Changeset - r2381:4f555f7add1f
[Not reviewed]
master
6 2 6
truelight - 19 years ago 2005-09-02 19:10:45
truelight@openttd.org
(svn r2907) -Codechange: splitted the AIs to their own directory. AINew becomes 'trolly', AIOld becomes 'default', both in their own dir in the 'ai' dir. More AIs to come.
9 files changed:
0 comments (0 inline, 0 general)
Makefile
Show inline comments
 
@@ -573,11 +573,6 @@ endif
 

	
 
### Sources
 

	
 
C_SOURCES += ai_old.c
 
C_SOURCES += ai_build.c
 
C_SOURCES += ai_new.c
 
C_SOURCES += ai_pathfinder.c
 
C_SOURCES += ai_shared.c
 
C_SOURCES += aircraft_cmd.c
 
C_SOURCES += aircraft_gui.c
 
C_SOURCES += airport.c
 
@@ -686,6 +681,12 @@ C_SOURCES += sound/null_s.c
 
C_SOURCES += video/dedicated_v.c
 
C_SOURCES += video/null_v.c
 

	
 
C_SOURCES += ai/default/default.c
 
C_SOURCES += ai/trolly/trolly.c
 
C_SOURCES += ai/trolly/build.c
 
C_SOURCES += ai/trolly/pathfinder.c
 
C_SOURCES += ai/trolly/shared.c
 

	
 
CXX_SOURCES =
 

	
 
OBJC_SOURCES =
 
@@ -988,7 +989,7 @@ upgradeconf: $(MAKE_CONFIG)
 
### Internal build rules
 

	
 
# This makes sure the .deps dir is always around.
 
DEPS_MAGIC := $(shell mkdir -p .deps .deps/music .deps/sound .deps/video .deps/os .deps/os/macosx)
 
DEPS_MAGIC := $(shell mkdir -p .deps .deps/music .deps/sound .deps/video .deps/os .deps/os/macosx .deps/ai/default .deps/ai/trolly)
 

	
 
# Introduce the dependencies
 
ifneq ($(MAKECMDGOALS), clean)
ai/default/default.c
Show inline comments
 
new file 100644
 
/* $Id: ai_old.c 2701 2005-07-24 14:12:37Z tron $ */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../functions.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"
 
#include "../../variables.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 = GetBestRailtype(p);
 
	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 rad;
 

	
 
	for(;p->mode != 4;p++) if (p->mode == 1) {
 
		TileIndex tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs));
 
		uint w;
 
		uint h;
 

	
 
		w = GB(p->attr, 1, 3);
 
		h = GB(p->attr, 4, 3);
 
		if (p->attr & 1) uintswap(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);
 
}
ai/trolly/build.c
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../debug.h"
 
#include "../../functions.h"
 
#include "../../map.h"
 
#include "../../tile.h"
 
#include "../../command.h"
 
#include "trolly.h"
 
#include "../../engine.h"
 
#include "../../station.h"
 
#include "../../variables.h"
 

	
 
// Build HQ
 
//  Params:
 
//    tile : tile where HQ is going to be build
 
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
 
{
 
	if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
 
		return false;
 
	DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
 
	return true;
 
}
 

	
 

	
 
// Build station
 
//  Params:
 
//    type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
 
//    tile : tile where station is going to be build
 
//    length : in case of AI_TRAIN: length of station
 
//    numtracks : in case of AI_TRAIN: tracks of station
 
//    direction : the direction of the station
 
//    flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
 
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
 
{
 
	if (type == AI_TRAIN)
 
		return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
 

	
 
	if (type == AI_BUS)
 
		return DoCommandByTile(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 

	
 
	return DoCommandByTile(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
 
}
 

	
 

	
 
// Builds a brdige. The second best out of the ones available for this player
 
//  Params:
 
//   tile_a : starting point
 
//   tile_b : end point
 
//   flag : flag passed to DoCommand
 
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
 
{
 
	int bridge_type, bridge_len, type, type2;
 

	
 
	// Find a good bridgetype (the best money can buy)
 
	bridge_len = GetBridgeLength(tile_a, tile_b);
 
	type = type2 = 0;
 
	for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
 
		if (CheckBridge_Stuff(bridge_type, bridge_len)) {
 
			type2 = type;
 
			type = bridge_type;
 
			// We found two bridges, exit
 
			if (type2 != 0) break;
 
		}
 
	}
 
	// There is only one bridge that can be build..
 
	if (type2 == 0 && type != 0) type2 = type;
 

	
 
	// Now, simply, build the bridge!
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 

	
 
	return DoCommandByTile(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
 
}
 

	
 

	
 
// Build the route part by part
 
// Basicly what this function do, is build that amount of parts of the route
 
//  that go in the same direction. It sets 'part' to the last part of the route builded.
 
//  The return value is the cost for the builded parts
 
//
 
//  Params:
 
//   PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
 
//   part : Which part we need to build
 
//
 
// TODO: skip already builded road-pieces (e.g.: cityroad)
 
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
 
{
 
	int part = PathFinderInfo->position;
 
	byte *route_extra = PathFinderInfo->route_extra;
 
	TileIndex *route = PathFinderInfo->route;
 
	int dir;
 
	int old_dir = -1;
 
	int cost = 0;
 
	int res;
 
	// We need to calculate the direction with the parent of the parent.. so we skip
 
	//  the first pieces and the last piece
 
	if (part < 1) part = 1;
 
	// When we are done, stop it
 
	if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
 

	
 

	
 
	if (PathFinderInfo->rail_or_road) {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
				return 0;
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
			}
 
			return cost;
 
		}
 

	
 
		// Build normal rail
 
		// Keep it doing till we go an other way
 
		if (route_extra[part-1] == 0 && route_extra[part] == 0) {
 
			while (route_extra[part] == 0) {
 
				// Get the current direction
 
				dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// Build the tile
 
				res = DoCommandByTile(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
 
				if (CmdFailed(res)) {
 
					// Problem.. let's just abort it all!
 
					p->ainew.state = AI_STATE_NOTHING;
 
					return 0;
 
				}
 
				cost += res;
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
		}
 
		// We want to return the last position, so we go back one
 
		PathFinderInfo->position = part;
 
	} else {
 
		// Tunnel code
 
		if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
 
			cost += DoCommandByTile(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
 
				return 0;
 
			}
 
			return cost;
 
		}
 
		// Bridge code
 
		if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
 
			cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
 
			PathFinderInfo->position++;
 
			// TODO: problems!
 
			if (CmdFailed(cost)) {
 
				DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
 
				return 0;
 
			}
 
			return cost;
 
		}
 

	
 
		// Build normal road
 
		// Keep it doing till we go an other way
 
		// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
 
		//  it will wait till the vehicle is gone..
 
		if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
			while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
 
				// Get the current direction
 
				dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
 
				// Is it the same as the last one?
 
				if (old_dir != -1 && old_dir != dir) break;
 
				old_dir = dir;
 
				// There is already some road, and it is a bridge.. don't build!!!
 
				if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
 
					// Build the tile
 
					res = DoCommandByTile(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
 
					// Currently, we ignore CMD_ERRORs!
 
					if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
 
						// Problem.. let's just abort it all!
 
						DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
 
						p->ainew.state = AI_STATE_NOTHING;
 
						return 0;
 
					}
 

	
 
					if (!CmdFailed(res)) cost += res;
 
				}
 
				// Go to the next tile
 
				part++;
 
				// Check if it is still in range..
 
				if (part >= PathFinderInfo->route_length - 1) break;
 
			}
 
			part--;
 
			// We want to return the last position, so we go back one
 
		}
 
		if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
 
		PathFinderInfo->position = part;
 
	}
 

	
 
	return cost;
 
}
 

	
 

	
 
// This functions tries to find the best vehicle for this type of cargo
 
// It returns vehicle_id or -1 if not found
 
int AiNew_PickVehicle(Player *p)
 
{
 
	if (p->ainew.tbt == AI_TRAIN) {
 
		// Not supported yet
 
		return -1;
 
	} else {
 
		int start, count, i, ret = CMD_ERROR;
 
		start = _cargoc.ai_roadveh_start[p->ainew.cargo];
 
		count = _cargoc.ai_roadveh_count[p->ainew.cargo];
 

	
 
		// Let's check it backwards.. we simply want to best engine available..
 
		for (i=start+count-1;i>=start;i--) {
 
			// Is it availiable?
 
			// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
 
			if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
 
			// Can we build it?
 
			ret = DoCommandByTile(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
 
			if (!CmdFailed(ret)) break;
 
		}
 
		// We did not find a vehicle :(
 
		if (CmdFailed(ret)) { return -1; }
 
		return i;
 
	}
 
}
 

	
 

	
 
// Builds the best vehicle possible
 
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
 
{
 
	int i = AiNew_PickVehicle(p);
 
	if (i == -1) return CMD_ERROR;
 

	
 
	if (p->ainew.tbt == AI_TRAIN)
 
	return CMD_ERROR;
 

	
 
	return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
 
}
 

	
 
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
 
{
 
	static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
	int ret, ret2;
 
	if (p->ainew.tbt == AI_TRAIN)
 
		return DoCommandByTile(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
 

	
 
	ret = DoCommandByTile(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
 
	if (CmdFailed(ret)) return ret;
 
	// Try to build the road from the depot
 
	ret2 = DoCommandByTile(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
	// If it fails, ignore it..
 
	if (CmdFailed(ret2)) return ret;
 
	return ret + ret2;
 
}
ai/trolly/pathfinder.c
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../debug.h"
 
#include "../../functions.h"
 
#include "../../map.h"
 
#include "../../tile.h"
 
#include "../../command.h"
 
#include "trolly.h"
 
#include "../../depot.h"
 
#include "../../variables.h"
 

	
 
#define TEST_STATION_NO_DIR 0xFF
 

	
 
// Tests if a station can be build on the given spot
 
// TODO: make it train compatible
 
static bool TestCanBuildStationHere(TileIndex tile, byte dir)
 
{
 
	Player *p = GetPlayer(_current_player);
 

	
 
	if (dir == TEST_STATION_NO_DIR) {
 
		int32 ret;
 
		// TODO: currently we only allow spots that can be access from al 4 directions...
 
		//  should be fixed!!!
 
		for (dir = 0; dir < 4; dir++) {
 
			ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
 
			if (!CmdFailed(ret)) return true;
 
		}
 
		return false;
 
	}
 

	
 
	// return true if command succeeded, so the inverse of CmdFailed()
 
	return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
 
}
 

	
 

	
 
static bool IsRoad(TileIndex tile)
 
{
 
	return
 
		// MP_STREET, but not a road depot?
 
		(IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
 
		(IsTileType(tile, MP_TUNNELBRIDGE) && (
 
			// road tunnel?
 
			((_m[tile].m5 & 0x80) == 0 && (_m[tile].m5 & 0x4) == 0x4) ||
 
			// road bridge?
 
			((_m[tile].m5 & 0x80) != 0 && (_m[tile].m5 & 0x2) == 0x2)
 
		));
 
}
 

	
 

	
 
// Checks if a tile 'a' is between the tiles 'b' and 'c'
 
#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
 

	
 

	
 
// Check if the current tile is in our end-area
 
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
 
{
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	// It is not allowed to have a station on the end of a bridge or tunnel ;)
 
	if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
 
	if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
 
		if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
 
			if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
 
				return AYSTAR_FOUND_END_NODE;
 

	
 
	return AYSTAR_DONE;
 
}
 

	
 

	
 
// Calculates the hash
 
//   Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
 
static uint AiPathFinder_Hash(uint key1, uint key2)
 
{
 
	return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
 
}
 

	
 

	
 
// Clear the memory of all the things
 
static void AyStar_AiPathFinder_Free(AyStar *aystar)
 
{
 
	AyStarMain_Free(aystar);
 
	free(aystar);
 
}
 

	
 

	
 
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
 
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
 
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
 

	
 

	
 
// This creates the AiPathFinder
 
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
 
{
 
	PathNode start_node;
 
	uint x;
 
	uint y;
 
	// Create AyStar
 
	AyStar *result = malloc(sizeof(AyStar));
 
	init_AyStar(result, AiPathFinder_Hash, 1 << 10);
 
	// Set the function pointers
 
	result->CalculateG = AyStar_AiPathFinder_CalculateG;
 
	result->CalculateH = AyStar_AiPathFinder_CalculateH;
 
	result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
 
	result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
 
	result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
 

	
 
	result->BeforeExit = NULL;
 

	
 
	result->free = AyStar_AiPathFinder_Free;
 

	
 
	// Set some information
 
	result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
 
	result->max_path_cost = 0;
 
	result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
 

	
 
	// Set the user_data to the PathFinderInfo
 
	result->user_target = PathFinderInfo;
 

	
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 

	
 
	// Now we add all the starting tiles
 
	for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
 
		for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
 
			start_node.node.tile = TileXY(x, y);
 
			result->addstart(result, &start_node.node, 0);
 
		}
 
	}
 

	
 
	return result;
 
}
 

	
 

	
 
// To reuse AyStar we sometimes have to clean all the memory
 
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
 
{
 
	PathNode start_node;
 
	uint x;
 
	uint y;
 

	
 
	aystar->clear(aystar);
 

	
 
	// Set the user_data to the PathFinderInfo
 
	aystar->user_target = PathFinderInfo;
 

	
 
	// Set the start node
 
	start_node.parent = NULL;
 
	start_node.node.direction = 0;
 
	start_node.node.user_data[0] = 0;
 
	start_node.node.tile = PathFinderInfo->start_tile_tl;
 

	
 
	// Now we add all the starting tiles
 
	for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
 
		for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
 
			if (!(IsTileType(TileXY(x, y), MP_CLEAR) || IsTileType(TileXY(x, y), MP_TREES))) continue;
 
			if (!TestCanBuildStationHere(TileXY(x, y), TEST_STATION_NO_DIR)) continue;
 
			start_node.node.tile = TileXY(x, y);
 
			aystar->addstart(aystar, &start_node.node, 0);
 
		}
 
	}
 
}
 

	
 

	
 
// The h-value, simple calculation
 
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
 
{
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, r2;
 
	if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
 
		// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
 
		r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
 
		r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction));
 
	} else {
 
		// No direction, so just get the fastest route to the station
 
		r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
 
		r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
 
	}
 
	// See if the bottomright is faster than the topleft..
 
	if (r2 < r) r = r2;
 
	return r * AI_PATHFINDER_H_MULTIPLER;
 
}
 

	
 

	
 
// We found the end.. let's get the route back and put it in an array
 
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
 
{
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	uint i = 0;
 
	PathNode *parent = &current->path;
 

	
 
	do {
 
		PathFinderInfo->route_extra[i] = parent->node.user_data[0];
 
		PathFinderInfo->route[i++] = parent->node.tile;
 
		if (i > lengthof(PathFinderInfo->route)) {
 
			// We ran out of space for the PathFinder
 
			DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!");
 
			PathFinderInfo->route_length = -1; // -1 indicates out of space
 
			return;
 
		}
 
		parent = parent->parent;
 
	} while (parent != NULL);
 
	PathFinderInfo->route_length = i;
 
	DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
 
}
 

	
 

	
 
// What tiles are around us.
 
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
 
{
 
	uint i;
 
	int ret;
 
	int dir;
 

	
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 

	
 
	aystar->num_neighbours = 0;
 

	
 
	// Go through all surrounding tiles and check if they are within the limits
 
	for (i = 0; i < 4; i++) {
 
		TileIndex ctile = current->path.node.tile; // Current tile
 
		TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
 

	
 
		if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
 
				TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
 
			// We also directly test if the current tile can connect to this tile..
 
			//  We do this simply by just building the tile!
 

	
 
			// If the next step is a bridge, we have to enter it the right way
 
			if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
 
				if (IsTileType(atile, MP_TUNNELBRIDGE)) {
 
					// An existing bridge... let's test the direction ;)
 
					if ((_m[atile].m5 & 1U) != (i & 1)) continue;
 
					// This problem only is valid for tunnels:
 
					// When the last tile was not yet a tunnel, check if we enter from the right side..
 
					if ((_m[atile].m5 & 0x80) == 0) {
 
						if (i != (_m[atile].m5 & 3U)) continue;
 
					}
 
				}
 
			}
 
			// But also if we are on a bridge, we can only move a certain direction
 
			if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
 
				if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
 
					// An existing bridge/tunnel... let's test the direction ;)
 
					if ((_m[ctile].m5 & 1U) != (i & 1)) continue;
 
				}
 
			}
 

	
 
			if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
 
					(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
 
				// We are a bridge/tunnel, how cool!!
 
				//  This means we can only point forward.. get the direction from the user_data
 
				if (i != (current->path.node.user_data[0] >> 8)) continue;
 
			}
 
			dir = 0;
 

	
 
			// First, check if we have a parent
 
			if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
 
				// If not, this means we are at the starting station
 
				if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
 
					// We do need a direction?
 
					if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
 
						// We are not pointing the right way, invalid tile
 
						continue;
 
					}
 
				}
 
			} else if (current->path.node.user_data[0] == 0) {
 
				if (PathFinderInfo->rail_or_road) {
 
					// Rail check
 
					dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
 
					ret = DoCommandByTile(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
 
					if (CmdFailed(ret)) continue;
 
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
 
					if (current->path.parent->parent != NULL) {
 
						// Check if we don't make a 90degree curve
 
						int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
 
						if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
 
							continue;
 
						}
 
					}
 
#endif
 
				} else {
 
					// Road check
 
					dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
 
					if (IsRoad(ctile)) {
 
						if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
 
							// We have a bridge, how nicely! We should mark it...
 
							dir = 0;
 
						} else {
 
							// It already has road.. check if we miss any bits!
 
							if ((_m[ctile].m5 & dir) != dir) {
 
								// We do miss some pieces :(
 
								dir &= ~_m[ctile].m5;
 
							} else {
 
								dir = 0;
 
							}
 
						}
 
					}
 
					// Only destruct things if it is MP_CLEAR of MP_TREES
 
					if (dir != 0) {
 
						ret = DoCommandByTile(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (CmdFailed(ret)) continue;
 
					}
 
				}
 
			}
 

	
 
			// The tile can be connected
 
			aystar->neighbours[aystar->num_neighbours].tile = atile;
 
			aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
 
			aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
		}
 
	}
 

	
 
	// Next step, check for bridges and tunnels
 
	if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
 
		TileInfo ti;
 
		// First we get the dir from this tile and his parent
 
		int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
 
		// It means we can only walk with the track, so the bridge has to be in the same direction
 
		TileIndex tile = current->path.node.tile;
 
		TileIndex new_tile = tile;
 

	
 
		FindLandscapeHeightByTile(&ti, tile);
 

	
 
		// Bridges can only be build on land that is not flat
 
		//  And if there is a road or rail blocking
 
		if (ti.tileh != 0 ||
 
				(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
 
				(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
 
			for (;;) {
 
				new_tile += TileOffsByDir(dir);
 

	
 
				// Precheck, is the length allowed?
 
				if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
 

	
 
				// Check if we hit the station-tile.. we don't like that!
 
				if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
 

	
 
				// Try building the bridge..
 
				ret = DoCommandByTile(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
 
				if (CmdFailed(ret)) continue;
 
				// We can build a bridge here.. add him to the neighbours
 
				aystar->neighbours[aystar->num_neighbours].tile = new_tile;
 
				aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
 
				aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
				// We can only have 12 neighbours, and we need 1 left for tunnels
 
				if (aystar->num_neighbours == 11) break;
 
			}
 
		}
 

	
 
		// Next, check for tunnels!
 
		// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
 
		//  For now, we check both sides for this tile.. terraforming gives fuzzy result
 
		if ((dir == 0 && ti.tileh == 12) ||
 
				(dir == 1 && ti.tileh == 6) ||
 
				(dir == 2 && ti.tileh == 3) ||
 
				(dir == 3 && ti.tileh == 9)) {
 
			// Now simply check if a tunnel can be build
 
			ret = DoCommandByTile(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
 
			FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
 
			if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
 
				aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
 
				aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
 
				aystar->neighbours[aystar->num_neighbours++].direction = 0;
 
			}
 
		}
 
	}
 
}
 

	
 

	
 
extern uint GetRailFoundation(uint tileh, uint bits);
 
extern uint GetRoadFoundation(uint tileh, uint bits);
 
extern uint GetBridgeFoundation(uint tileh, byte direction);
 
enum {
 
	BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
 
};
 

	
 
// The most important function: it calculates the g-value
 
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
 
{
 
	Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
 
	int r, res = 0;
 
	TileInfo ti, parent_ti;
 

	
 
	// Gather some information about the tile..
 
	FindLandscapeHeightByTile(&ti, current->tile);
 
	FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
 

	
 
	// Check if we hit the end-tile
 
	if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
 
		// We are at the end-tile, check if we had a direction or something...
 
		if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
 
			// We are not pointing the right way, invalid tile
 
			return AYSTAR_INVALID_NODE;
 
		}
 
		// If it was valid, drop out.. we don't build on the endtile
 
		return 0;
 
	}
 

	
 
	// Give everything a small penalty
 
	res += AI_PATHFINDER_PENALTY;
 

	
 
	if (!PathFinderInfo->rail_or_road) {
 
		// Road has the lovely advantage it can use other road... check if
 
		//  the current tile is road, and if so, give a good bonus
 
		if (IsRoad(current->tile)) {
 
			res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
 
		}
 
	}
 

	
 
	// We should give a penalty when the tile is going up or down.. this is one way to do so!
 
	//  Too bad we have to count it from the parent.. but that is not so bad.
 
	// We also dislike long routes on slopes, since they do not look too realistic
 
	//  when there is a flat land all around, they are more expensive to build, and
 
	//  especially they essentially block the ability to connect or cross the road
 
	//  from one side.
 
	if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
 
		// Skip if the tile was from a bridge or tunnel
 
		if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
 
			if (PathFinderInfo->rail_or_road) {
 
				r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
				// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
 
				if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
 
					res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
				} else {
 
					res += AI_PATHFINDER_FOUNDATION_PENALTY;
 
				}
 
			} else {
 
				if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
 
					r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
 
					if (r >= 15 || r == 0)
 
						res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
 
					else
 
						res += AI_PATHFINDER_FOUNDATION_PENALTY;
 
				}
 
			}
 
		}
 
	}
 

	
 
	// Are we part of a tunnel?
 
	if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
 
		// Tunnels are very expensive when build on long routes..
 
		// Ironicly, we are using BridgeCode here ;)
 
		r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		res += r + (r >> 8);
 
	}
 

	
 
	// Are we part of a bridge?
 
	if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
 
		// That means for every length a penalty
 
		res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
 
		// Check if we are going up or down, first for the starting point
 
		// In user_data[0] is at the 8th bit the direction
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
 
			if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
 
				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		}
 
		// Second for the end point
 
		if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
 
			if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
 
				res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		}
 
		if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
		if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
 
	}
 

	
 
	//  To prevent the AI from taking the fastest way in tiles, but not the fastest way
 
	//    in speed, we have to give a good penalty to direction changing
 
	//  This way, we get almost the fastest way in tiles, and a very good speed on the track
 
	if (!PathFinderInfo->rail_or_road) {
 
		if (parent->path.parent != NULL &&
 
				AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
 
			// When road exists, we don't like turning, but its free, so don't be to piggy about it
 
			if (IsRoad(parent->path.node.tile))
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
 
			else
 
				res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
		}
 
	} else {
 
		// For rail we have 1 exeption: diagonal rail..
 
		// So we fetch 2 raildirection. That of the current one, and of the one before that
 
		if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
 
			int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
 
			int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
 
			// First, see if we are on diagonal path, that is better than straight path
 
			if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
 

	
 
			// First see if they are different
 
			if (dir1 != dir2) {
 
				// dir 2 and 3 are 1 diagonal track, and 4 and 5.
 
				if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
 
					// It is not, so we changed of direction
 
					res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
 
				}
 
				if (parent->path.parent->parent->parent != NULL) {
 
					int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
 
					// Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
 
					if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
 
						res += AI_PATHFINDER_CURVE_PENALTY;
 
					}
 
				}
 
			}
 
		}
 
	}
 

	
 
	// Res should never be below zero.. if so, make it zero!
 
	if (res < 0) { res = 0; }
 

	
 
	// Return our value
 
	return res;
 
}
ai/trolly/shared.c
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../debug.h"
 
#include "../../map.h"
 
#include "trolly.h"
 
#include "../../vehicle.h"
 

	
 
int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
 
{
 
	// 0 = vert
 
	// 1 = horz
 
	// 2 = dig up-left
 
	// 3 = dig down-right
 
	// 4 = dig down-left
 
	// 5 = dig up-right
 

	
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 

	
 
	x1 = TileX(tile_a);
 
	x2 = TileX(tile_b);
 
	x3 = TileX(tile_c);
 

	
 
	y1 = TileY(tile_a);
 
	y2 = TileY(tile_b);
 
	y3 = TileY(tile_c);
 

	
 
	if (y1 == y2 && y2 == y3) return 0;
 
	if (x1 == x2 && x2 == x3) return 1;
 
	if (y2 > y1) {
 
		if (x2 > x3) return 2;
 
		else return 4;
 
	}
 
	if (x2 > x1) {
 
		if (y2 > y3) return 2;
 
		else return 5;
 
	}
 
	if (y1 > y2) {
 
		if (x2 > x3) return 5;
 
		else return 3;
 
	}
 
	if (x1 > x2) {
 
		if (y2 > y3) return 4;
 
		else return 3;
 
	}
 

	
 
	return 0;
 
}
 

	
 
int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
 
{
 
	int x1, x2, x3;
 
	int y1, y2, y3;
 
	int r;
 

	
 
	x1 = TileX(tile_a);
 
	x2 = TileX(tile_b);
 
	x3 = TileX(tile_c);
 

	
 
	y1 = TileY(tile_a);
 
	y2 = TileY(tile_b);
 
	y3 = TileY(tile_c);
 

	
 
	r = 0;
 

	
 
	if (x1 < x2) r += 8;
 
	if (y1 < y2) r += 1;
 
	if (x1 > x2) r += 2;
 
	if (y1 > y2) r += 4;
 

	
 
	if (x2 < x3) r += 2;
 
	if (y2 < y3) r += 4;
 
	if (x2 > x3) r += 8;
 
	if (y2 > y3) r += 1;
 

	
 
	return r;
 
}
 

	
 
// Get's the direction between 2 tiles seen from tile_a
 
int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
 
{
 
	if (TileY(tile_a) < TileY(tile_b)) return 1;
 
	if (TileY(tile_a) > TileY(tile_b)) return 3;
 
	if (TileX(tile_a) < TileX(tile_b)) return 2;
 
	return 0;
 
}
 

	
 
// This functions looks up if this vehicle is special for this AI
 
//  and returns his flag
 
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
 
	int i;
 
	for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
 
		if (p->ainew.special_vehicles[i].veh_id == v->index) {
 
			return p->ainew.special_vehicles[i].flag;
 
		}
 
	}
 

	
 
	// Not found :(
 
	return 0;
 
}
 

	
 
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
 
	int i, new_id = -1;
 
	for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
 
		if (p->ainew.special_vehicles[i].veh_id == v->index) {
 
			p->ainew.special_vehicles[i].flag |= flag;
 
			return true;
 
		}
 
		if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
 
			p->ainew.special_vehicles[i].flag == 0)
 
			new_id = i;
 
	}
 

	
 
	// Out of special_vehicle spots :s
 
	if (new_id == -1) {
 
		DEBUG(ai, 1)("special_vehicles list is too small :(");
 
		return false;
 
	}
 
	p->ainew.special_vehicles[new_id].veh_id = v->index;
 
	p->ainew.special_vehicles[new_id].flag = flag;
 
	return true;
 
}
ai/trolly/trolly.c
Show inline comments
 
new file 100644
 
/* $Id: ai_new.c 2891 2005-08-26 20:26:34Z tron $ */
 

	
 
/*
 
 * This AI was created as a direct reaction to the big demand for some good AIs in OTTD.
 
 *   Too bad it never left alpha-stage, and it is considered dead in his current form.
 
 *   By the time of writing this, we, the creator of this AI and a good friend of mine,
 
 *   are designing a whole new AI-system that allows us to create AIs easier and without
 
 *   all the fuzz we encountered while I was working on this AI. By the time that system
 
 *   is finished, you can expect that this AI will dissapear, because it is pretty
 
 *   obselete and bad programmed.
 
 *
 
 * In the meanwhile I wish you all much fun with this AI; if you are interested as
 
 *   AI-developer in this AI, I advise you not stare too long to some code, some things in
 
 *   here really are... strange ;) But in either way: enjoy :)
 
 *
 
 *  -- TrueLight :: 2005-09-01
 
 */
 

	
 
#include "../../stdafx.h"
 
#include "../../openttd.h"
 
#include "../../debug.h"
 
#include "../../functions.h"
 
#include "../../table/strings.h"
 
#include "../../map.h"
 
#include "../../tile.h"
 
#include "../../command.h"
 
#include "trolly.h"
 
#include "../../town.h"
 
#include "../../industry.h"
 
#include "../../station.h"
 
#include "../../engine.h"
 
#include "../../gui.h"
 
#include "../../depot.h"
 

	
 
// This function is called after StartUp. It is the init of an AI
 
static void AiNew_State_FirstTime(Player *p)
 
{
 
	// This assert is used to protect those function from misuse
 
	//   You have quickly a small mistake in the state-array
 
	//   With that, everything would go wrong. Finding that, is almost impossible
 
	//   With this assert, that problem can never happen.
 
	assert(p->ainew.state == AI_STATE_FIRST_TIME);
 
	// We first have to init some things
 

	
 
	if (_current_player == 1) {
 
		ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
 
	}
 

	
 
	// The PathFinder (AyStar)
 
	// TODO: Maybe when an AI goes bankrupt, this is de-init
 
	//  or when coming from a savegame.. should be checked out!
 
	p->ainew.path_info.start_tile_tl = 0;
 
	p->ainew.path_info.start_tile_br = 0;
 
	p->ainew.path_info.end_tile_tl = 0;
 
	p->ainew.path_info.end_tile_br = 0;
 
	p->ainew.pathfinder = new_AyStar_AiPathFinder(12, &p->ainew.path_info);
 

	
 
	p->ainew.idle = 0;
 
	p->ainew.last_vehiclecheck_date = _date;
 

	
 
	// We ALWAYS start with a bus route.. just some basic money ;)
 
	p->ainew.action = AI_ACTION_BUS_ROUTE;
 

	
 
	// Let's popup the news, and after that, start building..
 
	p->ainew.state = AI_STATE_WAKE_UP;
 
}
 

	
 

	
 
// This function just waste some time
 
//  It keeps it more real. The AI can build on such tempo no normal user
 
//  can ever keep up with that. The competitor_speed already delays a bit
 
//  but after the AI finished a track it really needs to go to sleep.
 
//
 
// Let's say, we sleep between one and three days if the AI is put on Very Fast.
 
//  This means that on Very Slow it will be between 16 and 48 days.. slow enough?
 
static void AiNew_State_Nothing(Player *p)
 
{
 
	assert(p->ainew.state == AI_STATE_NOTHING);
 
	// If we are done idling, start over again
 
	if (p->ainew.idle == 0) p->ainew.idle = RandomRange(DAY_TICKS * 2) + DAY_TICKS;
 
	if (--p->ainew.idle == 0) {
 
		// We are done idling.. what you say? Let's do something!
 
		// I mean.. the next tick ;)
 
		p->ainew.state = AI_STATE_WAKE_UP;
 
	}
 
}
 

	
 

	
 
// This function picks out a task we are going to do.
 
//  Currently supported:
 
//    - Make new route
 
//    - Check route
 
//    - Build HQ
 
static void AiNew_State_WakeUp(Player *p)
 
{
 
	int32 money;
 
	int c;
 
	assert(p->ainew.state == AI_STATE_WAKE_UP);
 
	// First, check if we have a HQ
 
	if (p->location_of_house == 0) {
 
		// We have no HQ yet, build one on a random place
 
		// Random till we found a place for it!
 
		// TODO: this should not be on a random place..
 
		AiNew_Build_CompanyHQ(p, Random() % MapSize());
 
		// Enough for now, but we want to come back here the next time
 
		//  so we do not change any status
 
		return;
 
	}
 

	
 
	money = p->player_money - AI_MINIMUM_MONEY;
 

	
 
	// Let's pick an action!
 
	if (p->ainew.action == AI_ACTION_NONE) {
 
		c = Random() & 0xFF;
 
		if (p->current_loan > 0 &&
 
				p->old_economy[1].income > AI_MINIMUM_INCOME_FOR_LOAN &&
 
				c < 10) {
 
			p->ainew.action = AI_ACTION_REPAY_LOAN;
 
		} else if (p->ainew.last_vehiclecheck_date + AI_DAYS_BETWEEN_VEHICLE_CHECKS < _date) {
 
			// Check all vehicles once in a while
 
			p->ainew.action = AI_ACTION_CHECK_ALL_VEHICLES;
 
			p->ainew.last_vehiclecheck_date = _date;
 
		} else if (c < 100 && !_patches.ai_disable_veh_roadveh) {
 
			// Do we have any spots for road-vehicles left open?
 
			if (GetFreeUnitNumber(VEH_Road) <= _patches.max_roadveh) {
 
				if (c < 85)
 
					p->ainew.action = AI_ACTION_TRUCK_ROUTE;
 
				else
 
					p->ainew.action = AI_ACTION_BUS_ROUTE;
 
			}
 
		}/* else if (c < 200 && !_patches.ai_disable_veh_train) {
 
			if (GetFreeUnitNumber(VEH_Train) <= _patches.max_trains) {
 
				p->ainew.action = AI_ACTION_TRAIN_ROUTE;
 
			}
 
		}*/
 

	
 
		p->ainew.counter = 0;
 
	}
 

	
 
	if (p->ainew.counter++ > AI_MAX_TRIES_FOR_SAME_ROUTE) {
 
		p->ainew.action = AI_ACTION_NONE;
 
		return;
 
	}
 

	
 
	if (_patches.ai_disable_veh_roadveh && (
 
				p->ainew.action == AI_ACTION_BUS_ROUTE ||
 
				p->ainew.action == AI_ACTION_TRUCK_ROUTE
 
			)) {
 
		p->ainew.action = AI_ACTION_NONE;
 
		return;
 
	}
 

	
 
	if (_patches.ai_disable_veh_roadveh && (
 
				p->ainew.action == AI_ACTION_BUS_ROUTE ||
 
				p->ainew.action == AI_ACTION_TRUCK_ROUTE
 
			)) {
 
		p->ainew.action = AI_ACTION_NONE;
 
		return;
 
	}
 

	
 
	if (p->ainew.action == AI_ACTION_REPAY_LOAN &&
 
			money > AI_MINIMUM_LOAN_REPAY_MONEY) {
 
		// We start repaying some money..
 
		p->ainew.state = AI_STATE_REPAY_MONEY;
 
		return;
 
	}
 

	
 
	if (p->ainew.action == AI_ACTION_CHECK_ALL_VEHICLES) {
 
		p->ainew.state = AI_STATE_CHECK_ALL_VEHICLES;
 
		return;
 
	}
 

	
 
	// It is useless to start finding a route if we don't have enough money
 
	//  to build the route anyway..
 
	if (p->ainew.action == AI_ACTION_BUS_ROUTE &&
 
			money > AI_MINIMUM_BUS_ROUTE_MONEY) {
 
		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_BUS; // Bus-route
 
		return;
 
	}
 
	if (p->ainew.action == AI_ACTION_TRUCK_ROUTE &&
 
			money > AI_MINIMUM_TRUCK_ROUTE_MONEY) {
 
		if (GetFreeUnitNumber(VEH_Road) > _patches.max_roadveh) {
 
			p->ainew.action = AI_ACTION_NONE;
 
			return;
 
		}
 
		p->ainew.cargo = AI_NEED_CARGO;
 
		p->ainew.last_id = 0;
 
		p->ainew.state = AI_STATE_LOCATE_ROUTE;
 
		p->ainew.tbt = AI_TRUCK;
 
		return;
 
	}
 

	
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 

	
 
static void AiNew_State_ActionDone(Player *p)
 
{
 
	p->ainew.action = AI_ACTION_NONE;
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 

	
 
// Check if a city or industry is good enough to start a route there
 
static bool AiNew_Check_City_or_Industry(Player *p, int ic, byte type)
 
{
 
	if (type == AI_CITY) {
 
		Town *t = GetTown(ic);
 
		Station *st;
 
		uint count = 0;
 
		int j = 0;
 

	
 
		// We don't like roadconstructions, don't even true such a city
 
		if (t->road_build_months != 0) return false;
 

	
 
		// Check if the rating in a city is high enough
 
		//  If not, take a chance if we want to continue
 
		if (t->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 

	
 
		if (t->max_pass - t->act_pass < AI_CHECKCITY_NEEDED_CARGO && !CHANCE16(1,AI_CHECKCITY_CITY_CHANCE)) return false;
 

	
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		//  This way we don't get 12 busstations in one city of 100 population ;)
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking busses?
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) != FACIL_BUS_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != t) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (!st->goods[CT_PASSENGERS].last_speed) continue;
 
				// Is it around our city
 
				if (DistanceManhattan(st->xy, t->xy) > 10) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[CT_PASSENGERS].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// When this is the first station, we build a second with no problem ;)
 
				if (j == 1) continue;
 
				// The rating is high.. second station...
 
				//  a little chance that we still continue
 
				//  But if there are 3 stations of this size, we never go on...
 
				if (j == 2 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 

	
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > t->max_pass) return false;
 

	
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 
	if (type == AI_INDUSTRY) {
 
		Industry *i = GetIndustry(ic);
 
		Station *st;
 
		int count = 0;
 
		int j = 0;
 

	
 
		if (i->town != NULL && i->town->ratings[_current_player] < 0 && CHANCE16(1,4)) return false;
 

	
 
		// No limits on delevering stations!
 
		//  Or for industry that does not give anything yet
 
		if (i->produced_cargo[0] == 0xFF || i->total_production[0] == 0) return true;
 

	
 
		if (i->total_production[0] - i->total_transported[0] < AI_CHECKCITY_NEEDED_CARGO) return false;
 

	
 
		// Check if we have build a station in this town the last 6 months
 
		//  else we don't do it. This is done, because stat updates can be slow
 
		//  and sometimes it takes up to 4 months before the stats are corectly.
 
		FOR_ALL_STATIONS(st) {
 
			// Is it an active station
 
			if (st->xy == 0) continue;
 

	
 
			// Do we own it?
 
			if (st->owner == _current_player) {
 
				// Are we talking trucks?
 
				if (p->ainew.tbt == AI_TRUCK && (FACIL_TRUCK_STOP & st->facilities) != FACIL_TRUCK_STOP) continue;
 
				// Is it the same city as we are in now?
 
				if (st->town != i->town) continue;
 
				// When was this station build?
 
				if (_date - st->build_date < AI_CHECKCITY_DATE_BETWEEN) return false;
 
				// Cound the amount of stations in this city that we own
 
				count++;
 
			} else {
 
				// We do not own it, request some info about the station
 
				//  we want to know if this station gets the same good. If so,
 
				//  we want to know its rating. If it is too high, we are not going
 
				//  to build there
 
				if (i->produced_cargo[0] == 0xFF) continue;
 
				// It does not take this cargo
 
				if (!st->goods[i->produced_cargo[0]].last_speed) continue;
 
				// Is it around our industry
 
				if (DistanceManhattan(st->xy, i->xy) > 5) continue;
 
				// It does take this cargo.. what is his rating?
 
				if (st->goods[i->produced_cargo[0]].rating < AI_CHECKCITY_CARGO_RATING) continue;
 
				j++;
 
				// The rating is high.. a little chance that we still continue
 
				//  But if there are 2 stations of this size, we never go on...
 
				if (j == 1 && CHANCE16(1, AI_CHECKCITY_CARGO_RATING_CHANCE)) continue;
 
				// We don't like this station :(
 
				return false;
 
			}
 
		}
 

	
 
		// We are about to add one...
 
		count++;
 
		// Check if we the city can provide enough cargo for this amount of stations..
 
		if (count * AI_CHECKCITY_CARGO_PER_STATION > i->total_production[0]) return false;
 

	
 
		// All check are okay, so we can build here!
 
		return true;
 
	}
 

	
 
	return true;
 
}
 

	
 

	
 
// This functions tries to locate a good route
 
static void AiNew_State_LocateRoute(Player *p)
 
{
 
	assert(p->ainew.state == AI_STATE_LOCATE_ROUTE);
 
	// For now, we only support PASSENGERS, CITY and BUSSES
 

	
 
	// We don't have a route yet
 
	if (p->ainew.cargo == AI_NEED_CARGO) {
 
		p->ainew.new_cost = 0; // No cost yet
 
		p->ainew.temp = -1;
 
		// Reset the counter
 
		p->ainew.counter = 0;
 

	
 
		p->ainew.from_ic = -1;
 
		p->ainew.to_ic = -1;
 
		if (p->ainew.tbt == AI_BUS) {
 
			// For now we only have a passenger route
 
			p->ainew.cargo = CT_PASSENGERS;
 

	
 
			// Find a route to cities
 
			p->ainew.from_type = AI_CITY;
 
			p->ainew.to_type = AI_CITY;
 
		} else if (p->ainew.tbt == AI_TRUCK) {
 
			p->ainew.cargo = AI_NO_CARGO;
 

	
 
			p->ainew.from_type = AI_INDUSTRY;
 
			p->ainew.to_type = AI_INDUSTRY;
 
		}
 

	
 
		// Now we are doing initing, we wait one tick
 
		return;
 
	}
 

	
 
	// Increase the counter and abort if it is taking too long!
 
	p->ainew.counter++;
 
	if (p->ainew.counter > AI_LOCATE_ROUTE_MAX_COUNTER) {
 
		// Switch back to doing nothing!
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 

	
 
	// We are going to locate a city from where we are going to connect
 
	if (p->ainew.from_ic == -1) {
 
		if (p->ainew.temp == -1) {
 
			// First, we pick a random spot to search from
 
			if (p->ainew.from_type == AI_CITY)
 
				p->ainew.temp = RandomRange(_total_towns);
 
			else
 
				p->ainew.temp = RandomRange(_total_industries);
 
		}
 

	
 
		if (!AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.from_type)) {
 
			// It was not a valid city
 
			//  increase the temp with one, and return. We will come back later here
 
			//  to try again
 
			p->ainew.temp++;
 
			if (p->ainew.from_type == AI_CITY) {
 
				if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
 
			} else {
 
				if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
 
			}
 

	
 
			// Don't do an attempt if we are trying the same id as the last time...
 
			if (p->ainew.last_id == p->ainew.temp) return;
 
			p->ainew.last_id = p->ainew.temp;
 

	
 
			return;
 
		}
 

	
 
		// We found a good city/industry, save the data of it
 
		p->ainew.from_ic = p->ainew.temp;
 

	
 
		// Start the next tick with finding a to-city
 
		p->ainew.temp = -1;
 
		return;
 
	}
 

	
 
	// Find a to-city
 
	if (p->ainew.temp == -1) {
 
		// First, we pick a random spot to search to
 
		if (p->ainew.to_type == AI_CITY)
 
			p->ainew.temp = RandomRange(_total_towns);
 
		else
 
			p->ainew.temp = RandomRange(_total_industries);
 
	}
 

	
 
	// The same city is not allowed
 
	// Also check if the city is valid
 
	if (p->ainew.temp != p->ainew.from_ic && AiNew_Check_City_or_Industry(p, p->ainew.temp, p->ainew.to_type)) {
 
		// Maybe it is valid..
 

	
 
		// We need to know if they are not to far apart from eachother..
 
		// We do that by checking how much cargo we have to move and how long the route
 
		//   is.
 

	
 
		if (p->ainew.from_type == AI_CITY && p->ainew.tbt == AI_BUS) {
 
			int max_cargo = GetTown(p->ainew.from_ic)->max_pass + GetTown(p->ainew.temp)->max_pass;
 
			max_cargo -= GetTown(p->ainew.from_ic)->act_pass + GetTown(p->ainew.temp)->act_pass;
 
			// max_cargo is now the amount of cargo we can move between the two cities
 
			// If it is more than the distance, we allow it
 
			if (DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
 
				// We found a good city/industry, save the data of it
 
				p->ainew.to_ic = p->ainew.temp;
 
				p->ainew.state = AI_STATE_FIND_STATION;
 

	
 
				DEBUG(ai,1)(
 
					"[AiNew - LocateRoute] Found bus-route of %d tiles long (from %d to %d)",
 
					DistanceManhattan(GetTown(p->ainew.from_ic)->xy, GetTown(p->ainew.temp)->xy),
 
					p->ainew.from_ic,
 
					p->ainew.temp
 
				);
 

	
 
				p->ainew.from_tile = 0;
 
				p->ainew.to_tile = 0;
 

	
 
				return;
 
			}
 
		} else if (p->ainew.tbt == AI_TRUCK) {
 
			bool found = false;
 
			int max_cargo = 0;
 
			int i;
 
			// TODO: in max_cargo, also check other cargo (beside [0])
 
			// First we check if the from_ic produces cargo that this ic accepts
 
			if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.from_ic)->total_production[0] != 0) {
 
				for (i=0;i<3;i++) {
 
					if (GetIndustry(p->ainew.temp)->accepts_cargo[i] == 0xFF) break;
 
					if (GetIndustry(p->ainew.from_ic)->produced_cargo[0] == GetIndustry(p->ainew.temp)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
 
						found = true;
 
						p->ainew.from_deliver = true;
 
						p->ainew.to_deliver = false;
 
						break;
 
					}
 
				}
 
			}
 
			if (!found && GetIndustry(p->ainew.temp)->produced_cargo[0] != 0xFF && GetIndustry(p->ainew.temp)->total_production[0] != 0) {
 
				// If not check if the current ic produces cargo that the from_ic accepts
 
				for (i=0;i<3;i++) {
 
					if (GetIndustry(p->ainew.from_ic)->accepts_cargo[i] == 0xFF) break;
 
					if (GetIndustry(p->ainew.temp)->produced_cargo[0] == GetIndustry(p->ainew.from_ic)->accepts_cargo[i]) {
 
						// Found a compatbiel industry
 
						found = true;
 
						max_cargo = GetIndustry(p->ainew.temp)->total_production[0] - GetIndustry(p->ainew.from_ic)->total_transported[0];
 
						p->ainew.from_deliver = false;
 
						p->ainew.to_deliver = true;
 
						break;
 
					}
 
				}
 
			}
 
			if (found) {
 
				// Yeah, they are compatible!!!
 
				// Check the length against the amount of goods
 
				if (DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) > AI_LOCATEROUTE_TRUCK_MIN_DISTANCE &&
 
						DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE) {
 
					p->ainew.to_ic = p->ainew.temp;
 
					if (p->ainew.from_deliver) {
 
						p->ainew.cargo = GetIndustry(p->ainew.from_ic)->produced_cargo[0];
 
					} else {
 
						p->ainew.cargo = GetIndustry(p->ainew.temp)->produced_cargo[0];
 
					}
 
					p->ainew.state = AI_STATE_FIND_STATION;
 

	
 
					DEBUG(ai,1)(
 
						"[AiNew - LocateRoute] Found truck-route of %d tiles long (from %d to %d)",
 
						DistanceManhattan(GetIndustry(p->ainew.from_ic)->xy, GetIndustry(p->ainew.temp)->xy),
 
						p->ainew.from_ic,
 
						p->ainew.temp
 
					);
 

	
 
					p->ainew.from_tile = 0;
 
					p->ainew.to_tile = 0;
 

	
 
					return;
 
				}
 
			}
 
		}
 
	}
 

	
 
	// It was not a valid city
 
	//  increase the temp with one, and return. We will come back later here
 
	//  to try again
 
	p->ainew.temp++;
 
	if (p->ainew.to_type == AI_CITY) {
 
		if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
 
	} else {
 
		if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
 
	}
 

	
 
	// Don't do an attempt if we are trying the same id as the last time...
 
	if (p->ainew.last_id == p->ainew.temp) return;
 
	p->ainew.last_id = p->ainew.temp;
 
}
 

	
 

	
 
// Check if there are not more than a certain amount of vehicles pointed to a certain
 
//  station. This to prevent 10 busses going to one station, which gives... problems ;)
 
static bool AiNew_CheckVehicleStation(Player *p, Station *st)
 
{
 
	int count = 0;
 
	Vehicle *v;
 

	
 
	// Also check if we don't have already a lot of busses to this city...
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->owner == _current_player) {
 
			const Order *order;
 

	
 
			FOR_VEHICLE_ORDERS(v, order) {
 
				if (order->type == OT_GOTO_STATION && GetStation(order->station) == st) {
 
					// This vehicle has this city in its list
 
					count++;
 
				}
 
			}
 
		}
 
	}
 

	
 
	if (count > AI_CHECK_MAX_VEHICLE_PER_STATION) return false;
 
	return true;
 
}
 

	
 
// This function finds a good spot for a station
 
static void AiNew_State_FindStation(Player *p)
 
{
 
	TileIndex tile;
 
	Station *st;
 
	int i, count = 0;
 
	TileIndex new_tile = 0;
 
	byte direction = 0;
 
	Town *town = NULL;
 
	Industry *industry = NULL;
 
	assert(p->ainew.state == AI_STATE_FIND_STATION);
 

	
 
	if (p->ainew.from_tile == 0) {
 
		// First we scan for a station in the from-city
 
		if (p->ainew.from_type == AI_CITY) {
 
			town = GetTown(p->ainew.from_ic);
 
			tile = town->xy;
 
		} else {
 
			industry = GetIndustry(p->ainew.from_ic);
 
			tile = industry->xy;
 
		}
 
	} else if (p->ainew.to_tile == 0) {
 
		// Second we scan for a station in the to-city
 
		if (p->ainew.to_type == AI_CITY) {
 
			town = GetTown(p->ainew.to_ic);
 
			tile = town->xy;
 
		} else {
 
			industry = GetIndustry(p->ainew.to_ic);
 
			tile = industry->xy;
 
		}
 
	} else {
 
		// Unsupported request
 
		// Go to FIND_PATH
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_PATH;
 
		return;
 
	}
 

	
 
	// First, we are going to look at the stations that already exist inside the city
 
	//  If there is enough cargo left in the station, we take that station
 
	//  If that is not possible, and there are more than 2 stations in the city, abort
 
	i = AiNew_PickVehicle(p);
 
	// Euhmz, this should not happen _EVER_
 
	// Quit finding a route...
 
	if (i == -1) { p->ainew.state = AI_STATE_NOTHING; return; }
 

	
 
	FOR_ALL_STATIONS(st) {
 
		if (st->xy != 0) {
 
			if (st->owner == _current_player) {
 
				if (p->ainew.tbt == AI_BUS && (FACIL_BUS_STOP & st->facilities) == FACIL_BUS_STOP) {
 
					if (st->town == town) {
 
						// Check how much cargo there is left in the station
 
						if ((st->goods[p->ainew.cargo].waiting_acceptance & 0xFFF) > RoadVehInfo(i)->capacity * AI_STATION_REUSE_MULTIPLER) {
 
							if (AiNew_CheckVehicleStation(p, st)) {
 
								// We did found a station that was good enough!
 
								new_tile = st->xy;
 
								// Cheap way to get the direction of the station...
 
								//  Bus stations save it as 0x47 .. 0x4A, so decrease it with 0x47, and tada!
 
								direction = _m[st->xy].m5 - 0x47;
 
								break;
 
							}
 
						}
 
						count++;
 
					}
 
				}
 
			}
 
		}
 
	}
 
	// We are going to add a new station...
 
	if (new_tile == 0) count++;
 
	// No more than 2 stations allowed in a city
 
	//  This is because only the best 2 stations of one cargo do get any cargo
 
	if (count > 2) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 

	
 
	if (new_tile == 0 && p->ainew.tbt == AI_BUS) {
 
		uint x, y, i = 0;
 
		int r;
 
		uint best;
 
		uint accepts[NUM_CARGO];
 
		TileIndex found_spot[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
 
		uint found_best[AI_FINDSTATION_TILE_RANGE*AI_FINDSTATION_TILE_RANGE*4];
 
		// To find a good spot we scan a range from the center, a get the point
 
		//  where we get the most cargo and where it is buildable.
 
		// TODO: also check for station of myself and make sure we are not
 
		//   taking eachothers passangers away (bad result when it does not)
 
		for (x = TileX(tile) - AI_FINDSTATION_TILE_RANGE; x <= TileX(tile) + AI_FINDSTATION_TILE_RANGE; x++) {
 
			for (y = TileY(tile) - AI_FINDSTATION_TILE_RANGE; y <= TileY(tile) + AI_FINDSTATION_TILE_RANGE; y++) {
 
				new_tile = TileXY(x, y);
 
				if (IsTileType(new_tile, MP_CLEAR) || IsTileType(new_tile, MP_TREES)) {
 
					// This tile we can build on!
 
					// Check acceptance
 
					// XXX - Get the catchment area
 
					GetAcceptanceAroundTiles(accepts, new_tile, 1, 1, 4);
 
					// >> 3 == 0 means no cargo
 
					if (accepts[p->ainew.cargo] >> 3 == 0) continue;
 
					// See if we can build the station
 
					r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
 
					if (r == CMD_ERROR) continue;
 
					// We can build it, so add it to found_spot
 
					found_spot[i] = new_tile;
 
					found_best[i++] = accepts[p->ainew.cargo];
 
				}
 
			}
 
		}
 

	
 
		// If i is still zero, we did not found anything :(
 
		if (i == 0) {
 
			p->ainew.state = AI_STATE_NOTHING;
 
			return;
 
		}
 

	
 
		// Go through all the found_best and check which has the highest value
 
		best = 0;
 
		new_tile = 0;
 

	
 
		for (x=0;x<i;x++) {
 
			if (found_best[x] > best ||
 
					(found_best[x] == best && DistanceManhattan(tile, new_tile) > DistanceManhattan(tile, found_spot[x]))) {
 
				new_tile = found_spot[x];
 
				best = found_best[x];
 
			}
 
		}
 

	
 
		// See how much it is going to cost us...
 
		r = AiNew_Build_Station(p, p->ainew.tbt, new_tile, 0, 0, 0, DC_QUERY_COST);
 
		p->ainew.new_cost += r;
 

	
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	} else if (new_tile == 0 && p->ainew.tbt == AI_TRUCK) {
 
		// Truck station locater works differently.. a station can be on any place
 
		//  as long as it is in range. So we give back code AI_STATION_RANGE
 
		//  so the pathfinder routine can work it out!
 
		new_tile = AI_STATION_RANGE;
 
		direction = AI_PATHFINDER_NO_DIRECTION;
 
	}
 

	
 
	if (p->ainew.from_tile == 0) {
 
		p->ainew.from_tile = new_tile;
 
		p->ainew.from_direction = direction;
 
		// Now we found thisone, go in for to_tile
 
		return;
 
	} else if (p->ainew.to_tile == 0) {
 
		p->ainew.to_tile = new_tile;
 
		p->ainew.to_direction = direction;
 
		// K, done placing stations!
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_PATH;
 
		return;
 
	}
 
}
 

	
 

	
 
// We try to find a path between 2 points
 
static void AiNew_State_FindPath(Player *p)
 
{
 
	int r;
 
	assert(p->ainew.state == AI_STATE_FIND_PATH);
 

	
 
	// First time, init some data
 
	if (p->ainew.temp == -1) {
 
		// Init path_info
 
		if (p->ainew.from_tile == AI_STATION_RANGE) {
 
			// For truck routes we take a range around the industry
 
			p->ainew.path_info.start_tile_tl = GetIndustry(p->ainew.from_ic)->xy - TileDiffXY(1, 1);
 
			p->ainew.path_info.start_tile_br = GetIndustry(p->ainew.from_ic)->xy + TileDiffXY(GetIndustry(p->ainew.from_ic)->width, GetIndustry(p->ainew.from_ic)->height) + TileDiffXY(1, 1);
 
			p->ainew.path_info.start_direction = p->ainew.from_direction;
 
		} else {
 
			p->ainew.path_info.start_tile_tl = p->ainew.from_tile;
 
			p->ainew.path_info.start_tile_br = p->ainew.from_tile;
 
			p->ainew.path_info.start_direction = p->ainew.from_direction;
 
		}
 

	
 
		if (p->ainew.to_tile == AI_STATION_RANGE) {
 
			p->ainew.path_info.end_tile_tl = GetIndustry(p->ainew.to_ic)->xy - TileDiffXY(1, 1);
 
			p->ainew.path_info.end_tile_br = GetIndustry(p->ainew.to_ic)->xy + TileDiffXY(GetIndustry(p->ainew.to_ic)->width, GetIndustry(p->ainew.to_ic)->height) + TileDiffXY(1, 1);
 
			p->ainew.path_info.end_direction = p->ainew.to_direction;
 
		} else {
 
			p->ainew.path_info.end_tile_tl = p->ainew.to_tile;
 
			p->ainew.path_info.end_tile_br = p->ainew.to_tile;
 
			p->ainew.path_info.end_direction = p->ainew.to_direction;
 
		}
 

	
 
		if (p->ainew.tbt == AI_TRAIN)
 
			p->ainew.path_info.rail_or_road = true;
 
		else
 
			p->ainew.path_info.rail_or_road = false;
 

	
 
		// First, clean the pathfinder with our new begin and endpoints
 
		clean_AyStar_AiPathFinder(p->ainew.pathfinder, &p->ainew.path_info);
 

	
 
		p->ainew.temp = 0;
 
	}
 

	
 
	// Start the pathfinder
 
	r = p->ainew.pathfinder->main(p->ainew.pathfinder);
 
	// If it return: no match, stop it...
 
	if (r == AYSTAR_NO_PATH) {
 
		DEBUG(ai,1)("[AiNew] PathFinder found no route!");
 
		// Start all over again...
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	if (r == AYSTAR_FOUND_END_NODE) {
 
		// We found the end-point
 
		p->ainew.temp = -1;
 
		p->ainew.state = AI_STATE_FIND_DEPOT;
 
		return;
 
	}
 
	// In any other case, we are still busy finding the route...
 
}
 

	
 

	
 
// This function tries to locate a good place for a depot!
 
static void AiNew_State_FindDepot(Player *p)
 
{
 
	// To place the depot, we walk through the route, and if we find a lovely spot (MP_CLEAR, MP_TREES), we place it there..
 
	// Simple, easy, works!
 
	// To make the depot stand in the middle of the route, we start from the center..
 
	// But first we walk through the route see if we can find a depot that is ours
 
	//  this keeps things nice ;)
 
	int g, i, j, r;
 
	TileIndex tile;
 
	assert(p->ainew.state == AI_STATE_FIND_DEPOT);
 

	
 
	p->ainew.depot_tile = 0;
 

	
 
	for (i=2;i<p->ainew.path_info.route_length-2;i++) {
 
		tile = p->ainew.path_info.route[i];
 
		for (j = 0; j < 4; j++) {
 
			if (IsTileType(tile + TileOffsByDir(j), MP_STREET)) {
 
				// Its a street, test if it is a depot
 
				if (_m[tile + TileOffsByDir(j)].m5 & 0x20) {
 
					// We found a depot, is it ours? (TELL ME!!!)
 
					if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) {
 
						// Now, is it pointing to the right direction.........
 
						if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) {
 
							// Yeah!!!
 
							p->ainew.depot_tile = tile + TileOffsByDir(j);
 
							p->ainew.depot_direction = j ^ 2; // Reverse direction
 
							p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
							return;
 
						}
 
					}
 
				}
 
			}
 
		}
 
	}
 

	
 
	// This routine let depot finding start in the middle, and work his way to the stations
 
	// It makes depot placing nicer :)
 
	i = p->ainew.path_info.route_length / 2;
 
	g = 1;
 
	while (i > 1 && i < p->ainew.path_info.route_length - 2) {
 
		i += g;
 
		g *= -1;
 
		(g < 0?g--:g++);
 

	
 
		if (p->ainew.path_info.route_extra[i] != 0 || p->ainew.path_info.route_extra[i+1] != 0) {
 
			// Bridge or tunnel.. we can't place a depot there
 
			continue;
 
		}
 

	
 
		tile = p->ainew.path_info.route[i];
 

	
 
		for (j = 0; j < 4; j++) {
 
			// It may not be placed on the road/rail itself
 
			// And because it is not build yet, we can't see it on the tile..
 
			// So check the surrounding tiles :)
 
			if (tile + TileOffsByDir(j) == p->ainew.path_info.route[i-1] ||
 
					tile + TileOffsByDir(j) == p->ainew.path_info.route[i+1])
 
				continue;
 
			// Not around a bridge?
 
			if (p->ainew.path_info.route_extra[i] != 0) continue;
 
			if (IsTileType(tile, MP_TUNNELBRIDGE)) continue;
 
			// Is the terrain clear?
 
			if (IsTileType(tile + TileOffsByDir(j), MP_CLEAR) ||
 
					IsTileType(tile + TileOffsByDir(j), MP_TREES)) {
 
				TileInfo ti;
 
				FindLandscapeHeightByTile(&ti, tile);
 
				// If the current tile is on a slope (tileh != 0) then we do not allow this
 
				if (ti.tileh != 0) continue;
 
				// Check if everything went okay..
 
				r = AiNew_Build_Depot(p, tile + TileOffsByDir(j), j ^ 2, 0);
 
				if (r == CMD_ERROR) continue;
 
				// Found a spot!
 
				p->ainew.new_cost += r;
 
				p->ainew.depot_tile = tile + TileOffsByDir(j);
 
				p->ainew.depot_direction = j ^ 2; // Reverse direction
 
				p->ainew.state = AI_STATE_VERIFY_ROUTE;
 
				return;
 
			}
 
		}
 
	}
 

	
 
	// Failed to find a depot?
 
	p->ainew.state = AI_STATE_NOTHING;
 
}
 

	
 

	
 
// This function calculates how many vehicles there are needed on this
 
//  traject.
 
// It works pretty simple: get the length, see how much we move around
 
//  and hussle that, and you know how many vehicles there are needed.
 
// It returns the cost for the vehicles
 
static int AiNew_HowManyVehicles(Player *p)
 
{
 
	if (p->ainew.tbt == AI_BUS) {
 
		// For bus-routes we look at the time before we are back in the station
 
		int i, length, tiles_a_day;
 
		int amount;
 
		i = AiNew_PickVehicle(p);
 
		if (i == -1) return 0;
 
		// Passenger run.. how long is the route?
 
		length = p->ainew.path_info.route_length;
 
		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
 
		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
 
		// We want a vehicle in a station once a month at least, so, calculate it!
 
		// (the * 2 is because we have 2 stations ;))
 
		amount = length * 2 * 2 / tiles_a_day / 30;
 
		if (amount == 0) amount = 1;
 
		return amount;
 
	} else if (p->ainew.tbt == AI_TRUCK) {
 
		// For truck-routes we look at the cargo
 
		int i, length, amount, tiles_a_day;
 
		int max_cargo;
 
		i = AiNew_PickVehicle(p);
 
		if (i == -1) return 0;
 
		// Passenger run.. how long is the route?
 
		length = p->ainew.path_info.route_length;
 
		// Calculating tiles a day a vehicle moves is not easy.. this is how it must be done!
 
		tiles_a_day = RoadVehInfo(i)->max_speed * DAY_TICKS / 256 / 16;
 
		if (p->ainew.from_deliver)
 
			max_cargo = GetIndustry(p->ainew.from_ic)->total_production[0];
 
		else
 
			max_cargo = GetIndustry(p->ainew.to_ic)->total_production[0];
 

	
 
		// This is because moving 60% is more than we can dream of!
 
		max_cargo *= 0.6;
 
		// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
 
		//  we know what the vehicle takes with him, and we know the time it takes him
 
		//  to get back here.. now let's do some math!
 
		amount = 2 * length * max_cargo / tiles_a_day / 30 / RoadVehInfo(i)->capacity;
 
		amount += 1;
 
		return amount;
 
	} else {
 
		// Currently not supported
 
		return 0;
 
	}
 
}
 

	
 

	
 
// This function checks:
 
//   - If the route went okay
 
//   - Calculates the amount of money needed to build the route
 
//   - Calculates how much vehicles needed for the route
 
static void AiNew_State_VerifyRoute(Player *p)
 
{
 
	int res, i;
 
	assert(p->ainew.state == AI_STATE_VERIFY_ROUTE);
 

	
 
	// Let's calculate the cost of the path..
 
	//  new_cost already contains the cost of the stations
 
	p->ainew.path_info.position = -1;
 

	
 
	do {
 
		p->ainew.path_info.position++;
 
		p->ainew.new_cost += AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_QUERY_COST);
 
	} while (p->ainew.path_info.position != -2);
 

	
 
	// Now we know the price of build station + path. Now check how many vehicles
 
	//  we need and what the price for that will be
 
	res = AiNew_HowManyVehicles(p);
 
	// If res == 0, no vehicle was found, or an other problem did occour
 
	if (res == 0) {
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	p->ainew.amount_veh = res;
 
	p->ainew.cur_veh = 0;
 

	
 
	// Check how much it it going to cost us..
 
	for (i=0;i<res;i++) {
 
		p->ainew.new_cost += AiNew_Build_Vehicle(p, 0, DC_QUERY_COST);
 
	}
 

	
 
	// Now we know how much the route is going to cost us
 
	//  Check if we have enough money for it!
 
	if (p->ainew.new_cost > p->player_money - AI_MINIMUM_MONEY) {
 
		// Too bad..
 
		DEBUG(ai,1)("[AiNew] Can't pay for this route (%d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 

	
 
	// Now we can build the route, check the direction of the stations!
 
	if (p->ainew.from_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.from_direction = AiNew_GetDirection(p->ainew.path_info.route[p->ainew.path_info.route_length-1], p->ainew.path_info.route[p->ainew.path_info.route_length-2]);
 
	}
 
	if (p->ainew.to_direction == AI_PATHFINDER_NO_DIRECTION) {
 
		p->ainew.to_direction = AiNew_GetDirection(p->ainew.path_info.route[0], p->ainew.path_info.route[1]);
 
	}
 
	if (p->ainew.from_tile == AI_STATION_RANGE)
 
		p->ainew.from_tile = p->ainew.path_info.route[p->ainew.path_info.route_length-1];
 
	if (p->ainew.to_tile == AI_STATION_RANGE)
 
		p->ainew.to_tile = p->ainew.path_info.route[0];
 

	
 
	p->ainew.state = AI_STATE_BUILD_STATION;
 
	p->ainew.temp = 0;
 

	
 
	DEBUG(ai,1)("[AiNew] The route is set and buildable.. going to build it!");
 
}
 

	
 

	
 
// Build the stations
 
static void AiNew_State_BuildStation(Player *p)
 
{
 
	int res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_STATION);
 
	if (p->ainew.temp == 0) {
 
		if (!IsTileType(p->ainew.from_tile, MP_STATION))
 
			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.from_tile, 0, 0, p->ainew.from_direction, DC_EXEC);
 
	} else {
 
		if (!IsTileType(p->ainew.to_tile, MP_STATION))
 
			res = AiNew_Build_Station(p, p->ainew.tbt, p->ainew.to_tile, 0, 0, p->ainew.to_direction, DC_EXEC);
 
		p->ainew.state = AI_STATE_BUILD_PATH;
 
	}
 
	if (res == CMD_ERROR) {
 
		DEBUG(ai,0)("[AiNew - BuildStation] Strange but true... station can not be build!");
 
		p->ainew.state = AI_STATE_NOTHING;
 
		// If the first station _was_ build, destroy it
 
		if (p->ainew.temp != 0)
 
			DoCommandByTile(p->ainew.from_tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
		return;
 
	}
 
	p->ainew.temp++;
 
}
 

	
 

	
 
// Build the path
 
static void AiNew_State_BuildPath(Player *p)
 
{
 
	assert(p->ainew.state == AI_STATE_BUILD_PATH);
 
	// p->ainew.temp is set to -1 when this function is called for the first time
 
	if (p->ainew.temp == -1) {
 
		DEBUG(ai,1)("[AiNew] Starting to build the path..");
 
		// Init the counter
 
		p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 
		// Set the position to the startingplace (-1 because in a minute we do ++)
 
		p->ainew.path_info.position = -1;
 
		// And don't do this again
 
		p->ainew.temp = 0;
 
	}
 
	// Building goes very fast on normal rate, so we are going to slow it down..
 
	//  By let the counter count from AI_BUILDPATH_PAUSE to 0, we have a nice way :)
 
	if (--p->ainew.counter != 0) return;
 
	p->ainew.counter = (4 - _opt.diff.competitor_speed) * AI_BUILDPATH_PAUSE + 1;
 

	
 
	// Increase the building position
 
	p->ainew.path_info.position++;
 
	// Build route
 
	AiNew_Build_RoutePart(p, &p->ainew.path_info, DC_EXEC);
 
	if (p->ainew.path_info.position == -2) {
 
		// This means we are done building!
 

	
 
		if (p->ainew.tbt == AI_TRUCK && !_patches.roadveh_queue) {
 
			static const byte _roadbits_by_dir[4] = {2,1,8,4};
 
			// If they not queue, they have to go up and down to try again at a station...
 
			// We don't want that, so try building some road left or right of the station
 
			int dir1, dir2, dir3;
 
			TileIndex tile;
 
			int i, ret;
 
			for (i=0;i<2;i++) {
 
				if (i == 0) {
 
					tile = p->ainew.from_tile + TileOffsByDir(p->ainew.from_direction);
 
					dir1 = p->ainew.from_direction - 1;
 
					if (dir1 < 0) dir1 = 3;
 
					dir2 = p->ainew.from_direction + 1;
 
					if (dir2 > 3) dir2 = 0;
 
					dir3 = p->ainew.from_direction;
 
				} else {
 
					tile = p->ainew.to_tile + TileOffsByDir(p->ainew.to_direction);
 
					dir1 = p->ainew.to_direction - 1;
 
					if (dir1 < 0) dir1 = 3;
 
					dir2 = p->ainew.to_direction + 1;
 
					if (dir2 > 3) dir2 = 0;
 
					dir3 = p->ainew.to_direction;
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir1], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir1 = TileOffsByDir(dir1);
 
					if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir1, AiNew_GetRoadDirection(tile, tile+dir1, tile+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir1 + dir1, MP_CLEAR) || IsTileType(tile + dir1 + dir1, MP_TREES))
 
								DoCommandByTile(tile+dir1+dir1, AiNew_GetRoadDirection(tile+dir1, tile+dir1+dir1, tile+dir1+dir1+dir1), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir2 = TileOffsByDir(dir2);
 
					if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir2, AiNew_GetRoadDirection(tile, tile+dir2, tile+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir2 + dir2, MP_CLEAR) || IsTileType(tile + dir2 + dir2, MP_TREES))
 
								DoCommandByTile(tile+dir2+dir2, AiNew_GetRoadDirection(tile+dir2, tile+dir2+dir2, tile+dir2+dir2+dir2), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 

	
 
				ret = DoCommandByTile(tile, _roadbits_by_dir[dir3^2], 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
				if (!CmdFailed(ret)) {
 
					dir3 = TileOffsByDir(dir3);
 
					if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
 
						ret = DoCommandByTile(tile+dir3, AiNew_GetRoadDirection(tile, tile+dir3, tile+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						if (!CmdFailed(ret)) {
 
							if (IsTileType(tile + dir3 + dir3, MP_CLEAR) || IsTileType(tile + dir3 + dir3, MP_TREES))
 
								DoCommandByTile(tile+dir3+dir3, AiNew_GetRoadDirection(tile+dir3, tile+dir3+dir3, tile+dir3+dir3+dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
 
						}
 
					}
 
				}
 
			}
 
		}
 

	
 

	
 
		DEBUG(ai,1)("[AiNew] Done building the path (cost: %d)", p->ainew.new_cost);
 
		p->ainew.state = AI_STATE_BUILD_DEPOT;
 
	}
 
}
 

	
 

	
 
// Builds the depot
 
static void AiNew_State_BuildDepot(Player *p)
 
{
 
	int res = 0;
 
	assert(p->ainew.state == AI_STATE_BUILD_DEPOT);
 

	
 
	if (IsTileType(p->ainew.depot_tile, MP_STREET) && _m[p->ainew.depot_tile].m5 & 0x20) {
 
		if (IsTileOwner(p->ainew.depot_tile, _current_player)) {
 
			// The depot is already builded!
 
			p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
			return;
 
		} else {
 
			// There is a depot, but not of our team! :(
 
			p->ainew.state = AI_STATE_NOTHING;
 
			return;
 
		}
 
	}
 

	
 
	// There is a bus on the tile we want to build road on... idle till he is gone! (BAD PERSON! :p)
 
	if (!EnsureNoVehicle(p->ainew.depot_tile + TileOffsByDir(p->ainew.depot_direction)))
 
		return;
 

	
 
	res = AiNew_Build_Depot(p, p->ainew.depot_tile, p->ainew.depot_direction, DC_EXEC);
 
	if (res == CMD_ERROR) {
 
		DEBUG(ai,0)("[AiNew - BuildDepot] Strange but true... depot can not be build!");
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 

	
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
	p->ainew.idle = 1;
 
	p->ainew.veh_main_id = (VehicleID)-1;
 
}
 

	
 

	
 
// Build vehicles
 
static void AiNew_State_BuildVehicle(Player *p)
 
{
 
	int res;
 
	assert(p->ainew.state == AI_STATE_BUILD_VEHICLE);
 

	
 
	// Check if we need to build a vehicle
 
	if (p->ainew.amount_veh == 0) {
 
		// Nope, we are done!
 
		// This means: we are all done! The route is open.. go back to NOTHING
 
		//  He will idle some time and it will all start over again.. :)
 
		p->ainew.state = AI_STATE_ACTION_DONE;
 
		return;
 
	}
 
	if (--p->ainew.idle != 0) return;
 
	// It is realistic that the AI can only build 1 vehicle a day..
 
	// This makes sure of that!
 
	p->ainew.idle = AI_BUILD_VEHICLE_TIME_BETWEEN;
 

	
 
	// Build the vehicle
 
	res = AiNew_Build_Vehicle(p, p->ainew.depot_tile, DC_EXEC);
 
	if (res == CMD_ERROR) {
 
		// This happens when the AI can't build any more vehicles!
 
		p->ainew.state = AI_STATE_NOTHING;
 
		return;
 
	}
 
	// Increase the current counter
 
	p->ainew.cur_veh++;
 
	// Decrease the total counter
 
	p->ainew.amount_veh--;
 
	// Get the new ID
 
	if (p->ainew.tbt == AI_TRAIN) {
 
	} else {
 
		p->ainew.veh_id = _new_roadveh_id;
 
	}
 
	// Go give some orders!
 
	p->ainew.state = AI_STATE_GIVE_ORDERS;
 
}
 

	
 

	
 
// Put the stations in the order list
 
static void AiNew_State_GiveOrders(Player *p)
 
{
 
	int idx;
 
	Order order;
 

	
 
	assert(p->ainew.state == AI_STATE_GIVE_ORDERS);
 

	
 
	if (p->ainew.veh_main_id != (VehicleID)-1) {
 
		DoCommandByTile(0, p->ainew.veh_id + (p->ainew.veh_main_id << 16), 0, DC_EXEC, CMD_CLONE_ORDER);
 

	
 
		// Skip the first order if it is a second vehicle
 
		//  This to make vehicles go different ways..
 
		if (p->ainew.veh_id & 1)
 
			DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_SKIP_ORDER);
 
		p->ainew.state = AI_STATE_START_VEHICLE;
 
		return;
 
	} else {
 
		p->ainew.veh_main_id = p->ainew.veh_id;
 
	}
 

	
 
	// When more than 1 vehicle, we send them to different directions
 
	idx = 0;
 
	order.type = OT_GOTO_STATION;
 
	order.flags = 0;
 
	order.station = _m[p->ainew.from_tile].m2;
 
	if (p->ainew.tbt == AI_TRUCK && p->ainew.from_deliver)
 
		order.flags |= OF_FULL_LOAD;
 
	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 

	
 
	idx = 1;
 
	order.type = OT_GOTO_STATION;
 
	order.flags = 0;
 
	order.station = _m[p->ainew.to_tile].m2;
 
	if (p->ainew.tbt == AI_TRUCK && p->ainew.to_deliver)
 
		order.flags |= OF_FULL_LOAD;
 
	DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 

	
 
	// Very handy for AI, goto depot.. but yeah, it needs to be activated ;)
 
	if (_patches.gotodepot) {
 
		idx = 2;
 
		order.type = OT_GOTO_DEPOT;
 
		order.flags = OF_UNLOAD;
 
		order.station = GetDepotByTile(p->ainew.depot_tile)->index;
 
		DoCommandByTile(0, p->ainew.veh_id + (idx << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER);
 
	}
 

	
 
	// Start the engines!
 
	p->ainew.state = AI_STATE_START_VEHICLE;
 
}
 

	
 

	
 
// Start the vehicle
 
static void AiNew_State_StartVehicle(Player *p)
 
{
 
	assert(p->ainew.state == AI_STATE_START_VEHICLE);
 

	
 
	// 3, 2, 1... go! (give START_STOP command ;))
 
	DoCommandByTile(0, p->ainew.veh_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
 
	// Try to build an other vehicle (that function will stop building when needed)
 
	p->ainew.state = AI_STATE_BUILD_VEHICLE;
 
}
 

	
 

	
 
// Repays money
 
static void AiNew_State_RepayMoney(Player *p)
 
{
 
	int i;
 
	for (i=0;i<AI_LOAN_REPAY;i++)
 
		DoCommandByTile(0, 0, 0, DC_EXEC, CMD_DECREASE_LOAN);
 
	p->ainew.state = AI_STATE_ACTION_DONE;
 
}
 

	
 

	
 
static void AiNew_CheckVehicle(Player *p, Vehicle *v)
 
{
 
	// When a vehicle is under the 6 months, we don't check for anything
 
	if (v->age < 180) return;
 

	
 
	// When a vehicle is older then 1 year, it should make money...
 
	if (v->age > 360) {
 
		// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
 
		//  it is not worth the line I guess...
 
		if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
 
				(v->reliability * 100 >> 16) < 40) {
 
			// There is a possibility that the route is fucked up...
 
			if (v->cargo_days > AI_VEHICLE_LOST_DAYS) {
 
				// The vehicle is lost.. check the route, or else, get the vehicle
 
				//  back to a depot
 
				// TODO: make this piece of code
 
			}
 

	
 

	
 
			// We are already sending him back
 
			if (AiNew_GetSpecialVehicleFlag(p, v) & AI_VEHICLEFLAG_SELL) {
 
				if (v->type == VEH_Road && IsTileDepotType(v->tile, TRANSPORT_ROAD) &&
 
						(v->vehstatus&VS_STOPPED)) {
 
					// We are at the depot, sell the vehicle
 
					DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH);
 
				}
 
				return;
 
			}
 

	
 
			if (!AiNew_SetSpecialVehicleFlag(p, v, AI_VEHICLEFLAG_SELL)) return;
 
			{
 
				int ret = 0;
 
				if (v->type == VEH_Road)
 
					ret = DoCommandByTile(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT);
 
				// This means we can not find a depot :s
 
				//				if (CmdFailed(ret))
 
			}
 
		}
 
	}
 
}
 

	
 

	
 
// Checks all vehicles if they are still valid and make money and stuff
 
static void AiNew_State_CheckAllVehicles(Player *p)
 
{
 
	Vehicle *v;
 

	
 
	FOR_ALL_VEHICLES(v) {
 
		if (v->type == 0) continue;
 
		if (v->owner != p->index) continue;
 
		// Currently, we only know how to handle road-vehicles
 
		if (v->type != VEH_Road) continue;
 

	
 
		AiNew_CheckVehicle(p, v);
 
	}
 

	
 
	p->ainew.state = AI_STATE_ACTION_DONE;
 
}
 

	
 

	
 
// Using the technique simular to the original AI
 
//   Keeps things logical
 
// It really should be in the same order as the AI_STATE's are!
 
static AiNew_StateFunction* const _ainew_state[] = {
 
	NULL,
 
	AiNew_State_FirstTime,
 
	AiNew_State_Nothing,
 
	AiNew_State_WakeUp,
 
	AiNew_State_LocateRoute,
 
	AiNew_State_FindStation,
 
	AiNew_State_FindPath,
 
	AiNew_State_FindDepot,
 
	AiNew_State_VerifyRoute,
 
	AiNew_State_BuildStation,
 
	AiNew_State_BuildPath,
 
	AiNew_State_BuildDepot,
 
	AiNew_State_BuildVehicle,
 
	AiNew_State_GiveOrders,
 
	AiNew_State_StartVehicle,
 
	AiNew_State_RepayMoney,
 
	AiNew_State_CheckAllVehicles,
 
	AiNew_State_ActionDone,
 
	NULL,
 
};
 

	
 
static void AiNew_OnTick(Player *p)
 
{
 
	if (_ainew_state[p->ainew.state] != NULL)
 
		_ainew_state[p->ainew.state](p);
 
}
 

	
 

	
 
void AiNewDoGameLoop(Player *p)
 
{
 
	// If it is a human player, it is not an AI, so bubye!
 
	if (IS_HUMAN_PLAYER(_current_player)) return;
 

	
 
	if (p->ainew.state == AI_STATE_STARTUP) {
 
		// The AI just got alive!
 
		p->ainew.state = AI_STATE_FIRST_TIME;
 
		p->ainew.tick = 0;
 

	
 
		// Only startup the AI
 
		return;
 
	}
 

	
 
	// We keep a ticker. We use it for competitor_speed
 
	p->ainew.tick++;
 

	
 
	// See what the speed is
 
	switch (_opt.diff.competitor_speed) {
 
		case 0: // Very slow
 
			if (!(p->ainew.tick&8)) return;
 
			break;
 

	
 
		case 1: // Slow
 
			if (!(p->ainew.tick&4)) return;
 
			break;
 

	
 
		case 2:
 
			if (!(p->ainew.tick&2)) return;
 
			break;
 

	
 
		case 3:
 
			if (!(p->ainew.tick&1)) return;
 
			break;
 

	
 
		case 4: // Very fast
 
		default: // Cool, a new speed setting.. ;) VERY fast ;)
 
			break;
 
	}
 

	
 
	// If we come here, we can do a tick.. do so!
 
	AiNew_OnTick(p);
 
}
ai/trolly/trolly.h
Show inline comments
 
new file 100644
 
/* $Id: ai_new.h 2892 2005-08-26 20:56:48Z tron $ */
 

	
 
#ifndef AI_TROLLY_H
 
#define AI_TROLLY_H
 

	
 
#include "../../aystar.h"
 
#include "../../player.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 /* AI_TROLLY_H */
ai_build.c
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ai_new.c
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