File diff r3999:11007d71fa74 → r4000:702cb45b8eab
ai/default/default.c
Show inline comments
 
@@ -348,11 +348,11 @@ static void AiHandleReplaceRoadVeh(Playe
 
		tile = v->tile;
 

	
 
		if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH)) &&
 
			  !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH)) ) {
 
			  !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) {
 
			VehicleID veh = _new_vehicle_id;
 

	
 
			AiRestoreVehicleOrders(GetVehicle(veh), orderbak);
 
			DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_ROADVEH);
 

	
 
			DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT);
 
		}
 
	}
 
@@ -1608,8 +1608,7 @@ clear_town_stuff:;
 
			}
 
		} else if (p->mode == 3) {
 
			//Clear stuff and then build single rail.
 
			if (GetTileSlope(c, NULL) != SLOPE_FLAT)
 
				return CMD_ERROR;
 
			if (GetTileSlope(c, NULL) != SLOPE_FLAT) return CMD_ERROR;
 
			ret = DoCommand(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;
 
@@ -1927,7 +1926,6 @@ static bool AiCheckRailPathBetter(AiRail
 

	
 
static inline void AiCheckBuildRailBridgeHere(AiRailFinder *arf, TileIndex tile, const byte *p)
 
{
 
	TileIndex tile_new;
 
	Slope tileh;
 
	uint z;
 
	bool flag;
 
@@ -1936,7 +1934,8 @@ static inline void AiCheckBuildRailBridg
 

	
 
	tileh = GetTileSlope(tile, &z);
 
	if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
 
		tile_new = tile;
 
		TileIndex tile_new = tile;
 

	
 
		// Allow bridges directly over bottom tiles
 
		flag = z == 0;
 
		for (;;) {
 
@@ -1977,9 +1976,7 @@ static inline void AiCheckBuildRailTunne
 

	
 
		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
 
			AiBuildRailRecursive(arf, _build_tunnel_endtile, p[0]&3);
 
			if (arf->depth == 1) {
 
				AiCheckRailPathBetter(arf, p);
 
			}
 
			if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
 
		}
 
	}
 
}
 
@@ -2009,6 +2006,7 @@ static void AiBuildRailRecursive(AiRailF
 
	// 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;
 
@@ -2037,9 +2035,7 @@ static void AiBuildRailRecursive(AiRailF
 
			}
 

	
 
			// At the bottom depth?
 
			if (arf->depth == 1) {
 
				AiCheckRailPathBetter(arf, p);
 
			}
 
			if (arf->depth == 1) AiCheckRailPathBetter(arf, p);
 

	
 
			p += 2;
 
		} while (!(p[0]&0x80));
 
@@ -2093,8 +2089,9 @@ static void AiBuildRailConstruct(Player 
 
	// Didn't find anything to build?
 
	if (arf.best_ptr == NULL) {
 
		// Terraform some
 
		for (i=0; i!=5; i++)
 
		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;
 
@@ -2112,16 +2109,16 @@ static void AiBuildRailConstruct(Player 
 
		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
 
		*/
 
		/* Figure out which (rail)bridge type to build
 
		 * start with best bridge, then go down to worse and worse bridges
 
		 * unnecessary to check for worst 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 = DoCommand(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;
 
				if (!CmdFailed(cost) && cost < (p->player_money >> 5)) break;
 
			}
 
		}
 

	
 
@@ -2130,7 +2127,7 @@ static void AiBuildRailConstruct(Player 
 

	
 
		p->ai.cur_tile_a = arf.bridge_end_tile;
 
		p->ai.state_counter = 0;
 
	} else if (arf.best_ptr[0]&0x40) {
 
	} else if (arf.best_ptr[0] & 0x40) {
 
		// tunnel
 
		DoCommand(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;
 
@@ -2348,9 +2345,7 @@ static EngineID AiFindBestWagon(CargoID 
 
			continue;
 
		}
 

	
 
		if (rvi->cargo_type != cargo) {
 
			continue;
 
		}
 
		if (rvi->cargo_type != cargo) continue;
 

	
 
		/* max_speed of 0 indicates no speed limit */
 
		speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed;
 
@@ -2374,7 +2369,7 @@ static void AiStateBuildRailVeh(Player *
 
	CargoID cargo;
 
	int32 cost;
 
	Vehicle *v;
 
	uint loco_id;
 
	VehicleID loco_id;
 

	
 
	ptr = _default_rail_track_data[p->ai.src.cur_building_rule]->data;
 
	while (ptr->mode != 0) ptr++;
 
@@ -2395,14 +2390,12 @@ static void AiStateBuildRailVeh(Player *
 
			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;
 
		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);
 
	veh = AiChooseTrainToBuild(p->ai.railtype_to_use, p->player_money, cargo != CT_PASSENGERS ? 1 : 0, tile);
 
	if (veh == INVALID_ENGINE) {
 
handle_nocash:
 
		// after a while, if AI still doesn't have cash, get out of this block by selling the wagons.
 
@@ -2435,7 +2428,7 @@ handle_nocash:
 
	}
 

	
 
	for (i = 0; p->ai.order_list_blocks[i] != 0xFF; i++) {
 
		AiBuildRec *aib = (&p->ai.src) + p->ai.order_list_blocks[i];
 
		const 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 ||
 
@@ -2615,11 +2608,8 @@ clear_town_stuff:;
 
// 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;
 
	const AiBuildRec* aib = &p->ai.src;
 
	uint num = p->ai.num_build_rec;
 

	
 
	do {
 
		if (aib->cur_building_rule != 255) {
 
@@ -2835,7 +2825,6 @@ static bool AiBuildRoadHelper(TileIndex 
 

	
 
static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p)
 
{
 
	TileIndex tile_new;
 
	Slope tileh;
 
	uint z;
 
	bool flag;
 
@@ -2844,7 +2833,8 @@ static inline void AiCheckBuildRoadBridg
 

	
 
	tileh = GetTileSlope(tile, &z);
 
	if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) {
 
		tile_new = tile;
 
		TileIndex tile_new = tile;
 

	
 
		// Allow bridges directly over bottom tiles
 
		flag = z == 0;
 
		for (;;) {
 
@@ -2885,9 +2875,7 @@ static inline void AiCheckBuildRoadTunne
 

	
 
		if (!CmdFailed(cost) && cost <= (arf->player->player_money>>4)) {
 
			AiBuildRoadRecursive(arf, _build_tunnel_endtile, p[0]&3);
 
			if (arf->depth == 1) {
 
				AiCheckRoadPathBetter(arf, p);
 
			}
 
			if (arf->depth == 1)  AiCheckRoadPathBetter(arf, p);
 
		}
 
	}
 
}
 
@@ -3032,7 +3020,6 @@ do_some_terraform:
 
		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;
 
@@ -3062,8 +3049,9 @@ static void AiBuildRoad(Player *p)
 
		uint i;
 

	
 
		// Terraform some and then try building again.
 
		for (i = 0; i != 4; i++)
 
		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;
 
@@ -3156,7 +3144,7 @@ static void AiStateBuildRoadVehicles(Pla
 
{
 
	const AiDefaultBlockData *ptr;
 
	TileIndex tile;
 
	uint loco_id;
 
	VehicleID loco_id;
 
	EngineID veh;
 
	uint i;
 

	
 
@@ -3227,7 +3215,7 @@ static void AiStateDeleteRoadBlocks(Play
 

	
 
static void AiStateAirportStuff(Player *p)
 
{
 
	Station *st;
 
	const Station* st;
 
	byte acc_planes;
 
	int i;
 
	AiBuildRec *aib;
 
@@ -3449,10 +3437,10 @@ static void AiStateBuildAircraftVehicles
 
	TileIndex tile;
 
	EngineID veh;
 
	int i;
 
	uint loco_id;
 
	VehicleID loco_id;
 

	
 
	ptr = _airport_default_block_data[p->ai.src.cur_building_rule];
 
	for (;ptr->mode!=0;ptr++) {}
 
	for (; ptr->mode != 0; ptr++) {}
 

	
 
	tile = TILE_ADD(p->ai.src.use_tile, ToTileIndexDiff(ptr->tileoffs));
 

	
 
@@ -3465,7 +3453,7 @@ static void AiStateBuildAircraftVehicles
 
	if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) return;
 
	loco_id = _new_vehicle_id;
 

	
 
	for (i=0; p->ai.order_list_blocks[i] != 0xFF; i++) {
 
	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;
 
@@ -3664,27 +3652,20 @@ pos_3:
 

	
 
		if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
 
			DiagDirection dir;
 
			TileIndex t;
 

	
 
			// 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;
 
			}
 
			t = tile + TileDiffXY(-1, 0);
 
			if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
 

	
 
			t = tile + TileDiffXY(1, 0);
 
			if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
 

	
 
			t = tile + TileDiffXY(0, -1);
 
			if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
 

	
 
			t = tile + TileDiffXY(0, 1);
 
			if (IsTileType(t, MP_STATION) && IsTileOwner(t, _current_player)) return;
 

	
 
			dir = GetRoadDepotDirection(tile);
 

	
 
@@ -3881,8 +3862,7 @@ void AiDoGameLoop(Player *p)
 
	//  or in %
 
	_ai_service_interval = _patches.servint_ispercent?80:180;
 

	
 
	if (IS_HUMAN_PLAYER(_current_player))
 
		return;
 
	if (IS_HUMAN_PLAYER(_current_player)) return;
 

	
 
	AiAdjustLoan(p);
 
	AiBuildCompanyHQ(p);