: better = true; truelight@0: } truelight@0: } truelight@0: arf->recursive_mode = 0; truelight@0: arf->cur_best_dist = (uint)-1; truelight@0: arf->cur_best_depth = 0xff; truelight@0: truelight@0: return better; truelight@0: } truelight@0: truelight@0: static void FORCEINLINE AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: TileIndex tile_new; truelight@0: bool flag; truelight@0: truelight@0: int dir2 = p[0] & 3; truelight@0: truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: truelight@0: if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { truelight@0: tile_new = tile; truelight@0: // Allow bridges directly over bottom tiles truelight@0: flag = arf->ti.z == 0; truelight@0: for(;;) { truelight@0: if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! truelight@0: tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[dir2]); truelight@0: FindLandscapeHeightByTile(&arf->ti, tile_new); truelight@0: if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { truelight@0: if (!flag) return; truelight@0: break; truelight@0: } truelight@0: if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) truelight@0: return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? truelight@0: if (DoCommandByTile(tile_new, tile, arf->player->ai.railtype_to_use<<8, truelight@0: DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) truelight@0: return; truelight@0: AiBuildRailRecursive(arf, tile_new, dir2); truelight@0: truelight@0: // At the bottom depth, check if the new path is better than the old one. truelight@0: if (arf->depth == 1) { truelight@0: if (AiCheckRailPathBetter(arf, p)) truelight@0: arf->bridge_end_tile = tile_new; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void FORCEINLINE AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: truelight@0: if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { truelight@0: int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: truelight@0: if (cost != CMD_ERROR && cost <= (arf->player->player_money>>4)) { truelight@0: AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3); truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRailPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir) truelight@0: { truelight@0: const byte *p; truelight@0: truelight@0: tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); truelight@0: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { truelight@0: if (arf->final_dir != (dir^2)) { truelight@0: if (arf->recursive_mode != 2) truelight@0: arf->recursive_mode = 1; truelight@0: } else if (arf->recursive_mode != 2) { truelight@0: arf->recursive_mode = 2; truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } else { truelight@0: if (arf->depth < arf->cur_best_depth) truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Depth too deep? truelight@0: if (arf->depth >= 4) { truelight@0: uint dist = GetTileDist1Db(tile, arf->final_tile); truelight@0: if (dist < arf->cur_best_dist) { truelight@0: // Store the tile that is closest to the final position. truelight@0: arf->cur_best_depth = arf->depth; truelight@0: arf->cur_best_dist = dist; truelight@0: arf->cur_best_tile = tile; truelight@0: arf->cur_best_dir = dir; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Increase recursion depth truelight@0: arf->depth++; truelight@0: truelight@0: // Grab pointer to list of stuff that is possible to build truelight@0: p = _ai_table_15[dir]; truelight@0: truelight@0: // Try to build a single rail in all directions. truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: if (arf->ti.z == 0) { truelight@0: p += 6; truelight@0: } else { truelight@0: do { truelight@0: // Make sure the tile is not in the list of banned tiles and that a rail can be built here. truelight@0: if (!AiIsTileBanned(arf->player, tile, p[0]) && truelight@0: DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL) != CMD_ERROR) { truelight@0: AiBuildRailRecursive(arf, tile, p[1]); truelight@0: } truelight@0: truelight@0: // At the bottom depth? truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRailPathBetter(arf, p); truelight@0: } truelight@0: truelight@0: p += 2; truelight@0: } while (!(p[0]&0x80)); truelight@0: } truelight@0: truelight@0: AiCheckBuildRailBridgeHere(arf, tile, p); truelight@0: AiCheckBuildRailTunnelHere(arf, tile, p+1); truelight@0: truelight@0: arf->depth--; truelight@0: } truelight@0: truelight@0: truelight@0: static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16}; truelight@0: truelight@0: static void AiBuildRailConstruct(Player *p) truelight@0: { truelight@0: AiRailFinder arf; truelight@0: int i; truelight@0: truelight@0: // Check too much lookahead? truelight@0: if (AiDoFollowTrack(p)) { truelight@0: p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks truelight@0: p->ai.state_mode = 1; // Start destruct truelight@0: truelight@0: // Ban this tile and don't reach it for a while. truelight@0: AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; truelight@0: arf.final_tile = p->ai.cur_tile_b; truelight@0: arf.final_dir = p->ai.cur_dir_b; truelight@0: arf.depth = 0; truelight@0: arf.recursive_mode = 0; truelight@0: arf.best_ptr = NULL; truelight@0: arf.cur_best_dist = (uint)-1; truelight@0: arf.cur_best_depth = 0xff; truelight@0: arf.best_dist = (uint)-1; truelight@0: arf.best_depth = 0xff; truelight@0: arf.cur_best_tile = 0; truelight@0: arf.best_tile = 0; truelight@0: AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Didn't find anything to build? truelight@0: if (arf.best_ptr == NULL) { truelight@0: // Terraform some truelight@0: for(i=0; i!=5; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 21) { truelight@0: p->ai.state_counter = 40; truelight@0: p->ai.state_mode = 1; truelight@0: truelight@0: // Ban this tile truelight@0: AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a))); truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: p->ai.cur_tile_a += _tileoffs_by_dir[p->ai.cur_dir_a]; truelight@0: truelight@0: if (arf.best_ptr[0]&0x80) { truelight@0: int i; truelight@0: int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a); truelight@0: truelight@0: /* Figure out what (rail)bridge type to build truelight@0: start with best bridge, then go down to worse and worse bridges truelight@0: unnecessary to check for worse bridge (i=0), since AI will always build that. truelight@0: AI is so fucked up that fixing this small thing will probably not solve a thing truelight@0: */ truelight@0: for(i = 10 + (p->ai.railtype_to_use << 8); i != 0; i--) { truelight@0: if (CheckBridge_Stuff(i, bridge_len)) { truelight@0: int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO, CMD_BUILD_BRIDGE); truelight@0: if (cost != CMD_ERROR && cost < (p->player_money >> 5)) truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: // Build it truelight@0: DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i, DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: truelight@0: p->ai.cur_tile_a = arf.bridge_end_tile; truelight@0: p->ai.state_counter = 0; truelight@0: } else if (arf.best_ptr[0]&0x40) { truelight@0: // tunnel truelight@0: DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); truelight@0: p->ai.cur_tile_a = _build_tunnel_endtile; truelight@0: p->ai.state_counter = 0; truelight@0: } else { truelight@0: // rail truelight@0: p->ai.cur_dir_a = arf.best_ptr[1]; truelight@0: DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0], truelight@0: DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL); truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: if (arf.best_tile != 0) { truelight@0: for(i=0; i!=2; i++) truelight@0: AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); truelight@0: } truelight@0: } truelight@0: truelight@0: static bool AiRemoveTileAndGoForward(Player *p) truelight@0: { truelight@0: byte b; truelight@0: int bit; truelight@0: const byte *ptr; truelight@0: uint tile = p->ai.cur_tile_a; truelight@0: int offs; truelight@0: TileIndex tilenew; truelight@0: truelight@0: if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) { truelight@0: if (!(_map5[tile] & 0x80)) { truelight@0: // Clear the tunnel and continue at the other side of it. truelight@0: if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR) truelight@0: return false; truelight@0: p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - _tileoffs_by_dir[p->ai.cur_dir_a]); truelight@0: return true; truelight@0: } truelight@0: truelight@0: if (!(_map5[tile] & 0x40)) { truelight@0: truelight@0: // Check if the bridge points in the right direction. truelight@0: // This is not really needed the first place AiRemoveTileAndGoForward is called. truelight@0: if ((_map5[tile]&1) != (p->ai.cur_dir_a&1)) truelight@0: return false; truelight@0: truelight@0: // Find other side of bridge. truelight@0: offs = _tileoffs_by_dir[p->ai.cur_dir_a]; truelight@0: do { truelight@0: tile = TILE_MASK(tile - offs); truelight@0: } while (_map5[tile] & 0x40); truelight@0: truelight@0: tilenew = TILE_MASK(tile - offs); truelight@0: // And clear the bridge. truelight@0: if (DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR) == CMD_ERROR) truelight@0: return false; truelight@0: p->ai.cur_tile_a = tilenew; truelight@0: return true; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find the railtype at the position. Quit if no rail there. truelight@0: b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a]; truelight@0: if (b == 0) truelight@0: return false; truelight@0: truelight@0: // Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects. truelight@0: bit = FindFirstBit(b); truelight@0: truelight@0: // Then remove and signals if there are any. truelight@0: if (IS_TILETYPE(tile, MP_RAILWAY) && truelight@0: (_map5[tile]&0xC0) == 0x40) { truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); truelight@0: } truelight@0: truelight@0: // And also remove the rail. truelight@0: if (DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL) == CMD_ERROR) truelight@0: return false; truelight@0: truelight@0: // Find the direction at the other edge of the rail. truelight@0: ptr = _ai_table_15[p->ai.cur_dir_a^2]; truelight@0: while (ptr[0] != bit) ptr+=2; truelight@0: p->ai.cur_dir_a = ptr[1] ^ 2; truelight@0: truelight@0: // And then also switch tile. truelight@0: p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - _tileoffs_by_dir[p->ai.cur_dir_a]); truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRailDestruct(Player *p) truelight@0: { truelight@0: // Decrease timeout. truelight@0: if (!--p->ai.state_counter) { truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: // Don't do anything if the destination is already reached. truelight@0: if (p->ai.cur_tile_a == p->ai.start_tile_a) truelight@0: return; truelight@0: truelight@0: AiRemoveTileAndGoForward(p); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRail(Player *p) truelight@0: { truelight@0: int i; truelight@0: truelight@0: if (p->ai.state_mode < 1) { truelight@0: // Construct mode, build new rail. truelight@0: AiBuildRailConstruct(p); truelight@0: } else if (p->ai.state_mode == 1) { truelight@0: truelight@0: // Destruct mode, destroy the rail currently built. truelight@0: AiBuildRailDestruct(p); truelight@0: } else if (p->ai.state_mode == 2) { truelight@0: truelight@0: // Terraform some and then try building again. truelight@0: for(i=0; i!=4; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 4) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateBuildRail(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: byte cmd; truelight@0: TileIndex tile; truelight@0: int dir; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a rail between two points? truelight@0: if (p->ai.state_mode != 255) { truelight@0: AiBuildRail(p); truelight@0: truelight@0: // Alternate between edges truelight@0: swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); truelight@0: swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); truelight@0: swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); truelight@0: swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: truelight@0: for(;;) { truelight@0: cmd = aib->buildcmd_a; truelight@0: aib->buildcmd_a = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: cmd = aib->buildcmd_b; truelight@0: aib->buildcmd_b = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: aib++; truelight@0: if (--num == 0) { truelight@0: p->ai.state = AIS_BUILD_RAIL_VEH; truelight@0: p->ai.state_counter = 0; // timeout truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find first edge to build from. truelight@0: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir); truelight@0: p->ai.start_tile_a = tile; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.start_dir_a = dir; truelight@0: p->ai.cur_dir_a = dir; truelight@0: DoCommandByTile(TILE_MASK(tile + _tileoffs_by_dir[dir]), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); truelight@0: truelight@0: assert(TILE_MASK(tile) != 0xFF00); truelight@0: truelight@0: // Find second edge to build to truelight@0: aib = (&p->ai.src) + ((cmd >> 4)&0xF); truelight@0: tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir); truelight@0: p->ai.start_tile_b = tile; truelight@0: p->ai.cur_tile_b = tile; truelight@0: p->ai.start_dir_b = dir; truelight@0: p->ai.cur_dir_b = dir; truelight@0: DoCommandByTile(TILE_MASK(tile + _tileoffs_by_dir[dir]), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL); truelight@0: truelight@0: assert(TILE_MASK(tile) != 0xFF00); truelight@0: truelight@0: // And setup state. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.banned_tile_count = 0; truelight@0: } truelight@0: truelight@0: static int AiGetStationIdByDef(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _default_rail_track_data[id]->data; truelight@0: while (p->mode != 1) p++; truelight@0: return _map2[TILE_ADD(tile,p->tileoffs)]; truelight@0: } truelight@0: truelight@0: static void AiStateBuildRailVeh(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; truelight@0: TileIndex tile; truelight@0: int i, veh; truelight@0: int cargo; truelight@0: int32 cost; truelight@0: Vehicle *v; truelight@0: uint loco_id; truelight@0: truelight@0: ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data; truelight@0: while (ptr->mode != 0) { ptr++; } truelight@0: truelight@0: tile = TILE_ADD(p->ai.src.use_tile, ptr->tileoffs); truelight@0: truelight@0: cargo = p->ai.cargo_type; truelight@0: for(i=0;;) { truelight@0: if (p->ai.wagon_list[i] == INVALID_VEHICLE) { truelight@0: veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo]; truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); truelight@0: if (cost == CMD_ERROR) goto handle_nocash; truelight@0: p->ai.wagon_list[i] = _new_wagon_id; truelight@0: p->ai.wagon_list[i+1] = INVALID_VEHICLE; truelight@0: return; truelight@0: } truelight@0: if (cargo == CT_MAIL) truelight@0: cargo = CT_PASSENGERS; truelight@0: if (++i == p->ai.num_wagons * 2 - 1) truelight@0: break; truelight@0: } truelight@0: truelight@0: // Which locomotive to build? truelight@0: veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0); truelight@0: if (veh == -1) { truelight@0: handle_nocash: truelight@0: // after a while, if AI still doesn't have cash, get out of this block by selling the wagons. truelight@0: if (++p->ai.state_counter == 1000) { truelight@0: for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { truelight@0: cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@0: assert(cost != CMD_ERROR); truelight@0: } truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Try to build the locomotive truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); truelight@0: assert(cost != CMD_ERROR); truelight@0: loco_id = _new_train_id; truelight@0: truelight@0: // Sell a vehicle if the train is double headed. truelight@0: v = &_vehicles[loco_id]; truelight@0: if (v->next != NULL) { truelight@0: i = p->ai.wagon_list[p->ai.num_wagons*2-2]; truelight@0: p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE; truelight@0: DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@0: } truelight@0: truelight@0: // Move the wagons onto the train truelight@0: for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) { truelight@0: DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); truelight@0: } truelight@0: truelight@0: for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { truelight@0: AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; truelight@0: uint flags = (AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; truelight@0: bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || truelight@0: p->ai.cargo_type == CT_MAIL || truelight@0: (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); truelight@0: truelight@0: if (!is_pass && i == 1) flags |= OF_UNLOAD; truelight@0: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; truelight@0: truelight@0: DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); truelight@0: truelight@0: if (p->ai.num_want_fullload != 0) truelight@0: p->ai.num_want_fullload--; truelight@0: truelight@0: if (--p->ai.num_loco_to_build != 0) { truelight@0: // p->ai.loco_id = INVALID_VEHICLE; truelight@0: p->ai.wagon_list[0] = INVALID_VEHICLE; truelight@0: } else { truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRailBlocks(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: const AiDefaultBlockData *b; truelight@0: truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { truelight@0: b = _default_rail_track_data[aib->cur_building_rule]->data; truelight@0: while (b->mode != 4) { truelight@0: DoCommandByTile(TILE_ADD(aib->use_tile, b->tileoffs), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: b++; truelight@0: } truelight@0: } truelight@0: } while (++aib,--num); truelight@0: truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; truelight@0: for(;;p++) { truelight@0: if (p->mode == 4) { truelight@0: return true; truelight@0: } else if (p->mode == 1) { truelight@0: uint tile2 = TILE_ADD(tile, p->tileoffs); truelight@0: if (cargo & 0x80) { truelight@0: GetProductionAroundTiles(values, tile2, 1, 1); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { truelight@0: GetAcceptanceAroundTiles(values, tile2, 1, 1); truelight@0: return (values[cargo]&~7) != 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static bool _want_road_truck_station; truelight@0: static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag); truelight@0: truelight@0: // Returns rule and cost truelight@0: static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost) truelight@0: { truelight@0: int i; truelight@0: const AiDefaultRoadBlock *p; truelight@0: truelight@0: _want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS; truelight@0: truelight@0: for(i=0; (p = _road_default_block_data[i]) != NULL; i++) { truelight@0: if (p->dir == direction) { truelight@0: *cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0); truelight@0: if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo)) truelight@0: return i; truelight@0: } truelight@0: } truelight@0: truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { truelight@0: int32 r; truelight@0: int32 total_cost = 0; truelight@0: Town *t = NULL; truelight@0: int rating = 0; truelight@0: int roadflag = 0; truelight@0: truelight@0: for(;p->mode != 4;p++) { truelight@0: uint c = TILE_MASK(tile+ p->tileoffs); truelight@0: truelight@0: _cleared_town = NULL; truelight@0: truelight@0: if (p->mode == 2) { truelight@0: if (IS_TILETYPE(c, MP_STREET) && truelight@0: (_map5[c]&0xF0)==0 && truelight@0: (_map5[c]&p->attr)!=0) { truelight@0: roadflag |= 2; truelight@0: truelight@0: // all bits are already built? truelight@0: if ((_map5[c]&p->attr)==p->attr) truelight@0: continue; truelight@0: } truelight@0: truelight@0: r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD); truelight@0: if (r == CMD_ERROR) truelight@0: return CMD_ERROR; truelight@0: total_cost += r; truelight@0: truelight@0: continue; truelight@0: } truelight@0: truelight@0: if (p->mode == 0) { truelight@0: // Depot truelight@0: r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT); truelight@0: goto clear_town_stuff; truelight@0: } else if (p->mode == 1) { truelight@0: if (_want_road_truck_station) { truelight@0: // Truck station truelight@0: r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRUCK_STATION); truelight@0: } else { truelight@0: // Bus station truelight@0: r = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_BUS_STATION); truelight@0: } truelight@0: clear_town_stuff:; truelight@0: truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: total_cost += r; truelight@0: truelight@0: if (_cleared_town != NULL) { truelight@0: if (t != NULL && t != _cleared_town) truelight@0: return CMD_ERROR; truelight@0: t = _cleared_town; truelight@0: rating += _cleared_town_rating; truelight@0: } truelight@0: } else if (p->mode == 3) { truelight@0: if (flag & DC_EXEC) truelight@0: continue; truelight@0: truelight@0: if (GetTileSlope(c, NULL) != 0) truelight@0: return CMD_ERROR; truelight@0: truelight@0: if (!(IS_TILETYPE(c, MP_STREET) && (_map5[c]&0xF0)==0)) { truelight@0: r = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR); truelight@0: if (r == CMD_ERROR) return CMD_ERROR; truelight@0: } truelight@0: truelight@0: } truelight@0: } truelight@0: truelight@0: if (!_want_road_truck_station && !(roadflag&2)) truelight@0: return CMD_ERROR; truelight@0: truelight@0: if (!(flag & DC_EXEC)) { truelight@0: if (t != NULL && rating > t->ratings[_current_player]) { truelight@0: return CMD_ERROR; truelight@0: } truelight@0: } truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: // Make sure the blocks are not too close to each other truelight@0: static bool AiCheckBlockDistances(Player *p, TileIndex tile) truelight@0: { truelight@0: AiBuildRec *aib; truelight@0: int num; truelight@0: truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { truelight@0: if (GetTileDist(aib->use_tile, tile) < 9) truelight@0: return false; truelight@0: } truelight@0: } while (++aib, --num); truelight@0: truelight@0: return true; truelight@0: } truelight@0: truelight@0: truelight@0: static void AiStateBuildDefaultRoadBlocks(Player *p) truelight@0: { truelight@0: int i, j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_RAIL_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times truelight@0: i = 8; truelight@0: do { truelight@0: // check if we can build the default track truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? truelight@0: if (aib->cur_building_rule != 255) truelight@0: continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the road can be built there. truelight@0: rule = AiFindBestDefaultRoadBlock(aib->use_tile, truelight@0: aib->direction, aib->cargo, &cost); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { truelight@0: int32 r; truelight@0: truelight@0: // player has money, build it. truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultRoadBlock( truelight@0: aib->use_tile, truelight@0: _road_default_block_data[rule]->data, truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); truelight@0: assert(r != CMD_ERROR); truelight@0: } truelight@0: } while (++aib,--j); truelight@0: } while (--i); truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: if (aib->cur_building_rule == 255) truelight@0: return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state to the rail building state. truelight@0: p->ai.state = AIS_BUILD_ROAD; truelight@0: p->ai.state_mode = 255; truelight@0: } truelight@0: truelight@0: typedef struct { truelight@0: TileIndex final_tile; truelight@0: byte final_dir; truelight@0: byte depth; truelight@0: byte recursive_mode; truelight@0: byte cur_best_dir; truelight@0: byte best_dir; truelight@0: byte cur_best_depth; truelight@0: byte best_depth; truelight@0: uint cur_best_dist; truelight@0: const byte *best_ptr; truelight@0: uint best_dist; truelight@0: TileIndex cur_best_tile, best_tile; truelight@0: TileIndex bridge_end_tile; truelight@0: Player *player; truelight@0: TileInfo ti; truelight@0: } AiRoadFinder; truelight@0: truelight@0: typedef struct AiRoadEnum { truelight@0: TileIndex dest; truelight@0: TileIndex best_tile; truelight@0: int best_track; truelight@0: uint best_dist; truelight@0: } AiRoadEnum; truelight@0: truelight@0: static const byte _dir_by_track[] = { truelight@0: 0,1,0,1,2,1, 0,0, truelight@0: 2,3,3,2,3,0, truelight@0: }; truelight@0: truelight@0: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir); truelight@0: truelight@0: static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p) truelight@0: { truelight@0: bool better = false; truelight@0: truelight@0: if (arf->recursive_mode < 1) { truelight@0: // Mode is 0. This means destination has not been found yet. truelight@0: // If the found path is shorter than the current one, remember it. truelight@0: if (arf->cur_best_dist < arf->best_dist || truelight@0: (arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = arf->cur_best_dist; truelight@0: arf->best_dir = arf->cur_best_dir; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = arf->cur_best_tile; truelight@0: better = true; truelight@0: } truelight@0: } else if (arf->recursive_mode > 1) { truelight@0: // Mode is 2. truelight@0: if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) { truelight@0: arf->best_depth = arf->cur_best_depth; truelight@0: arf->best_dist = 0; truelight@0: arf->best_ptr = p; truelight@0: arf->best_tile = 0; truelight@0: better = true; truelight@0: } truelight@0: } truelight@0: arf->recursive_mode = 0; truelight@0: arf->cur_best_dist = (uint)-1; truelight@0: arf->cur_best_depth = 0xff; truelight@0: truelight@0: return better; truelight@0: } truelight@0: truelight@0: truelight@0: static bool AiEnumFollowRoad(uint tile, AiRoadEnum *a, int track, uint length, byte *state) truelight@0: { truelight@0: uint dist = GetTileDist(tile, a->dest); truelight@0: uint tile2; truelight@0: truelight@0: if (dist <= a->best_dist) { truelight@0: tile2 = TILE_MASK(tile + _tileoffs_by_dir[_dir_by_track[track]]); truelight@0: if (IS_TILETYPE(tile2, MP_STREET) && truelight@0: (_map5[tile2]&0xF0) == 0) { truelight@0: a->best_dist = dist; truelight@0: a->best_tile = tile; truelight@0: a->best_track = track; truelight@0: } truelight@0: } truelight@0: truelight@0: return false; truelight@0: } truelight@0: truelight@0: static const uint16 _ai_road_table_and[4] = { truelight@0: 0x1009, truelight@0: 0x16, truelight@0: 0x520, truelight@0: 0x2A00, truelight@0: }; truelight@0: truelight@0: bool AiCheckRoadFinished(Player *p) truelight@0: { truelight@0: AiRoadEnum are; truelight@0: uint tile; truelight@0: int dir = p->ai.cur_dir_a; truelight@0: uint32 bits; truelight@0: int i; truelight@0: truelight@0: are.dest = p->ai.cur_tile_b; truelight@0: tile = TILE_MASK(p->ai.cur_tile_a + _tileoffs_by_dir[dir]); truelight@0: truelight@0: bits = GetTileTrackStatus(tile, 2) & _ai_road_table_and[dir]; truelight@0: if (bits == 0) { truelight@0: return false; truelight@0: } truelight@0: truelight@0: are.best_dist = (uint)-1; truelight@0: truelight@0: for_each_bit(i, bits) { truelight@0: FollowTrack(tile, 0x3002, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are); truelight@0: } truelight@0: truelight@0: if (GetTileDist(tile, are.dest) <= are.best_dist) truelight@0: return false; truelight@0: truelight@0: if (are.best_dist == 0) truelight@0: return true; truelight@0: truelight@0: p->ai.cur_tile_a = are.best_tile; truelight@0: p->ai.cur_dir_a = _dir_by_track[are.best_track]; truelight@0: return false; truelight@0: } truelight@0: truelight@0: truelight@0: static bool AiBuildRoadHelper(uint tile, int flags, int type) truelight@0: { truelight@0: static const byte _road_bits[] = { truelight@0: 8+2, truelight@0: 1+4, truelight@0: 1+8, truelight@0: 4+2, truelight@0: 1+2, truelight@0: 8+4, truelight@0: }; truelight@0: return DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD) != CMD_ERROR; truelight@0: } truelight@0: truelight@0: static void FORCEINLINE AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: TileIndex tile_new; truelight@0: bool flag; truelight@0: truelight@0: int dir2 = p[0] & 3; truelight@0: truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) { truelight@0: tile_new = tile; truelight@0: // Allow bridges directly over bottom tiles truelight@0: flag = arf->ti.z == 0; truelight@0: for(;;) { truelight@0: if (tile_new < -_tileoffs_by_dir[dir2]) return; // Wraping around map, no bridge possible! truelight@0: tile_new = TILE_MASK(tile_new + _tileoffs_by_dir[dir2]); truelight@0: FindLandscapeHeightByTile(&arf->ti, tile_new); truelight@0: if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) { truelight@0: // Allow a bridge if either we have a tile that's water, rail or street, truelight@0: // or if we found an up tile. truelight@0: if (!flag) return; truelight@0: break; truelight@0: } truelight@0: if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET) truelight@0: return; truelight@0: flag = true; truelight@0: } truelight@0: truelight@0: // Is building a (rail)bridge possible at this place (type doesn't matter)? truelight@0: if (DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE) == CMD_ERROR) truelight@0: return; truelight@0: AiBuildRoadRecursive(arf, tile_new, dir2); truelight@0: truelight@0: // At the bottom depth, check if the new path is better than the old one. truelight@0: if (arf->depth == 1) { truelight@0: if (AiCheckRoadPathBetter(arf, p)) truelight@0: arf->bridge_end_tile = tile_new; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void FORCEINLINE AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p) truelight@0: { truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: truelight@0: if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) { truelight@0: int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL); truelight@0: truelight@0: if (cost != CMD_ERROR && cost <= (arf->player->player_money>>4)) { truelight@0: AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3); truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRoadPathBetter(arf, p); truelight@0: } truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: truelight@0: static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir) truelight@0: { truelight@0: const byte *p; truelight@0: truelight@0: tile = TILE_MASK(tile + _tileoffs_by_dir[dir]); truelight@0: truelight@0: // Reached destination? truelight@0: if (tile == arf->final_tile) { truelight@0: if ((arf->final_dir^2) == dir) { truelight@0: arf->recursive_mode = 2; truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Depth too deep? truelight@0: if (arf->depth >= 4) { truelight@0: uint dist = GetTileDist1Db(tile, arf->final_tile); truelight@0: if (dist < arf->cur_best_dist) { truelight@0: // Store the tile that is closest to the final position. truelight@0: arf->cur_best_dist = dist; truelight@0: arf->cur_best_tile = tile; truelight@0: arf->cur_best_dir = dir; truelight@0: arf->cur_best_depth = arf->depth; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: // Increase recursion depth truelight@0: arf->depth++; truelight@0: truelight@0: // Grab pointer to list of stuff that is possible to build truelight@0: p = _ai_table_15[dir]; truelight@0: truelight@0: // Try to build a single rail in all directions. truelight@0: FindLandscapeHeightByTile(&arf->ti, tile); truelight@0: if (arf->ti.z == 0) { truelight@0: p += 6; truelight@0: } else { truelight@0: do { truelight@0: // Make sure that a road can be built here. truelight@0: if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) { truelight@0: AiBuildRoadRecursive(arf, tile, p[1]); truelight@0: } truelight@0: truelight@0: // At the bottom depth? truelight@0: if (arf->depth == 1) { truelight@0: AiCheckRoadPathBetter(arf, p); truelight@0: } truelight@0: truelight@0: p += 2; truelight@0: } while (!(p[0]&0x80)); truelight@0: } truelight@0: truelight@0: AiCheckBuildRoadBridgeHere(arf, tile, p); truelight@0: AiCheckBuildRoadTunnelHere(arf, tile, p+1); truelight@0: truelight@0: arf->depth--; truelight@0: } truelight@0: truelight@0: int sw; truelight@0: truelight@0: truelight@0: static void AiBuildRoadConstruct(Player *p) truelight@0: { truelight@0: AiRoadFinder arf; truelight@0: int i; truelight@0: uint tile; truelight@0: truelight@0: // Reached destination? truelight@0: if (AiCheckRoadFinished(p)) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Setup recursive finder and call it. truelight@0: arf.player = p; truelight@0: arf.final_tile = p->ai.cur_tile_b; truelight@0: arf.final_dir = p->ai.cur_dir_b; truelight@0: arf.depth = 0; truelight@0: arf.recursive_mode = 0; truelight@0: arf.best_ptr = NULL; truelight@0: arf.cur_best_dist = (uint)-1; truelight@0: arf.cur_best_depth = 0xff; truelight@0: arf.best_dist = (uint)-1; truelight@0: arf.best_depth = 0xff; truelight@0: arf.cur_best_tile = 0; truelight@0: arf.best_tile = 0; truelight@0: AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a); truelight@0: truelight@0: // Reached destination? truelight@0: if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) { truelight@0: p->ai.state_mode = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Didn't find anything to build? truelight@0: if (arf.best_ptr == NULL) { truelight@0: // Terraform some truelight@0: do_some_terraform: truelight@0: for(i=0; i!=5; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 21) { truelight@0: p->ai.state_mode = 1; truelight@0: truelight@0: p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + _tileoffs_by_dir[p->ai.cur_dir_a]); truelight@0: p->ai.cur_dir_a ^= 2; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: return; truelight@0: } truelight@0: truelight@0: tile = TILE_MASK(p->ai.cur_tile_a + _tileoffs_by_dir[p->ai.cur_dir_a]); truelight@0: truelight@0: if (arf.best_ptr[0]&0x80) { truelight@0: int i; truelight@0: int32 bridge_len; truelight@0: p->ai.cur_tile_a = arf.bridge_end_tile; truelight@0: bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile truelight@0: truelight@0: /* Figure out what (road)bridge type to build truelight@0: start with best bridge, then go down to worse and worse bridges truelight@0: unnecessary to check for worse bridge (i=0), since AI will always build that. truelight@0: AI is so fucked up that fixing this small thing will probably not solve a thing truelight@0: */ truelight@0: for(i = 10; i != 0; i--) { truelight@0: if (CheckBridge_Stuff(i, bridge_len)) { truelight@0: int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); truelight@0: if (cost != CMD_ERROR && cost < (p->player_money >> 5)) truelight@0: break; truelight@0: } truelight@0: } truelight@0: truelight@0: // Build it truelight@0: DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE); truelight@0: truelight@0: p->ai.state_counter = 0; truelight@0: } else if (arf.best_ptr[0]&0x40) { truelight@0: // tunnel truelight@0: DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL); truelight@0: p->ai.cur_tile_a = _build_tunnel_endtile; truelight@0: p->ai.state_counter = 0; truelight@0: } else { truelight@0: truelight@0: // road truelight@0: if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0])) truelight@0: goto do_some_terraform; truelight@0: truelight@0: p->ai.cur_dir_a = arf.best_ptr[1]; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: if (arf.best_tile != 0) { truelight@0: for(i=0; i!=2; i++) truelight@0: AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0); truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: static void AiBuildRoad(Player *p) truelight@0: { truelight@0: int i; truelight@0: truelight@0: if (p->ai.state_mode < 1) { truelight@0: // Construct mode, build new road. truelight@0: AiBuildRoadConstruct(p); truelight@0: } else if (p->ai.state_mode == 1) { truelight@0: // Destruct mode, not implemented for roads. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: } else if (p->ai.state_mode == 2) { truelight@0: truelight@0: // Terraform some and then try building again. truelight@0: for(i=0; i!=4; i++) truelight@0: AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0); truelight@0: truelight@0: if (++p->ai.state_counter == 4) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = 0; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir) truelight@0: { truelight@0: const AiDefaultBlockData *p = _road_default_block_data[rule]->data; truelight@0: while (p->mode != 1) p++; truelight@0: *dir = p->attr; truelight@0: return TILE_ADD(tile, p->tileoffs); truelight@0: } truelight@0: truelight@0: truelight@0: static void AiStateBuildRoad(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: byte cmd; truelight@0: TileIndex tile; truelight@0: int dir; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_DELETE_ROAD_BLOCKS; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Currently building a road between two points? truelight@0: if (p->ai.state_mode != 255) { truelight@0: AiBuildRoad(p); truelight@0: truelight@0: // Alternate between edges truelight@0: swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b); truelight@0: swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b); truelight@0: swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b); truelight@0: swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b); truelight@0: truelight@0: sw ^= 1; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Now, find two new points to build between truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: truelight@0: for(;;) { truelight@0: cmd = aib->buildcmd_a; truelight@0: aib->buildcmd_a = 255; truelight@0: if (cmd != 255) break; truelight@0: truelight@0: aib++; truelight@0: if (--num == 0) { truelight@0: p->ai.state = AIS_BUILD_ROAD_VEHICLES; truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: // Find first edge to build from. truelight@0: tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); truelight@0: p->ai.start_tile_a = tile; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.start_dir_a = dir; truelight@0: p->ai.cur_dir_a = dir; truelight@0: truelight@0: // Find second edge to build to truelight@0: aib = (&p->ai.src) + (cmd&0xF); truelight@0: tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir); truelight@0: p->ai.start_tile_b = tile; truelight@0: p->ai.cur_tile_b = tile; truelight@0: p->ai.start_dir_b = dir; truelight@0: p->ai.cur_dir_b = dir; truelight@0: truelight@0: // And setup state. truelight@0: p->ai.state_mode = 2; truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.banned_tile_count = 0; truelight@0: } truelight@0: truelight@0: static int AiGetStationIdFromRoadBlock(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _road_default_block_data[id]->data; truelight@0: while (p->mode != 1) p++; truelight@0: return _map2[TILE_ADD(tile, p->tileoffs)]; truelight@0: } truelight@0: truelight@0: static void AiStateBuildRoadVehicles(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; truelight@0: uint tile,loco_id; truelight@0: int veh, i; truelight@0: int32 cost; truelight@0: truelight@0: ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data; truelight@0: for(;ptr->mode != 0;ptr++) {} truelight@0: tile = TILE_ADD(p->ai.src.use_tile, ptr->tileoffs); truelight@0: truelight@0: veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money); truelight@0: if (veh == -1) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH); truelight@0: if (cost == CMD_ERROR) truelight@0: return; truelight@0: truelight@0: loco_id = _new_roadveh_id; truelight@0: truelight@0: for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { truelight@0: AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; truelight@0: uint flags = (AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; truelight@0: bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || truelight@0: p->ai.cargo_type == CT_MAIL || truelight@0: (_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES)); truelight@0: truelight@0: if (!is_pass && i == 1) flags |= OF_UNLOAD; truelight@0: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; truelight@0: truelight@0: DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); truelight@0: truelight@0: if (p->ai.num_want_fullload != 0) truelight@0: p->ai.num_want_fullload--; truelight@0: truelight@0: if (--p->ai.num_loco_to_build == 0) { truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateDeleteRoadBlocks(Player *p) truelight@0: { truelight@0: int num; truelight@0: AiBuildRec *aib; truelight@0: const AiDefaultBlockData *b; truelight@0: truelight@0: num = p->ai.num_build_rec; truelight@0: aib = &p->ai.src; truelight@0: do { truelight@0: if (aib->cur_building_rule != 255) { truelight@0: b = _road_default_block_data[aib->cur_building_rule]->data; truelight@0: while (b->mode != 4) { truelight@0: if (b->mode <= 1) { truelight@0: DoCommandByTile(TILE_ADD(aib->use_tile, b->tileoffs), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } truelight@0: b++; truelight@0: } truelight@0: } truelight@0: } while (++aib,--num); truelight@0: truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: truelight@0: static bool AiCheckIfHangar(Station *st) truelight@0: { truelight@0: uint tile = st->airport_tile; truelight@0: // HANGAR of airports truelight@0: // 0x20 - hangar large airport (32) truelight@0: // 0x41 - hangar small airport (65) truelight@0: return (_map5[tile] == 32 || _map5[tile] == 65); truelight@0: } truelight@0: truelight@0: static void AiStateAirportStuff(Player *p) truelight@0: { truelight@0: Station *st; truelight@0: byte acc_planes; truelight@0: int i; truelight@0: AiBuildRec *aib; truelight@0: byte rule; truelight@0: truelight@0: // Here we look for an airport we could use instead of building a new truelight@0: // one. If we find such an aiport for any waypoint, truelight@0: // AiStateBuildDefaultAirportBlocks() will kindly skip that one when truelight@0: // building the waypoints. truelight@0: truelight@0: i = 0; truelight@0: do { truelight@0: // We do this all twice - once for the source (town in the case truelight@0: // of oilrig route) and then for the destination (oilrig in the truelight@0: // case of oilrig route). truelight@0: aib = &p->ai.src + i; truelight@0: truelight@0: FOR_ALL_STATIONS(st) { truelight@0: // Dismiss ghost stations. truelight@0: if (st->xy == 0) truelight@0: continue; truelight@0: truelight@0: // Is this an airport? truelight@0: if (!(st->facilities & FACIL_AIRPORT)) truelight@0: continue; truelight@0: truelight@0: // Do we own the airport? (Oilrigs aren't owned, though.) truelight@0: if (st->owner != OWNER_NONE && st->owner != _current_player) truelight@0: continue; truelight@0: truelight@0: acc_planes = GetAirport(st->airport_type)->acc_planes; truelight@0: truelight@0: // Dismiss heliports, unless we are checking an oilrig. truelight@0: if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1)) truelight@0: continue; truelight@0: truelight@0: // Dismiss country airports if we are doing the other truelight@0: // endpoint of an oilrig route. truelight@0: if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0)) truelight@0: continue; truelight@0: truelight@0: // Dismiss airports too far away. truelight@0: if (GetTileDist1D(st->airport_tile, aib->spec_tile) > aib->rand_rng) truelight@0: continue; truelight@0: truelight@0: // It's ideal airport, let's take it! truelight@0: truelight@0: /* XXX: This part is utterly broken - rule should truelight@0: * contain number of the rule appropriate for the truelight@0: * airport type (country, town, ...), see truelight@0: * _airport_default_block_data (rule is just an index truelight@0: * in this array). But the only difference between the truelight@0: * currently existing two rules (rule 0 - town and rule truelight@0: * 1 - country) is the attr field which is used only truelight@0: * when building new airports - and that's irrelevant truelight@0: * for us. So using just about any rule will suffice truelight@0: * here for now (some of the new airport types would be truelight@0: * broken because they will probably need different truelight@0: * tileoff values etc), no matter that truelight@0: * AiCheckIfHangar() makes no sense. --pasky */ truelight@0: if (acc_planes == HELICOPTERS_ONLY) { truelight@0: /* Heliports should have maybe own rulesets but truelight@0: * OTOH we don't want AI to pick them up when truelight@0: * looking for a suitable airport type to build. truelight@0: * So any of rules 0 or 1 would do for now. The truelight@0: * original rule number was 2 but that's a bug truelight@0: * because we have no such rule. */ truelight@0: rule = 1; truelight@0: } else { truelight@0: rule = AiCheckIfHangar(st); truelight@0: } truelight@0: truelight@0: aib->cur_building_rule = rule; truelight@0: aib->use_tile = st->airport_tile; truelight@0: break; truelight@0: } truelight@0: } while (++i != p->ai.num_build_rec); truelight@0: truelight@0: p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS; truelight@0: p->ai.state_mode = 255; truelight@0: p->ai.state_counter = 0; truelight@0: } truelight@0: truelight@0: static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag) truelight@0: { truelight@0: int32 total_cost = 0, r; truelight@0: truelight@0: for(;p->mode == 0;p++) { truelight@0: if (!HASBIT(_avail_aircraft, p->attr)) truelight@0: return CMD_ERROR; truelight@0: r = DoCommandByTile(TILE_MASK(tile + p->tileoffs), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT); truelight@0: if (r == CMD_ERROR) truelight@0: return CMD_ERROR; truelight@0: total_cost += r; truelight@0: } truelight@0: truelight@0: return total_cost; truelight@0: } truelight@0: truelight@0: static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo) truelight@0: { truelight@0: uint values[NUM_CARGO]; truelight@0: int w,h; truelight@0: uint tile2; truelight@0: truelight@0: for(;p->mode==0;p++) { truelight@0: tile2 = TILE_ADD(tile, p->tileoffs); truelight@0: w = _airport_size_x[p->attr]; truelight@0: h = _airport_size_y[p->attr]; truelight@0: if (cargo & 0x80) { truelight@0: GetProductionAroundTiles(values, tile2, w, h); truelight@0: return values[cargo & 0x7F] != 0; truelight@0: } else { truelight@0: GetAcceptanceAroundTiles(values, tile2, w, h); truelight@0: return values[cargo] >= 8; truelight@0: } truelight@0: } truelight@0: return true; truelight@0: } truelight@0: truelight@0: static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost) truelight@0: { truelight@0: int i; truelight@0: const AiDefaultBlockData *p; truelight@0: for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) { truelight@0: // If we are doing a helicopter service, avoid building truelight@0: // airports where they can't land. truelight@0: if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY) truelight@0: continue; truelight@0: truelight@0: *cost = AiDoBuildDefaultAirportBlock(tile, p, 0); truelight@0: if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo)) truelight@0: return i; truelight@0: } truelight@0: return -1; truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultAirportBlocks(Player *p) truelight@0: { truelight@0: int i, j; truelight@0: AiBuildRec *aib; truelight@0: int rule; truelight@0: int32 cost; truelight@0: truelight@0: // time out? truelight@0: if (++p->ai.timeout_counter == 1388) { truelight@0: p->ai.state = AIS_0; truelight@0: return; truelight@0: } truelight@0: truelight@0: // do the following 8 times truelight@0: i = 8; truelight@0: do { truelight@0: // check if we can build the default truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: // this item has already been built? truelight@0: if (aib->cur_building_rule != 255) truelight@0: continue; truelight@0: truelight@0: // adjust the coordinate randomly, truelight@0: // to make sure that we find a position. truelight@0: aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng); truelight@0: truelight@0: // check if the aircraft stuff can be built there. truelight@0: rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost); truelight@0: truelight@0: #if 0 truelight@0: if (!IS_TILETYPE(aib->use_tile, MP_STREET) && truelight@0: !IS_TILETYPE(aib->use_tile, MP_RAILWAY) && truelight@0: !IS_TILETYPE(aib->use_tile, MP_STATION) truelight@0: ) { truelight@0: truelight@0: _map_type_and_height[aib->use_tile] = 0xa1; truelight@0: _map5[aib->use_tile] = 0x80; truelight@0: MarkTileDirtyByTile(aib->use_tile); truelight@0: } truelight@0: #endif truelight@0: // redsq_debug(aib->use_tile); truelight@0: truelight@0: if (rule == -1) { truelight@0: // cannot build, terraform after a while truelight@0: if (p->ai.state_counter >= 600) { truelight@0: AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode); truelight@0: } truelight@0: // also try the other terraform direction truelight@0: if (++p->ai.state_counter >= 1000) { truelight@0: p->ai.state_counter = 0; truelight@0: p->ai.state_mode = -p->ai.state_mode; truelight@0: } truelight@0: } else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) { truelight@0: // player has money, build it. truelight@0: int32 r; truelight@0: truelight@0: aib->cur_building_rule = rule; truelight@0: truelight@0: r = AiDoBuildDefaultAirportBlock( truelight@0: aib->use_tile, truelight@0: _airport_default_block_data[rule], truelight@0: DC_EXEC | DC_NO_TOWN_RATING truelight@0: ); truelight@0: assert(r != CMD_ERROR); truelight@0: } truelight@0: } while (++aib,--j); truelight@0: } while (--i); truelight@0: truelight@0: // check if we're done with all of them truelight@0: aib = &p->ai.src; truelight@0: j = p->ai.num_build_rec; truelight@0: do { truelight@0: if (aib->cur_building_rule == 255) truelight@0: return; truelight@0: } while (++aib,--j); truelight@0: truelight@0: // yep, all are done. switch state. truelight@0: p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES; truelight@0: } truelight@0: truelight@0: static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id) truelight@0: { truelight@0: const AiDefaultBlockData *p = _airport_default_block_data[id]; truelight@0: while (p->mode != 1) p++; truelight@0: return _map2[TILE_ADD(tile, p->tileoffs)]; truelight@0: } truelight@0: truelight@0: static void AiStateBuildAircraftVehicles(Player *p) truelight@0: { truelight@0: const AiDefaultBlockData *ptr; truelight@0: uint tile; truelight@0: int veh; truelight@0: int32 cost; truelight@0: int i; truelight@0: uint loco_id; truelight@0: truelight@0: ptr = _airport_default_block_data[p->ai.src.cur_building_rule]; truelight@0: for(;ptr->mode!=0;ptr++) {} truelight@0: truelight@0: tile = TILE_ADD(p->ai.src.use_tile, ptr->tileoffs); truelight@0: truelight@0: veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0); truelight@0: if (veh == -1) { truelight@0: return; truelight@0: } truelight@0: truelight@0: cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT); truelight@0: if (cost == CMD_ERROR) truelight@0: return; truelight@0: loco_id = _new_aircraft_id; truelight@0: truelight@0: for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) { truelight@0: AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i]; truelight@0: uint flags = (AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule) << 8) + OT_GOTO_STATION; truelight@0: bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL); truelight@0: truelight@0: if (!is_pass && i == 1) flags |= OF_UNLOAD; truelight@0: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) flags |= OF_FULL_LOAD; truelight@0: truelight@0: DoCommandByTile(0, loco_id + (i << 16), flags, DC_EXEC, CMD_INSERT_ORDER); truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); truelight@0: truelight@0: if (p->ai.num_want_fullload != 0) truelight@0: p->ai.num_want_fullload--; truelight@0: truelight@0: if (--p->ai.num_loco_to_build == 0) { truelight@0: p->ai.state = AIS_0; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateCheckShipStuff(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateCheckShipStuff"); truelight@0: } truelight@0: truelight@0: static void AiStateBuildDefaultShipBlocks(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateBuildDefaultShipBlocks"); truelight@0: } truelight@0: truelight@0: static void AiStateDoShipStuff(Player *p) truelight@0: { truelight@0: // XXX truelight@0: error("!AiStateDoShipStuff"); truelight@0: } truelight@0: truelight@0: static void AiStateSellVeh(Player *p) truelight@0: { truelight@0: Vehicle *v = p->ai.cur_veh; truelight@0: truelight@0: if (v->owner == _current_player) { truelight@0: if (v->type == VEH_Train) { truelight@0: truelight@0: if (!IsTrainDepotTile(v->tile) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) { truelight@0: if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: // Sell whole train truelight@0: DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); truelight@0: truelight@0: } else if (v->type == VEH_Road) { truelight@0: if (!IsRoadDepotTile(v->tile) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) { truelight@0: if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); truelight@0: } else if (v->type == VEH_Aircraft) { truelight@0: if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) { truelight@0: if ((v->next_order & OT_MASK) != OT_GOTO_DEPOT) truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); truelight@0: goto going_to_depot; truelight@0: } truelight@0: truelight@0: DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT); truelight@0: } else if (v->type == VEH_Ship) { truelight@0: // XXX: not implemented truelight@0: error("!v->type == VEH_Ship"); truelight@0: } truelight@0: } truelight@0: truelight@0: goto return_to_loop; truelight@0: going_to_depot:; truelight@0: if (++p->ai.state_counter <= 832) truelight@0: return; truelight@0: truelight@0: if ((v->next_order&OT_MASK) == OT_GOTO_DEPOT) { truelight@0: v->next_order = OT_DUMMY; truelight@0: InvalidateWindow(WC_VEHICLE_VIEW, v->index); truelight@0: } truelight@0: return_to_loop:; truelight@0: p->ai.state = AIS_VEH_LOOP; truelight@0: } truelight@0: truelight@0: static void AiStateRemoveStation(Player *p) truelight@0: { truelight@0: // Remove stations that aren't in use by any vehicle truelight@0: byte in_use[256], *used; truelight@0: uint16 *ord; truelight@0: Station *st; truelight@0: uint tile; truelight@0: truelight@0: // Go to this state when we're done. truelight@0: p->ai.state = AIS_1; truelight@0: truelight@0: // Get a list of all stations that are in use by a vehicle truelight@0: memset(in_use, 0, sizeof(in_use)); truelight@0: for(ord=_order_array; ord != _ptr_to_next_order; ord++) { truelight@0: if ((*ord & OT_MASK) == OT_GOTO_STATION) truelight@0: in_use[*ord >> 8] = 1; truelight@0: } truelight@0: truelight@0: // Go through all stations and delete those that aren't in use truelight@0: used=in_use; truelight@0: FOR_ALL_STATIONS(st) { truelight@0: if (st->xy != 0 && st->owner == _current_player && !*used && truelight@0: ((tile = st->bus_tile) != 0 || truelight@0: (tile = st->lorry_tile) != 0 || truelight@0: (tile = st->train_tile) != 0 || truelight@0: (tile = st->dock_tile) != 0 || truelight@0: (tile = st->airport_tile) != 0)) { truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } truelight@0: used++; truelight@0: } truelight@0: truelight@0: } truelight@0: truelight@0: static void AiRemovePlayerRailOrRoad(Player *p, uint tile) truelight@0: { truelight@0: byte m5; truelight@0: truelight@0: if (IS_TILETYPE(tile, MP_RAILWAY)) { truelight@0: if (_map_owner[tile] != _current_player) truelight@0: return; truelight@0: m5 = _map5[tile]; truelight@0: if ((m5&~0x3) != 0xC0) { truelight@0: is_rail_crossing:; truelight@0: m5 = GetRailTrackStatus(tile); truelight@0: truelight@0: if (m5 == 0xC || m5 == 0x30) truelight@0: return; truelight@0: truelight@0: if (m5&0x25) { truelight@0: pos_0: truelight@0: if (!(GetRailTrackStatus(TILE_MASK(tile-TILE_XY(1,0)))&0x19)) { truelight@0: p->ai.cur_dir_a = 0; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: if (m5&0x2A) { truelight@0: pos_1: truelight@0: if (!(GetRailTrackStatus(TILE_MASK(tile+TILE_XY(0,1)))&0x16)) { truelight@0: p->ai.cur_dir_a = 1; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: if (m5&0x19) { truelight@0: pos_2: truelight@0: if (!(GetRailTrackStatus(TILE_MASK(tile+TILE_XY(1,0)))&0x25)) { truelight@0: p->ai.cur_dir_a = 2; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: truelight@0: if (m5&0x16) { truelight@0: pos_3: truelight@0: if (!(GetRailTrackStatus(TILE_MASK(tile-TILE_XY(0,1)))&0x2A)) { truelight@0: p->ai.cur_dir_a = 3; truelight@0: p->ai.cur_tile_a = tile; truelight@0: p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; truelight@0: return; truelight@0: } truelight@0: } truelight@0: } else { truelight@0: static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A}; truelight@0: truelight@0: m5 &= 3; truelight@0: if (GetRailTrackStatus(tile + _tileoffs_by_dir[m5]) & _depot_bits[m5]) truelight@0: return; truelight@0: truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: } truelight@0: } else if (IS_TILETYPE(tile, MP_STREET)) { truelight@0: if (_map_owner[tile] != _current_player) truelight@0: return; truelight@0: truelight@0: if ( (_map5[tile]&0xF0) == 0x10) truelight@0: goto is_rail_crossing; truelight@0: truelight@0: if ( (_map5[tile]&0xF0) == 0x20) { truelight@0: int dir; truelight@0: truelight@0: // Check if there are any stations around. truelight@0: if (IS_TILETYPE(tile + TILE_XY(-1,0), MP_STATION) && truelight@0: _map_owner[tile + TILE_XY(-1,0)] == _current_player) truelight@0: return; truelight@0: truelight@0: if (IS_TILETYPE(tile + TILE_XY(1,0), MP_STATION) && truelight@0: _map_owner[tile + TILE_XY(1,0)] == _current_player) truelight@0: return; truelight@0: truelight@0: if (IS_TILETYPE(tile + TILE_XY(0,-1), MP_STATION) && truelight@0: _map_owner[tile + TILE_XY(0,-1)] == _current_player) truelight@0: return; truelight@0: truelight@0: if (IS_TILETYPE(tile + TILE_XY(0,1), MP_STATION) && truelight@0: _map_owner[tile + TILE_XY(0,1)] == _current_player) truelight@0: return; truelight@0: truelight@0: dir = _map5[tile] & 3; truelight@0: truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); truelight@0: DoCommandByTile( truelight@0: TILE_MASK(tile + _tileoffs_by_dir[dir]), truelight@0: 8 >> (dir ^ 2), truelight@0: 0, truelight@0: DC_EXEC, truelight@0: CMD_REMOVE_ROAD); truelight@0: } truelight@0: } else if (IS_TILETYPE(tile, MP_TUNNELBRIDGE)) { truelight@0: byte b; truelight@0: truelight@0: if (_map_owner[tile] != _current_player || (_map5[tile] & 0xC6) != 0x80) truelight@0: return; truelight@0: truelight@0: m5 = 0; truelight@0: truelight@0: b = _map5[tile] & 0x21; truelight@0: if (b == 0) goto pos_0; truelight@0: if (b == 1) goto pos_3; truelight@0: if (b == 0x20) goto pos_2; truelight@0: goto pos_1; truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiStateRemoveTrack(Player *p) truelight@0: { truelight@0: int num = 1000; truelight@0: truelight@0: do { truelight@0: uint tile = ++p->ai.state_counter; truelight@0: truelight@0: // Iterated all tiles? truelight@0: if (tile == 0) { truelight@0: p->ai.state = AIS_REMOVE_STATION; truelight@0: return; truelight@0: } truelight@0: truelight@0: // Remove player stuff in that tile truelight@0: AiRemovePlayerRailOrRoad(p, tile); truelight@0: if (p->ai.state != AIS_REMOVE_TRACK) truelight@0: return; truelight@0: } while (--num); truelight@0: } truelight@0: truelight@0: static void AiStateRemoveSingleRailTile(Player *p) truelight@0: { truelight@0: // Remove until we can't remove more. truelight@0: if (!AiRemoveTileAndGoForward(p)) { truelight@0: p->ai.state = AIS_REMOVE_TRACK; truelight@0: } truelight@0: } truelight@0: truelight@0: static AiStateAction * const _ai_actions[] = { truelight@0: AiCase0, truelight@0: AiCase1, truelight@0: AiStateVehLoop, truelight@0: AiStateCheckReplaceVehicle, truelight@0: AiStateDoReplaceVehicle, truelight@0: AiStateWantNewRoute, truelight@0: truelight@0: AiStateBuildDefaultRailBlocks, truelight@0: AiStateBuildRail, truelight@0: AiStateBuildRailVeh, truelight@0: AiStateDeleteRailBlocks, truelight@0: truelight@0: AiStateBuildDefaultRoadBlocks, truelight@0: AiStateBuildRoad, truelight@0: AiStateBuildRoadVehicles, truelight@0: AiStateDeleteRoadBlocks, truelight@0: truelight@0: AiStateAirportStuff, truelight@0: AiStateBuildDefaultAirportBlocks, truelight@0: AiStateBuildAircraftVehicles, truelight@0: truelight@0: AiStateCheckShipStuff, truelight@0: AiStateBuildDefaultShipBlocks, truelight@0: AiStateDoShipStuff, truelight@0: truelight@0: AiStateSellVeh, truelight@0: AiStateRemoveStation, truelight@0: AiStateRemoveTrack, truelight@0: truelight@0: AiStateRemoveSingleRailTile truelight@0: }; truelight@0: truelight@0: extern void ShowBuyCompanyDialog(uint player); truelight@0: truelight@0: static void AiHandleTakeover(Player *p) truelight@0: { truelight@0: if (p->bankrupt_timeout != 0) { truelight@0: if ((p->bankrupt_timeout-=8) > 0) truelight@0: return; truelight@0: p->bankrupt_timeout = 0; truelight@0: DeleteWindowById(WC_BUY_COMPANY, _current_player); truelight@0: if (_current_player == _local_player) { truelight@0: AskExitToGameMenu(); truelight@0: return; truelight@0: } truelight@0: if (IS_HUMAN_PLAYER(_current_player)) truelight@0: return; truelight@0: } truelight@0: truelight@0: if (p->bankrupt_asked == 255) truelight@0: return; truelight@0: truelight@0: { truelight@0: uint asked = p->bankrupt_asked; truelight@0: Player *pp, *best_pl = NULL; truelight@0: int32 best_val = -1; truelight@0: uint old_p; truelight@0: truelight@0: // Ask the guy with the highest performance hist. truelight@0: FOR_ALL_PLAYERS(pp) { truelight@0: if (pp->is_active && truelight@0: !(asked&1) && truelight@0: pp->bankrupt_asked == 0 && truelight@0: best_val < pp->old_economy[1].performance_history) { truelight@0: best_val = pp->old_economy[1].performance_history; truelight@0: best_pl = pp; truelight@0: } truelight@0: asked>>=1; truelight@0: } truelight@0: truelight@0: // Asked all players? truelight@0: if (best_val == -1) { truelight@0: p->bankrupt_asked = 255; truelight@0: return; truelight@0: } truelight@0: truelight@0: SETBIT(p->bankrupt_asked, best_pl->index); truelight@0: truelight@0: if (best_pl->index == _local_player) { truelight@0: p->bankrupt_timeout = 4440; truelight@0: ShowBuyCompanyDialog(_current_player); truelight@0: return; truelight@0: } truelight@0: if (IS_HUMAN_PLAYER(best_pl->index)) truelight@0: return; truelight@0: truelight@0: // Too little money for computer to buy it? truelight@0: if (best_pl->player_money >> 1 >= p->bankrupt_value) { truelight@0: // Computer wants to buy it. truelight@0: old_p = _current_player; truelight@0: _current_player = p->index; truelight@0: DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); truelight@0: _current_player = old_p; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiAdjustLoan(Player *p) truelight@0: { truelight@0: int32 base = AiGetBasePrice(p); truelight@0: truelight@0: if (p->player_money > base * 1400) { truelight@0: // Decrease loan truelight@0: if (p->current_loan != 0) { truelight@0: DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_DECREASE_LOAN); truelight@0: } truelight@0: } else if (p->player_money < base * 500) { truelight@0: // Increase loan truelight@0: if (p->current_loan < _economy.max_loan && truelight@0: p->num_valid_stat_ent >= 2 && truelight@0: -(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) { truelight@0: DoCommandByTile(0, _current_player, 0, DC_EXEC, CMD_INCREASE_LOAN); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: static void AiBuildCompanyHQ(Player *p) truelight@0: { truelight@0: TileIndex tile; truelight@0: truelight@0: if (p->location_of_house == 0 && truelight@0: p->last_build_coordinate != 0) { truelight@0: tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8); truelight@0: DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); truelight@0: } truelight@0: } truelight@0: truelight@0: truelight@0: void AiDoGameLoop(Player *p) truelight@0: { truelight@0: _cur_ai_player = p; truelight@0: truelight@0: if (p->bankrupt_asked != 0) { truelight@0: AiHandleTakeover(p); truelight@0: return; truelight@0: } truelight@0: truelight@0: if (IS_HUMAN_PLAYER(_current_player)) truelight@0: return; truelight@0: truelight@0: AiAdjustLoan(p); truelight@0: AiBuildCompanyHQ(p); truelight@0: truelight@0: if (_opt.diff.competitor_speed == 4) { truelight@0: /* ultraspeed */ truelight@0: _ai_actions[p->ai.state](p); truelight@0: if (p->bankrupt_asked != 0) truelight@0: return; truelight@0: } else if (_opt.diff.competitor_speed != 3) { truelight@0: p->ai.tick++; truelight@0: if (!(p->ai.tick&1)) truelight@0: return; truelight@0: if (_opt.diff.competitor_speed != 2) { truelight@0: if (!(p->ai.tick&2)) truelight@0: return; truelight@0: if (_opt.diff.competitor_speed == 0) { truelight@0: if (!(p->ai.tick&4)) truelight@0: return; truelight@0: } truelight@0: } truelight@0: } truelight@0: #if 0 truelight@0: { truelight@0: static byte old_state = 99; truelight@0: static bool hasdots = false; truelight@0: char *_ai_state_names[]={ truelight@0: "AiCase0", truelight@0: "AiCase1", truelight@0: "AiStateVehLoop", truelight@0: "AiStateCheckReplaceVehicle", truelight@0: "AiStateDoReplaceVehicle", truelight@0: "AiStateWantNewRoute", truelight@0: "AiStateBuildDefaultRailBlocks", truelight@0: "AiStateBuildRail", truelight@0: "AiStateBuildRailVeh", truelight@0: "AiStateDeleteRailBlocks", truelight@0: "AiStateBuildDefaultRoadBlocks", truelight@0: "AiStateBuildRoad", truelight@0: "AiStateBuildRoadVehicles", truelight@0: "AiStateDeleteRoadBlocks", truelight@0: "AiStateAirportStuff", truelight@0: "AiStateBuildDefaultAirportBlocks", truelight@0: "AiStateBuildAircraftVehicles", truelight@0: "AiStateCheckShipStuff", truelight@0: "AiStateBuildDefaultShipBlocks", truelight@0: "AiStateDoShipStuff", truelight@0: "AiStateSellVeh", truelight@0: "AiStateRemoveStation", truelight@0: "AiStateRemoveTrack", truelight@0: "AiStateRemoveSingleRailTile" truelight@0: }; truelight@0: truelight@0: if (p->ai.state != old_state) { truelight@0: if (hasdots) truelight@0: printf("\n"); truelight@0: hasdots=false; truelight@0: printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]); truelight@0: } else { truelight@0: printf("."); truelight@0: hasdots=true; truelight@0: } truelight@0: } truelight@0: #endif truelight@0: truelight@0: _ai_actions[p->ai.state](p); truelight@0: }