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@@ -11,7 +11,8 @@
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// Build HQ
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// Params:
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// tile : tile where HQ is going to be build
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bool AiNew_Build_CompanyHQ(Player *p, uint tile) {
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bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
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{
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if (CmdFailed(DoCommandByTile(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
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return false;
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DoCommandByTile(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
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@@ -26,7 +27,8 @@ bool AiNew_Build_CompanyHQ(Player *p, ui
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// numtracks : in case of AI_TRAIN: tracks of station
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// direction : the direction of the station
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// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
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int AiNew_Build_Station(Player *p, byte type, uint tile, byte length, byte numtracks, byte direction, byte flag) {
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int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
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{
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if (type == AI_TRAIN)
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return DoCommandByTile(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
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@@ -41,7 +43,8 @@ int AiNew_Build_Station(Player *p, byte
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// tile_a : starting point
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// tile_b : end point
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// flag : flag passed to DoCommand
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int AiNew_Build_Bridge(Player *p, uint tile_a, uint tile_b, byte flag) {
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int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
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{
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int bridge_type, bridge_len, type, type2;
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// Find a good bridgetype (the best money can buy)
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@@ -233,7 +236,8 @@ int AiNew_PickVehicle(Player *p) {
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}
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// Builds the best vehicle possible
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int AiNew_Build_Vehicle(Player *p, uint tile, byte flag) {
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int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
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{
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int i = AiNew_PickVehicle(p);
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if (i == -1) return CMD_ERROR;
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@@ -243,7 +247,7 @@ int AiNew_Build_Vehicle(Player *p, uint
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return DoCommandByTile(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
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}
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int AiNew_Build_Depot(Player *p, uint tile, byte direction, byte flag)
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int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
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{
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static const byte _roadbits_by_dir[4] = {2,1,8,4};
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int ret, ret2;
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