(svn r2606) -Codechange: renamed ai.c to ai_old.c, and ai.h to ai_new.h to make room
authortruelight
Sun, 17 Jul 2005 15:34:10 +0000
changeset 2096 3043c62401d0
parent 2095 89f1a665db87
child 2097 82b1e11883fd
(svn r2606) -Codechange: renamed ai.c to ai_old.c, and ai.h to ai_new.h to make room
for a global AI-handler
Makefile
ai.c
ai.h
ai_build.c
ai_new.c
ai_new.h
ai_old.c
ai_pathfinder.c
ai_shared.c
openttd.c
openttd.dsp
openttd.tgt
openttd.vcproj
openttd.xcode/project.pbxproj
players.c
--- a/Makefile	Sun Jul 17 14:03:33 2005 +0000
+++ b/Makefile	Sun Jul 17 15:34:10 2005 +0000
@@ -603,7 +603,7 @@
 
 ### Sources
 
-C_SOURCES += ai.c
+C_SOURCES += ai_old.c
 C_SOURCES += ai_build.c
 C_SOURCES += ai_new.c
 C_SOURCES += ai_pathfinder.c
--- a/ai.c	Sun Jul 17 14:03:33 2005 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,3998 +0,0 @@
-#include "stdafx.h"
-#include "openttd.h"
-#include "map.h"
-#include "tile.h"
-#include "player.h"
-#include "vehicle.h"
-#include "engine.h"
-#include "command.h"
-#include "town.h"
-#include "industry.h"
-#include "station.h"
-#include "pathfind.h"
-#include "economy.h"
-#include "airport.h"
-#include "depot.h"
-
-// remove some day perhaps?
-static Player *_cur_ai_player;
-static uint _ai_service_interval;
-
-typedef void AiStateAction(Player *p);
-
-enum {
-	AIS_0 = 0,
-	AIS_1 = 1,
-	AIS_VEH_LOOP = 2,
-	AIS_VEH_CHECK_REPLACE_VEHICLE = 3,
-	AIS_VEH_DO_REPLACE_VEHICLE = 4,
-	AIS_WANT_NEW_ROUTE = 5,
-	AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6,
-	AIS_BUILD_RAIL = 7,
-	AIS_BUILD_RAIL_VEH = 8,
-	AIS_DELETE_RAIL_BLOCKS = 9,
-	AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10,
-	AIS_BUILD_ROAD = 11,
-	AIS_BUILD_ROAD_VEHICLES = 12,
-	AIS_DELETE_ROAD_BLOCKS = 13,
-	AIS_AIRPORT_STUFF = 14,
-	AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15,
-	AIS_BUILD_AIRCRAFT_VEHICLES = 16,
-	AIS_CHECK_SHIP_STUFF = 17,
-	AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18,
-	AIS_DO_SHIP_STUFF = 19,
-	AIS_SELL_VEHICLE = 20,
-	AIS_REMOVE_STATION = 21,
-	AIS_REMOVE_TRACK = 22,
-	AIS_REMOVE_SINGLE_RAIL_TILE = 23
-};
-
-
-#include "table/ai_rail.h"
-
-static byte GetRailTrackStatus(TileIndex tile) {
-	uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL);
-	return (byte) (r | r >> 8);
-}
-
-
-static void AiCase0(Player *p)
-{
-	p->ai.state = AIS_REMOVE_TRACK;
-	p->ai.state_counter = 0;
-}
-
-static void AiCase1(Player *p)
-{
-	p->ai.cur_veh = NULL;
-	p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateVehLoop(Player *p)
-{
-	Vehicle *v;
-	uint index;
-
-	index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
-
-	FOR_ALL_VEHICLES_FROM(v, index) {
-		if (v->type == 0 || v->owner != _current_player)
-			continue;
-
-		if ((v->type == VEH_Train && v->subtype==0) ||
-				v->type == VEH_Road ||
-				(v->type == VEH_Aircraft && v->subtype <= 2) ||
-				v->type == VEH_Ship) {
-
-			/* replace engine? */
-			if (v->type == VEH_Train && v->engine_type < 3 &&
-					(_price.build_railvehicle >> 3) < p->player_money) {
-				p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
-				p->ai.cur_veh = v;
-				return;
-			}
-
-			/* not profitable? */
-			if (v->age >= 730 &&
-					v->profit_last_year < _price.station_value*5 &&
-					v->profit_this_year < _price.station_value*5) {
-				p->ai.state_counter = 0;
-				p->ai.state = AIS_SELL_VEHICLE;
-				p->ai.cur_veh = v;
-				return;
-			}
-
-			/* not reliable? */
-			if ((v->age != 0 &&
-					GetEngine(v->engine_type)->reliability < 35389) ||
-					v->age >= v->max_age) {
-				p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
-				p->ai.cur_veh = v;
-				return;
-			}
-		}
-	}
-
-	p->ai.state = AIS_WANT_NEW_ROUTE;
-	p->ai.state_counter = 0;
-}
-
-static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile)
-{
-	int best_veh_index = -1;
-	byte best_veh_score = 0;
-	int32 ret;
-	int i;
-
-	for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
-		const RailVehicleInfo *rvi = RailVehInfo(i);
-		const Engine* e = GetEngine(i);
-
-		if (e->railtype != railtype || rvi->flags & RVI_WAGON
-		    || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
-			continue;
-
-		ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
-		if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money &&
-				_cmd_build_rail_veh_score >= best_veh_score) {
-			best_veh_score = _cmd_build_rail_veh_score;
-			best_veh_index = i;
-		}
-	}
-
-	return best_veh_index;
-}
-
-static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile)
-{
-	int best_veh_index = -1;
-	int32 best_veh_cost = 0;
-	int32 ret;
-
-	int i = _cargoc.ai_roadveh_start[cargo];
-	int end = i + _cargoc.ai_roadveh_count[cargo];
-	const Engine* e = GetEngine(i);
-
-	do {
-		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
-			continue;
-
-		ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
-		if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
-			best_veh_cost = ret;
-			best_veh_index = i;
-		}
-	} while (++e, ++i != end);
-
-	return best_veh_index;
-}
-
-static int AiChooseAircraftToBuild(int32 money, byte flag)
-{
-	int best_veh_index = -1;
-	int32 best_veh_cost = 0;
-	int32 ret;
-
-	int i = AIRCRAFT_ENGINES_INDEX;
-	int end = i + NUM_AIRCRAFT_ENGINES;
-	const Engine* e = GetEngine(i);
-
-	do {
-		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
-			continue;
-
-		if (flag&1) {
-			if (i<253) continue;
-		} else {
-			if (i>=253) continue;
-		}
-
-		ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
-		if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
-			best_veh_cost = ret;
-			best_veh_index = i;
-		}
-	} while (++e, ++i != end);
-
-	return best_veh_index;
-}
-
-static int32 AiGetBasePrice(Player *p)
-{
-	int32 base = _price.station_value;
-
-	// adjust base price when more expensive vehicles are available
-	if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1;
-	else if (p->ai.railtype_to_use == 2) base *= 2;
-
-	return base;
-}
-
-#if 0
-static int AiChooseShipToBuild(byte cargo, int32 money)
-{
-	// XXX: not done
-	return 0;
-}
-#endif
-
-static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v)
-{
-	int32 avail_money = p->player_money + v->value;
-	return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
-}
-
-static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v)
-{
-	int32 avail_money = p->player_money + v->value;
-	return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0);
-}
-
-static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v)
-{
-	int32 avail_money = p->player_money + v->value;
-	int num=0;
-	Vehicle *u = v;
-
-	while (++num, u->next != NULL) {
-		u = u->next;
-	}
-
-	// XXX: check if a wagon
-	return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile);
-}
-
-static int AiChooseShipToReplaceWith(Player *p, Vehicle *v)
-{
-	error("!AiChooseShipToReplaceWith");
-
-	/* maybe useless, but avoids compiler warning this way */
-	return 0;
-}
-
-static void AiHandleGotoDepot(Player *p, int cmd)
-{
-	if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
-		DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
-
-	if (++p->ai.state_counter <= 1387) {
-		p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
-		return;
-	}
-
-	if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
-		p->ai.cur_veh->current_order.type = OT_DUMMY;
-		p->ai.cur_veh->current_order.flags = 0;
-		InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
-	}
-}
-
-static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
-{
-	int i;
-
-	for (i = 0; bak->order[i].type != OT_NOTHING; i++)
-		if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)))
-			break;
-}
-
-static void AiHandleReplaceTrain(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-	BackuppedOrders orderbak[1];
-	int veh;
-
-	// wait until the vehicle reaches the depot.
-	if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
-		AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT);
-		return;
-	}
-
-	veh = AiChooseTrainToReplaceWith(p, v);
-	if (veh != -1) {
-		TileIndex tile;
-
-		BackupVehicleOrders(v, orderbak);
-		tile = v->tile;
-
-		if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
-			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
-			veh = _new_train_id;
-			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
-			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
-			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-		}
-	}
-}
-
-static void AiHandleReplaceRoadVeh(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-	BackuppedOrders orderbak[1];
-	int veh;
-
-	if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
-		AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
-		return;
-	}
-
-	veh = AiChooseRoadVehToReplaceWith(p, v);
-	if (veh != -1) {
-		TileIndex tile;
-
-		BackupVehicleOrders(v, orderbak);
-		tile = v->tile;
-
-		if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
-			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
-			veh = _new_roadveh_id;
-			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
-			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
-
-			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-		}
-	}
-}
-
-static void AiHandleReplaceAircraft(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-	int veh;
-	BackuppedOrders orderbak[1];
-
-	if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
-		AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
-		return;
-	}
-
-	veh = AiChooseAircraftToReplaceWith(p, v);
-	if (veh != -1) {
-		TileIndex tile;
-
-		BackupVehicleOrders(v, orderbak);
-		tile = v->tile;
-
-		if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
-			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
-			veh = _new_aircraft_id;
-			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
-			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
-			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-		}
-	}
-}
-
-static void AiHandleReplaceShip(Player *p)
-{
-	error("!AiHandleReplaceShip");
-}
-
-typedef int CheckReplaceProc(Player *p, Vehicle *v);
-
-static CheckReplaceProc * const _veh_check_replace_proc[] = {
-	AiChooseTrainToReplaceWith,
-	AiChooseRoadVehToReplaceWith,
-	AiChooseShipToReplaceWith,
-	AiChooseAircraftToReplaceWith,
-};
-
-typedef void DoReplaceProc(Player *p);
-static DoReplaceProc * const _veh_do_replace_proc[] = {
-	AiHandleReplaceTrain,
-	AiHandleReplaceRoadVeh,
-	AiHandleReplaceShip,
-	AiHandleReplaceAircraft
-};
-
-static void AiStateCheckReplaceVehicle(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-
-	if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) {
-		p->ai.state = AIS_VEH_LOOP;
-	} else {
-		p->ai.state_counter = 0;
-		p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
-	}
-}
-
-static void AiStateDoReplaceVehicle(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-	p->ai.state = AIS_VEH_LOOP;
-	// vehicle is not owned by the player anymore, something went very wrong.
-	if (v->type == 0 || v->owner != _current_player)
-		return;
-	_veh_do_replace_proc[v->type - VEH_Train](p);
-}
-
-typedef struct FoundRoute {
-	int distance;
-	byte cargo;
-	void *from;
-	void *to;
-} FoundRoute;
-
-static Town *AiFindRandomTown(void)
-{
-	Town *t = GetTown(RandomRange(_total_towns));
-	return (t->xy != 0) ? t : NULL;
-}
-
-static Industry *AiFindRandomIndustry(void)
-{
-	Industry *i = GetIndustry(RandomRange(_total_industries));
-	return (i->xy != 0) ? i : NULL;
-}
-
-static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
-{
-	uint i;
-	byte cargo;
-	Subsidy *s;
-	Industry *from, *to_ind;
-	Town *to_tow;
-	TileIndex to_xy;
-
-	// initially error
-	fr->distance = -1;
-
-	// Randomize subsidy index..
-	i = RandomRange(lengthof(_subsidies) * 3);
-	if (i >= lengthof(_subsidies))
-		return;
-
-	s = &_subsidies[i];
-
-	// Don't want passengers or mail
-	cargo = s->cargo_type;
-	if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7)
-		return;
-	fr->cargo = cargo;
-
-	fr->from = from = GetIndustry(s->from);
-
-	if (cargo == CT_GOODS || cargo == CT_FOOD) {
-		to_tow = GetTown(s->to);
-		if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
-			return; // error
-		fr->to = to_tow;
-		to_xy = to_tow->xy;
-	} else {
-		to_ind = GetIndustry(s->to);
-		fr->to = to_ind;
-		to_xy = to_ind->xy;
-	}
-
-	fr->distance = DistanceManhattan(from->xy, to_xy);
-}
-
-static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
-{
-	uint i;
-	Subsidy *s;
-	Town *from,*to;
-
-	// initially error
-	fr->distance = -1;
-
-	// Randomize subsidy index..
-	i = RandomRange(lengthof(_subsidies) * 3);
-	if (i >= lengthof(_subsidies))
-		return;
-
-	s = &_subsidies[i];
-
-	// Only want passengers
-	if (s->cargo_type != CT_PASSENGERS || s->age > 7)
-		return;
-	fr->cargo = s->cargo_type;
-
-	fr->from = from = GetTown(s->from);
-	fr->to = to = GetTown(s->to);
-
-	// They must be big enough
-	if (from->population < 400 || to->population < 400)
-		return;
-
-	fr->distance = DistanceManhattan(from->xy, to->xy);
-}
-
-static void AiFindRandomIndustryRoute(FoundRoute *fr)
-{
-	Industry *i,*i2;
-	Town *t;
-	uint32 r;
-	byte cargo;
-
-	// initially error
-	fr->distance = -1;
-
-	r = Random();
-
-	// pick a source
-	fr->from = i = AiFindRandomIndustry();
-	if (i == NULL)
-		return;
-
-	// pick a random produced cargo
-	cargo = i->produced_cargo[0];
-	if (r&1 && i->produced_cargo[1] != 0xFF)
-		cargo = i->produced_cargo[1];
-
-	fr->cargo = cargo;
-
-	// don't allow passengers
-	if (cargo == 0xFF || cargo == CT_PASSENGERS)
-		return;
-
-	if (cargo != CT_GOODS && cargo != CT_FOOD) {
-		// pick a dest, and see if it can receive
-		i2 = AiFindRandomIndustry();
-		if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo))
-			return;
-
-		fr->to = i2;
-		fr->distance = DistanceManhattan(i->xy, i2->xy);
-	} else {
-		// pick a dest town, and see if it's big enough
-		t = AiFindRandomTown();
-		if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
-			return;
-
-		fr->to = t;
-		fr->distance = DistanceManhattan(i->xy, t->xy);
-	}
-}
-
-static void AiFindRandomPassengerRoute(FoundRoute *fr)
-{
-	uint32 r;
-	Town *source, *dest;
-
-	// initially error
-	fr->distance = -1;
-
-	r = Random();
-
-	fr->from = source = AiFindRandomTown();
-	if (source == NULL || source->population < 400)
-		return;
-
-	fr->to = dest = AiFindRandomTown();
-	if (dest == NULL || source == dest || dest->population < 400)
-		return;
-
-	fr->distance = DistanceManhattan(source->xy, dest->xy);
-}
-
-// Warn: depends on 'xy' being the first element in both Town and Industry
-#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy)
-
-static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
-{
-	TileIndex from_tile, to_tile;
-	Station *st;
-	int dist, cur;
-	uint same_station = 0;
-
-	// Make sure distance to closest station is < 37 pixels.
-	from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from);
-	to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to);
-
-	dist = 0xFFFF;
-	FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) {
-		cur = DistanceMax(from_tile, st->xy);
-		if (cur < dist) dist = cur;
-		cur = DistanceMax(to_tile, st->xy);
-		if (cur < dist) dist = cur;
-		if (to_tile == from_tile && st->xy == to_tile)
-		    same_station++;
-	}
-
-	// To prevent the AI from building ten busstations in the same town, do some calculations
-	//  For each road or airport station, we want 350 of population!
-	if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350)
-	    return false;
-
-	if (dist != 0xFFFF && dist > 37)
-		return false;
-
-	if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5))
-		return false;
-
-	if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
-		if (((Town*)fr->from)->pct_pass_transported > 0x99 ||
-				((Town*)fr->to)->pct_pass_transported > 0x99)
-			return false;
-
-		// Make sure it has a reasonably good rating
-		if ( ((Town*)fr->from)->ratings[_current_player] < -100 ||
-				((Town*)fr->to)->ratings[_current_player] < -100)
-			return false;
-	} else {
-		Industry *i = (Industry*)fr->from;
-
-		if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
-				i->total_production[fr->cargo != i->produced_cargo[0]] == 0)
-			return false;
-	}
-
-	p->ai.route_type_mask |= bitmask;
-	return true;
-}
-
-static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b)
-{
-	byte i = (TileX(a) < TileX(b)) ? 1 : 0;
-	if (TileY(a) >= TileY(b)) i ^= 3;
-	return i;
-}
-
-static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
-{
-	return TileXY(
-		TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8),
-		TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8)
-	);
-}
-
-static void AiWantLongIndustryRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-		// look for one from the subsidy list
-		AiFindSubsidyIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 60, 90+1))
-			break;
-
-		// try a random one
-		AiFindRandomIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 60, 90+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 1))
-		return;
-
-	// Fill the source field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 9;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.unk6 = 1;
-	p->ai.src.unk7 = 0;
-	p->ai.src.buildcmd_a = 0x24;
-	p->ai.src.buildcmd_b = 0xFF;
-	p->ai.src.direction = AiGetDirectionBetweenTiles(
-			p->ai.src.spec_tile,
-			p->ai.dst.spec_tile
-		);
-	p->ai.src.cargo = fr.cargo | 0x80;
-
-	// Fill the dest field
-
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 9;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.unk6 = 1;
-	p->ai.dst.unk7 = 0;
-	p->ai.dst.buildcmd_a = 0x34;
-	p->ai.dst.buildcmd_b = 0xFF;
-	p->ai.dst.direction = AiGetDirectionBetweenTiles(
-			p->ai.dst.spec_tile,
-			p->ai.src.spec_tile
-		);
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill middle field 1
-	p->ai.mid1.spec_tile = AiGetPctTileBetween(
-			p->ai.src.spec_tile,
-			p->ai.dst.spec_tile,
-			0x55
-		);
-	p->ai.mid1.use_tile = 0;
-	p->ai.mid1.rand_rng = 6;
-	p->ai.mid1.cur_building_rule = 0xFF;
-	p->ai.mid1.unk6 = 2;
-	p->ai.mid1.unk7 = 1;
-	p->ai.mid1.buildcmd_a = 0x30;
-	p->ai.mid1.buildcmd_b = 0xFF;
-	p->ai.mid1.direction = p->ai.src.direction;
-	p->ai.mid1.cargo = fr.cargo;
-
-	// Fill middle field 2
-	p->ai.mid2.spec_tile = AiGetPctTileBetween(
-			p->ai.src.spec_tile,
-			p->ai.dst.spec_tile,
-			0xAA
-		);
-	p->ai.mid2.use_tile = 0;
-	p->ai.mid2.rand_rng = 6;
-	p->ai.mid2.cur_building_rule = 0xFF;
-	p->ai.mid2.unk6 = 2;
-	p->ai.mid2.unk7 = 1;
-	p->ai.mid2.buildcmd_a = 0xFF;
-	p->ai.mid2.buildcmd_b = 0xFF;
-	p->ai.mid2.direction = p->ai.dst.direction;
-	p->ai.mid2.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_wagons = 3;
-	p->ai.build_kind = 2;
-	p->ai.num_build_rec = 4;
-	p->ai.num_loco_to_build = 2;
-	p->ai.num_want_fullload = 2;
-	p->ai.wagon_list[0] = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumIndustryRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 40, 60+1))
-			break;
-
-		// try a random one
-		AiFindRandomIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 40, 60+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 1))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 9;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.unk6 = 1;
-	p->ai.src.unk7 = 0;
-	p->ai.src.buildcmd_a = 0x10;
-	p->ai.src.buildcmd_b = 0xFF;
-	p->ai.src.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
-		);
-	p->ai.src.cargo = fr.cargo | 0x80;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 9;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.unk6 = 1;
-	p->ai.dst.unk7 = 0;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.buildcmd_b = 0xFF;
-	p->ai.dst.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
-		);
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_wagons = 3;
-	p->ai.build_kind = 1;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 1;
-	p->ai.num_want_fullload = 1;
-	p->ai.wagon_list[0] = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantShortIndustryRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
-			break;
-
-		// try a random one
-		AiFindRandomIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 1))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 9;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.unk6 = 1;
-	p->ai.src.unk7 = 0;
-	p->ai.src.buildcmd_a = 0x10;
-	p->ai.src.buildcmd_b = 0xFF;
-	p->ai.src.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
-		);
-	p->ai.src.cargo = fr.cargo | 0x80;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 9;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.unk6 = 1;
-	p->ai.dst.unk7 = 0;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.buildcmd_b = 0xFF;
-	p->ai.dst.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
-		);
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_wagons = 2;
-	p->ai.build_kind = 1;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 1;
-	p->ai.num_want_fullload = 1;
-	p->ai.wagon_list[0] = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantMailRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 60, 110+1))
-			break;
-
-		// try a random one
-		AiFindRandomPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 60, 110+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_MAIL;
-	if (!AiCheckIfRouteIsGood(p, &fr, 1))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 7;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.unk6 = 1;
-	p->ai.src.unk7 = 0;
-	p->ai.src.buildcmd_a = 0x24;
-	p->ai.src.buildcmd_b = 0xFF;
-	p->ai.src.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
-		);
-	p->ai.src.cargo = fr.cargo;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 7;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.unk6 = 1;
-	p->ai.dst.unk7 = 0;
-	p->ai.dst.buildcmd_a = 0x34;
-	p->ai.dst.buildcmd_b = 0xFF;
-	p->ai.dst.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
-		);
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill middle field 1
-	p->ai.mid1.spec_tile = AiGetPctTileBetween(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			0x55
-		);
-	p->ai.mid1.use_tile = 0;
-	p->ai.mid1.rand_rng = 6;
-	p->ai.mid1.cur_building_rule = 0xFF;
-	p->ai.mid1.unk6 = 2;
-	p->ai.mid1.unk7 = 1;
-	p->ai.mid1.buildcmd_a = 0x30;
-	p->ai.mid1.buildcmd_b = 0xFF;
-	p->ai.mid1.direction = p->ai.src.direction;
-	p->ai.mid1.cargo = fr.cargo;
-
-	// Fill middle field 2
-	p->ai.mid2.spec_tile = AiGetPctTileBetween(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			0xAA
-		);
-	p->ai.mid2.use_tile = 0;
-	p->ai.mid2.rand_rng = 6;
-	p->ai.mid2.cur_building_rule = 0xFF;
-	p->ai.mid2.unk6 = 2;
-	p->ai.mid2.unk7 = 1;
-	p->ai.mid2.buildcmd_a = 0xFF;
-	p->ai.mid2.buildcmd_b = 0xFF;
-	p->ai.mid2.direction = p->ai.dst.direction;
-	p->ai.mid2.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_wagons = 3;
-	p->ai.build_kind = 2;
-	p->ai.num_build_rec = 4;
-	p->ai.num_loco_to_build = 2;
-	p->ai.num_want_fullload = 0;
-	p->ai.wagon_list[0] = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 0, 55+1))
-			break;
-
-		// try a random one
-		AiFindRandomPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 0, 55+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_PASSENGERS;
-	if (!AiCheckIfRouteIsGood(p, &fr, 1))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 7;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.unk6 = 1;
-	p->ai.src.unk7 = 0;
-	p->ai.src.buildcmd_a = 0x10;
-	p->ai.src.buildcmd_b = 0xFF;
-	p->ai.src.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
-		);
-	p->ai.src.cargo = fr.cargo;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 7;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.unk6 = 1;
-	p->ai.dst.unk7 = 0;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.buildcmd_b = 0xFF;
-	p->ai.dst.direction = AiGetDirectionBetweenTiles(
-			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
-			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
-		);
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_wagons = 2;
-	p->ai.build_kind = 1;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 1;
-	p->ai.num_want_fullload = 0;
-	p->ai.wagon_list[0] = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantTrainRoute(Player *p)
-{
-	uint16 r;
-	p->ai.railtype_to_use = p->max_railtype - 1;
-	r = (uint16)Random();
-
-	if (r > 0xD000) {
-		AiWantLongIndustryRoute(p);
-	} else if (r > 0x6000) {
-		AiWantMediumIndustryRoute(p);
-	} else if (r > 0x1000) {
-		AiWantShortIndustryRoute(p);
-	} else if (r > 0x800) {
-		AiWantPassengerRoute(p);
-	} else {
-		AiWantMailRoute(p);
-	}
-}
-
-static void AiWantLongRoadIndustryRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 35, 55+1))
-			break;
-
-		// try a random one
-		AiFindRandomIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 35, 55+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 2))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 9;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.buildcmd_a = 1;
-	p->ai.src.direction = 0;
-	p->ai.src.cargo = fr.cargo | 0x80;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 9;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.direction = 0;
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 5;
-	p->ai.num_want_fullload = 5;
-
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantMediumRoadIndustryRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
-			break;
-
-		// try a random one
-		AiFindRandomIndustryRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 2))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 9;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.buildcmd_a = 1;
-	p->ai.src.direction = 0;
-	p->ai.src.cargo = fr.cargo | 0x80;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 9;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.direction = 0;
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 3;
-	p->ai.num_want_fullload = 3;
-
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantLongRoadPassengerRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 55, 180+1))
-			break;
-
-		// try a random one
-		AiFindRandomPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance, 55, 180+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_PASSENGERS;
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 2))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 10;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.buildcmd_a = 1;
-	p->ai.src.direction = 0;
-	p->ai.src.cargo = CT_PASSENGERS;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 10;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.direction = 0;
-	p->ai.dst.cargo = CT_PASSENGERS;
-
-	// Fill common fields
-	p->ai.cargo_type = CT_PASSENGERS;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 4;
-	p->ai.num_want_fullload = 0;
-
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantPassengerRouteInsideTown(Player *p)
-{
-	int i;
-	FoundRoute fr;
-	Town *t;
-
-	i = 60;
-	for(;;) {
-		// Find a town big enough
-		t = AiFindRandomTown();
-		if (t != NULL && t->population >= 700)
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_PASSENGERS;
-	fr.from = fr.to = t;
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 2))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = t->xy;
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 10;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.buildcmd_a = 1;
-	p->ai.src.direction = 0;
-	p->ai.src.cargo = CT_PASSENGERS;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = t->xy;
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 10;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.buildcmd_a = 0xFF;
-	p->ai.dst.direction = 0;
-	p->ai.dst.cargo = CT_PASSENGERS;
-
-	// Fill common fields
-	p->ai.cargo_type = CT_PASSENGERS;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 2;
-	p->ai.num_want_fullload = 0;
-
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
-	p->ai.state_mode = -1;
-	p->ai.state_counter = 0;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantRoadRoute(Player *p)
-{
-	uint16 r = (uint16)Random();
-
-	if (r > 0x4000) {
-		AiWantLongRoadIndustryRoute(p);
-	} else if (r > 0x2000) {
-		AiWantMediumRoadIndustryRoute(p);
-	} else if (r > 0x1000) {
-		AiWantLongRoadPassengerRoute(p);
-	} else {
-		AiWantPassengerRouteInsideTown(p);
-	}
-
-}
-
-static void AiWantPassengerAircraftRoute(Player *p)
-{
-	FoundRoute fr;
-	int i;
-
-	i = 60;
-	for(;;) {
-
-		// look for one from the subsidy list
-		AiFindSubsidyPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance,0,95+1))
-			break;
-
-		// try a random one
-		AiFindRandomPassengerRoute(&fr);
-		if (IS_INT_INSIDE(fr.distance,0,95+1))
-			break;
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_PASSENGERS;
-	if (!AiCheckIfRouteIsGood(p, &fr, 4))
-		return;
-
-
-	// Fill the source field
-	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 12;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.cargo = fr.cargo;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 12;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.cargo = fr.cargo;
-
-	// Fill common fields
-	p->ai.cargo_type = fr.cargo;
-	p->ai.build_kind = 0;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 1;
-	p->ai.num_want_fullload = 1;
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_AIRPORT_STUFF;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantOilRigAircraftRoute(Player *p)
-{
-	int i;
-	FoundRoute fr;
-	Town *t;
-	Industry *in;
-
-	i = 60;
-	for(;;) {
-		// Find a town
-		t = AiFindRandomTown();
-		if (t != NULL) {
-			// Find a random oil rig industry
-			in = GetIndustry(RandomRange(_total_industries));
-			if (in != NULL && in->type == IT_OIL_RIG) {
-				if (DistanceManhattan(t->xy, in->xy) < 60)
-					break;
-			}
-		}
-
-		// only test 60 times
-		if (--i == 0)
-			return;
-	}
-
-	fr.cargo = CT_PASSENGERS;
-	fr.from = fr.to = t;
-
-	if (!AiCheckIfRouteIsGood(p, &fr, 4))
-		return;
-
-	// Fill the source field
-	p->ai.src.spec_tile = t->xy;
-	p->ai.src.use_tile = 0;
-	p->ai.src.rand_rng = 12;
-	p->ai.src.cur_building_rule = 0xFF;
-	p->ai.src.cargo = CT_PASSENGERS;
-
-	// Fill the dest field
-	p->ai.dst.spec_tile = in->xy;
-	p->ai.dst.use_tile = 0;
-	p->ai.dst.rand_rng = 5;
-	p->ai.dst.cur_building_rule = 0xFF;
-	p->ai.dst.cargo = CT_PASSENGERS;
-
-	// Fill common fields
-	p->ai.cargo_type = CT_PASSENGERS;
-	p->ai.build_kind = 1;
-	p->ai.num_build_rec = 2;
-	p->ai.num_loco_to_build = 1;
-	p->ai.num_want_fullload = 0;
-//	p->ai.loco_id = INVALID_VEHICLE;
-	p->ai.order_list_blocks[0] = 0;
-	p->ai.order_list_blocks[1] = 1;
-	p->ai.order_list_blocks[2] = 255;
-
-	p->ai.state = AIS_AIRPORT_STUFF;
-	p->ai.timeout_counter = 0;
-}
-
-static void AiWantAircraftRoute(Player *p)
-{
-	uint16 r = (uint16)Random();
-
-	if (r >= 0x2AAA || _date < 0x3912) {
-		AiWantPassengerAircraftRoute(p);
-	} else {
-		AiWantOilRigAircraftRoute(p);
-	}
-}
-
-static void AiWantShipRoute(Player *p)
-{
-	// XXX
-//	error("AiWaitShipRoute");
-}
-
-
-
-static void AiStateWantNewRoute(Player *p)
-{
-	uint16 r;
-	int i;
-
-	if (p->player_money < AiGetBasePrice(p) * 500) {
-		p->ai.state = AIS_0;
-		return;
-	}
-
-	i = 200;
-	for(;;) {
-		r = (uint16)Random();
-
-		if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh &&
-			_patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship)
-			return;
-
-		if (r < 0x7626) {
-			if (_patches.ai_disable_veh_train) continue;
-			AiWantTrainRoute(p);
-		} else if (r < 0xC4EA) {
-			if (_patches.ai_disable_veh_roadveh) continue;
-			AiWantRoadRoute(p);
-		} else if (r < 0xD89B) {
-			if (_patches.ai_disable_veh_aircraft) continue;
-			AiWantAircraftRoute(p);
-		} else {
-			if (_patches.ai_disable_veh_ship) continue;
-			AiWantShipRoute(p);
-		}
-
-		// got a route?
-		if (p->ai.state != AIS_WANT_NEW_ROUTE)
-			break;
-
-		// time out?
-		if (--i == 0) {
-			if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
-			break;
-		}
-	}
-}
-
-static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
-	uint values[NUM_CARGO];
-	int w,h;
-	int rad;
-
-	for(;p->mode != 4;p++) if (p->mode == 1) {
-		TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
-		w = ((p->attr>>1) & 7);
-		h = ((p->attr>>4) & 7);
-		if (p->attr&1) intswap(w, h);
-
-
-		if (_patches.modified_catchment) {
-			rad = CA_TRAIN;
-		} else {
-			rad = 4;
-		}
-
-		if (cargo & 0x80) {
-			GetProductionAroundTiles(values, tile2, w, h, rad);
-			return values[cargo & 0x7F] != 0;
-		} else {
-			GetAcceptanceAroundTiles(values, tile2, w, h, rad);
-			if (!(values[cargo] & ~7))
-				return false;
-			if (cargo != CT_MAIL)
-				return true;
-			return !!((values[cargo]>>1) & ~7);
-		}
-	}
-
-	return true;
-}
-
-static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
-	int32 ret;
-	int32 total_cost = 0;
-	Town *t = NULL;
-	int rating = 0;
-	int i,j,k;
-
-	for(;;) {
-		// This will seldomly overflow for valid reasons. Mask it to be on the safe side.
-		uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
-		_cleared_town = NULL;
-
-		if (p->mode < 2) {
-			if (p->mode == 0) {
-				// Depot
-				ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
-			} else {
-				// Station
-				ret = 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);
-			}
-
-			if (CmdFailed(ret)) return CMD_ERROR;
-			total_cost += ret;
-
-clear_town_stuff:;
-			if (_cleared_town != NULL) {
-				if (t != NULL && t != _cleared_town)
-					return CMD_ERROR;
-				t = _cleared_town;
-				rating += _cleared_town_rating;
-			}
-		} else if (p->mode == 2) {
-			// Rail
-			if (IsTileType(c, MP_RAILWAY))
-				return CMD_ERROR;
-
-			j = p->attr;
-			k = 0;
-
-			// Build the rail
-			for(i=0; i!=6; i++,j>>=1) {
-				if (j&1) {
-					k = i;
-					ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
-					if (CmdFailed(ret)) return CMD_ERROR;
-					total_cost += ret;
-				}
-			}
-
-			/* signals too? */
-			if (j&3) {
-				// Can't build signals on a road.
-				if (IsTileType(c, MP_STREET)) return CMD_ERROR;
-
-				if (flag & DC_EXEC) {
-					j = 4 - j;
-					do {
-						ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS);
-					} while (--j);
-				} else {
-					ret = _price.build_signals;
-				}
-				if (CmdFailed(ret)) return CMD_ERROR;
-				total_cost += ret;
-			}
-		} else if (p->mode == 3) {
-			//Clear stuff and then build single rail.
-			if (GetTileSlope(c,NULL) != 0)
-				return CMD_ERROR;
-			ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
-			if (CmdFailed(ret)) return CMD_ERROR;
-			total_cost += ret + _price.build_rail;
-
-			if (flag & DC_EXEC) {
-				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);
-			}
-
-			goto clear_town_stuff;
-		} else {
-			// Unk
-			break;
-		}
-
-		p++;
-	}
-
-	if (!(flag & DC_EXEC)) {
-		if (t != NULL && rating > t->ratings[_current_player]) {
-			return CMD_ERROR;
-		}
-	}
-
-	return total_cost;
-}
-
-// Returns rule and cost
-static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost)
-{
-	int i;
-	const AiDefaultRailBlock *p;
-
-	for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) {
-		if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
-				(p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) {
-			*cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING);
-			if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo))
-				return i;
-		}
-	}
-
-	return -1;
-}
-
-static const byte _terraform_up_flags[] = {
-	14, 13, 12, 11,
-	10, 9, 8, 7,
-	6, 5, 4, 3,
-	2, 1, 0, 1,
-	2, 1, 4, 1,
-	2, 1, 8, 1,
-	2, 1, 4, 2,
-	2, 1
-};
-
-static const byte _terraform_down_flags[] = {
-	1, 2, 3, 4,
-	5, 6, 1, 8,
-	9, 10, 8, 12,
-	4, 2, 0, 0,
-	1, 2, 3, 4,
-	5, 6, 2, 8,
-	9, 10, 1, 12,
-	8, 4
-};
-
-static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode)
-{
-	byte old_player;
-	uint32 r;
-	uint slope;
-	uint h;
-
-	old_player = _current_player;
-	_current_player = OWNER_NONE;
-
-	r = Random();
-
-	unk &= (int)r;
-
-	do {
-		tile = TILE_MASK(tile + TileOffsByDir(dir));
-
-		r >>= 2;
-		if (r&2) {
-			dir++;
-			if (r&1)
-				dir -= 2;
-		}
-		dir &= 3;
-	} while (--unk >= 0);
-
-	slope = GetTileSlope(tile, &h);
-
-	if (slope != 0) {
-		if (mode > 0 || (mode == 0 && !(r&0xC))) {
-			// Terraform up
-			DoCommandByTile(tile, _terraform_up_flags[slope-1], 1,
-				DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
-		} else if (h != 0) {
-			// Terraform down
-			DoCommandByTile(tile, _terraform_down_flags[slope-1], 0,
-				DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
-		}
-	}
-
-	_current_player = old_player;
-}
-
-static void AiStateBuildDefaultRailBlocks(Player *p)
-{
-	int i, j;
-	AiBuildRec *aib;
-	int rule;
-	int32 cost;
-
-	// time out?
-	if (++p->ai.timeout_counter == 1388) {
-		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
-		return;
-	}
-
-	// do the following 8 times
-	i = 8;
-	do {
-		// check if we can build the default track
-		aib = &p->ai.src;
-		j = p->ai.num_build_rec;
-		do {
-			// this item has already been built?
-			if (aib->cur_building_rule != 255)
-				continue;
-
-			// adjust the coordinate randomly,
-			// to make sure that we find a position.
-			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
-			// check if the track can be build there.
-			rule = AiBuildDefaultRailTrack(aib->use_tile,
-				p->ai.build_kind, p->ai.num_wagons,
-				aib->unk6, aib->unk7,
-				aib->direction, aib->cargo, &cost);
-
-			if (rule == -1) {
-				// cannot build, terraform after a while
-				if (p->ai.state_counter >= 600) {
-					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
-				}
-				// also try the other terraform direction
-				if (++p->ai.state_counter >= 1000) {
-					p->ai.state_counter = 0;
-					p->ai.state_mode = -p->ai.state_mode;
-				}
-			} else if (CheckPlayerHasMoney(cost)) {
-				int32 r;
-				// player has money, build it.
-				aib->cur_building_rule = rule;
-
-				r = AiDoBuildDefaultRailTrack(
-					aib->use_tile,
-					_default_rail_track_data[rule]->data,
-					DC_EXEC | DC_NO_TOWN_RATING
-				);
-				assert(r != CMD_ERROR);
-			}
-		} while (++aib,--j);
-	} while (--i);
-
-	// check if we're done with all of them
-	aib = &p->ai.src;
-	j = p->ai.num_build_rec;
-	do {
-		if (aib->cur_building_rule == 255)
-			return;
-	} while (++aib,--j);
-
-	// yep, all are done. switch state to the rail building state.
-	p->ai.state = AIS_BUILD_RAIL;
-	p->ai.state_mode = 255;
-}
-
-static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir)
-{
-	const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
-
-	while (p->mode != 3 || !((--cmd) & 0x80)) p++;
-
-	return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr);
-}
-
-typedef struct AiRailPathFindData {
-	TileIndex tile;
-	TileIndex tile2;
-	int count;
-	bool flag;
-} AiRailPathFindData;
-
-static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
-{
-	if (a->flag)
-		return true;
-
-	if (length > 20 || tile == a->tile) {
-		a->flag = true;
-		return true;
-	}
-
-	if (DistanceMax(tile, a->tile2) < 4)
-		a->count++;
-
-	return false;
-}
-
-static bool AiDoFollowTrack(Player *p)
-{
-	AiRailPathFindData arpfd;
-	arpfd.tile = p->ai.start_tile_a;
-	arpfd.tile2 = p->ai.cur_tile_a;
-	arpfd.flag = false;
-	arpfd.count = 0;
-	FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2,
-		(TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
-	return arpfd.count > 8;
-}
-
-typedef struct AiRailFinder {
-	TileIndex final_tile;
-	byte final_dir;
-	byte depth;
-	byte recursive_mode;
-	byte cur_best_dir;
-	byte best_dir;
-	byte cur_best_depth;
-	byte best_depth;
-	uint cur_best_dist;
-	const byte *best_ptr;
-	uint best_dist;
-	TileIndex cur_best_tile, best_tile;
-	TileIndex bridge_end_tile;
-	Player *player;
-	TileInfo ti;
-} AiRailFinder;
-
-static const byte _ai_table_15[4][8] = {
-	{0, 0, 4, 3, 3, 1, 128+0, 64},
-	{1, 1, 2, 0, 4, 2, 128+1, 65},
-	{0, 2, 2, 3, 5, 1, 128+2, 66},
-	{1, 3, 5, 0, 3, 2, 128+3, 67}
-};
-
-static const byte _dir_table_1[] = {3, 9, 12, 6};
-static const byte _dir_table_2[] = {12, 6, 3, 9};
-
-
-static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) {
-	int i;
-
-	for(i=0; i!=p->ai.banned_tile_count; i++)
-		if (p->ai.banned_tiles[i] == tile &&
-				p->ai.banned_val[i] == val)
-					return true;
-	return false;
-}
-
-static void AiBanTile(Player *p, TileIndex tile, byte val) {
-	int i;
-
-	for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) {
-		p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1];
-		p->ai.banned_val[i] = p->ai.banned_val[i-1];
-	}
-
-	p->ai.banned_tiles[0] = tile;
-	p->ai.banned_val[0] = val;
-
-	if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles))
-		p->ai.banned_tile_count++;
-}
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
-{
-	bool better = false;
-
-	if (arf->recursive_mode < 1) {
-		// Mode is 0. This means destination has not been found yet.
-		// If the found path is shorter than the current one, remember it.
-		if (arf->cur_best_dist < arf->best_dist) {
-			arf->best_dir = arf->cur_best_dir;
-			arf->best_dist = arf->cur_best_dist;
-			arf->best_ptr = p;
-			arf->best_tile = arf->cur_best_tile;
-			better = true;
-		}
-	} else if (arf->recursive_mode > 1) {
-		// Mode is 2.
-		if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
-			arf->best_depth = arf->cur_best_depth;
-			arf->best_dist = 0;
-			arf->best_ptr = p;
-			arf->best_tile = 0;
-			better = true;
-		}
-	}
-	arf->recursive_mode = 0;
-	arf->cur_best_dist = (uint)-1;
-	arf->cur_best_depth = 0xff;
-
-	return better;
-}
-
-static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
-	TileIndex tile_new;
-	bool flag;
-
-	int dir2 = p[0] & 3;
-
-	FindLandscapeHeightByTile(&arf->ti, tile);
-
-	if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
-		tile_new = tile;
-		// Allow bridges directly over bottom tiles
-		flag = arf->ti.z == 0;
-		for(;;) {
-			if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
-			tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
-			FindLandscapeHeightByTile(&arf->ti, tile_new);
-			if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
-				if (!flag) return;
-				break;
-			}
-			if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
-				return;
-			flag = true;
-		}
-
-		// Is building a (rail)bridge possible at this place (type doesn't matter)?
-		if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
-			DC_AUTO, CMD_BUILD_BRIDGE)) )
-				return;
-		AiBuildRailRecursive(arf, tile_new, dir2);
-
-		// At the bottom depth, check if the new path is better than the old one.
-		if (arf->depth == 1) {
-			if (AiCheckRailPathBetter(arf, p))
-				arf->bridge_end_tile = tile_new;
-		}
-	}
-}
-
-static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p)
-{
-	FindLandscapeHeightByTile(&arf->ti, tile);
-
-	if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
-		int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
-		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
-			AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
-			if (arf->depth == 1) {
-				AiCheckRailPathBetter(arf, p);
-			}
-		}
-	}
-}
-
-
-static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
-{
-	const byte *p;
-
-	tile = TILE_MASK(tile + TileOffsByDir(dir));
-
-	// Reached destination?
-	if (tile == arf->final_tile) {
-		if (arf->final_dir != (dir^2)) {
-			if (arf->recursive_mode != 2)
-				arf->recursive_mode = 1;
-		} else if (arf->recursive_mode != 2) {
-			arf->recursive_mode = 2;
-			arf->cur_best_depth = arf->depth;
-		} else {
-			if (arf->depth < arf->cur_best_depth)
-				arf->cur_best_depth = arf->depth;
-		}
-		return;
-	}
-
-	// Depth too deep?
-	if (arf->depth >= 4) {
-		uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
-		if (dist < arf->cur_best_dist) {
-			// Store the tile that is closest to the final position.
-			arf->cur_best_depth = arf->depth;
-			arf->cur_best_dist = dist;
-			arf->cur_best_tile = tile;
-			arf->cur_best_dir = dir;
-		}
-		return;
-	}
-
-	// Increase recursion depth
-	arf->depth++;
-
-	// Grab pointer to list of stuff that is possible to build
-	p = _ai_table_15[dir];
-
-	// Try to build a single rail in all directions.
-	FindLandscapeHeightByTile(&arf->ti, tile);
-	if (arf->ti.z == 0) {
-		p += 6;
-	} else {
-		do {
-			// Make sure the tile is not in the list of banned tiles and that a rail can be built here.
-			if (!AiIsTileBanned(arf->player, tile, p[0]) &&
-					!CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
-				AiBuildRailRecursive(arf, tile, p[1]);
-			}
-
-			// At the bottom depth?
-			if (arf->depth == 1) {
-				AiCheckRailPathBetter(arf, p);
-			}
-
-			p += 2;
-		} while (!(p[0]&0x80));
-	}
-
-	AiCheckBuildRailBridgeHere(arf, tile, p);
-	AiCheckBuildRailTunnelHere(arf, tile, p+1);
-
-	arf->depth--;
-}
-
-
-static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16};
-
-static void AiBuildRailConstruct(Player *p)
-{
-	AiRailFinder arf;
-	int i;
-
-	// Check too much lookahead?
-	if (AiDoFollowTrack(p)) {
-		p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks
-		p->ai.state_mode = 1; // Start destruct
-
-		// Ban this tile and don't reach it for a while.
-		AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
-		return;
-	}
-
-	// Setup recursive finder and call it.
-	arf.player = p;
-	arf.final_tile = p->ai.cur_tile_b;
-	arf.final_dir = p->ai.cur_dir_b;
-	arf.depth = 0;
-	arf.recursive_mode = 0;
-	arf.best_ptr = NULL;
-	arf.cur_best_dist = (uint)-1;
-	arf.cur_best_depth = 0xff;
-	arf.best_dist = (uint)-1;
-	arf.best_depth = 0xff;
-	arf.cur_best_tile = 0;
-	arf.best_tile = 0;
-	AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
-	// Reached destination?
-	if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
-		p->ai.state_mode = 255;
-		return;
-	}
-
-	// Didn't find anything to build?
-	if (arf.best_ptr == NULL) {
-		// Terraform some
-		for(i=0; i!=5; i++)
-			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
-		if (++p->ai.state_counter == 21) {
-			p->ai.state_counter = 40;
-			p->ai.state_mode = 1;
-
-			// Ban this tile
-			AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
-		}
-		return;
-	}
-
-	p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a);
-
-	if (arf.best_ptr[0]&0x80) {
-		int i;
-		int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
-
-		/*	Figure out what (rail)bridge type to build
-				start with best bridge, then go down to worse and worse bridges
-				unnecessary to check for worse bridge (i=0), since AI will always build that.
-				AI is so fucked up that fixing this small thing will probably not solve a thing
-		*/
-		for (i = MAX_BRIDGES - 1; i != 0; i--) {
-			if (CheckBridge_Stuff(i, bridge_len)) {
-				int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
-				if (!CmdFailed(cost) && cost < (p->player_money >> 5))
-					break;
-			}
-		}
-
-		// Build it
-		DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
-		p->ai.cur_tile_a = arf.bridge_end_tile;
-		p->ai.state_counter = 0;
-	} else if (arf.best_ptr[0]&0x40) {
-		// tunnel
-		DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
-		p->ai.cur_tile_a = _build_tunnel_endtile;
-		p->ai.state_counter = 0;
-	} else {
-		// rail
-		p->ai.cur_dir_a = arf.best_ptr[1];
-		DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
-			DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
-		p->ai.state_counter = 0;
-	}
-
-	if (arf.best_tile != 0) {
-		for(i=0; i!=2; i++)
-			AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
-	}
-}
-
-static bool AiRemoveTileAndGoForward(Player *p)
-{
-	byte b;
-	int bit;
-	const byte *ptr;
-	TileIndex tile = p->ai.cur_tile_a;
-	int offs;
-	TileIndex tilenew;
-
-	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
-		if (!(_m[tile].m5 & 0x80)) {
-			// Clear the tunnel and continue at the other side of it.
-			if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
-				return false;
-			p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a));
-			return true;
-		}
-
-		if (!(_m[tile].m5 & 0x40)) {
-
-			// Check if the bridge points in the right direction.
-			// This is not really needed the first place AiRemoveTileAndGoForward is called.
-			if ((_m[tile].m5&1) != (p->ai.cur_dir_a&1))
-				return false;
-
-			// Find other side of bridge.
-			offs = TileOffsByDir(p->ai.cur_dir_a);
-			do {
-				tile = TILE_MASK(tile - offs);
-			} while (_m[tile].m5 & 0x40);
-
-			tilenew = TILE_MASK(tile - offs);
-			// And clear the bridge.
-			if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
-				return false;
-			p->ai.cur_tile_a = tilenew;
-			return true;
-		}
-	}
-
-	// Find the railtype at the position. Quit if no rail there.
-	b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a];
-	if (b == 0)
-		return false;
-
-	// Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects.
-	bit = FindFirstBit(b);
-
-	// Then remove and signals if there are any.
-	if (IsTileType(tile, MP_RAILWAY) &&
-			(_m[tile].m5&0xC0) == 0x40) {
-		DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
-	}
-
-	// And also remove the rail.
-	if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)) )
-		return false;
-
-	// Find the direction at the other edge of the rail.
-	ptr = _ai_table_15[p->ai.cur_dir_a^2];
-	while (ptr[0] != bit) ptr+=2;
-	p->ai.cur_dir_a = ptr[1] ^ 2;
-
-	// And then also switch tile.
-	p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a));
-
-	return true;
-}
-
-
-static void AiBuildRailDestruct(Player *p)
-{
-	// Decrease timeout.
-	if (!--p->ai.state_counter) {
-		p->ai.state_mode = 2;
-		p->ai.state_counter = 0;
-	}
-
-	// Don't do anything if the destination is already reached.
-	if (p->ai.cur_tile_a == p->ai.start_tile_a)
-		return;
-
-	AiRemoveTileAndGoForward(p);
-}
-
-
-static void AiBuildRail(Player *p)
-{
-	int i;
-
-	if (p->ai.state_mode < 1) {
-		// Construct mode, build new rail.
-		AiBuildRailConstruct(p);
-	} else if (p->ai.state_mode == 1) {
-
-		// Destruct mode, destroy the rail currently built.
-		AiBuildRailDestruct(p);
-	} else if (p->ai.state_mode == 2) {
-
-		// Terraform some and then try building again.
-		for(i=0; i!=4; i++)
-			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
-		if (++p->ai.state_counter == 4) {
-			p->ai.state_counter = 0;
-			p->ai.state_mode = 0;
-		}
-	}
-}
-
-static void AiStateBuildRail(Player *p)
-{
-	int num;
-	AiBuildRec *aib;
-	byte cmd;
-	TileIndex tile;
-	int dir;
-
-	// time out?
-	if (++p->ai.timeout_counter == 1388) {
-		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
-		return;
-	}
-
-	// Currently building a rail between two points?
-	if (p->ai.state_mode != 255) {
-		AiBuildRail(p);
-
-		// Alternate between edges
-		swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
-		swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
-		swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
-		swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
-		return;
-	}
-
-	// Now, find two new points to build between
-	num = p->ai.num_build_rec;
-	aib = &p->ai.src;
-
-	for(;;) {
-		cmd = aib->buildcmd_a;
-		aib->buildcmd_a = 255;
-		if (cmd != 255) break;
-
-		cmd = aib->buildcmd_b;
-		aib->buildcmd_b = 255;
-		if (cmd != 255) break;
-
-		aib++;
-		if (--num == 0) {
-			p->ai.state = AIS_BUILD_RAIL_VEH;
-			p->ai.state_counter = 0; // timeout
-			return;
-		}
-	}
-
-	// Find first edge to build from.
-	tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir);
-	p->ai.start_tile_a = tile;
-	p->ai.cur_tile_a = tile;
-	p->ai.start_dir_a = dir;
-	p->ai.cur_dir_a = dir;
-	DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
-	assert(TILE_MASK(tile) != 0xFF00);
-
-	// Find second edge to build to
-	aib = (&p->ai.src) + ((cmd >> 4)&0xF);
-	tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir);
-	p->ai.start_tile_b = tile;
-	p->ai.cur_tile_b = tile;
-	p->ai.start_dir_b = dir;
-	p->ai.cur_dir_b = dir;
-	DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
-
-	assert(TILE_MASK(tile) != 0xFF00);
-
-	// And setup state.
-	p->ai.state_mode = 2;
-	p->ai.state_counter = 0;
-	p->ai.banned_tile_count = 0;
-}
-
-static int AiGetStationIdByDef(TileIndex tile, int id)
-{
-	const AiDefaultBlockData *p = _default_rail_track_data[id]->data;
-	while (p->mode != 1) p++;
-	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildRailVeh(Player *p)
-{
-	const AiDefaultBlockData *ptr;
-	TileIndex tile;
-	int i, veh;
-	int cargo;
-	int32 cost;
-	Vehicle *v;
-	uint loco_id;
-
-	ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
-	while (ptr->mode != 0) {	ptr++; }
-
-	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
-	cargo = p->ai.cargo_type;
-	for(i=0;;) {
-		if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
-			veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo];
-			cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
-			if (CmdFailed(cost)) goto handle_nocash;
-			p->ai.wagon_list[i] = _new_wagon_id;
-			p->ai.wagon_list[i+1] = INVALID_VEHICLE;
-			return;
-		}
-		if (cargo == CT_MAIL)
-			cargo = CT_PASSENGERS;
-		if (++i == p->ai.num_wagons * 2 - 1)
-			break;
-	}
-
-	// Which locomotive to build?
-	veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile);
-	if (veh == -1) {
-handle_nocash:
-		// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
-		if (++p->ai.state_counter == 1000) {
-			for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
-				cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
-				assert(!CmdFailed(cost));
-			}
-			p->ai.state =	AIS_0;
-		}
-		return;
-	}
-
-	// Try to build the locomotive
-	cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
-	assert(!CmdFailed(cost));
-	loco_id = _new_train_id;
-
-	// Sell a vehicle if the train is double headed.
-	v = GetVehicle(loco_id);
-	if (v->next != NULL) {
-		i = p->ai.wagon_list[p->ai.num_wagons*2-2];
-		p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE;
-		DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
-	}
-
-	// Move the wagons onto the train
-	for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
-		DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
-	}
-
-	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
-		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
-		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
-							p->ai.cargo_type == CT_MAIL ||
-							(_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
-		Order order;
-
-		order.type = OT_GOTO_STATION;
-		order.flags = 0;
-		order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
-
-		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
-		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
-			order.flags |= OF_FULL_LOAD;
-
-		DoCommandByTile(0, loco_id + (i << 16),	PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-	}
-
-	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
-
-	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
-	if (p->ai.num_want_fullload != 0)
-		p->ai.num_want_fullload--;
-
-	if (--p->ai.num_loco_to_build != 0) {
-//		p->ai.loco_id = INVALID_VEHICLE;
-		p->ai.wagon_list[0] = INVALID_VEHICLE;
-	} else {
-		p->ai.state =	AIS_0;
-	}
-}
-
-static void AiStateDeleteRailBlocks(Player *p)
-{
-	int num;
-	AiBuildRec *aib;
-	const AiDefaultBlockData *b;
-
-	num = p->ai.num_build_rec;
-	aib = &p->ai.src;
-	do {
-		if (aib->cur_building_rule != 255) {
-			b = _default_rail_track_data[aib->cur_building_rule]->data;
-			while (b->mode != 4) {
-				DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
-				b++;
-			}
-		}
-	} while (++aib,--num);
-
-	p->ai.state = AIS_0;
-}
-
-static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
-	uint values[NUM_CARGO];
-	int rad;
-
-	if (_patches.modified_catchment) {
-		rad = CA_TRUCK;		//Same as CA_BUS at the moment?
-	} else {			//change that at some point?
-		rad = 4;
-	}
-
-	for(;;p++) {
-		if (p->mode == 4) {
-			return true;
-		} else if (p->mode == 1) {
-			TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
-			if (cargo & 0x80) {
-				GetProductionAroundTiles(values, tile2, 1, 1, rad);
-				return values[cargo & 0x7F] != 0;
-			} else {
-				GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
-				return (values[cargo]&~7) != 0;
-			}
-		}
-	}
-}
-
-static bool _want_road_truck_station;
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
-
-// Returns rule and cost
-static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
-{
-	int i;
-	const AiDefaultRoadBlock *p;
-
-	_want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
-
-	for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
-		if (p->dir == direction) {
-			*cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
-			if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo))
-				return i;
-		}
-	}
-
-	return -1;
-}
-
-static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
-	int32 ret;
-	int32 total_cost = 0;
-	Town *t = NULL;
-	int rating = 0;
-	int roadflag = 0;
-
-	for(;p->mode != 4;p++) {
-		uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
-
-		_cleared_town = NULL;
-
-		if (p->mode == 2) {
-			if (IsTileType(c, MP_STREET) &&
-					(_m[c].m5&0xF0)==0 &&
-					(_m[c].m5&p->attr)!=0) {
-				roadflag |= 2;
-
-				// all bits are already built?
-				if ((_m[c].m5&p->attr)==p->attr)
-					continue;
-			}
-
-			ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
-			if (CmdFailed(ret)) return CMD_ERROR;
-			total_cost += ret;
-
-			continue;
-		}
-
-		if (p->mode == 0) {
-			// Depot
-			ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
-			goto clear_town_stuff;
-		} else if (p->mode == 1) {
-			if (_want_road_truck_station) {
-				// Truck station
-				ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
-			} else {
-				// Bus station
-				ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
-			}
-clear_town_stuff:;
-
-			if (CmdFailed(ret)) return CMD_ERROR;
-			total_cost += ret;
-
-			if (_cleared_town != NULL) {
-				if (t != NULL && t != _cleared_town)
-					return CMD_ERROR;
-				t = _cleared_town;
-				rating += _cleared_town_rating;
-			}
-		} else if (p->mode == 3) {
-			if (flag & DC_EXEC)
-				continue;
-
-			if (GetTileSlope(c, NULL) != 0)
-				return CMD_ERROR;
-
-			if (!(IsTileType(c, MP_STREET) && (_m[c].m5 & 0xF0) == 0)) {
-				ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
-				if (CmdFailed(ret)) return CMD_ERROR;
-			}
-
-		}
-	}
-
-	if (!_want_road_truck_station && !(roadflag&2))
-		return CMD_ERROR;
-
-	if (!(flag & DC_EXEC)) {
-		if (t != NULL && rating > t->ratings[_current_player]) {
-			return CMD_ERROR;
-		}
-	}
-	return total_cost;
-}
-
-// Make sure the blocks are not too close to each other
-static bool AiCheckBlockDistances(Player *p, TileIndex tile)
-{
-	AiBuildRec *aib;
-	int num;
-
-	num = p->ai.num_build_rec;
-	aib = &p->ai.src;
-
-	do {
-		if (aib->cur_building_rule != 255) {
-			if (DistanceManhattan(aib->use_tile, tile) < 9)
-				return false;
-		}
-	} while (++aib, --num);
-
-	return true;
-}
-
-
-static void AiStateBuildDefaultRoadBlocks(Player *p)
-{
-	int i, j;
-	AiBuildRec *aib;
-	int rule;
-	int32 cost;
-
-	// time out?
-	if (++p->ai.timeout_counter == 1388) {
-		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
-		return;
-	}
-
-	// do the following 8 times
-	i = 8;
-	do {
-		// check if we can build the default track
-		aib = &p->ai.src;
-		j = p->ai.num_build_rec;
-		do {
-			// this item has already been built?
-			if (aib->cur_building_rule != 255)
-				continue;
-
-			// adjust the coordinate randomly,
-			// to make sure that we find a position.
-			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
-			// check if the road can be built there.
-			rule = AiFindBestDefaultRoadBlock(aib->use_tile,
-				aib->direction, aib->cargo, &cost);
-
-			if (rule == -1) {
-				// cannot build, terraform after a while
-				if (p->ai.state_counter >= 600) {
-					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
-				}
-				// also try the other terraform direction
-				if (++p->ai.state_counter >= 1000) {
-					p->ai.state_counter = 0;
-					p->ai.state_mode = -p->ai.state_mode;
-				}
-			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
-				int32 r;
-
-				// player has money, build it.
-				aib->cur_building_rule = rule;
-
-				r = AiDoBuildDefaultRoadBlock(
-					aib->use_tile,
-					_road_default_block_data[rule]->data,
-					DC_EXEC | DC_NO_TOWN_RATING
-				);
-				assert(r != CMD_ERROR);
-			}
-		} while (++aib,--j);
-	} while (--i);
-
-	// check if we're done with all of them
-	aib = &p->ai.src;
-	j = p->ai.num_build_rec;
-	do {
-		if (aib->cur_building_rule == 255)
-			return;
-	} while (++aib,--j);
-
-	// yep, all are done. switch state to the rail building state.
-	p->ai.state = AIS_BUILD_ROAD;
-	p->ai.state_mode = 255;
-}
-
-typedef struct {
-	TileIndex final_tile;
-	byte final_dir;
-	byte depth;
-	byte recursive_mode;
-	byte cur_best_dir;
-	byte best_dir;
-	byte cur_best_depth;
-	byte best_depth;
-	uint cur_best_dist;
-	const byte *best_ptr;
-	uint best_dist;
-	TileIndex cur_best_tile, best_tile;
-	TileIndex bridge_end_tile;
-	Player *player;
-	TileInfo ti;
-} AiRoadFinder;
-
-typedef struct AiRoadEnum {
-	TileIndex dest;
-	TileIndex best_tile;
-	int best_track;
-	uint best_dist;
-} AiRoadEnum;
-
-static const byte _dir_by_track[] = {
-	0,1,0,1,2,1, 0,0,
-	2,3,3,2,3,0,
-};
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir);
-
-static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p)
-{
-	bool better = false;
-
-	if (arf->recursive_mode < 1) {
-		// Mode is 0. This means destination has not been found yet.
-		// If the found path is shorter than the current one, remember it.
-		if (arf->cur_best_dist < arf->best_dist ||
-			(arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) {
-			arf->best_depth = arf->cur_best_depth;
-			arf->best_dist = arf->cur_best_dist;
-			arf->best_dir = arf->cur_best_dir;
-			arf->best_ptr = p;
-			arf->best_tile = arf->cur_best_tile;
-			better = true;
-		}
-	} else if (arf->recursive_mode > 1) {
-		// Mode is 2.
-		if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
-			arf->best_depth = arf->cur_best_depth;
-			arf->best_dist = 0;
-			arf->best_ptr = p;
-			arf->best_tile = 0;
-			better = true;
-		}
-	}
-	arf->recursive_mode = 0;
-	arf->cur_best_dist = (uint)-1;
-	arf->cur_best_depth = 0xff;
-
-	return better;
-}
-
-
-static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
-{
-	uint dist = DistanceManhattan(tile, a->dest);
-
-	if (dist <= a->best_dist) {
-		TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
-
-		if (IsTileType(tile2, MP_STREET) &&
-				(_m[tile2].m5&0xF0) == 0) {
-			a->best_dist = dist;
-			a->best_tile = tile;
-			a->best_track = track;
-		}
-	}
-
-	return false;
-}
-
-static const uint16 _ai_road_table_and[4] = {
-	0x1009,
-	0x16,
-	0x520,
-	0x2A00,
-};
-
-static bool AiCheckRoadFinished(Player *p)
-{
-	AiRoadEnum are;
-	TileIndex tile;
-	int dir = p->ai.cur_dir_a;
-	uint32 bits;
-	int i;
-
-	are.dest = p->ai.cur_tile_b;
-	tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir));
-
-	bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir];
-	if (bits == 0) {
-		return false;
-	}
-
-	are.best_dist = (uint)-1;
-
-	for_each_bit(i, bits) {
-		FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
-	}
-
-	if (DistanceManhattan(tile, are.dest) <= are.best_dist)
-		return false;
-
-	if (are.best_dist == 0)
-		return true;
-
-	p->ai.cur_tile_a = are.best_tile;
-	p->ai.cur_dir_a = _dir_by_track[are.best_track];
-	return false;
-}
-
-
-static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
-{
-	static const byte _road_bits[] = {
-		8+2,
-		1+4,
-		1+8,
-		4+2,
-		1+2,
-		8+4,
-	};
-	return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
-}
-
-static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
-	TileIndex tile_new;
-	bool flag;
-
-	int dir2 = p[0] & 3;
-
-	FindLandscapeHeightByTile(&arf->ti, tile);
-	if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
-		tile_new = tile;
-		// Allow bridges directly over bottom tiles
-		flag = arf->ti.z == 0;
-		for(;;) {
-			if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
-			tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
-			FindLandscapeHeightByTile(&arf->ti, tile_new);
-			if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
-				// Allow a bridge if either we have a tile that's water, rail or street,
-				// or if we found an up tile.
-				if (!flag) return;
-				break;
-			}
-			if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
-				return;
-			flag = true;
-		}
-
-		// Is building a (rail)bridge possible at this place (type doesn't matter)?
-		if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
-			return;
-		AiBuildRoadRecursive(arf, tile_new, dir2);
-
-		// At the bottom depth, check if the new path is better than the old one.
-		if (arf->depth == 1) {
-			if (AiCheckRoadPathBetter(arf, p))
-				arf->bridge_end_tile = tile_new;
-		}
-	}
-}
-
-static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
-{
-	FindLandscapeHeightByTile(&arf->ti, tile);
-
-	if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
-		int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
-
-		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
-			AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
-			if (arf->depth == 1) {
-				AiCheckRoadPathBetter(arf, p);
-			}
-		}
-	}
-}
-
-
-
-static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
-{
-	const byte *p;
-
-	tile = TILE_MASK(tile + TileOffsByDir(dir));
-
-	// Reached destination?
-	if (tile == arf->final_tile) {
-		if ((arf->final_dir^2) == dir) {
-			arf->recursive_mode = 2;
-			arf->cur_best_depth = arf->depth;
-		}
-		return;
-	}
-
-	// Depth too deep?
-	if (arf->depth >= 4) {
-		uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
-		if (dist < arf->cur_best_dist) {
-			// Store the tile that is closest to the final position.
-			arf->cur_best_dist = dist;
-			arf->cur_best_tile = tile;
-			arf->cur_best_dir = dir;
-			arf->cur_best_depth = arf->depth;
-		}
-		return;
-	}
-
-	// Increase recursion depth
-	arf->depth++;
-
-	// Grab pointer to list of stuff that is possible to build
-	p = _ai_table_15[dir];
-
-	// Try to build a single rail in all directions.
-	FindLandscapeHeightByTile(&arf->ti, tile);
-	if (arf->ti.z == 0) {
-		p += 6;
-	} else {
-		do {
-			// Make sure that a road can be built here.
-			if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) {
-				AiBuildRoadRecursive(arf, tile, p[1]);
-			}
-
-			// At the bottom depth?
-			if (arf->depth == 1) {
-				AiCheckRoadPathBetter(arf, p);
-			}
-
-			p += 2;
-		} while (!(p[0]&0x80));
-	}
-
-	AiCheckBuildRoadBridgeHere(arf, tile, p);
-	AiCheckBuildRoadTunnelHere(arf, tile, p+1);
-
-	arf->depth--;
-}
-
-int sw;
-
-
-static void AiBuildRoadConstruct(Player *p)
-{
-	AiRoadFinder arf;
-	int i;
-	TileIndex tile;
-
-	// Reached destination?
-	if (AiCheckRoadFinished(p)) {
-		p->ai.state_mode = 255;
-		return;
-	}
-
-	// Setup recursive finder and call it.
-	arf.player = p;
-	arf.final_tile = p->ai.cur_tile_b;
-	arf.final_dir = p->ai.cur_dir_b;
-	arf.depth = 0;
-	arf.recursive_mode = 0;
-	arf.best_ptr = NULL;
-	arf.cur_best_dist = (uint)-1;
-	arf.cur_best_depth = 0xff;
-	arf.best_dist = (uint)-1;
-	arf.best_depth =  0xff;
-	arf.cur_best_tile = 0;
-	arf.best_tile = 0;
-	AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
-
-	// Reached destination?
-	if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
-		p->ai.state_mode = 255;
-		return;
-	}
-
-	// Didn't find anything to build?
-	if (arf.best_ptr == NULL) {
-		// Terraform some
-do_some_terraform:
-		for(i=0; i!=5; i++)
-			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
-		if (++p->ai.state_counter == 21) {
-			p->ai.state_mode = 1;
-
-			p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a));
-			p->ai.cur_dir_a ^= 2;
-			p->ai.state_counter = 0;
-		}
-		return;
-	}
-
-	tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a));
-
-	if (arf.best_ptr[0]&0x80) {
-		int i;
-		int32 bridge_len;
-		p->ai.cur_tile_a = arf.bridge_end_tile;
-		bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile
-
-		/*	Figure out what (road)bridge type to build
-				start with best bridge, then go down to worse and worse bridges
-				unnecessary to check for worse bridge (i=0), since AI will always build that.
-				AI is so fucked up that fixing this small thing will probably not solve a thing
-		*/
-		for(i = 10; i != 0; i--) {
-			if (CheckBridge_Stuff(i, bridge_len)) {
-				int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
-				if (!CmdFailed(cost) && cost < (p->player_money >> 5))
-					break;
-			}
-		}
-
-		// Build it
-		DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
-
-		p->ai.state_counter = 0;
-	} else if (arf.best_ptr[0]&0x40) {
-		// tunnel
-		DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
-		p->ai.cur_tile_a = _build_tunnel_endtile;
-		p->ai.state_counter = 0;
-	} else {
-
-		// road
-		if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
-			goto do_some_terraform;
-
-		p->ai.cur_dir_a = arf.best_ptr[1];
-		p->ai.cur_tile_a = tile;
-		p->ai.state_counter = 0;
-	}
-
-	if (arf.best_tile != 0) {
-		for(i=0; i!=2; i++)
-			AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
-	}
-}
-
-
-static void AiBuildRoad(Player *p)
-{
-	int i;
-
-	if (p->ai.state_mode < 1) {
-		// Construct mode, build new road.
-		AiBuildRoadConstruct(p);
-	} else if (p->ai.state_mode == 1) {
-		// Destruct mode, not implemented for roads.
-		p->ai.state_mode = 2;
-		p->ai.state_counter = 0;
-	} else if (p->ai.state_mode == 2) {
-
-		// Terraform some and then try building again.
-		for(i=0; i!=4; i++)
-			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
-
-		if (++p->ai.state_counter == 4) {
-			p->ai.state_counter = 0;
-			p->ai.state_mode = 0;
-		}
-	}
-}
-
-static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir)
-{
-	const AiDefaultBlockData *p = _road_default_block_data[rule]->data;
-	while (p->mode != 1) p++;
-	*dir = p->attr;
-	return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-}
-
-
-static void AiStateBuildRoad(Player *p)
-{
-	int num;
-	AiBuildRec *aib;
-	byte cmd;
-	TileIndex tile;
-	int dir;
-
-	// time out?
-	if (++p->ai.timeout_counter == 1388) {
-		p->ai.state = AIS_DELETE_ROAD_BLOCKS;
-		return;
-	}
-
-	// Currently building a road between two points?
-	if (p->ai.state_mode != 255) {
-		AiBuildRoad(p);
-
-		// Alternate between edges
-		swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
-		swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
-		swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
-		swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
-
-		sw ^= 1;
-		return;
-	}
-
-	// Now, find two new points to build between
-	num = p->ai.num_build_rec;
-	aib = &p->ai.src;
-
-	for(;;) {
-		cmd = aib->buildcmd_a;
-		aib->buildcmd_a = 255;
-		if (cmd != 255) break;
-
-		aib++;
-		if (--num == 0) {
-			p->ai.state = AIS_BUILD_ROAD_VEHICLES;
-			return;
-		}
-	}
-
-	// Find first edge to build from.
-	tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
-	p->ai.start_tile_a = tile;
-	p->ai.cur_tile_a = tile;
-	p->ai.start_dir_a = dir;
-	p->ai.cur_dir_a = dir;
-
-	// Find second edge to build to
-	aib = (&p->ai.src) + (cmd&0xF);
-	tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
-	p->ai.start_tile_b = tile;
-	p->ai.cur_tile_b = tile;
-	p->ai.start_dir_b = dir;
-	p->ai.cur_dir_b = dir;
-
-	// And setup state.
-	p->ai.state_mode = 2;
-	p->ai.state_counter = 0;
-	p->ai.banned_tile_count = 0;
-}
-
-static int AiGetStationIdFromRoadBlock(TileIndex tile, int id)
-{
-	const AiDefaultBlockData *p = _road_default_block_data[id]->data;
-	while (p->mode != 1) p++;
-	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildRoadVehicles(Player *p)
-{
-	const AiDefaultBlockData *ptr;
-	TileIndex tile;
-	uint loco_id;
-	int veh, i;
-
-	ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
-	for(;ptr->mode != 0;ptr++) {}
-	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
-	veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
-	if (veh == -1) {
-		p->ai.state = AIS_0;
-		return;
-	}
-
-	if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
-
-	loco_id = _new_roadveh_id;
-
-	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
-		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
-		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
-							p->ai.cargo_type == CT_MAIL ||
-							(_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
-		Order order;
-
-		order.type = OT_GOTO_STATION;
-		order.flags = 0;
-		order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
-
-		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
-		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
-			order.flags |= OF_FULL_LOAD;
-
-		DoCommandByTile(0, loco_id + (i << 16),	PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-	}
-
-	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
-
-	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
-	if (p->ai.num_want_fullload != 0)
-		p->ai.num_want_fullload--;
-
-	if (--p->ai.num_loco_to_build == 0) {
-		p->ai.state =	AIS_0;
-	}
-}
-
-static void AiStateDeleteRoadBlocks(Player *p)
-{
-	int num;
-	AiBuildRec *aib;
-	const AiDefaultBlockData *b;
-
-	num = p->ai.num_build_rec;
-	aib = &p->ai.src;
-	do {
-		if (aib->cur_building_rule != 255) {
-			b = _road_default_block_data[aib->cur_building_rule]->data;
-			while (b->mode != 4) {
-				if (b->mode <= 1) {
-					DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
-				}
-				b++;
-			}
-		}
-	} while (++aib,--num);
-
-	p->ai.state = AIS_0;
-}
-
-static bool AiCheckIfHangar(Station *st)
-{
-	TileIndex tile = st->airport_tile;
-
-	// HANGAR of airports
-	// 0x20 - hangar large airport (32)
-	// 0x41 - hangar small airport (65)
-	return (_m[tile].m5 == 32 || _m[tile].m5 == 65);
-}
-
-static void AiStateAirportStuff(Player *p)
-{
-	Station *st;
-	byte acc_planes;
-	int i;
-	AiBuildRec *aib;
-	byte rule;
-
-	// Here we look for an airport we could use instead of building a new
-	// one. If we find such an aiport for any waypoint,
-	// AiStateBuildDefaultAirportBlocks() will kindly skip that one when
-	// building the waypoints.
-
-	i = 0;
-	do {
-		// We do this all twice - once for the source (town in the case
-		// of oilrig route) and then for the destination (oilrig in the
-		// case of oilrig route).
-		aib = &p->ai.src + i;
-
-		FOR_ALL_STATIONS(st) {
-			// Dismiss ghost stations.
-			if (st->xy == 0)
-				continue;
-
-			// Is this an airport?
-			if (!(st->facilities & FACIL_AIRPORT))
-				continue;
-
-			// Do we own the airport? (Oilrigs aren't owned, though.)
-			if (st->owner != OWNER_NONE && st->owner != _current_player)
-				continue;
-
-			acc_planes = GetAirport(st->airport_type)->acc_planes;
-
-			// Dismiss heliports, unless we are checking an oilrig.
-			if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1))
-				continue;
-
-			// Dismiss country airports if we are doing the other
-			// endpoint of an oilrig route.
-			if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0))
-				continue;
-
-			// Dismiss airports too far away.
-			if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng)
-				continue;
-
-			// It's ideal airport, let's take it!
-
-			/* XXX: This part is utterly broken - rule should
-			 * contain number of the rule appropriate for the
-			 * airport type (country, town, ...), see
-			 * _airport_default_block_data (rule is just an index
-			 * in this array). But the only difference between the
-			 * currently existing two rules (rule 0 - town and rule
-			 * 1 - country) is the attr field which is used only
-			 * when building new airports - and that's irrelevant
-			 * for us. So using just about any rule will suffice
-			 * here for now (some of the new airport types would be
-			 * broken because they will probably need different
-			 * tileoff values etc), no matter that
-			 * AiCheckIfHangar() makes no sense. --pasky */
-			if (acc_planes == HELICOPTERS_ONLY) {
-				/* Heliports should have maybe own rulesets but
-				 * OTOH we don't want AI to pick them up when
-				 * looking for a suitable airport type to build.
-				 * So any of rules 0 or 1 would do for now. The
-				 * original rule number was 2 but that's a bug
-				 * because we have no such rule. */
-				rule = 1;
-			} else {
-				rule = AiCheckIfHangar(st);
-			}
-
-			aib->cur_building_rule = rule;
-			aib->use_tile = st->airport_tile;
-			break;
-		}
-	} while (++i != p->ai.num_build_rec);
-
-	p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
-	p->ai.state_mode = 255;
-	p->ai.state_counter = 0;
-}
-
-static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
-{
-	int32 total_cost = 0, ret;
-
-	for(;p->mode == 0;p++) {
-		if (!HASBIT(_avail_aircraft, p->attr))
-			return CMD_ERROR;
-		ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
-		if (CmdFailed(ret)) return CMD_ERROR;
-		total_cost += ret;
-	}
-
-	return total_cost;
-}
-
-static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
-{
-	uint values[NUM_CARGO];
-	int w,h;
-	int rad;
-
-	if (_patches.modified_catchment) {
-		rad = CA_AIR_LARGE;		//I Have NFI what airport the
-	} else {				//AI is going to build here
-		rad = 4;
-	}
-
-	for(;p->mode==0;p++) {
-		TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
-
-		w = _airport_size_x[p->attr];
-		h = _airport_size_y[p->attr];
-		if (cargo & 0x80) {
-			GetProductionAroundTiles(values, tile2, w, h, rad);
-			return values[cargo & 0x7F] != 0;
-		} else {
-			GetAcceptanceAroundTiles(values, tile2, w, h, rad);
-			return values[cargo] >= 8;
-		}
-	}
-	return true;
-}
-
-static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
-{
-	int i;
-	const AiDefaultBlockData *p;
-	for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
-		// If we are doing a helicopter service, avoid building
-		// airports where they can't land.
-		if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY)
-			continue;
-
-		*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
-		if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo))
-			return i;
-	}
-	return -1;
-}
-
-static void AiStateBuildDefaultAirportBlocks(Player *p)
-{
-	int i, j;
-	AiBuildRec *aib;
-	int rule;
-	int32 cost;
-
-	// time out?
-	if (++p->ai.timeout_counter == 1388) {
-		p->ai.state = AIS_0;
-		return;
-	}
-
-	// do the following 8 times
-	i = 8;
-	do {
-		// check if we can build the default
-		aib = &p->ai.src;
-		j = p->ai.num_build_rec;
-		do {
-			// this item has already been built?
-			if (aib->cur_building_rule != 255)
-				continue;
-
-			// adjust the coordinate randomly,
-			// to make sure that we find a position.
-			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
-
-			// check if the aircraft stuff can be built there.
-			rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost);
-
-#if 0
-			if (!IsTileType(aib->use_tile, MP_STREET) &&
-					!IsTileType(aib->use_tile, MP_RAILWAY) &&
-					!IsTileType(aib->use_tile, MP_STATION)
-					) {
-
-				_m[aib->use_tile].type_height = 0xa1;
-				_m[aib->use_tile].m5 = 0x80;
-				MarkTileDirtyByTile(aib->use_tile);
-			}
-#endif
-//			SetRedErrorSquare(aib->use_tile);
-
-			if (rule == -1) {
-				// cannot build, terraform after a while
-				if (p->ai.state_counter >= 600) {
-					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
-				}
-				// also try the other terraform direction
-				if (++p->ai.state_counter >= 1000) {
-					p->ai.state_counter = 0;
-					p->ai.state_mode = -p->ai.state_mode;
-				}
-			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
-				// player has money, build it.
-				int32 r;
-
-				aib->cur_building_rule = rule;
-
-				r = AiDoBuildDefaultAirportBlock(
-					aib->use_tile,
-					_airport_default_block_data[rule],
-					DC_EXEC | DC_NO_TOWN_RATING
-				);
-				assert(r != CMD_ERROR);
-			}
-		} while (++aib,--j);
-	} while (--i);
-
-	// check if we're done with all of them
-	aib = &p->ai.src;
-	j = p->ai.num_build_rec;
-	do {
-		if (aib->cur_building_rule == 255)
-			return;
-	} while (++aib,--j);
-
-	// yep, all are done. switch state.
-	p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
-}
-
-static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
-{
-	const AiDefaultBlockData *p = _airport_default_block_data[id];
-	while (p->mode != 1) p++;
-	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
-}
-
-static void AiStateBuildAircraftVehicles(Player *p)
-{
-	const AiDefaultBlockData *ptr;
-	TileIndex tile;
-	int veh;
-	int i;
-	uint loco_id;
-
-	ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
-	for(;ptr->mode!=0;ptr++) {}
-
-	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
-
-	veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
-	if (veh == -1) {
-		return;
-	}
-
-	if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
-	loco_id = _new_aircraft_id;
-
-	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
-		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
-		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
-		Order order;
-
-		order.type = OT_GOTO_STATION;
-		order.flags = 0;
-		order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
-
-		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
-		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
-			order.flags |= OF_FULL_LOAD;
-
-		DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
-	}
-
-	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
-
-	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
-
-	if (p->ai.num_want_fullload != 0)
-		p->ai.num_want_fullload--;
-
-	if (--p->ai.num_loco_to_build == 0) {
-		p->ai.state =	AIS_0;
-	}
-}
-
-static void AiStateCheckShipStuff(Player *p)
-{
-	// XXX
-	error("!AiStateCheckShipStuff");
-}
-
-static void AiStateBuildDefaultShipBlocks(Player *p)
-{
-	// XXX
-	error("!AiStateBuildDefaultShipBlocks");
-}
-
-static void AiStateDoShipStuff(Player *p)
-{
-	// XXX
-	error("!AiStateDoShipStuff");
-}
-
-static void AiStateSellVeh(Player *p)
-{
-	Vehicle *v = p->ai.cur_veh;
-
-	if (v->owner == _current_player) {
-		if (v->type == VEH_Train) {
-
-			if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
-				if (v->current_order.type != OT_GOTO_DEPOT)
-					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT);
-				goto going_to_depot;
-			}
-
-			// Sell whole train
-			DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
-
-		} else if (v->type == VEH_Road) {
-			if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
-				if (v->current_order.type != OT_GOTO_DEPOT)
-					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
-				goto going_to_depot;
-			}
-
-			DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
-		} else if (v->type == VEH_Aircraft) {
-			if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
-				if (v->current_order.type != OT_GOTO_DEPOT)
-					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
-				goto going_to_depot;
-			}
-
-			DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
-			} else if (v->type == VEH_Ship) {
-			// XXX: not implemented
-			error("!v->type == VEH_Ship");
-		}
-	}
-
-	goto return_to_loop;
-going_to_depot:;
-	if (++p->ai.state_counter <= 832)
-		return;
-
-	if (v->current_order.type == OT_GOTO_DEPOT) {
-		v->current_order.type = OT_DUMMY;
-		v->current_order.flags = 0;
-		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
-	}
-return_to_loop:;
-	p->ai.state = AIS_VEH_LOOP;
-}
-
-static void AiStateRemoveStation(Player *p)
-{
-	// Remove stations that aren't in use by any vehicle
-	byte *in_use;
-	const byte *used;
-	const Order *ord;
-	const Station *st;
-	TileIndex tile;
-
-	// Go to this state when we're done.
-	p->ai.state = AIS_1;
-
-	// Get a list of all stations that are in use by a vehicle
-	in_use = malloc(GetStationPoolSize());
-	memset(in_use, 0, GetStationPoolSize());
-	FOR_ALL_ORDERS(ord) {
-		if (ord->type == OT_GOTO_STATION)
-			in_use[ord->station] = 1;
-	}
-
-	// Go through all stations and delete those that aren't in use
-	used = in_use;
-	FOR_ALL_STATIONS(st) {
-		if (st->xy != 0 && st->owner == _current_player && !*used &&
-				( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
-					(st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
-					(tile = st->train_tile) != 0 ||
-					(tile = st->dock_tile) != 0 ||
-					(tile = st->airport_tile) != 0)) {
-			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
-		}
-		used++;
-	}
-
-	free(in_use);
-}
-
-static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
-{
-	byte m5;
-
-	if (IsTileType(tile, MP_RAILWAY)) {
-		if (!IsTileOwner(tile, _current_player)) return;
-
-		m5 = _m[tile].m5;
-		if ((m5&~0x3) != 0xC0) {
-is_rail_crossing:;
-			m5 = GetRailTrackStatus(tile);
-
-			if (m5 == 0xC || m5 == 0x30)
-				return;
-
-			if (m5&0x25) {
-pos_0:
-				if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & 0x19)) {
-					p->ai.cur_dir_a = 0;
-					p->ai.cur_tile_a = tile;
-					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
-					return;
-				}
-			}
-
-			if (m5&0x2A) {
-pos_1:
-				if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & 0x16)) {
-					p->ai.cur_dir_a = 1;
-					p->ai.cur_tile_a = tile;
-					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
-					return;
-				}
-			}
-
-			if (m5&0x19) {
-pos_2:
-				if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & 0x25)) {
-					p->ai.cur_dir_a = 2;
-					p->ai.cur_tile_a = tile;
-					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
-					return;
-				}
-			}
-
-			if (m5&0x16) {
-pos_3:
-				if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & 0x2A)) {
-					p->ai.cur_dir_a = 3;
-					p->ai.cur_tile_a = tile;
-					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
-					return;
-				}
-			}
-		} else {
-			static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A};
-
-			m5 &= 3;
-			if (GetRailTrackStatus(tile + TileOffsByDir(m5)) & _depot_bits[m5])
-				return;
-
-			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
-		}
-	} else if (IsTileType(tile, MP_STREET)) {
-		if (!IsTileOwner(tile, _current_player)) return;
-
-		if (IsLevelCrossing(tile))
-			goto is_rail_crossing;
-
-		if ( (_m[tile].m5&0xF0) == 0x20) {
-			int dir;
-
-			// Check if there are any stations around.
-			if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
-					IsTileOwner(tile + TileDiffXY(-1, 0), _current_player))
-						return;
-
-			if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) &&
-					IsTileOwner(tile + TileDiffXY(1, 0), _current_player))
-						return;
-
-			if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) &&
-					IsTileOwner(tile + TileDiffXY(0, -1), _current_player))
-						return;
-
-			if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) &&
-					IsTileOwner(tile + TileDiffXY(0, 1), _current_player))
-						return;
-
-			dir = _m[tile].m5 & 3;
-
-			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
-			DoCommandByTile(
-				TILE_MASK(tile + TileOffsByDir(dir)),
-				8 >> (dir ^ 2),
-				0,
-				DC_EXEC,
-				CMD_REMOVE_ROAD);
-		}
-	} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
-		byte b;
-
-		if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80)
-			return;
-
-		m5 = 0;
-
-		b = _m[tile].m5 & 0x21;
-		if (b == 0) goto pos_0;
-		if (b == 1) goto pos_3;
-		if (b == 0x20) goto pos_2;
-		goto pos_1;
-	}
-}
-
-static void AiStateRemoveTrack(Player *p)
-{
-	/* Was 1000 for standard 8x8 maps. */
-	int num = MapSizeX() * 4;
-
-	do {
-		TileIndex tile = ++p->ai.state_counter;
-
-		// Iterated all tiles?
-		if (tile >= MapSize()) {
-			p->ai.state = AIS_REMOVE_STATION;
-			return;
-		}
-
-		// Remove player stuff in that tile
-		AiRemovePlayerRailOrRoad(p, tile);
-		if (p->ai.state != AIS_REMOVE_TRACK)
-			return;
-	} while (--num);
-}
-
-static void AiStateRemoveSingleRailTile(Player *p)
-{
-	// Remove until we can't remove more.
-	if (!AiRemoveTileAndGoForward(p)) {
-		p->ai.state = AIS_REMOVE_TRACK;
-	}
-}
-
-static AiStateAction * const _ai_actions[] = {
-	AiCase0,
-	AiCase1,
-	AiStateVehLoop,
-	AiStateCheckReplaceVehicle,
-	AiStateDoReplaceVehicle,
-	AiStateWantNewRoute,
-
-	AiStateBuildDefaultRailBlocks,
-	AiStateBuildRail,
-	AiStateBuildRailVeh,
-	AiStateDeleteRailBlocks,
-
-	AiStateBuildDefaultRoadBlocks,
-	AiStateBuildRoad,
-	AiStateBuildRoadVehicles,
-	AiStateDeleteRoadBlocks,
-
-	AiStateAirportStuff,
-	AiStateBuildDefaultAirportBlocks,
-	AiStateBuildAircraftVehicles,
-
-	AiStateCheckShipStuff,
-	AiStateBuildDefaultShipBlocks,
-	AiStateDoShipStuff,
-
-	AiStateSellVeh,
-	AiStateRemoveStation,
-	AiStateRemoveTrack,
-
-	AiStateRemoveSingleRailTile
-};
-
-extern void ShowBuyCompanyDialog(uint player);
-
-static void AiHandleTakeover(Player *p)
-{
-	if (p->bankrupt_timeout != 0) {
-		if ((p->bankrupt_timeout-=8) > 0)
-			return;
-		p->bankrupt_timeout = 0;
-		DeleteWindowById(WC_BUY_COMPANY, _current_player);
-		if (_current_player == _local_player) {
-			AskExitToGameMenu();
-			return;
-		}
-		if (IS_HUMAN_PLAYER(_current_player))
-			return;
-	}
-
-	if (p->bankrupt_asked == 255)
-		return;
-
-	{
-		uint asked = p->bankrupt_asked;
-		Player *pp, *best_pl = NULL;
-		int32 best_val = -1;
-		uint old_p;
-
-		// Ask the guy with the highest performance hist.
-		FOR_ALL_PLAYERS(pp) {
-			if (pp->is_active &&
-					!(asked&1) &&
-					pp->bankrupt_asked == 0 &&
-					best_val < pp->old_economy[1].performance_history) {
-				best_val = pp->old_economy[1].performance_history;
-				best_pl = pp;
-			}
-			asked>>=1;
-		}
-
-		// Asked all players?
-		if (best_val == -1) {
-			p->bankrupt_asked = 255;
-			return;
-		}
-
-		SETBIT(p->bankrupt_asked, best_pl->index);
-
-		if (best_pl->index == _local_player) {
-			p->bankrupt_timeout = 4440;
-			ShowBuyCompanyDialog(_current_player);
-			return;
-		}
-		if (IS_HUMAN_PLAYER(best_pl->index))
-			return;
-
-		// Too little money for computer to buy it?
-		if (best_pl->player_money >> 1 >= p->bankrupt_value) {
-			// Computer wants to buy it.
-			old_p = _current_player;
-			_current_player = p->index;
-			DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
-			_current_player = old_p;
-		}
-	}
-}
-
-static void AiAdjustLoan(Player *p)
-{
-	int32 base = AiGetBasePrice(p);
-
-	if (p->player_money > base * 1400) {
-		// Decrease loan
-		if (p->current_loan != 0) {
-			DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
-		}
-	} else if (p->player_money < base * 500) {
-		// Increase loan
-		if (p->current_loan < _economy.max_loan &&
-				p->num_valid_stat_ent >= 2 &&
-				-(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
-			DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
-		}
-	}
-}
-
-static void AiBuildCompanyHQ(Player *p)
-{
-	TileIndex tile;
-
-	if (p->location_of_house == 0 &&
-			p->last_build_coordinate != 0) {
-		tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
-		DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
-	}
-}
-
-
-void AiDoGameLoop(Player *p)
-{
-	_cur_ai_player = p;
-
-	if (p->bankrupt_asked != 0) {
-		AiHandleTakeover(p);
-		return;
-	}
-
-	// Ugly hack to make sure the service interval of the AI is good, not looking
-	//  to the patch-setting
-	// Also, it takes into account the setting if the service-interval is in days
-	//  or in %
-	_ai_service_interval = _patches.servint_ispercent?80:180;
-
-	if (IS_HUMAN_PLAYER(_current_player))
-		return;
-
-	AiAdjustLoan(p);
-	AiBuildCompanyHQ(p);
-
-	if (_opt.diff.competitor_speed == 4) {
-		/* ultraspeed */
-		_ai_actions[p->ai.state](p);
-		if (p->bankrupt_asked != 0)
-			return;
-	} else if (_opt.diff.competitor_speed != 3) {
-		p->ai.tick++;
-		if (!(p->ai.tick&1))
-			return;
-		if (_opt.diff.competitor_speed != 2) {
-			if (!(p->ai.tick&2))
-				return;
-			if (_opt.diff.competitor_speed == 0) {
-				if (!(p->ai.tick&4))
-					return;
-			}
-		}
-	}
-#if 0
-	{
-		static byte old_state = 99;
-		static bool hasdots = false;
-		char *_ai_state_names[]={
-			"AiCase0",
-			"AiCase1",
-			"AiStateVehLoop",
-			"AiStateCheckReplaceVehicle",
-			"AiStateDoReplaceVehicle",
-			"AiStateWantNewRoute",
-			"AiStateBuildDefaultRailBlocks",
-			"AiStateBuildRail",
-			"AiStateBuildRailVeh",
-			"AiStateDeleteRailBlocks",
-			"AiStateBuildDefaultRoadBlocks",
-			"AiStateBuildRoad",
-			"AiStateBuildRoadVehicles",
-			"AiStateDeleteRoadBlocks",
-			"AiStateAirportStuff",
-			"AiStateBuildDefaultAirportBlocks",
-			"AiStateBuildAircraftVehicles",
-			"AiStateCheckShipStuff",
-			"AiStateBuildDefaultShipBlocks",
-			"AiStateDoShipStuff",
-			"AiStateSellVeh",
-			"AiStateRemoveStation",
-			"AiStateRemoveTrack",
-			"AiStateRemoveSingleRailTile"
-		};
-
-		if (p->ai.state != old_state) {
-			if (hasdots)
-				printf("\n");
-			hasdots=false;
-			printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]);
-		} else {
-			printf(".");
-			hasdots=true;
-		}
-	}
-#endif
-
-	_ai_actions[p->ai.state](p);
-}
--- a/ai.h	Sun Jul 17 14:03:33 2005 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,259 +0,0 @@
-#ifndef AI_H
-#define AI_H
-
-#include "aystar.h"
-
-/*
- * These defines can be altered to change the behavoir of the AI
- *
- * WARNING:
- *   This can also alter the AI in a negative way. I will never claim these settings
- *   are perfect, but don't change them if you don't know what the effect is.
- */
-
-// How many times it the H multiplied. The higher, the more it will go straight to the
-//   end point. The lower, how more it will find the route with the lowest cost.
-//   also: the lower, the longer it takes before route is calculated..
-#define AI_PATHFINDER_H_MULTIPLER 100
-
-// How many loops may AyStar do before it stops
-//   0 = infinite
-#define AI_PATHFINDER_LOOPS_PER_TICK 5
-
-// How long may the AI search for one route?
-//   0 = infinite
-// This number is the number of tiles tested.
-//  It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
-//  to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
-//   (that is: if the AI is on VERY FAST! :p
-#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
-
-// If you enable this, the AI is not allowed to make 90degree turns
-#define AI_PATHFINDER_NO_90DEGREES_TURN
-
-// Below are defines for the g-calculation
-
-// Standard penalty given to a tile
-#define AI_PATHFINDER_PENALTY 150
-// The penalty given to a tile that is going up
-#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
-// The penalty given to a tile which would have to use fundation
-#define AI_PATHFINDER_FOUNDATION_PENALTY 100
-// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
-#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
-// Same penalty, only for when road already exists
-#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
-// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
-//  a bonus for using diagonal track
-#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
-#define AI_PATHFINDER_DIAGONAL_BONUS 95
-#else
-#define AI_PATHFINDER_DIAGONAL_BONUS 75
-#endif
-// If a roadblock already exists, it gets a bonus
-#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
-// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
-#define AI_PATHFINDER_CURVE_PENALTY 200
-
-// Penalty a bridge gets per length
-#define AI_PATHFINDER_BRIDGE_PENALTY 180
-// The penalty for a bridge going up
-#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
-
-// Tunnels are expensive...
-//  Because of that, every tile the cost is increased with 1/8th of his value
-//  This is also true if you are building a tunnel yourself
-#define AI_PATHFINDER_TUNNEL_PENALTY 350
-
-/*
- * Ai_New defines
- */
-
-// How long may we search cities and industry for a new route?
-#define AI_LOCATE_ROUTE_MAX_COUNTER 200
-
-// How many days must there be between building the first station and the second station
-//  within one city. This number is in days and should be more than 4 months.
-#define AI_CHECKCITY_DATE_BETWEEN 180
-
-// How many cargo is needed for one station in a city?
-#define AI_CHECKCITY_CARGO_PER_STATION 60
-// How much cargo must there not be used in a city before we can build a new station?
-#define AI_CHECKCITY_NEEDED_CARGO 50
-// When there is already a station which takes the same good and the rating of that
-//  city is higher then this numer, we are not going to attempt to build anything
-//  there
-#define AI_CHECKCITY_CARGO_RATING 50
-// But, there is a chance of 1 out of this number, that we do ;)
-#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
-// If a city is too small to contain a station, there is a small chance
-//  that we still do so.. just to make the city bigger!
-#define AI_CHECKCITY_CITY_CHANCE 5
-
-// This number indicates for every unit of cargo, how many tiles two stations maybe be away
-//  from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
-//  of the cargo in the other station, both stations can be 96 units away from eachother, if the
-//  next number is 0.4.
-#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
-#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
-// In whole tiles, the minimum distance for a truck route
-#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
-
-// The amount of tiles in a square from -X to +X that is scanned for a station spot
-//  (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
-// Safe values are between 15 and 5
-#define AI_FINDSTATION_TILE_RANGE 10
-
-// Building on normal speed goes very fast. Idle this amount of ticks between every
-//  building part. It is calculated like this: (4 - competitor_speed) * num + 1
-//  where competitor_speed is between 0 (very slow) to 4 (very fast)
-#define AI_BUILDPATH_PAUSE 10
-
-// Minimum % of reliabilty a vehicle has to have before the AI buys it
-#define AI_VEHICLE_MIN_RELIABILTY 60
-
-// The minimum amount of money a player should always have
-#define AI_MINIMUM_MONEY 15000
-
-// If the most cheap route is build, how much is it going to cost..
-// This is to prevent the AI from trying to build a route which can not be paid for
-#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
-#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
-
-// The minimum amount of money before we are going to repay any money
-#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
-// How many repays do we do if we have enough money to do so?
-//  Every repay is 10000
-#define AI_LOAN_REPAY 2
-// How much income must we have before paying back a loan? Month-based (and looked at the last month)
-#define AI_MINIMUM_INCOME_FOR_LOAN 7000
-
-// If there is <num> time as much cargo in the station then the vehicle can handle
-//  reuse the station instead of building a new one!
-#define AI_STATION_REUSE_MULTIPLER 2
-
-// No more than this amount of vehicles per station..
-#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
-
-// How many thick between building 2 vehicles
-#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
-
-// How many days must there between vehicle checks
-//  The more often, the less non-money-making lines there will be
-//   but the unfair it may seem to a human player
-#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
-
-// How money profit does a vehicle needs to make to stay in order
-//  This is the profit of this year + profit of last year
-//  But also for vehicles that are just one year old. In other words:
-//   Vehicles of 2 years do easier meet this setting then vehicles
-//   of one year. This is a very good thing. New vehicles are filtered,
-//   while old vehicles stay longer, because we do get less in return.
-#define AI_MINIMUM_ROUTE_PROFIT 1000
-
-// A vehicle is considered lost when he his cargo is more than 180 days old
-#define AI_VEHICLE_LOST_DAYS 180
-
-// How many times may the AI try to find a route before it gives up
-#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
-
-/*
- * End of defines
- */
-
-// This stops 90degrees curves
-static const byte _illegal_curves[6] = {
-    255, 255, // Horz and vert, don't have the effect
-    5, // upleft and upright are not valid
-    4, // downright and downleft are not valid
-    2, // downleft and upleft are not valid
-    3, // upright and downright are not valid
-};
-
-enum {
-    AI_STATE_STARTUP = 0,
-    AI_STATE_FIRST_TIME,
-    AI_STATE_NOTHING,
-    AI_STATE_WAKE_UP,
-    AI_STATE_LOCATE_ROUTE,
-    AI_STATE_FIND_STATION,
-    AI_STATE_FIND_PATH,
-    AI_STATE_FIND_DEPOT,
-    AI_STATE_VERIFY_ROUTE,
-    AI_STATE_BUILD_STATION,
-    AI_STATE_BUILD_PATH,
-    AI_STATE_BUILD_DEPOT,
-    AI_STATE_BUILD_VEHICLE,
-    AI_STATE_GIVE_ORDERS,
-    AI_STATE_START_VEHICLE,
-    AI_STATE_REPAY_MONEY,
-	AI_STATE_CHECK_ALL_VEHICLES,
-    AI_STATE_ACTION_DONE,
-    AI_STATE_STOP, // Temporary function to stop the AI
-};
-
-// Used for tbt (train/bus/truck)
-enum {
-	AI_TRAIN = 0,
-	AI_BUS,
-	AI_TRUCK,
-};
-
-enum {
-	AI_ACTION_NONE = 0,
-	AI_ACTION_BUS_ROUTE,
-	AI_ACTION_TRUCK_ROUTE,
-	AI_ACTION_REPAY_LOAN,
-	AI_ACTION_CHECK_ALL_VEHICLES,
-};
-
-// Used for from_type/to_type
-enum {
-    AI_NO_TYPE = 0,
-	AI_CITY,
-	AI_INDUSTRY,
-};
-
-// Flags for in the vehicle
-enum {
-	AI_VEHICLEFLAG_SELL = 1,
-	// Remember, flags must be in power of 2
-};
-
-#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
-#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
-#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY())
-
-#define AI_PATHFINDER_NO_DIRECTION (byte)-1
-
-// Flags used in user_data
-#define AI_PATHFINDER_FLAG_BRIDGE 1
-#define AI_PATHFINDER_FLAG_TUNNEL 2
-
-typedef void AiNew_StateFunction(Player *p);
-
-// ai_new.c
-void AiNewDoGameLoop(Player *p);
-
-// ai_pathfinder.c
-AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
-void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
-
-// ai_shared.c
-int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
-int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
-bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
-uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
-
-// ai_build.c
-bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
-int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
-int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
-int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
-int AiNew_PickVehicle(Player *p);
-int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
-int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag);
-
-
-#endif
--- a/ai_build.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/ai_build.c	Sun Jul 17 15:34:10 2005 +0000
@@ -4,7 +4,7 @@
 #include "map.h"
 #include "tile.h"
 #include "command.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "engine.h"
 #include "station.h"
 
--- a/ai_new.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/ai_new.c	Sun Jul 17 15:34:10 2005 +0000
@@ -22,7 +22,7 @@
 #include "map.h"
 #include "tile.h"
 #include "command.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "town.h"
 #include "industry.h"
 #include "station.h"
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai_new.h	Sun Jul 17 15:34:10 2005 +0000
@@ -0,0 +1,259 @@
+#ifndef AI_H
+#define AI_H
+
+#include "aystar.h"
+
+/*
+ * These defines can be altered to change the behavoir of the AI
+ *
+ * WARNING:
+ *   This can also alter the AI in a negative way. I will never claim these settings
+ *   are perfect, but don't change them if you don't know what the effect is.
+ */
+
+// How many times it the H multiplied. The higher, the more it will go straight to the
+//   end point. The lower, how more it will find the route with the lowest cost.
+//   also: the lower, the longer it takes before route is calculated..
+#define AI_PATHFINDER_H_MULTIPLER 100
+
+// How many loops may AyStar do before it stops
+//   0 = infinite
+#define AI_PATHFINDER_LOOPS_PER_TICK 5
+
+// How long may the AI search for one route?
+//   0 = infinite
+// This number is the number of tiles tested.
+//  It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
+//  to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
+//   (that is: if the AI is on VERY FAST! :p
+#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
+
+// If you enable this, the AI is not allowed to make 90degree turns
+#define AI_PATHFINDER_NO_90DEGREES_TURN
+
+// Below are defines for the g-calculation
+
+// Standard penalty given to a tile
+#define AI_PATHFINDER_PENALTY 150
+// The penalty given to a tile that is going up
+#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
+// The penalty given to a tile which would have to use fundation
+#define AI_PATHFINDER_FOUNDATION_PENALTY 100
+// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
+#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
+// Same penalty, only for when road already exists
+#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
+// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
+//  a bonus for using diagonal track
+#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
+#define AI_PATHFINDER_DIAGONAL_BONUS 95
+#else
+#define AI_PATHFINDER_DIAGONAL_BONUS 75
+#endif
+// If a roadblock already exists, it gets a bonus
+#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
+// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
+#define AI_PATHFINDER_CURVE_PENALTY 200
+
+// Penalty a bridge gets per length
+#define AI_PATHFINDER_BRIDGE_PENALTY 180
+// The penalty for a bridge going up
+#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
+
+// Tunnels are expensive...
+//  Because of that, every tile the cost is increased with 1/8th of his value
+//  This is also true if you are building a tunnel yourself
+#define AI_PATHFINDER_TUNNEL_PENALTY 350
+
+/*
+ * Ai_New defines
+ */
+
+// How long may we search cities and industry for a new route?
+#define AI_LOCATE_ROUTE_MAX_COUNTER 200
+
+// How many days must there be between building the first station and the second station
+//  within one city. This number is in days and should be more than 4 months.
+#define AI_CHECKCITY_DATE_BETWEEN 180
+
+// How many cargo is needed for one station in a city?
+#define AI_CHECKCITY_CARGO_PER_STATION 60
+// How much cargo must there not be used in a city before we can build a new station?
+#define AI_CHECKCITY_NEEDED_CARGO 50
+// When there is already a station which takes the same good and the rating of that
+//  city is higher then this numer, we are not going to attempt to build anything
+//  there
+#define AI_CHECKCITY_CARGO_RATING 50
+// But, there is a chance of 1 out of this number, that we do ;)
+#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
+// If a city is too small to contain a station, there is a small chance
+//  that we still do so.. just to make the city bigger!
+#define AI_CHECKCITY_CITY_CHANCE 5
+
+// This number indicates for every unit of cargo, how many tiles two stations maybe be away
+//  from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
+//  of the cargo in the other station, both stations can be 96 units away from eachother, if the
+//  next number is 0.4.
+#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
+#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
+// In whole tiles, the minimum distance for a truck route
+#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
+
+// The amount of tiles in a square from -X to +X that is scanned for a station spot
+//  (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
+// Safe values are between 15 and 5
+#define AI_FINDSTATION_TILE_RANGE 10
+
+// Building on normal speed goes very fast. Idle this amount of ticks between every
+//  building part. It is calculated like this: (4 - competitor_speed) * num + 1
+//  where competitor_speed is between 0 (very slow) to 4 (very fast)
+#define AI_BUILDPATH_PAUSE 10
+
+// Minimum % of reliabilty a vehicle has to have before the AI buys it
+#define AI_VEHICLE_MIN_RELIABILTY 60
+
+// The minimum amount of money a player should always have
+#define AI_MINIMUM_MONEY 15000
+
+// If the most cheap route is build, how much is it going to cost..
+// This is to prevent the AI from trying to build a route which can not be paid for
+#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
+#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
+
+// The minimum amount of money before we are going to repay any money
+#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
+// How many repays do we do if we have enough money to do so?
+//  Every repay is 10000
+#define AI_LOAN_REPAY 2
+// How much income must we have before paying back a loan? Month-based (and looked at the last month)
+#define AI_MINIMUM_INCOME_FOR_LOAN 7000
+
+// If there is <num> time as much cargo in the station then the vehicle can handle
+//  reuse the station instead of building a new one!
+#define AI_STATION_REUSE_MULTIPLER 2
+
+// No more than this amount of vehicles per station..
+#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
+
+// How many thick between building 2 vehicles
+#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
+
+// How many days must there between vehicle checks
+//  The more often, the less non-money-making lines there will be
+//   but the unfair it may seem to a human player
+#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
+
+// How money profit does a vehicle needs to make to stay in order
+//  This is the profit of this year + profit of last year
+//  But also for vehicles that are just one year old. In other words:
+//   Vehicles of 2 years do easier meet this setting then vehicles
+//   of one year. This is a very good thing. New vehicles are filtered,
+//   while old vehicles stay longer, because we do get less in return.
+#define AI_MINIMUM_ROUTE_PROFIT 1000
+
+// A vehicle is considered lost when he his cargo is more than 180 days old
+#define AI_VEHICLE_LOST_DAYS 180
+
+// How many times may the AI try to find a route before it gives up
+#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
+
+/*
+ * End of defines
+ */
+
+// This stops 90degrees curves
+static const byte _illegal_curves[6] = {
+    255, 255, // Horz and vert, don't have the effect
+    5, // upleft and upright are not valid
+    4, // downright and downleft are not valid
+    2, // downleft and upleft are not valid
+    3, // upright and downright are not valid
+};
+
+enum {
+    AI_STATE_STARTUP = 0,
+    AI_STATE_FIRST_TIME,
+    AI_STATE_NOTHING,
+    AI_STATE_WAKE_UP,
+    AI_STATE_LOCATE_ROUTE,
+    AI_STATE_FIND_STATION,
+    AI_STATE_FIND_PATH,
+    AI_STATE_FIND_DEPOT,
+    AI_STATE_VERIFY_ROUTE,
+    AI_STATE_BUILD_STATION,
+    AI_STATE_BUILD_PATH,
+    AI_STATE_BUILD_DEPOT,
+    AI_STATE_BUILD_VEHICLE,
+    AI_STATE_GIVE_ORDERS,
+    AI_STATE_START_VEHICLE,
+    AI_STATE_REPAY_MONEY,
+	AI_STATE_CHECK_ALL_VEHICLES,
+    AI_STATE_ACTION_DONE,
+    AI_STATE_STOP, // Temporary function to stop the AI
+};
+
+// Used for tbt (train/bus/truck)
+enum {
+	AI_TRAIN = 0,
+	AI_BUS,
+	AI_TRUCK,
+};
+
+enum {
+	AI_ACTION_NONE = 0,
+	AI_ACTION_BUS_ROUTE,
+	AI_ACTION_TRUCK_ROUTE,
+	AI_ACTION_REPAY_LOAN,
+	AI_ACTION_CHECK_ALL_VEHICLES,
+};
+
+// Used for from_type/to_type
+enum {
+    AI_NO_TYPE = 0,
+	AI_CITY,
+	AI_INDUSTRY,
+};
+
+// Flags for in the vehicle
+enum {
+	AI_VEHICLEFLAG_SELL = 1,
+	// Remember, flags must be in power of 2
+};
+
+#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
+#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
+#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY())
+
+#define AI_PATHFINDER_NO_DIRECTION (byte)-1
+
+// Flags used in user_data
+#define AI_PATHFINDER_FLAG_BRIDGE 1
+#define AI_PATHFINDER_FLAG_TUNNEL 2
+
+typedef void AiNew_StateFunction(Player *p);
+
+// ai_new.c
+void AiNewDoGameLoop(Player *p);
+
+// ai_pathfinder.c
+AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
+void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
+
+// ai_shared.c
+int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
+int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
+int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
+bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
+uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
+
+// ai_build.c
+bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
+int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
+int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
+int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
+int AiNew_PickVehicle(Player *p);
+int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
+int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag);
+
+
+#endif
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ai_old.c	Sun Jul 17 15:34:10 2005 +0000
@@ -0,0 +1,3998 @@
+#include "stdafx.h"
+#include "openttd.h"
+#include "map.h"
+#include "tile.h"
+#include "player.h"
+#include "vehicle.h"
+#include "engine.h"
+#include "command.h"
+#include "town.h"
+#include "industry.h"
+#include "station.h"
+#include "pathfind.h"
+#include "economy.h"
+#include "airport.h"
+#include "depot.h"
+
+// remove some day perhaps?
+static Player *_cur_ai_player;
+static uint _ai_service_interval;
+
+typedef void AiStateAction(Player *p);
+
+enum {
+	AIS_0 = 0,
+	AIS_1 = 1,
+	AIS_VEH_LOOP = 2,
+	AIS_VEH_CHECK_REPLACE_VEHICLE = 3,
+	AIS_VEH_DO_REPLACE_VEHICLE = 4,
+	AIS_WANT_NEW_ROUTE = 5,
+	AIS_BUILD_DEFAULT_RAIL_BLOCKS = 6,
+	AIS_BUILD_RAIL = 7,
+	AIS_BUILD_RAIL_VEH = 8,
+	AIS_DELETE_RAIL_BLOCKS = 9,
+	AIS_BUILD_DEFAULT_ROAD_BLOCKS = 10,
+	AIS_BUILD_ROAD = 11,
+	AIS_BUILD_ROAD_VEHICLES = 12,
+	AIS_DELETE_ROAD_BLOCKS = 13,
+	AIS_AIRPORT_STUFF = 14,
+	AIS_BUILD_DEFAULT_AIRPORT_BLOCKS = 15,
+	AIS_BUILD_AIRCRAFT_VEHICLES = 16,
+	AIS_CHECK_SHIP_STUFF = 17,
+	AIS_BUILD_DEFAULT_SHIP_BLOCKS = 18,
+	AIS_DO_SHIP_STUFF = 19,
+	AIS_SELL_VEHICLE = 20,
+	AIS_REMOVE_STATION = 21,
+	AIS_REMOVE_TRACK = 22,
+	AIS_REMOVE_SINGLE_RAIL_TILE = 23
+};
+
+
+#include "table/ai_rail.h"
+
+static byte GetRailTrackStatus(TileIndex tile) {
+	uint32 r = GetTileTrackStatus(tile, TRANSPORT_RAIL);
+	return (byte) (r | r >> 8);
+}
+
+
+static void AiCase0(Player *p)
+{
+	p->ai.state = AIS_REMOVE_TRACK;
+	p->ai.state_counter = 0;
+}
+
+static void AiCase1(Player *p)
+{
+	p->ai.cur_veh = NULL;
+	p->ai.state = AIS_VEH_LOOP;
+}
+
+static void AiStateVehLoop(Player *p)
+{
+	Vehicle *v;
+	uint index;
+
+	index = (p->ai.cur_veh == NULL) ? 0 : p->ai.cur_veh->index + 1;
+
+	FOR_ALL_VEHICLES_FROM(v, index) {
+		if (v->type == 0 || v->owner != _current_player)
+			continue;
+
+		if ((v->type == VEH_Train && v->subtype==0) ||
+				v->type == VEH_Road ||
+				(v->type == VEH_Aircraft && v->subtype <= 2) ||
+				v->type == VEH_Ship) {
+
+			/* replace engine? */
+			if (v->type == VEH_Train && v->engine_type < 3 &&
+					(_price.build_railvehicle >> 3) < p->player_money) {
+				p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
+				p->ai.cur_veh = v;
+				return;
+			}
+
+			/* not profitable? */
+			if (v->age >= 730 &&
+					v->profit_last_year < _price.station_value*5 &&
+					v->profit_this_year < _price.station_value*5) {
+				p->ai.state_counter = 0;
+				p->ai.state = AIS_SELL_VEHICLE;
+				p->ai.cur_veh = v;
+				return;
+			}
+
+			/* not reliable? */
+			if ((v->age != 0 &&
+					GetEngine(v->engine_type)->reliability < 35389) ||
+					v->age >= v->max_age) {
+				p->ai.state = AIS_VEH_CHECK_REPLACE_VEHICLE;
+				p->ai.cur_veh = v;
+				return;
+			}
+		}
+	}
+
+	p->ai.state = AIS_WANT_NEW_ROUTE;
+	p->ai.state_counter = 0;
+}
+
+static int AiChooseTrainToBuild(byte railtype, int32 money, byte flag, TileIndex tile)
+{
+	int best_veh_index = -1;
+	byte best_veh_score = 0;
+	int32 ret;
+	int i;
+
+	for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
+		const RailVehicleInfo *rvi = RailVehInfo(i);
+		const Engine* e = GetEngine(i);
+
+		if (e->railtype != railtype || rvi->flags & RVI_WAGON
+		    || !HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
+			continue;
+
+		ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE);
+		if (!CmdFailed(ret) && (!(_cmd_build_rail_veh_var1&1) || !(flag&1)) && ret <= money &&
+				_cmd_build_rail_veh_score >= best_veh_score) {
+			best_veh_score = _cmd_build_rail_veh_score;
+			best_veh_index = i;
+		}
+	}
+
+	return best_veh_index;
+}
+
+static int AiChooseRoadVehToBuild(byte cargo, int32 money, TileIndex tile)
+{
+	int best_veh_index = -1;
+	int32 best_veh_cost = 0;
+	int32 ret;
+
+	int i = _cargoc.ai_roadveh_start[cargo];
+	int end = i + _cargoc.ai_roadveh_count[cargo];
+	const Engine* e = GetEngine(i);
+
+	do {
+		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
+			continue;
+
+		ret = DoCommandByTile(tile, i, 0, 0, CMD_BUILD_ROAD_VEH);
+		if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
+			best_veh_cost = ret;
+			best_veh_index = i;
+		}
+	} while (++e, ++i != end);
+
+	return best_veh_index;
+}
+
+static int AiChooseAircraftToBuild(int32 money, byte flag)
+{
+	int best_veh_index = -1;
+	int32 best_veh_cost = 0;
+	int32 ret;
+
+	int i = AIRCRAFT_ENGINES_INDEX;
+	int end = i + NUM_AIRCRAFT_ENGINES;
+	const Engine* e = GetEngine(i);
+
+	do {
+		if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D)
+			continue;
+
+		if (flag&1) {
+			if (i<253) continue;
+		} else {
+			if (i>=253) continue;
+		}
+
+		ret = DoCommandByTile(0, i, 0, 0, CMD_BUILD_AIRCRAFT);
+		if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) {
+			best_veh_cost = ret;
+			best_veh_index = i;
+		}
+	} while (++e, ++i != end);
+
+	return best_veh_index;
+}
+
+static int32 AiGetBasePrice(Player *p)
+{
+	int32 base = _price.station_value;
+
+	// adjust base price when more expensive vehicles are available
+	if (p->ai.railtype_to_use == 1) base = (base * 3) >> 1;
+	else if (p->ai.railtype_to_use == 2) base *= 2;
+
+	return base;
+}
+
+#if 0
+static int AiChooseShipToBuild(byte cargo, int32 money)
+{
+	// XXX: not done
+	return 0;
+}
+#endif
+
+static int AiChooseRoadVehToReplaceWith(Player *p, Vehicle *v)
+{
+	int32 avail_money = p->player_money + v->value;
+	return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile);
+}
+
+static int AiChooseAircraftToReplaceWith(Player *p, Vehicle *v)
+{
+	int32 avail_money = p->player_money + v->value;
+	return AiChooseAircraftToBuild(avail_money, v->engine_type>=253?1:0);
+}
+
+static int AiChooseTrainToReplaceWith(Player *p, Vehicle *v)
+{
+	int32 avail_money = p->player_money + v->value;
+	int num=0;
+	Vehicle *u = v;
+
+	while (++num, u->next != NULL) {
+		u = u->next;
+	}
+
+	// XXX: check if a wagon
+	return AiChooseTrainToBuild(v->u.rail.railtype, avail_money, 0, v->tile);
+}
+
+static int AiChooseShipToReplaceWith(Player *p, Vehicle *v)
+{
+	error("!AiChooseShipToReplaceWith");
+
+	/* maybe useless, but avoids compiler warning this way */
+	return 0;
+}
+
+static void AiHandleGotoDepot(Player *p, int cmd)
+{
+	if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT)
+		DoCommandByTile(0, p->ai.cur_veh->index, 0, DC_EXEC, cmd);
+
+	if (++p->ai.state_counter <= 1387) {
+		p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
+		return;
+	}
+
+	if (p->ai.cur_veh->current_order.type == OT_GOTO_DEPOT) {
+		p->ai.cur_veh->current_order.type = OT_DUMMY;
+		p->ai.cur_veh->current_order.flags = 0;
+		InvalidateWindow(WC_VEHICLE_VIEW, p->ai.cur_veh->index);
+	}
+}
+
+static void AiRestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
+{
+	int i;
+
+	for (i = 0; bak->order[i].type != OT_NOTHING; i++)
+		if (CmdFailed(DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK)))
+			break;
+}
+
+static void AiHandleReplaceTrain(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+	BackuppedOrders orderbak[1];
+	int veh;
+
+	// wait until the vehicle reaches the depot.
+	if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
+		AiHandleGotoDepot(p, CMD_TRAIN_GOTO_DEPOT);
+		return;
+	}
+
+	veh = AiChooseTrainToReplaceWith(p, v);
+	if (veh != -1) {
+		TileIndex tile;
+
+		BackupVehicleOrders(v, orderbak);
+		tile = v->tile;
+
+		if (!CmdFailed(DoCommandByTile(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) &&
+			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE)) ) {
+			veh = _new_train_id;
+			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
+			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+
+			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+		}
+	}
+}
+
+static void AiHandleReplaceRoadVeh(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+	BackuppedOrders orderbak[1];
+	int veh;
+
+	if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
+		AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT);
+		return;
+	}
+
+	veh = AiChooseRoadVehToReplaceWith(p, v);
+	if (veh != -1) {
+		TileIndex tile;
+
+		BackupVehicleOrders(v, orderbak);
+		tile = v->tile;
+
+		if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
+			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
+			veh = _new_roadveh_id;
+			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
+			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+
+			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+		}
+	}
+}
+
+static void AiHandleReplaceAircraft(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+	int veh;
+	BackuppedOrders orderbak[1];
+
+	if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
+		AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR);
+		return;
+	}
+
+	veh = AiChooseAircraftToReplaceWith(p, v);
+	if (veh != -1) {
+		TileIndex tile;
+
+		BackupVehicleOrders(v, orderbak);
+		tile = v->tile;
+
+		if (!CmdFailed(DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) &&
+			  !CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT)) ) {
+			veh = _new_aircraft_id;
+			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
+			DoCommandByTile(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+
+			DoCommandByTile(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+		}
+	}
+}
+
+static void AiHandleReplaceShip(Player *p)
+{
+	error("!AiHandleReplaceShip");
+}
+
+typedef int CheckReplaceProc(Player *p, Vehicle *v);
+
+static CheckReplaceProc * const _veh_check_replace_proc[] = {
+	AiChooseTrainToReplaceWith,
+	AiChooseRoadVehToReplaceWith,
+	AiChooseShipToReplaceWith,
+	AiChooseAircraftToReplaceWith,
+};
+
+typedef void DoReplaceProc(Player *p);
+static DoReplaceProc * const _veh_do_replace_proc[] = {
+	AiHandleReplaceTrain,
+	AiHandleReplaceRoadVeh,
+	AiHandleReplaceShip,
+	AiHandleReplaceAircraft
+};
+
+static void AiStateCheckReplaceVehicle(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+
+	if (v->type == 0 || v->owner != _current_player || v->type > VEH_Ship || _veh_check_replace_proc[v->type - VEH_Train](p, v) == -1) {
+		p->ai.state = AIS_VEH_LOOP;
+	} else {
+		p->ai.state_counter = 0;
+		p->ai.state = AIS_VEH_DO_REPLACE_VEHICLE;
+	}
+}
+
+static void AiStateDoReplaceVehicle(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+	p->ai.state = AIS_VEH_LOOP;
+	// vehicle is not owned by the player anymore, something went very wrong.
+	if (v->type == 0 || v->owner != _current_player)
+		return;
+	_veh_do_replace_proc[v->type - VEH_Train](p);
+}
+
+typedef struct FoundRoute {
+	int distance;
+	byte cargo;
+	void *from;
+	void *to;
+} FoundRoute;
+
+static Town *AiFindRandomTown(void)
+{
+	Town *t = GetTown(RandomRange(_total_towns));
+	return (t->xy != 0) ? t : NULL;
+}
+
+static Industry *AiFindRandomIndustry(void)
+{
+	Industry *i = GetIndustry(RandomRange(_total_industries));
+	return (i->xy != 0) ? i : NULL;
+}
+
+static void AiFindSubsidyIndustryRoute(FoundRoute *fr)
+{
+	uint i;
+	byte cargo;
+	Subsidy *s;
+	Industry *from, *to_ind;
+	Town *to_tow;
+	TileIndex to_xy;
+
+	// initially error
+	fr->distance = -1;
+
+	// Randomize subsidy index..
+	i = RandomRange(lengthof(_subsidies) * 3);
+	if (i >= lengthof(_subsidies))
+		return;
+
+	s = &_subsidies[i];
+
+	// Don't want passengers or mail
+	cargo = s->cargo_type;
+	if (cargo == 0xFF || cargo == CT_PASSENGERS || cargo == CT_MAIL || s->age > 7)
+		return;
+	fr->cargo = cargo;
+
+	fr->from = from = GetIndustry(s->from);
+
+	if (cargo == CT_GOODS || cargo == CT_FOOD) {
+		to_tow = GetTown(s->to);
+		if (to_tow->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
+			return; // error
+		fr->to = to_tow;
+		to_xy = to_tow->xy;
+	} else {
+		to_ind = GetIndustry(s->to);
+		fr->to = to_ind;
+		to_xy = to_ind->xy;
+	}
+
+	fr->distance = DistanceManhattan(from->xy, to_xy);
+}
+
+static void AiFindSubsidyPassengerRoute(FoundRoute *fr)
+{
+	uint i;
+	Subsidy *s;
+	Town *from,*to;
+
+	// initially error
+	fr->distance = -1;
+
+	// Randomize subsidy index..
+	i = RandomRange(lengthof(_subsidies) * 3);
+	if (i >= lengthof(_subsidies))
+		return;
+
+	s = &_subsidies[i];
+
+	// Only want passengers
+	if (s->cargo_type != CT_PASSENGERS || s->age > 7)
+		return;
+	fr->cargo = s->cargo_type;
+
+	fr->from = from = GetTown(s->from);
+	fr->to = to = GetTown(s->to);
+
+	// They must be big enough
+	if (from->population < 400 || to->population < 400)
+		return;
+
+	fr->distance = DistanceManhattan(from->xy, to->xy);
+}
+
+static void AiFindRandomIndustryRoute(FoundRoute *fr)
+{
+	Industry *i,*i2;
+	Town *t;
+	uint32 r;
+	byte cargo;
+
+	// initially error
+	fr->distance = -1;
+
+	r = Random();
+
+	// pick a source
+	fr->from = i = AiFindRandomIndustry();
+	if (i == NULL)
+		return;
+
+	// pick a random produced cargo
+	cargo = i->produced_cargo[0];
+	if (r&1 && i->produced_cargo[1] != 0xFF)
+		cargo = i->produced_cargo[1];
+
+	fr->cargo = cargo;
+
+	// don't allow passengers
+	if (cargo == 0xFF || cargo == CT_PASSENGERS)
+		return;
+
+	if (cargo != CT_GOODS && cargo != CT_FOOD) {
+		// pick a dest, and see if it can receive
+		i2 = AiFindRandomIndustry();
+		if (i2 == NULL || i == i2 || !(i2->accepts_cargo[0] == cargo || i2->accepts_cargo[1] == cargo || i2->accepts_cargo[2] == cargo))
+			return;
+
+		fr->to = i2;
+		fr->distance = DistanceManhattan(i->xy, i2->xy);
+	} else {
+		// pick a dest town, and see if it's big enough
+		t = AiFindRandomTown();
+		if (t == NULL || t->population < (uint32)(cargo == CT_FOOD ? 200 : 900))
+			return;
+
+		fr->to = t;
+		fr->distance = DistanceManhattan(i->xy, t->xy);
+	}
+}
+
+static void AiFindRandomPassengerRoute(FoundRoute *fr)
+{
+	uint32 r;
+	Town *source, *dest;
+
+	// initially error
+	fr->distance = -1;
+
+	r = Random();
+
+	fr->from = source = AiFindRandomTown();
+	if (source == NULL || source->population < 400)
+		return;
+
+	fr->to = dest = AiFindRandomTown();
+	if (dest == NULL || source == dest || dest->population < 400)
+		return;
+
+	fr->distance = DistanceManhattan(source->xy, dest->xy);
+}
+
+// Warn: depends on 'xy' being the first element in both Town and Industry
+#define GET_TOWN_OR_INDUSTRY_TILE(p) (((Town*)(p))->xy)
+
+static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
+{
+	TileIndex from_tile, to_tile;
+	Station *st;
+	int dist, cur;
+	uint same_station = 0;
+
+	// Make sure distance to closest station is < 37 pixels.
+	from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from);
+	to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to);
+
+	dist = 0xFFFF;
+	FOR_ALL_STATIONS(st) if (st->xy != 0 && st->owner == _current_player) {
+		cur = DistanceMax(from_tile, st->xy);
+		if (cur < dist) dist = cur;
+		cur = DistanceMax(to_tile, st->xy);
+		if (cur < dist) dist = cur;
+		if (to_tile == from_tile && st->xy == to_tile)
+		    same_station++;
+	}
+
+	// To prevent the AI from building ten busstations in the same town, do some calculations
+	//  For each road or airport station, we want 350 of population!
+	if ((bitmask == 2 || bitmask == 4) && same_station > 2 && ((Town *)(fr->from))->population < same_station * 350)
+	    return false;
+
+	if (dist != 0xFFFF && dist > 37)
+		return false;
+
+	if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask&bitmask) && !CHANCE16(1,5))
+		return false;
+
+	if (fr->cargo == CT_PASSENGERS || fr->cargo == CT_MAIL) {
+		if (((Town*)fr->from)->pct_pass_transported > 0x99 ||
+				((Town*)fr->to)->pct_pass_transported > 0x99)
+			return false;
+
+		// Make sure it has a reasonably good rating
+		if ( ((Town*)fr->from)->ratings[_current_player] < -100 ||
+				((Town*)fr->to)->ratings[_current_player] < -100)
+			return false;
+	} else {
+		Industry *i = (Industry*)fr->from;
+
+		if (i->pct_transported[fr->cargo != i->produced_cargo[0]] > 0x99 ||
+				i->total_production[fr->cargo != i->produced_cargo[0]] == 0)
+			return false;
+	}
+
+	p->ai.route_type_mask |= bitmask;
+	return true;
+}
+
+static byte AiGetDirectionBetweenTiles(TileIndex a, TileIndex b)
+{
+	byte i = (TileX(a) < TileX(b)) ? 1 : 0;
+	if (TileY(a) >= TileY(b)) i ^= 3;
+	return i;
+}
+
+static TileIndex AiGetPctTileBetween(TileIndex a, TileIndex b, byte pct)
+{
+	return TileXY(
+		TileX(a) + ((TileX(b) - TileX(a)) * pct >> 8),
+		TileY(a) + ((TileY(b) - TileY(a)) * pct >> 8)
+	);
+}
+
+static void AiWantLongIndustryRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+		// look for one from the subsidy list
+		AiFindSubsidyIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 60, 90+1))
+			break;
+
+		// try a random one
+		AiFindRandomIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 60, 90+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 1))
+		return;
+
+	// Fill the source field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 9;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.unk6 = 1;
+	p->ai.src.unk7 = 0;
+	p->ai.src.buildcmd_a = 0x24;
+	p->ai.src.buildcmd_b = 0xFF;
+	p->ai.src.direction = AiGetDirectionBetweenTiles(
+			p->ai.src.spec_tile,
+			p->ai.dst.spec_tile
+		);
+	p->ai.src.cargo = fr.cargo | 0x80;
+
+	// Fill the dest field
+
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 9;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.unk6 = 1;
+	p->ai.dst.unk7 = 0;
+	p->ai.dst.buildcmd_a = 0x34;
+	p->ai.dst.buildcmd_b = 0xFF;
+	p->ai.dst.direction = AiGetDirectionBetweenTiles(
+			p->ai.dst.spec_tile,
+			p->ai.src.spec_tile
+		);
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill middle field 1
+	p->ai.mid1.spec_tile = AiGetPctTileBetween(
+			p->ai.src.spec_tile,
+			p->ai.dst.spec_tile,
+			0x55
+		);
+	p->ai.mid1.use_tile = 0;
+	p->ai.mid1.rand_rng = 6;
+	p->ai.mid1.cur_building_rule = 0xFF;
+	p->ai.mid1.unk6 = 2;
+	p->ai.mid1.unk7 = 1;
+	p->ai.mid1.buildcmd_a = 0x30;
+	p->ai.mid1.buildcmd_b = 0xFF;
+	p->ai.mid1.direction = p->ai.src.direction;
+	p->ai.mid1.cargo = fr.cargo;
+
+	// Fill middle field 2
+	p->ai.mid2.spec_tile = AiGetPctTileBetween(
+			p->ai.src.spec_tile,
+			p->ai.dst.spec_tile,
+			0xAA
+		);
+	p->ai.mid2.use_tile = 0;
+	p->ai.mid2.rand_rng = 6;
+	p->ai.mid2.cur_building_rule = 0xFF;
+	p->ai.mid2.unk6 = 2;
+	p->ai.mid2.unk7 = 1;
+	p->ai.mid2.buildcmd_a = 0xFF;
+	p->ai.mid2.buildcmd_b = 0xFF;
+	p->ai.mid2.direction = p->ai.dst.direction;
+	p->ai.mid2.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_wagons = 3;
+	p->ai.build_kind = 2;
+	p->ai.num_build_rec = 4;
+	p->ai.num_loco_to_build = 2;
+	p->ai.num_want_fullload = 2;
+	p->ai.wagon_list[0] = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantMediumIndustryRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 40, 60+1))
+			break;
+
+		// try a random one
+		AiFindRandomIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 40, 60+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 1))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 9;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.unk6 = 1;
+	p->ai.src.unk7 = 0;
+	p->ai.src.buildcmd_a = 0x10;
+	p->ai.src.buildcmd_b = 0xFF;
+	p->ai.src.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
+		);
+	p->ai.src.cargo = fr.cargo | 0x80;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 9;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.unk6 = 1;
+	p->ai.dst.unk7 = 0;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.buildcmd_b = 0xFF;
+	p->ai.dst.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
+		);
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_wagons = 3;
+	p->ai.build_kind = 1;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 1;
+	p->ai.num_want_fullload = 1;
+	p->ai.wagon_list[0] = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantShortIndustryRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
+			break;
+
+		// try a random one
+		AiFindRandomIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 1))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 9;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.unk6 = 1;
+	p->ai.src.unk7 = 0;
+	p->ai.src.buildcmd_a = 0x10;
+	p->ai.src.buildcmd_b = 0xFF;
+	p->ai.src.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
+		);
+	p->ai.src.cargo = fr.cargo | 0x80;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 9;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.unk6 = 1;
+	p->ai.dst.unk7 = 0;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.buildcmd_b = 0xFF;
+	p->ai.dst.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
+		);
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_wagons = 2;
+	p->ai.build_kind = 1;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 1;
+	p->ai.num_want_fullload = 1;
+	p->ai.wagon_list[0] = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantMailRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 60, 110+1))
+			break;
+
+		// try a random one
+		AiFindRandomPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 60, 110+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_MAIL;
+	if (!AiCheckIfRouteIsGood(p, &fr, 1))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 7;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.unk6 = 1;
+	p->ai.src.unk7 = 0;
+	p->ai.src.buildcmd_a = 0x24;
+	p->ai.src.buildcmd_b = 0xFF;
+	p->ai.src.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
+		);
+	p->ai.src.cargo = fr.cargo;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 7;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.unk6 = 1;
+	p->ai.dst.unk7 = 0;
+	p->ai.dst.buildcmd_a = 0x34;
+	p->ai.dst.buildcmd_b = 0xFF;
+	p->ai.dst.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
+		);
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill middle field 1
+	p->ai.mid1.spec_tile = AiGetPctTileBetween(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			0x55
+		);
+	p->ai.mid1.use_tile = 0;
+	p->ai.mid1.rand_rng = 6;
+	p->ai.mid1.cur_building_rule = 0xFF;
+	p->ai.mid1.unk6 = 2;
+	p->ai.mid1.unk7 = 1;
+	p->ai.mid1.buildcmd_a = 0x30;
+	p->ai.mid1.buildcmd_b = 0xFF;
+	p->ai.mid1.direction = p->ai.src.direction;
+	p->ai.mid1.cargo = fr.cargo;
+
+	// Fill middle field 2
+	p->ai.mid2.spec_tile = AiGetPctTileBetween(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			0xAA
+		);
+	p->ai.mid2.use_tile = 0;
+	p->ai.mid2.rand_rng = 6;
+	p->ai.mid2.cur_building_rule = 0xFF;
+	p->ai.mid2.unk6 = 2;
+	p->ai.mid2.unk7 = 1;
+	p->ai.mid2.buildcmd_a = 0xFF;
+	p->ai.mid2.buildcmd_b = 0xFF;
+	p->ai.mid2.direction = p->ai.dst.direction;
+	p->ai.mid2.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_wagons = 3;
+	p->ai.build_kind = 2;
+	p->ai.num_build_rec = 4;
+	p->ai.num_loco_to_build = 2;
+	p->ai.num_want_fullload = 0;
+	p->ai.wagon_list[0] = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantPassengerRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 0, 55+1))
+			break;
+
+		// try a random one
+		AiFindRandomPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 0, 55+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_PASSENGERS;
+	if (!AiCheckIfRouteIsGood(p, &fr, 1))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 7;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.unk6 = 1;
+	p->ai.src.unk7 = 0;
+	p->ai.src.buildcmd_a = 0x10;
+	p->ai.src.buildcmd_b = 0xFF;
+	p->ai.src.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to)
+		);
+	p->ai.src.cargo = fr.cargo;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 7;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.unk6 = 1;
+	p->ai.dst.unk7 = 0;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.buildcmd_b = 0xFF;
+	p->ai.dst.direction = AiGetDirectionBetweenTiles(
+			GET_TOWN_OR_INDUSTRY_TILE(fr.to),
+			GET_TOWN_OR_INDUSTRY_TILE(fr.from)
+		);
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_wagons = 2;
+	p->ai.build_kind = 1;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 1;
+	p->ai.num_want_fullload = 0;
+	p->ai.wagon_list[0] = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+	p->ai.state = AIS_BUILD_DEFAULT_RAIL_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantTrainRoute(Player *p)
+{
+	uint16 r;
+	p->ai.railtype_to_use = p->max_railtype - 1;
+	r = (uint16)Random();
+
+	if (r > 0xD000) {
+		AiWantLongIndustryRoute(p);
+	} else if (r > 0x6000) {
+		AiWantMediumIndustryRoute(p);
+	} else if (r > 0x1000) {
+		AiWantShortIndustryRoute(p);
+	} else if (r > 0x800) {
+		AiWantPassengerRoute(p);
+	} else {
+		AiWantMailRoute(p);
+	}
+}
+
+static void AiWantLongRoadIndustryRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 35, 55+1))
+			break;
+
+		// try a random one
+		AiFindRandomIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 35, 55+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 2))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 9;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.buildcmd_a = 1;
+	p->ai.src.direction = 0;
+	p->ai.src.cargo = fr.cargo | 0x80;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 9;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.direction = 0;
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 5;
+	p->ai.num_want_fullload = 5;
+
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantMediumRoadIndustryRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
+			break;
+
+		// try a random one
+		AiFindRandomIndustryRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 15, 40+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 2))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 9;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.buildcmd_a = 1;
+	p->ai.src.direction = 0;
+	p->ai.src.cargo = fr.cargo | 0x80;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 9;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.direction = 0;
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 3;
+	p->ai.num_want_fullload = 3;
+
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantLongRoadPassengerRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 55, 180+1))
+			break;
+
+		// try a random one
+		AiFindRandomPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance, 55, 180+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_PASSENGERS;
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 2))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 10;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.buildcmd_a = 1;
+	p->ai.src.direction = 0;
+	p->ai.src.cargo = CT_PASSENGERS;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 10;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.direction = 0;
+	p->ai.dst.cargo = CT_PASSENGERS;
+
+	// Fill common fields
+	p->ai.cargo_type = CT_PASSENGERS;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 4;
+	p->ai.num_want_fullload = 0;
+
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantPassengerRouteInsideTown(Player *p)
+{
+	int i;
+	FoundRoute fr;
+	Town *t;
+
+	i = 60;
+	for(;;) {
+		// Find a town big enough
+		t = AiFindRandomTown();
+		if (t != NULL && t->population >= 700)
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_PASSENGERS;
+	fr.from = fr.to = t;
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 2))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = t->xy;
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 10;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.buildcmd_a = 1;
+	p->ai.src.direction = 0;
+	p->ai.src.cargo = CT_PASSENGERS;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = t->xy;
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 10;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.buildcmd_a = 0xFF;
+	p->ai.dst.direction = 0;
+	p->ai.dst.cargo = CT_PASSENGERS;
+
+	// Fill common fields
+	p->ai.cargo_type = CT_PASSENGERS;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 2;
+	p->ai.num_want_fullload = 0;
+
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_BUILD_DEFAULT_ROAD_BLOCKS;
+	p->ai.state_mode = -1;
+	p->ai.state_counter = 0;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantRoadRoute(Player *p)
+{
+	uint16 r = (uint16)Random();
+
+	if (r > 0x4000) {
+		AiWantLongRoadIndustryRoute(p);
+	} else if (r > 0x2000) {
+		AiWantMediumRoadIndustryRoute(p);
+	} else if (r > 0x1000) {
+		AiWantLongRoadPassengerRoute(p);
+	} else {
+		AiWantPassengerRouteInsideTown(p);
+	}
+
+}
+
+static void AiWantPassengerAircraftRoute(Player *p)
+{
+	FoundRoute fr;
+	int i;
+
+	i = 60;
+	for(;;) {
+
+		// look for one from the subsidy list
+		AiFindSubsidyPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance,0,95+1))
+			break;
+
+		// try a random one
+		AiFindRandomPassengerRoute(&fr);
+		if (IS_INT_INSIDE(fr.distance,0,95+1))
+			break;
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_PASSENGERS;
+	if (!AiCheckIfRouteIsGood(p, &fr, 4))
+		return;
+
+
+	// Fill the source field
+	p->ai.src.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.to);
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 12;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.cargo = fr.cargo;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = GET_TOWN_OR_INDUSTRY_TILE(fr.from);
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 12;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.cargo = fr.cargo;
+
+	// Fill common fields
+	p->ai.cargo_type = fr.cargo;
+	p->ai.build_kind = 0;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 1;
+	p->ai.num_want_fullload = 1;
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_AIRPORT_STUFF;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantOilRigAircraftRoute(Player *p)
+{
+	int i;
+	FoundRoute fr;
+	Town *t;
+	Industry *in;
+
+	i = 60;
+	for(;;) {
+		// Find a town
+		t = AiFindRandomTown();
+		if (t != NULL) {
+			// Find a random oil rig industry
+			in = GetIndustry(RandomRange(_total_industries));
+			if (in != NULL && in->type == IT_OIL_RIG) {
+				if (DistanceManhattan(t->xy, in->xy) < 60)
+					break;
+			}
+		}
+
+		// only test 60 times
+		if (--i == 0)
+			return;
+	}
+
+	fr.cargo = CT_PASSENGERS;
+	fr.from = fr.to = t;
+
+	if (!AiCheckIfRouteIsGood(p, &fr, 4))
+		return;
+
+	// Fill the source field
+	p->ai.src.spec_tile = t->xy;
+	p->ai.src.use_tile = 0;
+	p->ai.src.rand_rng = 12;
+	p->ai.src.cur_building_rule = 0xFF;
+	p->ai.src.cargo = CT_PASSENGERS;
+
+	// Fill the dest field
+	p->ai.dst.spec_tile = in->xy;
+	p->ai.dst.use_tile = 0;
+	p->ai.dst.rand_rng = 5;
+	p->ai.dst.cur_building_rule = 0xFF;
+	p->ai.dst.cargo = CT_PASSENGERS;
+
+	// Fill common fields
+	p->ai.cargo_type = CT_PASSENGERS;
+	p->ai.build_kind = 1;
+	p->ai.num_build_rec = 2;
+	p->ai.num_loco_to_build = 1;
+	p->ai.num_want_fullload = 0;
+//	p->ai.loco_id = INVALID_VEHICLE;
+	p->ai.order_list_blocks[0] = 0;
+	p->ai.order_list_blocks[1] = 1;
+	p->ai.order_list_blocks[2] = 255;
+
+	p->ai.state = AIS_AIRPORT_STUFF;
+	p->ai.timeout_counter = 0;
+}
+
+static void AiWantAircraftRoute(Player *p)
+{
+	uint16 r = (uint16)Random();
+
+	if (r >= 0x2AAA || _date < 0x3912) {
+		AiWantPassengerAircraftRoute(p);
+	} else {
+		AiWantOilRigAircraftRoute(p);
+	}
+}
+
+static void AiWantShipRoute(Player *p)
+{
+	// XXX
+//	error("AiWaitShipRoute");
+}
+
+
+
+static void AiStateWantNewRoute(Player *p)
+{
+	uint16 r;
+	int i;
+
+	if (p->player_money < AiGetBasePrice(p) * 500) {
+		p->ai.state = AIS_0;
+		return;
+	}
+
+	i = 200;
+	for(;;) {
+		r = (uint16)Random();
+
+		if (_patches.ai_disable_veh_train && _patches.ai_disable_veh_roadveh &&
+			_patches.ai_disable_veh_aircraft && _patches.ai_disable_veh_ship)
+			return;
+
+		if (r < 0x7626) {
+			if (_patches.ai_disable_veh_train) continue;
+			AiWantTrainRoute(p);
+		} else if (r < 0xC4EA) {
+			if (_patches.ai_disable_veh_roadveh) continue;
+			AiWantRoadRoute(p);
+		} else if (r < 0xD89B) {
+			if (_patches.ai_disable_veh_aircraft) continue;
+			AiWantAircraftRoute(p);
+		} else {
+			if (_patches.ai_disable_veh_ship) continue;
+			AiWantShipRoute(p);
+		}
+
+		// got a route?
+		if (p->ai.state != AIS_WANT_NEW_ROUTE)
+			break;
+
+		// time out?
+		if (--i == 0) {
+			if (++p->ai.state_counter == 556) p->ai.state = AIS_0;
+			break;
+		}
+	}
+}
+
+static bool AiCheckTrackResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
+{
+	uint values[NUM_CARGO];
+	int w,h;
+	int rad;
+
+	for(;p->mode != 4;p++) if (p->mode == 1) {
+		TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
+
+		w = ((p->attr>>1) & 7);
+		h = ((p->attr>>4) & 7);
+		if (p->attr&1) intswap(w, h);
+
+
+		if (_patches.modified_catchment) {
+			rad = CA_TRAIN;
+		} else {
+			rad = 4;
+		}
+
+		if (cargo & 0x80) {
+			GetProductionAroundTiles(values, tile2, w, h, rad);
+			return values[cargo & 0x7F] != 0;
+		} else {
+			GetAcceptanceAroundTiles(values, tile2, w, h, rad);
+			if (!(values[cargo] & ~7))
+				return false;
+			if (cargo != CT_MAIL)
+				return true;
+			return !!((values[cargo]>>1) & ~7);
+		}
+	}
+
+	return true;
+}
+
+static int32 AiDoBuildDefaultRailTrack(TileIndex tile, const AiDefaultBlockData *p, byte flag)
+{
+	int32 ret;
+	int32 total_cost = 0;
+	Town *t = NULL;
+	int rating = 0;
+	int i,j,k;
+
+	for(;;) {
+		// This will seldomly overflow for valid reasons. Mask it to be on the safe side.
+		uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
+
+		_cleared_town = NULL;
+
+		if (p->mode < 2) {
+			if (p->mode == 0) {
+				// Depot
+				ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT);
+			} else {
+				// Station
+				ret = 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);
+			}
+
+			if (CmdFailed(ret)) return CMD_ERROR;
+			total_cost += ret;
+
+clear_town_stuff:;
+			if (_cleared_town != NULL) {
+				if (t != NULL && t != _cleared_town)
+					return CMD_ERROR;
+				t = _cleared_town;
+				rating += _cleared_town_rating;
+			}
+		} else if (p->mode == 2) {
+			// Rail
+			if (IsTileType(c, MP_RAILWAY))
+				return CMD_ERROR;
+
+			j = p->attr;
+			k = 0;
+
+			// Build the rail
+			for(i=0; i!=6; i++,j>>=1) {
+				if (j&1) {
+					k = i;
+					ret = DoCommandByTile(c, _cur_ai_player->ai.railtype_to_use, i, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
+					if (CmdFailed(ret)) return CMD_ERROR;
+					total_cost += ret;
+				}
+			}
+
+			/* signals too? */
+			if (j&3) {
+				// Can't build signals on a road.
+				if (IsTileType(c, MP_STREET)) return CMD_ERROR;
+
+				if (flag & DC_EXEC) {
+					j = 4 - j;
+					do {
+						ret = DoCommandByTile(c, k, 0, flag, CMD_BUILD_SIGNALS);
+					} while (--j);
+				} else {
+					ret = _price.build_signals;
+				}
+				if (CmdFailed(ret)) return CMD_ERROR;
+				total_cost += ret;
+			}
+		} else if (p->mode == 3) {
+			//Clear stuff and then build single rail.
+			if (GetTileSlope(c,NULL) != 0)
+				return CMD_ERROR;
+			ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+			if (CmdFailed(ret)) return CMD_ERROR;
+			total_cost += ret + _price.build_rail;
+
+			if (flag & DC_EXEC) {
+				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);
+			}
+
+			goto clear_town_stuff;
+		} else {
+			// Unk
+			break;
+		}
+
+		p++;
+	}
+
+	if (!(flag & DC_EXEC)) {
+		if (t != NULL && rating > t->ratings[_current_player]) {
+			return CMD_ERROR;
+		}
+	}
+
+	return total_cost;
+}
+
+// Returns rule and cost
+static int AiBuildDefaultRailTrack(TileIndex tile, byte p0, byte p1, byte p2, byte p3, byte dir, byte cargo, int32 *cost)
+{
+	int i;
+	const AiDefaultRailBlock *p;
+
+	for(i=0; (p = _default_rail_track_data[i]) != NULL; i++) {
+		if (p->p0 == p0 && p->p1 == p1 && p->p2 == p2 && p->p3 == p3 &&
+				(p->dir == 0xFF || p->dir == dir || ((p->dir-1)&3) == dir)) {
+			*cost = AiDoBuildDefaultRailTrack(tile, p->data, DC_NO_TOWN_RATING);
+			if (*cost != CMD_ERROR && AiCheckTrackResources(tile, p->data, cargo))
+				return i;
+		}
+	}
+
+	return -1;
+}
+
+static const byte _terraform_up_flags[] = {
+	14, 13, 12, 11,
+	10, 9, 8, 7,
+	6, 5, 4, 3,
+	2, 1, 0, 1,
+	2, 1, 4, 1,
+	2, 1, 8, 1,
+	2, 1, 4, 2,
+	2, 1
+};
+
+static const byte _terraform_down_flags[] = {
+	1, 2, 3, 4,
+	5, 6, 1, 8,
+	9, 10, 8, 12,
+	4, 2, 0, 0,
+	1, 2, 3, 4,
+	5, 6, 2, 8,
+	9, 10, 1, 12,
+	8, 4
+};
+
+static void AiDoTerraformLand(TileIndex tile, int dir, int unk, int mode)
+{
+	byte old_player;
+	uint32 r;
+	uint slope;
+	uint h;
+
+	old_player = _current_player;
+	_current_player = OWNER_NONE;
+
+	r = Random();
+
+	unk &= (int)r;
+
+	do {
+		tile = TILE_MASK(tile + TileOffsByDir(dir));
+
+		r >>= 2;
+		if (r&2) {
+			dir++;
+			if (r&1)
+				dir -= 2;
+		}
+		dir &= 3;
+	} while (--unk >= 0);
+
+	slope = GetTileSlope(tile, &h);
+
+	if (slope != 0) {
+		if (mode > 0 || (mode == 0 && !(r&0xC))) {
+			// Terraform up
+			DoCommandByTile(tile, _terraform_up_flags[slope-1], 1,
+				DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+		} else if (h != 0) {
+			// Terraform down
+			DoCommandByTile(tile, _terraform_down_flags[slope-1], 0,
+				DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
+		}
+	}
+
+	_current_player = old_player;
+}
+
+static void AiStateBuildDefaultRailBlocks(Player *p)
+{
+	int i, j;
+	AiBuildRec *aib;
+	int rule;
+	int32 cost;
+
+	// time out?
+	if (++p->ai.timeout_counter == 1388) {
+		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
+		return;
+	}
+
+	// do the following 8 times
+	i = 8;
+	do {
+		// check if we can build the default track
+		aib = &p->ai.src;
+		j = p->ai.num_build_rec;
+		do {
+			// this item has already been built?
+			if (aib->cur_building_rule != 255)
+				continue;
+
+			// adjust the coordinate randomly,
+			// to make sure that we find a position.
+			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
+
+			// check if the track can be build there.
+			rule = AiBuildDefaultRailTrack(aib->use_tile,
+				p->ai.build_kind, p->ai.num_wagons,
+				aib->unk6, aib->unk7,
+				aib->direction, aib->cargo, &cost);
+
+			if (rule == -1) {
+				// cannot build, terraform after a while
+				if (p->ai.state_counter >= 600) {
+					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
+				}
+				// also try the other terraform direction
+				if (++p->ai.state_counter >= 1000) {
+					p->ai.state_counter = 0;
+					p->ai.state_mode = -p->ai.state_mode;
+				}
+			} else if (CheckPlayerHasMoney(cost)) {
+				int32 r;
+				// player has money, build it.
+				aib->cur_building_rule = rule;
+
+				r = AiDoBuildDefaultRailTrack(
+					aib->use_tile,
+					_default_rail_track_data[rule]->data,
+					DC_EXEC | DC_NO_TOWN_RATING
+				);
+				assert(r != CMD_ERROR);
+			}
+		} while (++aib,--j);
+	} while (--i);
+
+	// check if we're done with all of them
+	aib = &p->ai.src;
+	j = p->ai.num_build_rec;
+	do {
+		if (aib->cur_building_rule == 255)
+			return;
+	} while (++aib,--j);
+
+	// yep, all are done. switch state to the rail building state.
+	p->ai.state = AIS_BUILD_RAIL;
+	p->ai.state_mode = 255;
+}
+
+static TileIndex AiGetEdgeOfDefaultRailBlock(byte rule, TileIndex tile, byte cmd, int *dir)
+{
+	const AiDefaultBlockData *p = _default_rail_track_data[rule]->data;
+
+	while (p->mode != 3 || !((--cmd) & 0x80)) p++;
+
+	return tile + ToTileIndexDiff(p->tileoffs) - TileOffsByDir(*dir = p->attr);
+}
+
+typedef struct AiRailPathFindData {
+	TileIndex tile;
+	TileIndex tile2;
+	int count;
+	bool flag;
+} AiRailPathFindData;
+
+static bool AiEnumFollowTrack(TileIndex tile, AiRailPathFindData *a, int track, uint length, byte *state)
+{
+	if (a->flag)
+		return true;
+
+	if (length > 20 || tile == a->tile) {
+		a->flag = true;
+		return true;
+	}
+
+	if (DistanceMax(tile, a->tile2) < 4)
+		a->count++;
+
+	return false;
+}
+
+static bool AiDoFollowTrack(Player *p)
+{
+	AiRailPathFindData arpfd;
+	arpfd.tile = p->ai.start_tile_a;
+	arpfd.tile2 = p->ai.cur_tile_a;
+	arpfd.flag = false;
+	arpfd.count = 0;
+	FollowTrack(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a), 0x2000 | TRANSPORT_RAIL, p->ai.cur_dir_a^2,
+		(TPFEnumProc*)AiEnumFollowTrack, NULL, &arpfd);
+	return arpfd.count > 8;
+}
+
+typedef struct AiRailFinder {
+	TileIndex final_tile;
+	byte final_dir;
+	byte depth;
+	byte recursive_mode;
+	byte cur_best_dir;
+	byte best_dir;
+	byte cur_best_depth;
+	byte best_depth;
+	uint cur_best_dist;
+	const byte *best_ptr;
+	uint best_dist;
+	TileIndex cur_best_tile, best_tile;
+	TileIndex bridge_end_tile;
+	Player *player;
+	TileInfo ti;
+} AiRailFinder;
+
+static const byte _ai_table_15[4][8] = {
+	{0, 0, 4, 3, 3, 1, 128+0, 64},
+	{1, 1, 2, 0, 4, 2, 128+1, 65},
+	{0, 2, 2, 3, 5, 1, 128+2, 66},
+	{1, 3, 5, 0, 3, 2, 128+3, 67}
+};
+
+static const byte _dir_table_1[] = {3, 9, 12, 6};
+static const byte _dir_table_2[] = {12, 6, 3, 9};
+
+
+static bool AiIsTileBanned(Player *p, TileIndex tile, byte val) {
+	int i;
+
+	for(i=0; i!=p->ai.banned_tile_count; i++)
+		if (p->ai.banned_tiles[i] == tile &&
+				p->ai.banned_val[i] == val)
+					return true;
+	return false;
+}
+
+static void AiBanTile(Player *p, TileIndex tile, byte val) {
+	int i;
+
+	for(i=lengthof(p->ai.banned_tiles)-1; i!=0; i--) {
+		p->ai.banned_tiles[i] = p->ai.banned_tiles[i-1];
+		p->ai.banned_val[i] = p->ai.banned_val[i-1];
+	}
+
+	p->ai.banned_tiles[0] = tile;
+	p->ai.banned_val[0] = val;
+
+	if (p->ai.banned_tile_count != lengthof(p->ai.banned_tiles))
+		p->ai.banned_tile_count++;
+}
+
+static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir);
+
+static bool AiCheckRailPathBetter(AiRailFinder *arf, const byte *p)
+{
+	bool better = false;
+
+	if (arf->recursive_mode < 1) {
+		// Mode is 0. This means destination has not been found yet.
+		// If the found path is shorter than the current one, remember it.
+		if (arf->cur_best_dist < arf->best_dist) {
+			arf->best_dir = arf->cur_best_dir;
+			arf->best_dist = arf->cur_best_dist;
+			arf->best_ptr = p;
+			arf->best_tile = arf->cur_best_tile;
+			better = true;
+		}
+	} else if (arf->recursive_mode > 1) {
+		// Mode is 2.
+		if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
+			arf->best_depth = arf->cur_best_depth;
+			arf->best_dist = 0;
+			arf->best_ptr = p;
+			arf->best_tile = 0;
+			better = true;
+		}
+	}
+	arf->recursive_mode = 0;
+	arf->cur_best_dist = (uint)-1;
+	arf->cur_best_depth = 0xff;
+
+	return better;
+}
+
+static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
+{
+	TileIndex tile_new;
+	bool flag;
+
+	int dir2 = p[0] & 3;
+
+	FindLandscapeHeightByTile(&arf->ti, tile);
+
+	if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
+		tile_new = tile;
+		// Allow bridges directly over bottom tiles
+		flag = arf->ti.z == 0;
+		for(;;) {
+			if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
+			tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
+			FindLandscapeHeightByTile(&arf->ti, tile_new);
+			if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
+				if (!flag) return;
+				break;
+			}
+			if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
+				return;
+			flag = true;
+		}
+
+		// Is building a (rail)bridge possible at this place (type doesn't matter)?
+		if (CmdFailed(DoCommandByTile(tile_new, tile, 0 | arf->player->ai.railtype_to_use << 8,
+			DC_AUTO, CMD_BUILD_BRIDGE)) )
+				return;
+		AiBuildRailRecursive(arf, tile_new, dir2);
+
+		// At the bottom depth, check if the new path is better than the old one.
+		if (arf->depth == 1) {
+			if (AiCheckRailPathBetter(arf, p))
+				arf->bridge_end_tile = tile_new;
+		}
+	}
+}
+
+static inline void AiCheckBuildRailTunnelHere(AiRailFinder *arf, TileIndex tile, const byte *p)
+{
+	FindLandscapeHeightByTile(&arf->ti, tile);
+
+	if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
+		int32 cost = DoCommandByTile(tile, arf->player->ai.railtype_to_use, 0, DC_AUTO, CMD_BUILD_TUNNEL);
+
+		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
+			AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
+			if (arf->depth == 1) {
+				AiCheckRailPathBetter(arf, p);
+			}
+		}
+	}
+}
+
+
+static void AiBuildRailRecursive(AiRailFinder *arf, TileIndex tile, int dir)
+{
+	const byte *p;
+
+	tile = TILE_MASK(tile + TileOffsByDir(dir));
+
+	// Reached destination?
+	if (tile == arf->final_tile) {
+		if (arf->final_dir != (dir^2)) {
+			if (arf->recursive_mode != 2)
+				arf->recursive_mode = 1;
+		} else if (arf->recursive_mode != 2) {
+			arf->recursive_mode = 2;
+			arf->cur_best_depth = arf->depth;
+		} else {
+			if (arf->depth < arf->cur_best_depth)
+				arf->cur_best_depth = arf->depth;
+		}
+		return;
+	}
+
+	// Depth too deep?
+	if (arf->depth >= 4) {
+		uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
+		if (dist < arf->cur_best_dist) {
+			// Store the tile that is closest to the final position.
+			arf->cur_best_depth = arf->depth;
+			arf->cur_best_dist = dist;
+			arf->cur_best_tile = tile;
+			arf->cur_best_dir = dir;
+		}
+		return;
+	}
+
+	// Increase recursion depth
+	arf->depth++;
+
+	// Grab pointer to list of stuff that is possible to build
+	p = _ai_table_15[dir];
+
+	// Try to build a single rail in all directions.
+	FindLandscapeHeightByTile(&arf->ti, tile);
+	if (arf->ti.z == 0) {
+		p += 6;
+	} else {
+		do {
+			// Make sure the tile is not in the list of banned tiles and that a rail can be built here.
+			if (!AiIsTileBanned(arf->player, tile, p[0]) &&
+					!CmdFailed(DoCommandByTile(tile, arf->player->ai.railtype_to_use, p[0], DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL))) {
+				AiBuildRailRecursive(arf, tile, p[1]);
+			}
+
+			// At the bottom depth?
+			if (arf->depth == 1) {
+				AiCheckRailPathBetter(arf, p);
+			}
+
+			p += 2;
+		} while (!(p[0]&0x80));
+	}
+
+	AiCheckBuildRailBridgeHere(arf, tile, p);
+	AiCheckBuildRailTunnelHere(arf, tile, p+1);
+
+	arf->depth--;
+}
+
+
+static const byte _dir_table_3[]= {0x25, 0x2A, 0x19, 0x16};
+
+static void AiBuildRailConstruct(Player *p)
+{
+	AiRailFinder arf;
+	int i;
+
+	// Check too much lookahead?
+	if (AiDoFollowTrack(p)) {
+		p->ai.state_counter = (Random()&0xE)+6; // Destruct this amount of blocks
+		p->ai.state_mode = 1; // Start destruct
+
+		// Ban this tile and don't reach it for a while.
+		AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
+		return;
+	}
+
+	// Setup recursive finder and call it.
+	arf.player = p;
+	arf.final_tile = p->ai.cur_tile_b;
+	arf.final_dir = p->ai.cur_dir_b;
+	arf.depth = 0;
+	arf.recursive_mode = 0;
+	arf.best_ptr = NULL;
+	arf.cur_best_dist = (uint)-1;
+	arf.cur_best_depth = 0xff;
+	arf.best_dist = (uint)-1;
+	arf.best_depth = 0xff;
+	arf.cur_best_tile = 0;
+	arf.best_tile = 0;
+	AiBuildRailRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
+
+	// Reached destination?
+	if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
+		p->ai.state_mode = 255;
+		return;
+	}
+
+	// Didn't find anything to build?
+	if (arf.best_ptr == NULL) {
+		// Terraform some
+		for(i=0; i!=5; i++)
+			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
+
+		if (++p->ai.state_counter == 21) {
+			p->ai.state_counter = 40;
+			p->ai.state_mode = 1;
+
+			// Ban this tile
+			AiBanTile(p, p->ai.cur_tile_a, FindFirstBit(GetRailTrackStatus(p->ai.cur_tile_a)));
+		}
+		return;
+	}
+
+	p->ai.cur_tile_a += TileOffsByDir(p->ai.cur_dir_a);
+
+	if (arf.best_ptr[0]&0x80) {
+		int i;
+		int32 bridge_len = GetBridgeLength(arf.bridge_end_tile, p->ai.cur_tile_a);
+
+		/*	Figure out what (rail)bridge type to build
+				start with best bridge, then go down to worse and worse bridges
+				unnecessary to check for worse bridge (i=0), since AI will always build that.
+				AI is so fucked up that fixing this small thing will probably not solve a thing
+		*/
+		for (i = MAX_BRIDGES - 1; i != 0; i--) {
+			if (CheckBridge_Stuff(i, bridge_len)) {
+				int32 cost = DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+				if (!CmdFailed(cost) && cost < (p->player_money >> 5))
+					break;
+			}
+		}
+
+		// Build it
+		DoCommandByTile(arf.bridge_end_tile, p->ai.cur_tile_a, i | (p->ai.railtype_to_use << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+
+		p->ai.cur_tile_a = arf.bridge_end_tile;
+		p->ai.state_counter = 0;
+	} else if (arf.best_ptr[0]&0x40) {
+		// tunnel
+		DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
+		p->ai.cur_tile_a = _build_tunnel_endtile;
+		p->ai.state_counter = 0;
+	} else {
+		// rail
+		p->ai.cur_dir_a = arf.best_ptr[1];
+		DoCommandByTile(p->ai.cur_tile_a, p->ai.railtype_to_use, arf.best_ptr[0],
+			DC_EXEC | DC_AUTO | DC_NO_WATER | DC_NO_RAIL_OVERLAP, CMD_BUILD_SINGLE_RAIL);
+		p->ai.state_counter = 0;
+	}
+
+	if (arf.best_tile != 0) {
+		for(i=0; i!=2; i++)
+			AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
+	}
+}
+
+static bool AiRemoveTileAndGoForward(Player *p)
+{
+	byte b;
+	int bit;
+	const byte *ptr;
+	TileIndex tile = p->ai.cur_tile_a;
+	int offs;
+	TileIndex tilenew;
+
+	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
+		if (!(_m[tile].m5 & 0x80)) {
+			// Clear the tunnel and continue at the other side of it.
+			if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
+				return false;
+			p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDir(p->ai.cur_dir_a));
+			return true;
+		}
+
+		if (!(_m[tile].m5 & 0x40)) {
+
+			// Check if the bridge points in the right direction.
+			// This is not really needed the first place AiRemoveTileAndGoForward is called.
+			if ((_m[tile].m5&1) != (p->ai.cur_dir_a&1))
+				return false;
+
+			// Find other side of bridge.
+			offs = TileOffsByDir(p->ai.cur_dir_a);
+			do {
+				tile = TILE_MASK(tile - offs);
+			} while (_m[tile].m5 & 0x40);
+
+			tilenew = TILE_MASK(tile - offs);
+			// And clear the bridge.
+			if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR)) )
+				return false;
+			p->ai.cur_tile_a = tilenew;
+			return true;
+		}
+	}
+
+	// Find the railtype at the position. Quit if no rail there.
+	b = GetRailTrackStatus(tile) & _dir_table_3[p->ai.cur_dir_a];
+	if (b == 0)
+		return false;
+
+	// Convert into a bit position that CMD_REMOVE_SINGLE_RAIL expects.
+	bit = FindFirstBit(b);
+
+	// Then remove and signals if there are any.
+	if (IsTileType(tile, MP_RAILWAY) &&
+			(_m[tile].m5&0xC0) == 0x40) {
+		DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS);
+	}
+
+	// And also remove the rail.
+	if (CmdFailed(DoCommandByTile(tile, 0, bit, DC_EXEC, CMD_REMOVE_SINGLE_RAIL)) )
+		return false;
+
+	// Find the direction at the other edge of the rail.
+	ptr = _ai_table_15[p->ai.cur_dir_a^2];
+	while (ptr[0] != bit) ptr+=2;
+	p->ai.cur_dir_a = ptr[1] ^ 2;
+
+	// And then also switch tile.
+	p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a - TileOffsByDir(p->ai.cur_dir_a));
+
+	return true;
+}
+
+
+static void AiBuildRailDestruct(Player *p)
+{
+	// Decrease timeout.
+	if (!--p->ai.state_counter) {
+		p->ai.state_mode = 2;
+		p->ai.state_counter = 0;
+	}
+
+	// Don't do anything if the destination is already reached.
+	if (p->ai.cur_tile_a == p->ai.start_tile_a)
+		return;
+
+	AiRemoveTileAndGoForward(p);
+}
+
+
+static void AiBuildRail(Player *p)
+{
+	int i;
+
+	if (p->ai.state_mode < 1) {
+		// Construct mode, build new rail.
+		AiBuildRailConstruct(p);
+	} else if (p->ai.state_mode == 1) {
+
+		// Destruct mode, destroy the rail currently built.
+		AiBuildRailDestruct(p);
+	} else if (p->ai.state_mode == 2) {
+
+		// Terraform some and then try building again.
+		for(i=0; i!=4; i++)
+			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
+
+		if (++p->ai.state_counter == 4) {
+			p->ai.state_counter = 0;
+			p->ai.state_mode = 0;
+		}
+	}
+}
+
+static void AiStateBuildRail(Player *p)
+{
+	int num;
+	AiBuildRec *aib;
+	byte cmd;
+	TileIndex tile;
+	int dir;
+
+	// time out?
+	if (++p->ai.timeout_counter == 1388) {
+		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
+		return;
+	}
+
+	// Currently building a rail between two points?
+	if (p->ai.state_mode != 255) {
+		AiBuildRail(p);
+
+		// Alternate between edges
+		swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
+		swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
+		swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
+		swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
+		return;
+	}
+
+	// Now, find two new points to build between
+	num = p->ai.num_build_rec;
+	aib = &p->ai.src;
+
+	for(;;) {
+		cmd = aib->buildcmd_a;
+		aib->buildcmd_a = 255;
+		if (cmd != 255) break;
+
+		cmd = aib->buildcmd_b;
+		aib->buildcmd_b = 255;
+		if (cmd != 255) break;
+
+		aib++;
+		if (--num == 0) {
+			p->ai.state = AIS_BUILD_RAIL_VEH;
+			p->ai.state_counter = 0; // timeout
+			return;
+		}
+	}
+
+	// Find first edge to build from.
+	tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, cmd&3, &dir);
+	p->ai.start_tile_a = tile;
+	p->ai.cur_tile_a = tile;
+	p->ai.start_dir_a = dir;
+	p->ai.cur_dir_a = dir;
+	DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
+
+	assert(TILE_MASK(tile) != 0xFF00);
+
+	// Find second edge to build to
+	aib = (&p->ai.src) + ((cmd >> 4)&0xF);
+	tile = AiGetEdgeOfDefaultRailBlock(aib->cur_building_rule, aib->use_tile, (cmd>>2)&3, &dir);
+	p->ai.start_tile_b = tile;
+	p->ai.cur_tile_b = tile;
+	p->ai.start_dir_b = dir;
+	p->ai.cur_dir_b = dir;
+	DoCommandByTile(TILE_MASK(tile + TileOffsByDir(dir)), 0, (dir&1)?1:0, DC_EXEC, CMD_REMOVE_SINGLE_RAIL);
+
+	assert(TILE_MASK(tile) != 0xFF00);
+
+	// And setup state.
+	p->ai.state_mode = 2;
+	p->ai.state_counter = 0;
+	p->ai.banned_tile_count = 0;
+}
+
+static int AiGetStationIdByDef(TileIndex tile, int id)
+{
+	const AiDefaultBlockData *p = _default_rail_track_data[id]->data;
+	while (p->mode != 1) p++;
+	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
+}
+
+static void AiStateBuildRailVeh(Player *p)
+{
+	const AiDefaultBlockData *ptr;
+	TileIndex tile;
+	int i, veh;
+	int cargo;
+	int32 cost;
+	Vehicle *v;
+	uint loco_id;
+
+	ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
+	while (ptr->mode != 0) {	ptr++; }
+
+	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
+
+	cargo = p->ai.cargo_type;
+	for(i=0;;) {
+		if (p->ai.wagon_list[i] == INVALID_VEHICLE) {
+			veh = _cargoc.ai_railwagon[p->ai.railtype_to_use][cargo];
+			cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
+			if (CmdFailed(cost)) goto handle_nocash;
+			p->ai.wagon_list[i] = _new_wagon_id;
+			p->ai.wagon_list[i+1] = INVALID_VEHICLE;
+			return;
+		}
+		if (cargo == CT_MAIL)
+			cargo = CT_PASSENGERS;
+		if (++i == p->ai.num_wagons * 2 - 1)
+			break;
+	}
+
+	// Which locomotive to build?
+	veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, (cargo!=CT_PASSENGERS)?1:0, tile);
+	if (veh == -1) {
+handle_nocash:
+		// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
+		if (++p->ai.state_counter == 1000) {
+			for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
+				cost = DoCommandByTile(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
+				assert(!CmdFailed(cost));
+			}
+			p->ai.state =	AIS_0;
+		}
+		return;
+	}
+
+	// Try to build the locomotive
+	cost = DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE);
+	assert(!CmdFailed(cost));
+	loco_id = _new_train_id;
+
+	// Sell a vehicle if the train is double headed.
+	v = GetVehicle(loco_id);
+	if (v->next != NULL) {
+		i = p->ai.wagon_list[p->ai.num_wagons*2-2];
+		p->ai.wagon_list[p->ai.num_wagons*2-2] = INVALID_VEHICLE;
+		DoCommandByTile(tile, i, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
+	}
+
+	// Move the wagons onto the train
+	for(i=0; p->ai.wagon_list[i] != INVALID_VEHICLE; i++) {
+		DoCommandByTile(tile, p->ai.wagon_list[i] | (loco_id << 16), 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
+	}
+
+	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
+		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
+		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
+							p->ai.cargo_type == CT_MAIL ||
+							(_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
+		Order order;
+
+		order.type = OT_GOTO_STATION;
+		order.flags = 0;
+		order.station = AiGetStationIdByDef(aib->use_tile, aib->cur_building_rule);
+
+		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
+		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
+			order.flags |= OF_FULL_LOAD;
+
+		DoCommandByTile(0, loco_id + (i << 16),	PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+	}
+
+	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN);
+
+	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+
+	if (p->ai.num_want_fullload != 0)
+		p->ai.num_want_fullload--;
+
+	if (--p->ai.num_loco_to_build != 0) {
+//		p->ai.loco_id = INVALID_VEHICLE;
+		p->ai.wagon_list[0] = INVALID_VEHICLE;
+	} else {
+		p->ai.state =	AIS_0;
+	}
+}
+
+static void AiStateDeleteRailBlocks(Player *p)
+{
+	int num;
+	AiBuildRec *aib;
+	const AiDefaultBlockData *b;
+
+	num = p->ai.num_build_rec;
+	aib = &p->ai.src;
+	do {
+		if (aib->cur_building_rule != 255) {
+			b = _default_rail_track_data[aib->cur_building_rule]->data;
+			while (b->mode != 4) {
+				DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+				b++;
+			}
+		}
+	} while (++aib,--num);
+
+	p->ai.state = AIS_0;
+}
+
+static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
+{
+	uint values[NUM_CARGO];
+	int rad;
+
+	if (_patches.modified_catchment) {
+		rad = CA_TRUCK;		//Same as CA_BUS at the moment?
+	} else {			//change that at some point?
+		rad = 4;
+	}
+
+	for(;;p++) {
+		if (p->mode == 4) {
+			return true;
+		} else if (p->mode == 1) {
+			TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
+
+			if (cargo & 0x80) {
+				GetProductionAroundTiles(values, tile2, 1, 1, rad);
+				return values[cargo & 0x7F] != 0;
+			} else {
+				GetAcceptanceAroundTiles(values, tile2, 1, 1, rad);
+				return (values[cargo]&~7) != 0;
+			}
+		}
+	}
+}
+
+static bool _want_road_truck_station;
+static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag);
+
+// Returns rule and cost
+static int AiFindBestDefaultRoadBlock(TileIndex tile, byte direction, byte cargo, int32 *cost)
+{
+	int i;
+	const AiDefaultRoadBlock *p;
+
+	_want_road_truck_station = (cargo & 0x7F) != CT_PASSENGERS;
+
+	for(i=0; (p = _road_default_block_data[i]) != NULL; i++) {
+		if (p->dir == direction) {
+			*cost = AiDoBuildDefaultRoadBlock(tile, p->data, 0);
+			if (*cost != CMD_ERROR && AiCheckRoadResources(tile, p->data, cargo))
+				return i;
+		}
+	}
+
+	return -1;
+}
+
+static int32 AiDoBuildDefaultRoadBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
+{
+	int32 ret;
+	int32 total_cost = 0;
+	Town *t = NULL;
+	int rating = 0;
+	int roadflag = 0;
+
+	for(;p->mode != 4;p++) {
+		uint c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs));
+
+		_cleared_town = NULL;
+
+		if (p->mode == 2) {
+			if (IsTileType(c, MP_STREET) &&
+					(_m[c].m5&0xF0)==0 &&
+					(_m[c].m5&p->attr)!=0) {
+				roadflag |= 2;
+
+				// all bits are already built?
+				if ((_m[c].m5&p->attr)==p->attr)
+					continue;
+			}
+
+			ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
+			if (CmdFailed(ret)) return CMD_ERROR;
+			total_cost += ret;
+
+			continue;
+		}
+
+		if (p->mode == 0) {
+			// Depot
+			ret = DoCommandByTile(c, p->attr, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_DEPOT);
+			goto clear_town_stuff;
+		} else if (p->mode == 1) {
+			if (_want_road_truck_station) {
+				// Truck station
+				ret = DoCommandByTile(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
+			} else {
+				// Bus station
+				ret = DoCommandByTile(c, p->attr, RS_BUS, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP);
+			}
+clear_town_stuff:;
+
+			if (CmdFailed(ret)) return CMD_ERROR;
+			total_cost += ret;
+
+			if (_cleared_town != NULL) {
+				if (t != NULL && t != _cleared_town)
+					return CMD_ERROR;
+				t = _cleared_town;
+				rating += _cleared_town_rating;
+			}
+		} else if (p->mode == 3) {
+			if (flag & DC_EXEC)
+				continue;
+
+			if (GetTileSlope(c, NULL) != 0)
+				return CMD_ERROR;
+
+			if (!(IsTileType(c, MP_STREET) && (_m[c].m5 & 0xF0) == 0)) {
+				ret = DoCommandByTile(c, 0, 0, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_LANDSCAPE_CLEAR);
+				if (CmdFailed(ret)) return CMD_ERROR;
+			}
+
+		}
+	}
+
+	if (!_want_road_truck_station && !(roadflag&2))
+		return CMD_ERROR;
+
+	if (!(flag & DC_EXEC)) {
+		if (t != NULL && rating > t->ratings[_current_player]) {
+			return CMD_ERROR;
+		}
+	}
+	return total_cost;
+}
+
+// Make sure the blocks are not too close to each other
+static bool AiCheckBlockDistances(Player *p, TileIndex tile)
+{
+	AiBuildRec *aib;
+	int num;
+
+	num = p->ai.num_build_rec;
+	aib = &p->ai.src;
+
+	do {
+		if (aib->cur_building_rule != 255) {
+			if (DistanceManhattan(aib->use_tile, tile) < 9)
+				return false;
+		}
+	} while (++aib, --num);
+
+	return true;
+}
+
+
+static void AiStateBuildDefaultRoadBlocks(Player *p)
+{
+	int i, j;
+	AiBuildRec *aib;
+	int rule;
+	int32 cost;
+
+	// time out?
+	if (++p->ai.timeout_counter == 1388) {
+		p->ai.state = AIS_DELETE_RAIL_BLOCKS;
+		return;
+	}
+
+	// do the following 8 times
+	i = 8;
+	do {
+		// check if we can build the default track
+		aib = &p->ai.src;
+		j = p->ai.num_build_rec;
+		do {
+			// this item has already been built?
+			if (aib->cur_building_rule != 255)
+				continue;
+
+			// adjust the coordinate randomly,
+			// to make sure that we find a position.
+			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
+
+			// check if the road can be built there.
+			rule = AiFindBestDefaultRoadBlock(aib->use_tile,
+				aib->direction, aib->cargo, &cost);
+
+			if (rule == -1) {
+				// cannot build, terraform after a while
+				if (p->ai.state_counter >= 600) {
+					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
+				}
+				// also try the other terraform direction
+				if (++p->ai.state_counter >= 1000) {
+					p->ai.state_counter = 0;
+					p->ai.state_mode = -p->ai.state_mode;
+				}
+			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
+				int32 r;
+
+				// player has money, build it.
+				aib->cur_building_rule = rule;
+
+				r = AiDoBuildDefaultRoadBlock(
+					aib->use_tile,
+					_road_default_block_data[rule]->data,
+					DC_EXEC | DC_NO_TOWN_RATING
+				);
+				assert(r != CMD_ERROR);
+			}
+		} while (++aib,--j);
+	} while (--i);
+
+	// check if we're done with all of them
+	aib = &p->ai.src;
+	j = p->ai.num_build_rec;
+	do {
+		if (aib->cur_building_rule == 255)
+			return;
+	} while (++aib,--j);
+
+	// yep, all are done. switch state to the rail building state.
+	p->ai.state = AIS_BUILD_ROAD;
+	p->ai.state_mode = 255;
+}
+
+typedef struct {
+	TileIndex final_tile;
+	byte final_dir;
+	byte depth;
+	byte recursive_mode;
+	byte cur_best_dir;
+	byte best_dir;
+	byte cur_best_depth;
+	byte best_depth;
+	uint cur_best_dist;
+	const byte *best_ptr;
+	uint best_dist;
+	TileIndex cur_best_tile, best_tile;
+	TileIndex bridge_end_tile;
+	Player *player;
+	TileInfo ti;
+} AiRoadFinder;
+
+typedef struct AiRoadEnum {
+	TileIndex dest;
+	TileIndex best_tile;
+	int best_track;
+	uint best_dist;
+} AiRoadEnum;
+
+static const byte _dir_by_track[] = {
+	0,1,0,1,2,1, 0,0,
+	2,3,3,2,3,0,
+};
+
+static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir);
+
+static bool AiCheckRoadPathBetter(AiRoadFinder *arf, const byte *p)
+{
+	bool better = false;
+
+	if (arf->recursive_mode < 1) {
+		// Mode is 0. This means destination has not been found yet.
+		// If the found path is shorter than the current one, remember it.
+		if (arf->cur_best_dist < arf->best_dist ||
+			(arf->cur_best_dist == arf->best_dist && arf->cur_best_depth < arf->best_depth)) {
+			arf->best_depth = arf->cur_best_depth;
+			arf->best_dist = arf->cur_best_dist;
+			arf->best_dir = arf->cur_best_dir;
+			arf->best_ptr = p;
+			arf->best_tile = arf->cur_best_tile;
+			better = true;
+		}
+	} else if (arf->recursive_mode > 1) {
+		// Mode is 2.
+		if (arf->best_dist != 0 || arf->cur_best_depth < arf->best_depth) {
+			arf->best_depth = arf->cur_best_depth;
+			arf->best_dist = 0;
+			arf->best_ptr = p;
+			arf->best_tile = 0;
+			better = true;
+		}
+	}
+	arf->recursive_mode = 0;
+	arf->cur_best_dist = (uint)-1;
+	arf->cur_best_depth = 0xff;
+
+	return better;
+}
+
+
+static bool AiEnumFollowRoad(TileIndex tile, AiRoadEnum *a, int track, uint length, byte *state)
+{
+	uint dist = DistanceManhattan(tile, a->dest);
+
+	if (dist <= a->best_dist) {
+		TileIndex tile2 = TILE_MASK(tile + TileOffsByDir(_dir_by_track[track]));
+
+		if (IsTileType(tile2, MP_STREET) &&
+				(_m[tile2].m5&0xF0) == 0) {
+			a->best_dist = dist;
+			a->best_tile = tile;
+			a->best_track = track;
+		}
+	}
+
+	return false;
+}
+
+static const uint16 _ai_road_table_and[4] = {
+	0x1009,
+	0x16,
+	0x520,
+	0x2A00,
+};
+
+static bool AiCheckRoadFinished(Player *p)
+{
+	AiRoadEnum are;
+	TileIndex tile;
+	int dir = p->ai.cur_dir_a;
+	uint32 bits;
+	int i;
+
+	are.dest = p->ai.cur_tile_b;
+	tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(dir));
+
+	bits = GetTileTrackStatus(tile, TRANSPORT_ROAD) & _ai_road_table_and[dir];
+	if (bits == 0) {
+		return false;
+	}
+
+	are.best_dist = (uint)-1;
+
+	for_each_bit(i, bits) {
+		FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _dir_by_track[i], (TPFEnumProc*)AiEnumFollowRoad, NULL, &are);
+	}
+
+	if (DistanceManhattan(tile, are.dest) <= are.best_dist)
+		return false;
+
+	if (are.best_dist == 0)
+		return true;
+
+	p->ai.cur_tile_a = are.best_tile;
+	p->ai.cur_dir_a = _dir_by_track[are.best_track];
+	return false;
+}
+
+
+static bool AiBuildRoadHelper(TileIndex tile, int flags, int type)
+{
+	static const byte _road_bits[] = {
+		8+2,
+		1+4,
+		1+8,
+		4+2,
+		1+2,
+		8+4,
+	};
+	return !CmdFailed(DoCommandByTile(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD));
+}
+
+static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
+{
+	TileIndex tile_new;
+	bool flag;
+
+	int dir2 = p[0] & 3;
+
+	FindLandscapeHeightByTile(&arf->ti, tile);
+	if (arf->ti.tileh == _dir_table_1[dir2] || (arf->ti.tileh==0 && arf->ti.z!=0)) {
+		tile_new = tile;
+		// Allow bridges directly over bottom tiles
+		flag = arf->ti.z == 0;
+		for(;;) {
+			if ((TileIndexDiff)tile_new < -TileOffsByDir(dir2)) return; // Wraping around map, no bridge possible!
+			tile_new = TILE_MASK(tile_new + TileOffsByDir(dir2));
+			FindLandscapeHeightByTile(&arf->ti, tile_new);
+			if (arf->ti.tileh != 0 || arf->ti.type == MP_CLEAR || arf->ti.type == MP_TREES) {
+				// Allow a bridge if either we have a tile that's water, rail or street,
+				// or if we found an up tile.
+				if (!flag) return;
+				break;
+			}
+			if (arf->ti.type != MP_WATER && arf->ti.type != MP_RAILWAY && arf->ti.type != MP_STREET)
+				return;
+			flag = true;
+		}
+
+		// Is building a (rail)bridge possible at this place (type doesn't matter)?
+		if (CmdFailed(DoCommandByTile(tile_new, tile, 0x8000, DC_AUTO, CMD_BUILD_BRIDGE)))
+			return;
+		AiBuildRoadRecursive(arf, tile_new, dir2);
+
+		// At the bottom depth, check if the new path is better than the old one.
+		if (arf->depth == 1) {
+			if (AiCheckRoadPathBetter(arf, p))
+				arf->bridge_end_tile = tile_new;
+		}
+	}
+}
+
+static inline void AiCheckBuildRoadTunnelHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
+{
+	FindLandscapeHeightByTile(&arf->ti, tile);
+
+	if (arf->ti.tileh == _dir_table_2[p[0]&3] && arf->ti.z!=0) {
+		int32 cost = DoCommandByTile(tile, 0x200, 0, DC_AUTO, CMD_BUILD_TUNNEL);
+
+		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
+			AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
+			if (arf->depth == 1) {
+				AiCheckRoadPathBetter(arf, p);
+			}
+		}
+	}
+}
+
+
+
+static void AiBuildRoadRecursive(AiRoadFinder *arf, TileIndex tile, int dir)
+{
+	const byte *p;
+
+	tile = TILE_MASK(tile + TileOffsByDir(dir));
+
+	// Reached destination?
+	if (tile == arf->final_tile) {
+		if ((arf->final_dir^2) == dir) {
+			arf->recursive_mode = 2;
+			arf->cur_best_depth = arf->depth;
+		}
+		return;
+	}
+
+	// Depth too deep?
+	if (arf->depth >= 4) {
+		uint dist = DistanceMaxPlusManhattan(tile, arf->final_tile);
+		if (dist < arf->cur_best_dist) {
+			// Store the tile that is closest to the final position.
+			arf->cur_best_dist = dist;
+			arf->cur_best_tile = tile;
+			arf->cur_best_dir = dir;
+			arf->cur_best_depth = arf->depth;
+		}
+		return;
+	}
+
+	// Increase recursion depth
+	arf->depth++;
+
+	// Grab pointer to list of stuff that is possible to build
+	p = _ai_table_15[dir];
+
+	// Try to build a single rail in all directions.
+	FindLandscapeHeightByTile(&arf->ti, tile);
+	if (arf->ti.z == 0) {
+		p += 6;
+	} else {
+		do {
+			// Make sure that a road can be built here.
+			if (AiBuildRoadHelper(tile, DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, p[0])) {
+				AiBuildRoadRecursive(arf, tile, p[1]);
+			}
+
+			// At the bottom depth?
+			if (arf->depth == 1) {
+				AiCheckRoadPathBetter(arf, p);
+			}
+
+			p += 2;
+		} while (!(p[0]&0x80));
+	}
+
+	AiCheckBuildRoadBridgeHere(arf, tile, p);
+	AiCheckBuildRoadTunnelHere(arf, tile, p+1);
+
+	arf->depth--;
+}
+
+int sw;
+
+
+static void AiBuildRoadConstruct(Player *p)
+{
+	AiRoadFinder arf;
+	int i;
+	TileIndex tile;
+
+	// Reached destination?
+	if (AiCheckRoadFinished(p)) {
+		p->ai.state_mode = 255;
+		return;
+	}
+
+	// Setup recursive finder and call it.
+	arf.player = p;
+	arf.final_tile = p->ai.cur_tile_b;
+	arf.final_dir = p->ai.cur_dir_b;
+	arf.depth = 0;
+	arf.recursive_mode = 0;
+	arf.best_ptr = NULL;
+	arf.cur_best_dist = (uint)-1;
+	arf.cur_best_depth = 0xff;
+	arf.best_dist = (uint)-1;
+	arf.best_depth =  0xff;
+	arf.cur_best_tile = 0;
+	arf.best_tile = 0;
+	AiBuildRoadRecursive(&arf, p->ai.cur_tile_a, p->ai.cur_dir_a);
+
+	// Reached destination?
+	if (arf.recursive_mode == 2 && arf.cur_best_depth == 0) {
+		p->ai.state_mode = 255;
+		return;
+	}
+
+	// Didn't find anything to build?
+	if (arf.best_ptr == NULL) {
+		// Terraform some
+do_some_terraform:
+		for(i=0; i!=5; i++)
+			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
+
+		if (++p->ai.state_counter == 21) {
+			p->ai.state_mode = 1;
+
+			p->ai.cur_tile_a = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a));
+			p->ai.cur_dir_a ^= 2;
+			p->ai.state_counter = 0;
+		}
+		return;
+	}
+
+	tile = TILE_MASK(p->ai.cur_tile_a + TileOffsByDir(p->ai.cur_dir_a));
+
+	if (arf.best_ptr[0]&0x80) {
+		int i;
+		int32 bridge_len;
+		p->ai.cur_tile_a = arf.bridge_end_tile;
+		bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile
+
+		/*	Figure out what (road)bridge type to build
+				start with best bridge, then go down to worse and worse bridges
+				unnecessary to check for worse bridge (i=0), since AI will always build that.
+				AI is so fucked up that fixing this small thing will probably not solve a thing
+		*/
+		for(i = 10; i != 0; i--) {
+			if (CheckBridge_Stuff(i, bridge_len)) {
+				int32 cost = DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE);
+				if (!CmdFailed(cost) && cost < (p->player_money >> 5))
+					break;
+			}
+		}
+
+		// Build it
+		DoCommandByTile(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO | DC_EXEC, CMD_BUILD_BRIDGE);
+
+		p->ai.state_counter = 0;
+	} else if (arf.best_ptr[0]&0x40) {
+		// tunnel
+		DoCommandByTile(tile, 0x200, 0, DC_AUTO | DC_EXEC, CMD_BUILD_TUNNEL);
+		p->ai.cur_tile_a = _build_tunnel_endtile;
+		p->ai.state_counter = 0;
+	} else {
+
+		// road
+		if (!AiBuildRoadHelper(tile, DC_EXEC | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, arf.best_ptr[0]))
+			goto do_some_terraform;
+
+		p->ai.cur_dir_a = arf.best_ptr[1];
+		p->ai.cur_tile_a = tile;
+		p->ai.state_counter = 0;
+	}
+
+	if (arf.best_tile != 0) {
+		for(i=0; i!=2; i++)
+			AiDoTerraformLand(arf.best_tile, arf.best_dir, 3, 0);
+	}
+}
+
+
+static void AiBuildRoad(Player *p)
+{
+	int i;
+
+	if (p->ai.state_mode < 1) {
+		// Construct mode, build new road.
+		AiBuildRoadConstruct(p);
+	} else if (p->ai.state_mode == 1) {
+		// Destruct mode, not implemented for roads.
+		p->ai.state_mode = 2;
+		p->ai.state_counter = 0;
+	} else if (p->ai.state_mode == 2) {
+
+		// Terraform some and then try building again.
+		for(i=0; i!=4; i++)
+			AiDoTerraformLand(p->ai.cur_tile_a, p->ai.cur_dir_a, 3, 0);
+
+		if (++p->ai.state_counter == 4) {
+			p->ai.state_counter = 0;
+			p->ai.state_mode = 0;
+		}
+	}
+}
+
+static TileIndex AiGetRoadBlockEdge(byte rule, TileIndex tile, int *dir)
+{
+	const AiDefaultBlockData *p = _road_default_block_data[rule]->data;
+	while (p->mode != 1) p++;
+	*dir = p->attr;
+	return TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
+}
+
+
+static void AiStateBuildRoad(Player *p)
+{
+	int num;
+	AiBuildRec *aib;
+	byte cmd;
+	TileIndex tile;
+	int dir;
+
+	// time out?
+	if (++p->ai.timeout_counter == 1388) {
+		p->ai.state = AIS_DELETE_ROAD_BLOCKS;
+		return;
+	}
+
+	// Currently building a road between two points?
+	if (p->ai.state_mode != 255) {
+		AiBuildRoad(p);
+
+		// Alternate between edges
+		swap_tile(&p->ai.start_tile_a, &p->ai.start_tile_b);
+		swap_tile(&p->ai.cur_tile_a, &p->ai.cur_tile_b);
+		swap_byte(&p->ai.start_dir_a, &p->ai.start_dir_b);
+		swap_byte(&p->ai.cur_dir_a, &p->ai.cur_dir_b);
+
+		sw ^= 1;
+		return;
+	}
+
+	// Now, find two new points to build between
+	num = p->ai.num_build_rec;
+	aib = &p->ai.src;
+
+	for(;;) {
+		cmd = aib->buildcmd_a;
+		aib->buildcmd_a = 255;
+		if (cmd != 255) break;
+
+		aib++;
+		if (--num == 0) {
+			p->ai.state = AIS_BUILD_ROAD_VEHICLES;
+			return;
+		}
+	}
+
+	// Find first edge to build from.
+	tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
+	p->ai.start_tile_a = tile;
+	p->ai.cur_tile_a = tile;
+	p->ai.start_dir_a = dir;
+	p->ai.cur_dir_a = dir;
+
+	// Find second edge to build to
+	aib = (&p->ai.src) + (cmd&0xF);
+	tile = AiGetRoadBlockEdge(aib->cur_building_rule, aib->use_tile, &dir);
+	p->ai.start_tile_b = tile;
+	p->ai.cur_tile_b = tile;
+	p->ai.start_dir_b = dir;
+	p->ai.cur_dir_b = dir;
+
+	// And setup state.
+	p->ai.state_mode = 2;
+	p->ai.state_counter = 0;
+	p->ai.banned_tile_count = 0;
+}
+
+static int AiGetStationIdFromRoadBlock(TileIndex tile, int id)
+{
+	const AiDefaultBlockData *p = _road_default_block_data[id]->data;
+	while (p->mode != 1) p++;
+	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
+}
+
+static void AiStateBuildRoadVehicles(Player *p)
+{
+	const AiDefaultBlockData *ptr;
+	TileIndex tile;
+	uint loco_id;
+	int veh, i;
+
+	ptr = _road_default_block_data[p->ai.src.cur_building_rule]->data;
+	for(;ptr->mode != 0;ptr++) {}
+	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
+
+	veh = AiChooseRoadVehToBuild(p->ai.cargo_type, p->player_money, tile);
+	if (veh == -1) {
+		p->ai.state = AIS_0;
+		return;
+	}
+
+	if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return;
+
+	loco_id = _new_roadveh_id;
+
+	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
+		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
+		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS ||
+							p->ai.cargo_type == CT_MAIL ||
+							(_opt.landscape==LT_NORMAL && p->ai.cargo_type == CT_VALUABLES));
+		Order order;
+
+		order.type = OT_GOTO_STATION;
+		order.flags = 0;
+		order.station = AiGetStationIdFromRoadBlock(aib->use_tile, aib->cur_building_rule);
+
+		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
+		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
+			order.flags |= OF_FULL_LOAD;
+
+		DoCommandByTile(0, loco_id + (i << 16),	PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+	}
+
+	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
+
+	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+
+	if (p->ai.num_want_fullload != 0)
+		p->ai.num_want_fullload--;
+
+	if (--p->ai.num_loco_to_build == 0) {
+		p->ai.state =	AIS_0;
+	}
+}
+
+static void AiStateDeleteRoadBlocks(Player *p)
+{
+	int num;
+	AiBuildRec *aib;
+	const AiDefaultBlockData *b;
+
+	num = p->ai.num_build_rec;
+	aib = &p->ai.src;
+	do {
+		if (aib->cur_building_rule != 255) {
+			b = _road_default_block_data[aib->cur_building_rule]->data;
+			while (b->mode != 4) {
+				if (b->mode <= 1) {
+					DoCommandByTile(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+				}
+				b++;
+			}
+		}
+	} while (++aib,--num);
+
+	p->ai.state = AIS_0;
+}
+
+static bool AiCheckIfHangar(Station *st)
+{
+	TileIndex tile = st->airport_tile;
+
+	// HANGAR of airports
+	// 0x20 - hangar large airport (32)
+	// 0x41 - hangar small airport (65)
+	return (_m[tile].m5 == 32 || _m[tile].m5 == 65);
+}
+
+static void AiStateAirportStuff(Player *p)
+{
+	Station *st;
+	byte acc_planes;
+	int i;
+	AiBuildRec *aib;
+	byte rule;
+
+	// Here we look for an airport we could use instead of building a new
+	// one. If we find such an aiport for any waypoint,
+	// AiStateBuildDefaultAirportBlocks() will kindly skip that one when
+	// building the waypoints.
+
+	i = 0;
+	do {
+		// We do this all twice - once for the source (town in the case
+		// of oilrig route) and then for the destination (oilrig in the
+		// case of oilrig route).
+		aib = &p->ai.src + i;
+
+		FOR_ALL_STATIONS(st) {
+			// Dismiss ghost stations.
+			if (st->xy == 0)
+				continue;
+
+			// Is this an airport?
+			if (!(st->facilities & FACIL_AIRPORT))
+				continue;
+
+			// Do we own the airport? (Oilrigs aren't owned, though.)
+			if (st->owner != OWNER_NONE && st->owner != _current_player)
+				continue;
+
+			acc_planes = GetAirport(st->airport_type)->acc_planes;
+
+			// Dismiss heliports, unless we are checking an oilrig.
+			if (acc_planes == HELICOPTERS_ONLY && !(p->ai.build_kind == 1 && i == 1))
+				continue;
+
+			// Dismiss country airports if we are doing the other
+			// endpoint of an oilrig route.
+			if (acc_planes == AIRCRAFT_ONLY && (p->ai.build_kind == 1 && i == 0))
+				continue;
+
+			// Dismiss airports too far away.
+			if (DistanceMax(st->airport_tile, aib->spec_tile) > aib->rand_rng)
+				continue;
+
+			// It's ideal airport, let's take it!
+
+			/* XXX: This part is utterly broken - rule should
+			 * contain number of the rule appropriate for the
+			 * airport type (country, town, ...), see
+			 * _airport_default_block_data (rule is just an index
+			 * in this array). But the only difference between the
+			 * currently existing two rules (rule 0 - town and rule
+			 * 1 - country) is the attr field which is used only
+			 * when building new airports - and that's irrelevant
+			 * for us. So using just about any rule will suffice
+			 * here for now (some of the new airport types would be
+			 * broken because they will probably need different
+			 * tileoff values etc), no matter that
+			 * AiCheckIfHangar() makes no sense. --pasky */
+			if (acc_planes == HELICOPTERS_ONLY) {
+				/* Heliports should have maybe own rulesets but
+				 * OTOH we don't want AI to pick them up when
+				 * looking for a suitable airport type to build.
+				 * So any of rules 0 or 1 would do for now. The
+				 * original rule number was 2 but that's a bug
+				 * because we have no such rule. */
+				rule = 1;
+			} else {
+				rule = AiCheckIfHangar(st);
+			}
+
+			aib->cur_building_rule = rule;
+			aib->use_tile = st->airport_tile;
+			break;
+		}
+	} while (++i != p->ai.num_build_rec);
+
+	p->ai.state = AIS_BUILD_DEFAULT_AIRPORT_BLOCKS;
+	p->ai.state_mode = 255;
+	p->ai.state_counter = 0;
+}
+
+static int32 AiDoBuildDefaultAirportBlock(TileIndex tile, const AiDefaultBlockData *p, byte flag)
+{
+	int32 total_cost = 0, ret;
+
+	for(;p->mode == 0;p++) {
+		if (!HASBIT(_avail_aircraft, p->attr))
+			return CMD_ERROR;
+		ret = DoCommandByTile(TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)), p->attr,0,flag | DC_AUTO | DC_NO_WATER,CMD_BUILD_AIRPORT);
+		if (CmdFailed(ret)) return CMD_ERROR;
+		total_cost += ret;
+	}
+
+	return total_cost;
+}
+
+static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, byte cargo)
+{
+	uint values[NUM_CARGO];
+	int w,h;
+	int rad;
+
+	if (_patches.modified_catchment) {
+		rad = CA_AIR_LARGE;		//I Have NFI what airport the
+	} else {				//AI is going to build here
+		rad = 4;
+	}
+
+	for(;p->mode==0;p++) {
+		TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
+
+		w = _airport_size_x[p->attr];
+		h = _airport_size_y[p->attr];
+		if (cargo & 0x80) {
+			GetProductionAroundTiles(values, tile2, w, h, rad);
+			return values[cargo & 0x7F] != 0;
+		} else {
+			GetAcceptanceAroundTiles(values, tile2, w, h, rad);
+			return values[cargo] >= 8;
+		}
+	}
+	return true;
+}
+
+static int AiFindBestDefaultAirportBlock(TileIndex tile, byte cargo, byte heli, int32 *cost)
+{
+	int i;
+	const AiDefaultBlockData *p;
+	for(i=0; (p = _airport_default_block_data[i]) != NULL; i++) {
+		// If we are doing a helicopter service, avoid building
+		// airports where they can't land.
+		if (heli && GetAirport(p->attr)->acc_planes == AIRCRAFT_ONLY)
+			continue;
+
+		*cost = AiDoBuildDefaultAirportBlock(tile, p, 0);
+		if (*cost != CMD_ERROR && AiCheckAirportResources(tile, p, cargo))
+			return i;
+	}
+	return -1;
+}
+
+static void AiStateBuildDefaultAirportBlocks(Player *p)
+{
+	int i, j;
+	AiBuildRec *aib;
+	int rule;
+	int32 cost;
+
+	// time out?
+	if (++p->ai.timeout_counter == 1388) {
+		p->ai.state = AIS_0;
+		return;
+	}
+
+	// do the following 8 times
+	i = 8;
+	do {
+		// check if we can build the default
+		aib = &p->ai.src;
+		j = p->ai.num_build_rec;
+		do {
+			// this item has already been built?
+			if (aib->cur_building_rule != 255)
+				continue;
+
+			// adjust the coordinate randomly,
+			// to make sure that we find a position.
+			aib->use_tile = AdjustTileCoordRandomly(aib->spec_tile, aib->rand_rng);
+
+			// check if the aircraft stuff can be built there.
+			rule = AiFindBestDefaultAirportBlock(aib->use_tile, aib->cargo, p->ai.build_kind, &cost);
+
+#if 0
+			if (!IsTileType(aib->use_tile, MP_STREET) &&
+					!IsTileType(aib->use_tile, MP_RAILWAY) &&
+					!IsTileType(aib->use_tile, MP_STATION)
+					) {
+
+				_m[aib->use_tile].type_height = 0xa1;
+				_m[aib->use_tile].m5 = 0x80;
+				MarkTileDirtyByTile(aib->use_tile);
+			}
+#endif
+//			SetRedErrorSquare(aib->use_tile);
+
+			if (rule == -1) {
+				// cannot build, terraform after a while
+				if (p->ai.state_counter >= 600) {
+					AiDoTerraformLand(aib->use_tile, Random()&3, 3, (int8)p->ai.state_mode);
+				}
+				// also try the other terraform direction
+				if (++p->ai.state_counter >= 1000) {
+					p->ai.state_counter = 0;
+					p->ai.state_mode = -p->ai.state_mode;
+				}
+			} else if (CheckPlayerHasMoney(cost) && AiCheckBlockDistances(p,aib->use_tile)) {
+				// player has money, build it.
+				int32 r;
+
+				aib->cur_building_rule = rule;
+
+				r = AiDoBuildDefaultAirportBlock(
+					aib->use_tile,
+					_airport_default_block_data[rule],
+					DC_EXEC | DC_NO_TOWN_RATING
+				);
+				assert(r != CMD_ERROR);
+			}
+		} while (++aib,--j);
+	} while (--i);
+
+	// check if we're done with all of them
+	aib = &p->ai.src;
+	j = p->ai.num_build_rec;
+	do {
+		if (aib->cur_building_rule == 255)
+			return;
+	} while (++aib,--j);
+
+	// yep, all are done. switch state.
+	p->ai.state = AIS_BUILD_AIRCRAFT_VEHICLES;
+}
+
+static int AiGetStationIdFromAircraftBlock(TileIndex tile, int id)
+{
+	const AiDefaultBlockData *p = _airport_default_block_data[id];
+	while (p->mode != 1) p++;
+	return _m[TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))].m2;
+}
+
+static void AiStateBuildAircraftVehicles(Player *p)
+{
+	const AiDefaultBlockData *ptr;
+	TileIndex tile;
+	int veh;
+	int i;
+	uint loco_id;
+
+	ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
+	for(;ptr->mode!=0;ptr++) {}
+
+	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
+
+	veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind!=0 ? 1 : 0);
+	if (veh == -1) {
+		return;
+	}
+
+	if (CmdFailed(DoCommandByTile(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
+	loco_id = _new_aircraft_id;
+
+	for(i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
+		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
+		bool is_pass = (p->ai.cargo_type == CT_PASSENGERS || p->ai.cargo_type == CT_MAIL);
+		Order order;
+
+		order.type = OT_GOTO_STATION;
+		order.flags = 0;
+		order.station = AiGetStationIdFromAircraftBlock(aib->use_tile, aib->cur_building_rule);
+
+		if (!is_pass && i == 1) order.flags |= OF_UNLOAD;
+		if (p->ai.num_want_fullload != 0 && (is_pass || i == 0))
+			order.flags |= OF_FULL_LOAD;
+
+		DoCommandByTile(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
+	}
+
+	DoCommandByTile(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT);
+
+	DoCommandByTile(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_TRAIN_SERVICE_INT);
+
+	if (p->ai.num_want_fullload != 0)
+		p->ai.num_want_fullload--;
+
+	if (--p->ai.num_loco_to_build == 0) {
+		p->ai.state =	AIS_0;
+	}
+}
+
+static void AiStateCheckShipStuff(Player *p)
+{
+	// XXX
+	error("!AiStateCheckShipStuff");
+}
+
+static void AiStateBuildDefaultShipBlocks(Player *p)
+{
+	// XXX
+	error("!AiStateBuildDefaultShipBlocks");
+}
+
+static void AiStateDoShipStuff(Player *p)
+{
+	// XXX
+	error("!AiStateDoShipStuff");
+}
+
+static void AiStateSellVeh(Player *p)
+{
+	Vehicle *v = p->ai.cur_veh;
+
+	if (v->owner == _current_player) {
+		if (v->type == VEH_Train) {
+
+			if (!IsTileDepotType(v->tile, TRANSPORT_RAIL) || v->u.rail.track != 0x80 || !(v->vehstatus&VS_STOPPED)) {
+				if (v->current_order.type != OT_GOTO_DEPOT)
+					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_TRAIN_GOTO_DEPOT);
+				goto going_to_depot;
+			}
+
+			// Sell whole train
+			DoCommandByTile(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON);
+
+		} else if (v->type == VEH_Road) {
+			if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED)) {
+				if (v->current_order.type != OT_GOTO_DEPOT)
+					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
+				goto going_to_depot;
+			}
+
+			DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
+		} else if (v->type == VEH_Aircraft) {
+			if (!IsAircraftHangarTile(v->tile) && !(v->vehstatus&VS_STOPPED)) {
+				if (v->current_order.type != OT_GOTO_DEPOT)
+					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
+				goto going_to_depot;
+			}
+
+			DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT);
+			} else if (v->type == VEH_Ship) {
+			// XXX: not implemented
+			error("!v->type == VEH_Ship");
+		}
+	}
+
+	goto return_to_loop;
+going_to_depot:;
+	if (++p->ai.state_counter <= 832)
+		return;
+
+	if (v->current_order.type == OT_GOTO_DEPOT) {
+		v->current_order.type = OT_DUMMY;
+		v->current_order.flags = 0;
+		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+	}
+return_to_loop:;
+	p->ai.state = AIS_VEH_LOOP;
+}
+
+static void AiStateRemoveStation(Player *p)
+{
+	// Remove stations that aren't in use by any vehicle
+	byte *in_use;
+	const byte *used;
+	const Order *ord;
+	const Station *st;
+	TileIndex tile;
+
+	// Go to this state when we're done.
+	p->ai.state = AIS_1;
+
+	// Get a list of all stations that are in use by a vehicle
+	in_use = malloc(GetStationPoolSize());
+	memset(in_use, 0, GetStationPoolSize());
+	FOR_ALL_ORDERS(ord) {
+		if (ord->type == OT_GOTO_STATION)
+			in_use[ord->station] = 1;
+	}
+
+	// Go through all stations and delete those that aren't in use
+	used = in_use;
+	FOR_ALL_STATIONS(st) {
+		if (st->xy != 0 && st->owner == _current_player && !*used &&
+				( (st->bus_stops != NULL && (tile = st->bus_stops->xy) != 0) ||
+					(st->truck_stops != NULL && (tile = st->truck_stops->xy)) != 0 ||
+					(tile = st->train_tile) != 0 ||
+					(tile = st->dock_tile) != 0 ||
+					(tile = st->airport_tile) != 0)) {
+			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+		}
+		used++;
+	}
+
+	free(in_use);
+}
+
+static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile)
+{
+	byte m5;
+
+	if (IsTileType(tile, MP_RAILWAY)) {
+		if (!IsTileOwner(tile, _current_player)) return;
+
+		m5 = _m[tile].m5;
+		if ((m5&~0x3) != 0xC0) {
+is_rail_crossing:;
+			m5 = GetRailTrackStatus(tile);
+
+			if (m5 == 0xC || m5 == 0x30)
+				return;
+
+			if (m5&0x25) {
+pos_0:
+				if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & 0x19)) {
+					p->ai.cur_dir_a = 0;
+					p->ai.cur_tile_a = tile;
+					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
+					return;
+				}
+			}
+
+			if (m5&0x2A) {
+pos_1:
+				if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & 0x16)) {
+					p->ai.cur_dir_a = 1;
+					p->ai.cur_tile_a = tile;
+					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
+					return;
+				}
+			}
+
+			if (m5&0x19) {
+pos_2:
+				if (!(GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & 0x25)) {
+					p->ai.cur_dir_a = 2;
+					p->ai.cur_tile_a = tile;
+					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
+					return;
+				}
+			}
+
+			if (m5&0x16) {
+pos_3:
+				if (!(GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & 0x2A)) {
+					p->ai.cur_dir_a = 3;
+					p->ai.cur_tile_a = tile;
+					p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE;
+					return;
+				}
+			}
+		} else {
+			static const byte _depot_bits[] = {0x19,0x16,0x25,0x2A};
+
+			m5 &= 3;
+			if (GetRailTrackStatus(tile + TileOffsByDir(m5)) & _depot_bits[m5])
+				return;
+
+			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+		}
+	} else if (IsTileType(tile, MP_STREET)) {
+		if (!IsTileOwner(tile, _current_player)) return;
+
+		if (IsLevelCrossing(tile))
+			goto is_rail_crossing;
+
+		if ( (_m[tile].m5&0xF0) == 0x20) {
+			int dir;
+
+			// Check if there are any stations around.
+			if (IsTileType(tile + TileDiffXY(-1, 0), MP_STATION) &&
+					IsTileOwner(tile + TileDiffXY(-1, 0), _current_player))
+						return;
+
+			if (IsTileType(tile + TileDiffXY(1, 0), MP_STATION) &&
+					IsTileOwner(tile + TileDiffXY(1, 0), _current_player))
+						return;
+
+			if (IsTileType(tile + TileDiffXY(0, -1), MP_STATION) &&
+					IsTileOwner(tile + TileDiffXY(0, -1), _current_player))
+						return;
+
+			if (IsTileType(tile + TileDiffXY(0, 1), MP_STATION) &&
+					IsTileOwner(tile + TileDiffXY(0, 1), _current_player))
+						return;
+
+			dir = _m[tile].m5 & 3;
+
+			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+			DoCommandByTile(
+				TILE_MASK(tile + TileOffsByDir(dir)),
+				8 >> (dir ^ 2),
+				0,
+				DC_EXEC,
+				CMD_REMOVE_ROAD);
+		}
+	} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
+		byte b;
+
+		if (!IsTileOwner(tile, _current_player) || (_m[tile].m5 & 0xC6) != 0x80)
+			return;
+
+		m5 = 0;
+
+		b = _m[tile].m5 & 0x21;
+		if (b == 0) goto pos_0;
+		if (b == 1) goto pos_3;
+		if (b == 0x20) goto pos_2;
+		goto pos_1;
+	}
+}
+
+static void AiStateRemoveTrack(Player *p)
+{
+	/* Was 1000 for standard 8x8 maps. */
+	int num = MapSizeX() * 4;
+
+	do {
+		TileIndex tile = ++p->ai.state_counter;
+
+		// Iterated all tiles?
+		if (tile >= MapSize()) {
+			p->ai.state = AIS_REMOVE_STATION;
+			return;
+		}
+
+		// Remove player stuff in that tile
+		AiRemovePlayerRailOrRoad(p, tile);
+		if (p->ai.state != AIS_REMOVE_TRACK)
+			return;
+	} while (--num);
+}
+
+static void AiStateRemoveSingleRailTile(Player *p)
+{
+	// Remove until we can't remove more.
+	if (!AiRemoveTileAndGoForward(p)) {
+		p->ai.state = AIS_REMOVE_TRACK;
+	}
+}
+
+static AiStateAction * const _ai_actions[] = {
+	AiCase0,
+	AiCase1,
+	AiStateVehLoop,
+	AiStateCheckReplaceVehicle,
+	AiStateDoReplaceVehicle,
+	AiStateWantNewRoute,
+
+	AiStateBuildDefaultRailBlocks,
+	AiStateBuildRail,
+	AiStateBuildRailVeh,
+	AiStateDeleteRailBlocks,
+
+	AiStateBuildDefaultRoadBlocks,
+	AiStateBuildRoad,
+	AiStateBuildRoadVehicles,
+	AiStateDeleteRoadBlocks,
+
+	AiStateAirportStuff,
+	AiStateBuildDefaultAirportBlocks,
+	AiStateBuildAircraftVehicles,
+
+	AiStateCheckShipStuff,
+	AiStateBuildDefaultShipBlocks,
+	AiStateDoShipStuff,
+
+	AiStateSellVeh,
+	AiStateRemoveStation,
+	AiStateRemoveTrack,
+
+	AiStateRemoveSingleRailTile
+};
+
+extern void ShowBuyCompanyDialog(uint player);
+
+static void AiHandleTakeover(Player *p)
+{
+	if (p->bankrupt_timeout != 0) {
+		if ((p->bankrupt_timeout-=8) > 0)
+			return;
+		p->bankrupt_timeout = 0;
+		DeleteWindowById(WC_BUY_COMPANY, _current_player);
+		if (_current_player == _local_player) {
+			AskExitToGameMenu();
+			return;
+		}
+		if (IS_HUMAN_PLAYER(_current_player))
+			return;
+	}
+
+	if (p->bankrupt_asked == 255)
+		return;
+
+	{
+		uint asked = p->bankrupt_asked;
+		Player *pp, *best_pl = NULL;
+		int32 best_val = -1;
+		uint old_p;
+
+		// Ask the guy with the highest performance hist.
+		FOR_ALL_PLAYERS(pp) {
+			if (pp->is_active &&
+					!(asked&1) &&
+					pp->bankrupt_asked == 0 &&
+					best_val < pp->old_economy[1].performance_history) {
+				best_val = pp->old_economy[1].performance_history;
+				best_pl = pp;
+			}
+			asked>>=1;
+		}
+
+		// Asked all players?
+		if (best_val == -1) {
+			p->bankrupt_asked = 255;
+			return;
+		}
+
+		SETBIT(p->bankrupt_asked, best_pl->index);
+
+		if (best_pl->index == _local_player) {
+			p->bankrupt_timeout = 4440;
+			ShowBuyCompanyDialog(_current_player);
+			return;
+		}
+		if (IS_HUMAN_PLAYER(best_pl->index))
+			return;
+
+		// Too little money for computer to buy it?
+		if (best_pl->player_money >> 1 >= p->bankrupt_value) {
+			// Computer wants to buy it.
+			old_p = _current_player;
+			_current_player = p->index;
+			DoCommandByTile(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY);
+			_current_player = old_p;
+		}
+	}
+}
+
+static void AiAdjustLoan(Player *p)
+{
+	int32 base = AiGetBasePrice(p);
+
+	if (p->player_money > base * 1400) {
+		// Decrease loan
+		if (p->current_loan != 0) {
+			DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
+		}
+	} else if (p->player_money < base * 500) {
+		// Increase loan
+		if (p->current_loan < _economy.max_loan &&
+				p->num_valid_stat_ent >= 2 &&
+				-(p->old_economy[0].expenses+p->old_economy[1].expenses) < base * 60) {
+			DoCommandByTile(0, 0, 0, DC_EXEC, CMD_INCREASE_LOAN);
+		}
+	}
+}
+
+static void AiBuildCompanyHQ(Player *p)
+{
+	TileIndex tile;
+
+	if (p->location_of_house == 0 &&
+			p->last_build_coordinate != 0) {
+		tile = AdjustTileCoordRandomly(p->last_build_coordinate, 8);
+		DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
+	}
+}
+
+
+void AiDoGameLoop(Player *p)
+{
+	_cur_ai_player = p;
+
+	if (p->bankrupt_asked != 0) {
+		AiHandleTakeover(p);
+		return;
+	}
+
+	// Ugly hack to make sure the service interval of the AI is good, not looking
+	//  to the patch-setting
+	// Also, it takes into account the setting if the service-interval is in days
+	//  or in %
+	_ai_service_interval = _patches.servint_ispercent?80:180;
+
+	if (IS_HUMAN_PLAYER(_current_player))
+		return;
+
+	AiAdjustLoan(p);
+	AiBuildCompanyHQ(p);
+
+	if (_opt.diff.competitor_speed == 4) {
+		/* ultraspeed */
+		_ai_actions[p->ai.state](p);
+		if (p->bankrupt_asked != 0)
+			return;
+	} else if (_opt.diff.competitor_speed != 3) {
+		p->ai.tick++;
+		if (!(p->ai.tick&1))
+			return;
+		if (_opt.diff.competitor_speed != 2) {
+			if (!(p->ai.tick&2))
+				return;
+			if (_opt.diff.competitor_speed == 0) {
+				if (!(p->ai.tick&4))
+					return;
+			}
+		}
+	}
+#if 0
+	{
+		static byte old_state = 99;
+		static bool hasdots = false;
+		char *_ai_state_names[]={
+			"AiCase0",
+			"AiCase1",
+			"AiStateVehLoop",
+			"AiStateCheckReplaceVehicle",
+			"AiStateDoReplaceVehicle",
+			"AiStateWantNewRoute",
+			"AiStateBuildDefaultRailBlocks",
+			"AiStateBuildRail",
+			"AiStateBuildRailVeh",
+			"AiStateDeleteRailBlocks",
+			"AiStateBuildDefaultRoadBlocks",
+			"AiStateBuildRoad",
+			"AiStateBuildRoadVehicles",
+			"AiStateDeleteRoadBlocks",
+			"AiStateAirportStuff",
+			"AiStateBuildDefaultAirportBlocks",
+			"AiStateBuildAircraftVehicles",
+			"AiStateCheckShipStuff",
+			"AiStateBuildDefaultShipBlocks",
+			"AiStateDoShipStuff",
+			"AiStateSellVeh",
+			"AiStateRemoveStation",
+			"AiStateRemoveTrack",
+			"AiStateRemoveSingleRailTile"
+		};
+
+		if (p->ai.state != old_state) {
+			if (hasdots)
+				printf("\n");
+			hasdots=false;
+			printf("AiState: %s\n", _ai_state_names[old_state=p->ai.state]);
+		} else {
+			printf(".");
+			hasdots=true;
+		}
+	}
+#endif
+
+	_ai_actions[p->ai.state](p);
+}
--- a/ai_pathfinder.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/ai_pathfinder.c	Sun Jul 17 15:34:10 2005 +0000
@@ -4,7 +4,7 @@
 #include "map.h"
 #include "tile.h"
 #include "command.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "depot.h"
 
 #define TEST_STATION_NO_DIR 0xFF
--- a/ai_shared.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/ai_shared.c	Sun Jul 17 15:34:10 2005 +0000
@@ -2,7 +2,7 @@
 #include "openttd.h"
 #include "debug.h"
 #include "map.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "vehicle.h"
 
 int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
--- a/openttd.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/openttd.c	Sun Jul 17 15:34:10 2005 +0000
@@ -27,7 +27,7 @@
 #include "fileio.h"
 #include "hal.h"
 #include "airport.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "console.h"
 #include "screenshot.h"
 #include "network.h"
--- a/openttd.dsp	Sun Jul 17 14:03:33 2005 +0000
+++ b/openttd.dsp	Sun Jul 17 15:34:10 2005 +0000
@@ -91,7 +91,7 @@
 # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
 
 # Begin Source File
-SOURCE=.\ai.c
+SOURCE=.\ai_old.c
 # End Source File
 
 # Begin Source File
@@ -375,7 +375,7 @@
 # PROP Default_Filter "h;hpp;hxx;hm;inl"
 
 # Begin Source File
-SOURCE=.\ai.h
+SOURCE=.\ai_new.h
 # End Source File
 
 # Begin Source File
--- a/openttd.tgt	Sun Jul 17 14:03:33 2005 +0000
+++ b/openttd.tgt	Sun Jul 17 15:34:10 2005 +0000
@@ -412,7 +412,7 @@
 105
 MItem
 4
-ai.c
+ai_old.c
 106
 WString
 4
--- a/openttd.vcproj	Sun Jul 17 14:03:33 2005 +0000
+++ b/openttd.vcproj	Sun Jul 17 15:34:10 2005 +0000
@@ -161,7 +161,7 @@
 			Name="Source Files"
 			Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat">
 			<File
-				RelativePath="ai.c">
+				RelativePath="ai_old.c">
 			</File>
 			<File
 				RelativePath=".\airport.c">
@@ -737,7 +737,7 @@
 			Name="AI Files"
 			Filter="">
 			<File
-				RelativePath=".\ai.h">
+				RelativePath=".\ai_new.h">
 			</File>
 			<File
 				RelativePath=".\ai_build.c">
--- a/openttd.xcode/project.pbxproj	Sun Jul 17 14:03:33 2005 +0000
+++ b/openttd.xcode/project.pbxproj	Sun Jul 17 15:34:10 2005 +0000
@@ -3111,7 +3111,7 @@
 			fileEncoding = 30;
 			isa = PBXFileReference;
 			lastKnownFileType = sourcecode.c.h;
-			path = ai.h;
+			path = ai_new.h;
 			refType = 2;
 			sourceTree = SOURCE_ROOT;
 		};
@@ -3119,7 +3119,7 @@
 			fileEncoding = 30;
 			isa = PBXFileReference;
 			lastKnownFileType = sourcecode.c.c;
-			path = ai.c;
+			path = ai_old.c;
 			refType = 2;
 			sourceTree = SOURCE_ROOT;
 		};
--- a/players.c	Sun Jul 17 14:03:33 2005 +0000
+++ b/players.c	Sun Jul 17 15:34:10 2005 +0000
@@ -15,7 +15,7 @@
 #include "news.h"
 #include "saveload.h"
 #include "command.h"
-#include "ai.h"
+#include "ai_new.h"
 #include "sound.h"
 #include "network.h"