diff --git a/ai/default/default.c b/ai/default/default.c deleted file mode 100644 --- a/ai/default/default.c +++ /dev/null @@ -1,3934 +0,0 @@ -/* $Id$ */ - -#include "../../stdafx.h" -#include "../../openttd.h" -#include "../../aircraft.h" -#include "../../bridge_map.h" -#include "../../functions.h" -#include "../../map.h" -#include "../../rail_map.h" -#include "../../road_map.h" -#include "../../roadveh.h" -#include "../../station_map.h" -#include "../../tile.h" -#include "../../player.h" -#include "../../tunnel_map.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" -#include "../../bridge.h" -#include "../../date.h" -#include "default.h" - -// remove some day perhaps? -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->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 >= v->max_age || ( - v->age != 0 && - GetEngine(v->engine_type)->reliability < 35389 - )) { - 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 EngineID AiChooseTrainToBuild(RailType railtype, int32 money, byte flag, TileIndex tile) -{ - EngineID best_veh_index = INVALID_ENGINE; - byte best_veh_score = 0; - int32 ret; - EngineID i; - - for (i = 0; i < NUM_TRAIN_ENGINES; i++) { - const RailVehicleInfo *rvi = RailVehInfo(i); - const Engine* e = GetEngine(i); - - if (!IsCompatibleRail(e->railtype, railtype) || - rvi->flags & RVI_WAGON || - (rvi->flags & RVI_MULTIHEAD && flag & 1) || - !HASBIT(e->player_avail, _current_player) || - e->reliability < 0x8A3D) { - continue; - } - - ret = DoCommand(tile, i, 0, 0, CMD_BUILD_RAIL_VEHICLE); - if (!CmdFailed(ret) && ret <= money && rvi->ai_rank >= best_veh_score) { - best_veh_score = rvi->ai_rank; - best_veh_index = i; - } - } - - return best_veh_index; -} - -static EngineID AiChooseRoadVehToBuild(CargoID cargo, int32 money, TileIndex tile) -{ - EngineID best_veh_index = INVALID_ENGINE; - int32 best_veh_rating = 0; - EngineID i = ROAD_ENGINES_INDEX; - EngineID end = i + NUM_ROAD_ENGINES; - - for (; i != end; i++) { - const RoadVehicleInfo *rvi = RoadVehInfo(i); - const Engine* e = GetEngine(i); - int32 rating; - int32 ret; - - if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { - continue; - } - - /* Skip vehicles which can't take our cargo type */ - if (rvi->cargo_type != cargo && !CanRefitTo(i, cargo)) continue; - - /* Rate and compare the engine by speed & capacity */ - rating = rvi->max_speed * rvi->capacity; - if (rating <= best_veh_rating) continue; - - ret = DoCommand(tile, i, 0, 0, CMD_BUILD_ROAD_VEH); - if (CmdFailed(ret)) continue; - - /* Add the cost of refitting */ - if (rvi->cargo_type != cargo) ret += GetRefitCost(i); - if (ret > money) continue; - - best_veh_rating = rating; - best_veh_index = i; - } - - return best_veh_index; -} - -static EngineID AiChooseAircraftToBuild(int32 money, byte flag) -{ - EngineID best_veh_index = INVALID_ENGINE; - int32 best_veh_cost = 0; - EngineID i; - - for (i = AIRCRAFT_ENGINES_INDEX; i != AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; i++) { - const Engine* e = GetEngine(i); - int32 ret; - - if (!HASBIT(e->player_avail, _current_player) || e->reliability < 0x8A3D) { - continue; - } - - if ((AircraftVehInfo(i)->subtype & AIR_CTOL) != flag) continue; - - ret = DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT); - if (!CmdFailed(ret) && ret <= money && ret >= best_veh_cost) { - best_veh_cost = ret; - best_veh_index = i; - } - } - - return best_veh_index; -} - -static int32 AiGetBasePrice(const Player* p) -{ - int32 base = _price.station_value; - - // adjust base price when more expensive vehicles are available - switch (p->ai.railtype_to_use) { - default: NOT_REACHED(); - case RAILTYPE_RAIL: break; - case RAILTYPE_ELECTRIC: break; - case RAILTYPE_MONO: base = (base * 3) >> 1; break; - case RAILTYPE_MAGLEV: base *= 2; break; - } - - return base; -} - -#if 0 -static EngineID AiChooseShipToBuild(byte cargo, int32 money) -{ - // XXX: not done - return INVALID_ENGINE; -} -#endif - -static EngineID AiChooseRoadVehToReplaceWith(const Player* p, const Vehicle* v) -{ - int32 avail_money = p->player_money + v->value; - return AiChooseRoadVehToBuild(v->cargo_type, avail_money, v->tile); -} - -static EngineID AiChooseAircraftToReplaceWith(const Player* p, const Vehicle* v) -{ - int32 avail_money = p->player_money + v->value; - return AiChooseAircraftToBuild( - avail_money, AircraftVehInfo(v->engine_type)->subtype & AIR_CTOL - ); -} - -static EngineID AiChooseTrainToReplaceWith(const Player* p, const Vehicle* v) -{ - int32 avail_money = p->player_money + v->value; - const Vehicle* u = v; - int num = 0; - - 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 EngineID AiChooseShipToReplaceWith(const Player* p, const Vehicle* v) -{ - error("!AiChooseShipToReplaceWith"); - - /* maybe useless, but avoids compiler warning this way */ - return INVALID_ENGINE; -} - -static void AiHandleGotoDepot(Player *p, int cmd) -{ - if (p->ai.cur_veh->current_order.type != OT_GOTO_DEPOT) - DoCommand(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) -{ - uint i; - - for (i = 0; bak->order[i].type != OT_NOTHING; i++) { - if (!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) -{ - const Vehicle* v = p->ai.cur_veh; - BackuppedOrders orderbak[1]; - EngineID 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_SEND_TRAIN_TO_DEPOT); - return; - } - - veh = AiChooseTrainToReplaceWith(p, v); - if (veh != INVALID_ENGINE) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - tile = v->tile; - - if (!CmdFailed(DoCommand(0, v->index, 2, DC_EXEC, CMD_SELL_RAIL_WAGON)) && - !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE))) { - VehicleID veh = _new_vehicle_id; - AiRestoreVehicleOrders(GetVehicle(veh), orderbak); - DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_TRAIN); - - DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); - } - } -} - -static void AiHandleReplaceRoadVeh(Player *p) -{ - const Vehicle* v = p->ai.cur_veh; - BackuppedOrders orderbak[1]; - EngineID veh; - - if (!IsRoadVehInDepotStopped(v)) { - AiHandleGotoDepot(p, CMD_SEND_ROADVEH_TO_DEPOT); - return; - } - - veh = AiChooseRoadVehToReplaceWith(p, v); - if (veh != INVALID_ENGINE) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - 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))) { - 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); - } - } -} - -static void AiHandleReplaceAircraft(Player *p) -{ - const Vehicle* v = p->ai.cur_veh; - BackuppedOrders orderbak[1]; - EngineID veh; - - if (!IsAircraftInHangarStopped(v)) { - AiHandleGotoDepot(p, CMD_SEND_AIRCRAFT_TO_HANGAR); - return; - } - - veh = AiChooseAircraftToReplaceWith(p, v); - if (veh != INVALID_ENGINE) { - TileIndex tile; - - BackupVehicleOrders(v, orderbak); - tile = v->tile; - - if (!CmdFailed(DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_AIRCRAFT)) && - !CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_AIRCRAFT))) { - VehicleID veh = _new_vehicle_id; - AiRestoreVehicleOrders(GetVehicle(veh), orderbak); - DoCommand(0, veh, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); - - DoCommand(0, veh, _ai_service_interval, DC_EXEC, CMD_CHANGE_SERVICE_INT); - } - } -} - -static void AiHandleReplaceShip(Player *p) -{ - error("!AiHandleReplaceShip"); -} - -typedef EngineID CheckReplaceProc(const Player* p, const 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) -{ - const Vehicle* v = p->ai.cur_veh; - - if (!IsValidVehicle(v) || - v->owner != _current_player || - v->type > VEH_Ship || - _veh_check_replace_proc[v->type - VEH_Train](p, v) == INVALID_ENGINE) { - 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) -{ - const 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 (!IsValidVehicle(v) || v->owner != _current_player) return; - _veh_do_replace_proc[v->type - VEH_Train](p); -} - -typedef struct FoundRoute { - int distance; - CargoID cargo; - void *from; - void *to; -} FoundRoute; - -static Town *AiFindRandomTown(void) -{ - return GetRandomTown(); -} - -static Industry *AiFindRandomIndustry(void) -{ - return GetRandomIndustry(); -} - -static void AiFindSubsidyIndustryRoute(FoundRoute *fr) -{ - uint i; - CargoID cargo; - const Subsidy* s; - Industry* from; - 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 == CT_INVALID || - 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) { - Town* to_tow = GetTown(s->to); - - if (to_tow->population < (cargo == CT_FOOD ? 200U : 900U)) return; // error - fr->to = to_tow; - to_xy = to_tow->xy; - } else { - Industry* 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; - const 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; - uint32 r; - CargoID 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] != CT_INVALID) cargo = i->produced_cargo[1]; - - fr->cargo = cargo; - - // don't allow passengers - if (cargo == CT_INVALID || cargo == CT_PASSENGERS) return; - - if (cargo != CT_GOODS && cargo != CT_FOOD) { - // pick a dest, and see if it can receive - Industry* 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 - Town* t = AiFindRandomTown(); - - if (t == NULL || t->population < (cargo == CT_FOOD ? 200U : 900U)) return; - - fr->to = t; - fr->distance = DistanceManhattan(i->xy, t->xy); - } -} - -static void AiFindRandomPassengerRoute(FoundRoute *fr) -{ - Town* source; - Town* dest; - - // initially error - fr->distance = -1; - - 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; - 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) { - int cur; - - if (st->owner != _current_player) continue; - 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) { - const Town* from = fr->from; - const Town* to = fr->to; - - if (from->pct_pass_transported > 0x99 || - to->pct_pass_transported > 0x99) { - return false; - } - - // Make sure it has a reasonably good rating - if (from->ratings[_current_player] < -100 || - to->ratings[_current_player] < -100) { - return false; - } - } else { - const Industry* i = (const 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 = GB(Random(), 0, 16); - - p->ai.railtype_to_use = GetBestRailtype(p); - - 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 = GB(Random(), 0, 16); - - 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 = AiFindRandomIndustry(); - 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 + DAYS_TILL_ORIGINAL_BASE_YEAR) { - 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 rad = (_patches.modified_catchment) ? CA_TRAIN : 4; - - for (; p->mode != 4; p++) { - AcceptedCargo values; - TileIndex tile2; - uint w; - uint h; - - if (p->mode != 1) continue; - - tile2 = TILE_ADD(tile, ToTileIndexDiff(p->tileoffs)); - w = GB(p->attr, 1, 3); - h = GB(p->attr, 4, 3); - - if (p->attr & 1) uintswap(w, h); - - 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, RailType railtype, 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 = DoCommand(c, railtype, p->attr, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_TRAIN_DEPOT); - } else { - // Station - ret = DoCommand(c, (p->attr&1) | (p->attr>>4)<<8 | (p->attr>>1&7)<<16, railtype, 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 = DoCommand(c, railtype, 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 = DoCommand(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) != 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; - - if (flag & DC_EXEC) { - DoCommand(c, railtype, 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, RailType railtype, 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, railtype, DC_NO_TOWN_RATING); - if (!CmdFailed(*cost) && 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) -{ - PlayerID old_player; - uint32 r; - Slope slope; - uint h; - - old_player = _current_player; - _current_player = OWNER_NONE; - - r = Random(); - - unk &= (int)r; - - do { - tile = TILE_MASK(tile + TileOffsByDiagDir(dir)); - - r >>= 2; - if (r & 2) { - dir++; - if (r & 1) dir -= 2; - } - dir &= 3; - } while (--unk >= 0); - - slope = GetTileSlope(tile, &h); - - if (slope != SLOPE_FLAT) { - if (mode > 0 || (mode == 0 && !(r & 0xC))) { - // Terraform up - DoCommand(tile, _terraform_up_flags[slope - 1], 1, - DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); - } else if (h != 0) { - // Terraform down - DoCommand(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) -{ - uint i; - int 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 - for (i = 0; i < 8; i++) { - // 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, - p->ai.railtype_to_use, - &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, - p->ai.railtype_to_use, - DC_EXEC | DC_NO_TOWN_RATING - ); - assert(!CmdFailed(r)); - } - } while (++aib,--j); - } - - // 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) - TileOffsByDiagDir(*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(const 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 + TileOffsByDiagDir(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; -} 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(const 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) -{ - uint 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) -{ - Slope tileh; - uint z; - bool flag; - - int dir2 = p[0] & 3; - - tileh = GetTileSlope(tile, &z); - if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { - TileIndex tile_new = tile; - - // Allow bridges directly over bottom tiles - flag = z == 0; - for (;;) { - TileType type; - - if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); - type = GetTileType(tile_new); - - if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile_new, NULL) != SLOPE_FLAT) { - if (!flag) return; - break; - } - if (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; - flag = true; - } - - // Is building a (rail)bridge possible at this place (type doesn't matter)? - if (CmdFailed(DoCommand(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) -{ - uint z; - - if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { - int32 cost = DoCommand(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 + TileOffsByDiagDir(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. - if (GetTileZ(tile) == 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(DoCommand(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 += TileOffsByDiagDir(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 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; - } - } - - // Build it - DoCommand(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 - 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; - p->ai.state_counter = 0; - } else { - // rail - p->ai.cur_dir_a = arf.best_ptr[1]; - DoCommand(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; - TileIndex tilenew; - - if (IsTileType(tile, MP_TUNNELBRIDGE)) { - if (IsTunnel(tile)) { - // Clear the tunnel and continue at the other side of it. - if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) - return false; - p->ai.cur_tile_a = TILE_MASK(_build_tunnel_endtile - TileOffsByDiagDir(p->ai.cur_dir_a)); - return true; - } else { - // Check if the bridge points in the right direction. - // This is not really needed the first place AiRemoveTileAndGoForward is called. - if (DiagDirToAxis(GetBridgeRampDirection(tile)) != (p->ai.cur_dir_a & 1U)) return false; - - tile = GetOtherBridgeEnd(tile); - - tilenew = TILE_MASK(tile - TileOffsByDiagDir(p->ai.cur_dir_a)); - // And clear the bridge. - if (CmdFailed(DoCommand(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) && - GetRailTileType(tile) == RAIL_TILE_SIGNALS) { - DoCommand(tile, 0, 0, DC_EXEC, CMD_REMOVE_SIGNALS); - } - - // And also remove the rail. - if (CmdFailed(DoCommand(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 - TileOffsByDiagDir(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) -{ - switch (p->ai.state_mode) { - case 0: // Construct mode, build new rail. - AiBuildRailConstruct(p); - break; - - case 1: // Destruct mode, destroy the rail currently built. - AiBuildRailDestruct(p); - break; - - case 2: { - uint i; - - // 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; - } - } - - default: break; - } -} - -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; - DoCommand(TILE_MASK(tile + TileOffsByDiagDir(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; - DoCommand(TILE_MASK(tile + TileOffsByDiagDir(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 StationID AiGetStationIdByDef(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _default_rail_track_data[id]->data; - while (p->mode != 1) p++; - return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); -} - -static EngineID AiFindBestWagon(CargoID cargo, RailType railtype) -{ - EngineID best_veh_index = INVALID_ENGINE; - EngineID i; - uint16 best_capacity = 0; - uint16 best_speed = 0; - uint speed; - - for (i = 0; i < NUM_TRAIN_ENGINES; i++) { - const RailVehicleInfo *rvi = RailVehInfo(i); - const Engine* e = GetEngine(i); - - if (!IsCompatibleRail(e->railtype, railtype) || - !(rvi->flags & RVI_WAGON) || - !HASBIT(e->player_avail, _current_player)) { - continue; - } - - if (rvi->cargo_type != cargo) continue; - - /* max_speed of 0 indicates no speed limit */ - speed = rvi->max_speed == 0 ? 0xFFFF : rvi->max_speed; - - if (rvi->capacity >= best_capacity && speed >= best_speed) { - best_capacity = rvi->capacity; - best_speed = best_speed; - best_veh_index = i; - } - } - - return best_veh_index; -} - -static void AiStateBuildRailVeh(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - EngineID veh; - int i; - CargoID cargo; - int32 cost; - Vehicle *v; - VehicleID 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 = AiFindBestWagon(cargo, p->ai.railtype_to_use); - /* veh will return INVALID_ENGINE if no suitable wagon is available. - * We shall treat this in the same way as having no money */ - if (veh == INVALID_ENGINE) goto handle_nocash; - cost = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); - if (CmdFailed(cost)) goto handle_nocash; - p->ai.wagon_list[i] = _new_vehicle_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 == INVALID_ENGINE) { -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 = DoCommand(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 = DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_RAIL_VEHICLE); - assert(!CmdFailed(cost)); - loco_id = _new_vehicle_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; - DoCommand(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++) { - DoCommand(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++) { - 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 || - (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) - ); - Order order; - - order.type = OT_GOTO_STATION; - order.flags = 0; - order.dest = 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; - - DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); - - DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_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) -{ - const AiBuildRec* aib = &p->ai.src; - uint num = p->ai.num_build_rec; - - do { - const AiDefaultBlockData* b; - - if (aib->cur_building_rule == 255) continue; - for (b = _default_rail_track_data[aib->cur_building_rule]->data; b->mode != 4; b++) { - DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - } 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 (!CmdFailed(*cost) && 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++) { - TileIndex c = TILE_MASK(tile + ToTileIndexDiff(p->tileoffs)); - - _cleared_town = NULL; - - if (p->mode == 2) { - if (IsTileType(c, MP_STREET) && - GetRoadTileType(c) == ROAD_TILE_NORMAL && - (GetRoadBits(c) & p->attr) != 0) { - roadflag |= 2; - - // all bits are already built? - if ((GetRoadBits(c) & p->attr) == p->attr) continue; - } - - ret = DoCommand(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 = DoCommand(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 = DoCommand(c, p->attr, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER | DC_AI_BUILDING, CMD_BUILD_ROAD_STOP); - } else { - // Bus station - ret = DoCommand(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) != SLOPE_FLAT) return CMD_ERROR; - - if (!IsTileType(c, MP_STREET) || GetRoadTileType(c) != ROAD_TILE_NORMAL) { - ret = DoCommand(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) -{ - const AiBuildRec* aib = &p->ai.src; - uint num = p->ai.num_build_rec; - - 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) -{ - uint i; - int 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 - for (i = 0; i != 8; i++) { - // 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(!CmdFailed(r)); - } - } while (++aib,--j); - } - - // 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; -} 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 + TileOffsByDiagDir(_dir_by_track[track])); - - if (IsTileType(tile2, MP_STREET) && GetRoadTileType(tile2) == ROAD_TILE_NORMAL) { - 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 + TileOffsByDiagDir(dir)); - - if (IsRoadStopTile(tile) || IsTileDepotType(tile, TRANSPORT_ROAD)) return false; - 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 RoadBits _road_bits[] = { - ROAD_X, - ROAD_Y, - ROAD_NW | ROAD_NE, - ROAD_SW | ROAD_SE, - ROAD_NW | ROAD_SW, - ROAD_SE | ROAD_NE - }; - return !CmdFailed(DoCommand(tile, _road_bits[type], 0, flags, CMD_BUILD_ROAD)); -} - -static inline void AiCheckBuildRoadBridgeHere(AiRoadFinder *arf, TileIndex tile, const byte *p) -{ - Slope tileh; - uint z; - bool flag; - - int dir2 = p[0] & 3; - - tileh = GetTileSlope(tile, &z); - if (tileh == _dir_table_1[dir2] || (tileh == SLOPE_FLAT && z != 0)) { - TileIndex tile_new = tile; - - // Allow bridges directly over bottom tiles - flag = z == 0; - for (;;) { - TileType type; - - if ((TileIndexDiff)tile_new < -TileOffsByDiagDir(dir2)) return; // Wraping around map, no bridge possible! - tile_new = TILE_MASK(tile_new + TileOffsByDiagDir(dir2)); - type = GetTileType(tile_new); - - if (type == MP_CLEAR || type == MP_TREES || GetTileSlope(tile, NULL) != SLOPE_FLAT) { - // 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 (type != MP_WATER && type != MP_RAILWAY && type != MP_STREET) return; - flag = true; - } - - // Is building a (rail)bridge possible at this place (type doesn't matter)? - if (CmdFailed(DoCommand(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) -{ - uint z; - - if (GetTileSlope(tile, &z) == _dir_table_2[p[0] & 3] && z != 0) { - int32 cost = DoCommand(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 + TileOffsByDiagDir(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. - if (GetTileZ(tile) == 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--; -} - - -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 + TileOffsByDiagDir(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 + TileOffsByDiagDir(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 = DoCommand(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 - DoCommand(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 - DoCommand(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) -{ - 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) { - uint i; - - // 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); - - 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 StationID AiGetStationIdFromRoadBlock(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _road_default_block_data[id]->data; - while (p->mode != 1) p++; - return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); -} - -static void AiStateBuildRoadVehicles(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - VehicleID loco_id; - EngineID veh; - uint 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 == INVALID_ENGINE) { - p->ai.state = AIS_0; - return; - } - - if (CmdFailed(DoCommand(tile, veh, 0, DC_EXEC, CMD_BUILD_ROAD_VEH))) return; - - loco_id = _new_vehicle_id; - - if (GetVehicle(loco_id)->cargo_type != p->ai.cargo_type) { - /* Cargo type doesn't match, so refit it */ - if (CmdFailed(DoCommand(tile, loco_id, p->ai.cargo_type, DC_EXEC, CMD_REFIT_ROAD_VEH))) { - /* Refit failed... sell the vehicle */ - DoCommand(tile, loco_id, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - return; - } - } - - for (i = 0; p->ai.order_list_blocks[i] != 0xFF; 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 || - (_opt.landscape == LT_NORMAL && p->ai.cargo_type == CT_VALUABLES) - ); - Order order; - - order.type = OT_GOTO_STATION; - order.flags = 0; - order.dest = 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; - - DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); - DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_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) -{ - const AiBuildRec* aib = &p->ai.src; - uint num = p->ai.num_build_rec; - - do { - const AiDefaultBlockData* b; - - if (aib->cur_building_rule == 255) continue; - for (b = _road_default_block_data[aib->cur_building_rule]->data; b->mode != 4; b++) { - if (b->mode > 1) continue; - DoCommand(TILE_ADD(aib->use_tile, ToTileIndexDiff(b->tileoffs)), 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - } while (++aib,--num); - - p->ai.state = AIS_0; -} - - -static void AiStateAirportStuff(Player *p) -{ - const 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) { - // 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 - * IsHangarTile() 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 = IsHangarTile(st->airport_tile); - } - - 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 = DoCommand(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 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)); - const AirportFTAClass* airport = GetAirport(p->attr); - uint w = airport->size_x; - uint h = airport->size_y; - - 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) -{ - const AiDefaultBlockData *p; - uint i; - - 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 (!CmdFailed(*cost) && 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); - -// 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(!CmdFailed(r)); - } - } 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 StationID AiGetStationIdFromAircraftBlock(TileIndex tile, int id) -{ - const AiDefaultBlockData *p = _airport_default_block_data[id]; - while (p->mode != 1) p++; - return GetStationIndex(TILE_ADD(tile, ToTileIndexDiff(p->tileoffs))); -} - -static void AiStateBuildAircraftVehicles(Player *p) -{ - const AiDefaultBlockData *ptr; - TileIndex tile; - EngineID veh; - int i; - VehicleID 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 ? 0 : AIR_CTOL); - if (veh == INVALID_ENGINE) return; - - /* XXX - Have the AI pick the hangar terminal in an airport. Eg get airport-type - * and offset to the FIRST depot because the AI picks the st->xy tile */ - tile += ToTileIndexDiff(GetAirport(GetStationByTile(tile)->airport_type)->airport_depots[0]); - 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++) { - 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.dest = 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; - - DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); - } - - DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_AIRCRAFT); - - DoCommand(0, loco_id, _ai_service_interval, DC_EXEC, CMD_CHANGE_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) - DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_TRAIN_TO_DEPOT); - goto going_to_depot; - } - - // Sell whole train - DoCommand(v->tile, v->index, 1, DC_EXEC, CMD_SELL_RAIL_WAGON); - - } else if (v->type == VEH_Road) { - if (!IsRoadVehInDepotStopped(v)) { - if (v->current_order.type != OT_GOTO_DEPOT) - DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_ROADVEH_TO_DEPOT); - goto going_to_depot; - } - - DoCommand(0, v->index, 0, DC_EXEC, CMD_SELL_ROAD_VEH); - } else if (v->type == VEH_Aircraft) { - if (!IsAircraftInHangarStopped(v)) { - if (v->current_order.type != OT_GOTO_DEPOT) - DoCommand(0, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); - goto going_to_depot; - } - - DoCommand(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 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(GetMaxStationIndex() + 1); - memset(in_use, 0, GetMaxStationIndex() + 1); - FOR_ALL_ORDERS(ord) { - if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1; - } - - // Go through all stations and delete those that aren't in use - FOR_ALL_STATIONS(st) { - if (st->owner == _current_player && !in_use[st->index] && - ( (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)) { - DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - } - } - - free(in_use); -} - -static void AiRemovePlayerRailOrRoad(Player *p, TileIndex tile) -{ - TrackBits rails; - - if (IsTileType(tile, MP_RAILWAY)) { - if (!IsTileOwner(tile, _current_player)) return; - - if (IsPlainRailTile(tile)) { -is_rail_crossing:; - rails = GetRailTrackStatus(tile); - - if (rails == TRACK_BIT_HORZ || rails == TRACK_BIT_VERT) return; - - if (rails & TRACK_BIT_3WAY_NE) { -pos_0: - if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(1, 0))) & TRACK_BIT_3WAY_SW) == 0) { - p->ai.cur_dir_a = 0; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (rails & TRACK_BIT_3WAY_SE) { -pos_1: - if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(0, 1))) & TRACK_BIT_3WAY_NW) == 0) { - p->ai.cur_dir_a = 1; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (rails & TRACK_BIT_3WAY_SW) { -pos_2: - if ((GetRailTrackStatus(TILE_MASK(tile + TileDiffXY(1, 0))) & TRACK_BIT_3WAY_NE) == 0) { - p->ai.cur_dir_a = 2; - p->ai.cur_tile_a = tile; - p->ai.state = AIS_REMOVE_SINGLE_RAIL_TILE; - return; - } - } - - if (rails & TRACK_BIT_3WAY_NW) { -pos_3: - if ((GetRailTrackStatus(TILE_MASK(tile - TileDiffXY(0, 1))) & TRACK_BIT_3WAY_SE) == 0) { - 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}; - - DiagDirection dir = GetRailDepotDirection(tile); - - if (GetRailTrackStatus(tile + TileOffsByDiagDir(dir)) & _depot_bits[dir]) - return; - - DoCommand(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 (GetRoadTileType(tile) == ROAD_TILE_DEPOT) { - DiagDirection dir; - TileIndex t; - - // Check if there are any stations around. - 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); - - DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); - DoCommand( - TILE_MASK(tile + TileOffsByDiagDir(dir)), - DiagDirToRoadBits(ReverseDiagDir(dir)), - 0, - DC_EXEC, - CMD_REMOVE_ROAD); - } - } else if (IsTileType(tile, MP_TUNNELBRIDGE)) { - if (!IsTileOwner(tile, _current_player) || - !IsBridge(tile) || - GetBridgeTransportType(tile) != TRANSPORT_RAIL) { - return; - } - - rails = 0; - - switch (GetBridgeRampDirection(tile)) { - default: - case DIAGDIR_NE: goto pos_2; - case DIAGDIR_SE: goto pos_3; - case DIAGDIR_SW: goto pos_0; - case DIAGDIR_NW: 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) { - p->bankrupt_timeout -= 8; - if (p->bankrupt_timeout > 0) return; - p->bankrupt_timeout = 0; - DeleteWindowById(WC_BUY_COMPANY, _current_player); - if (IsLocalPlayer()) { - AskExitToGameMenu(); - return; - } - if (IsHumanPlayer(_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 (IsHumanPlayer(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; - DoCommand(0, old_p, 0, DC_EXEC, CMD_BUY_COMPANY); - _current_player = old_p; - } - } -} - -static void AiAdjustLoan(const Player* p) -{ - int32 base = AiGetBasePrice(p); - - if (p->player_money > base * 1400) { - // Decrease loan - if (p->current_loan != 0) { - DoCommand(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) { - DoCommand(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); - DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ); - } -} - - -void AiDoGameLoop(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 (IsHumanPlayer(_current_player)) return; - - AiAdjustLoan(p); - AiBuildCompanyHQ(p); - -#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); -}