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55 Commits

Author SHA1 Message Date
tron
80c73b93ed (svn r4121) Release 0.4.7 2006-03-26 19:32:00 +00:00
Darkvater
8a74170da0 (svn r4117) - Prepare 0.4 branch for release. Update readme's, bugs, installers and makefile, changelog, etc. to 0.4.7 2006-03-26 18:49:31 +00:00
bjarni
a0bf18c3c9 (svn r4104) -Backported 4102: updated OSX docs about triple binary 2006-03-25 08:54:09 +00:00
bjarni
31b226dc9f (svn r4102) -Backported 3673, 3674, 3675, 3679, 3682, 3882, 3884 [all OSX]
added support for G5 (ppc970) optimised code
	added support for triple binaries (ppc, ppc970, i386)
	updated the makefile to handle building of universal and triple in a more automated way (way less flags to set)
	now it's no longer needed to spent minutes setting up flags when releasing. It works out of the box :)
	note: even though it looks like it's a lot of commits, it really is that there changes were introduced in small pieces in the trunk
2006-03-25 08:45:30 +00:00
bjarni
b320aa40fa (svn r4100) -Backported 4082 and 4099
the cocoa driver no longer crashes when going to fullscreen (this one depended on the resolution)
	teh cocoa driver speedup of around 1000% applies to Intel macs, so the driver is now just as fast as the PPC one
2006-03-25 07:40:02 +00:00
bjarni
37835e9158 (svn r4097) -Backported 4084 properly (included the last line)
also added a header that is needed because we didn't backport the new feature, that includes the header in the trunk
2006-03-24 23:33:30 +00:00
bjarni
749a4f8c7d (svn r4095) -Backport 4060, 4084
made the release target for OSX do more work (less manual work when releasing)
	updated some OSX documentation
2006-03-24 22:55:16 +00:00
e72232dc4c (svn r4094) - Allow unused wagons have their ->first set. This fixes the faulty
cache warning message, and noticably speeds up depot operations in large 
games. Backport of r3576 from trunk
2006-03-24 22:36:54 +00:00
matthijs
45a4c69842 (svn r4072) - Backport from trunk (4071):
- Fix: [NPF] Trains & busses were unable to find a route when leaving a depot or bus stop. Small omission from r4023 (fix by glx)
2006-03-23 17:52:08 +00:00
matthijs
a2c882af6f (svn r4044) Rename 0.4.5 branch to 0.4. Further minor releases will be in the 0.4 range, to prevent enormously long version numbers. 2006-03-22 22:38:29 +00:00
matthijs
bb7c37b515 (svn r4041) [Debian] Change next version number to 0.4.6 instead of 0.4.5.1. 2006-03-22 22:26:16 +00:00
Darkvater
ec54b3ac24 (svn r4040) - Prepare 0.4.5 branch for release. Update readme's, bugs, installers and makefile, changelog, etc. to 0.4.6 2006-03-22 22:25:46 +00:00
bjarni
a9032183df (svn r4038) -backport (3966, 3972 and 4019) -Fix: [OSX 10.3 and newer] [ 1157244 ] Can't save game if name contains german umlauts (loading savegames with certain chars still look a bit odd) 2006-03-22 21:40:26 +00:00
bjarni
90feff4982 (svn r4037) -backported (3676): updated the install readme for OSX 2006-03-22 21:24:26 +00:00
matthijs
e434485dd8 (svn r4036) * Prepare debian release files for 0.4.5.1 release. 2006-03-22 21:18:33 +00:00
matthijs
dcc4ccf4e9 (svn r4035) - Backport from trunk (4033):
- Codechange: [Debian] Update debian packaging files to use debconf for user interaction.
2006-03-22 21:16:31 +00:00
bjarni
ef7e4abf7f (svn r4034) merged 3618:3971 for video/cocoa_v.m (major speedup for PPC fullscreen fix) 2006-03-22 21:11:05 +00:00
matthijs
5d0ed8fab8 (svn r4032) -Backport from trunk (3507):
- Fix: [Makefile] Make sure the ICON_DIR gets created before copying files there.
  - Fix: Fix small syntactic error in the manpage.
2006-03-22 21:04:13 +00:00
Darkvater
ed7df6e2bf (svn r4031) - Backport from trunk (r4030):
- [win32] Change compiler settings to use the multithreaded CRT. This prevents
  certain crashes on multi-threaded machines.
2006-03-22 20:46:07 +00:00
Darkvater
7cf9e0d8ca (svn r4029) - Backport from trunk (r4023):
Fix: [ 1453646 NPF ] Road vehicles planning through the back of depots and stations.
2006-03-22 20:33:30 +00:00
celestar
85141929a8 (svn r4018) -Backport from trunk (4001:4002):
Add length parameter to FiosMakeSavegameName() and use this function for creating the full path instead of home-brewn snprintf.
	Use the title of a savegame in the saveload dialog-editbox. This gets rid of the '.sav' appended to each game as well as properly showing UTF-8 saves when this is implemented. Also don't change the text if the save has failed.
2006-03-22 11:26:08 +00:00
celestar
f4d5c1b01b (svn r4017) -Backport from trunk (3999): Change the order of DestroyWindow and ChangeDisplay. On some machines a sizechange messagequeue is handled before sending WM_DISPLAYCHANGE resulting in an improper resolution written to the configuration file when exiting from fullscreen. (Frostregen) 2006-03-22 11:24:27 +00:00
celestar
31d6286cb4 (svn r4016) -Backport from trunk (3998): When removing rail track from a tile where only X and Y pieces exist, explicitly update signals in both directions. 2006-03-22 11:23:22 +00:00
celestar
ca0a0cdbfd (svn r4015) -Backport from trunk: Default the patch-setting 'pause_on_join' to true. 2006-03-22 11:17:21 +00:00
celestar
04572ed7fe (svn r4014) -Backport from trunk: Slope and height information returned for some tile types is wrong 2006-03-22 11:13:20 +00:00
celestar
ebfef9683e (svn r4013) -Fix last commit. CheckTunnelInWay works differently from IsTunnelInWay :S 2006-03-22 11:11:52 +00:00
celestar
c05d3dd558 (svn r4012) -Backport from trunk (3992, 3995): Rewrote the code to determine whether a rail-tile can be terraformed.
Fixes a bug where you could terraform a tunnel (fixed by r3228, but reverted that one)
Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts.
2006-03-22 10:32:07 +00:00
Darkvater
6e029fe97d (svn r3978) - Change all STRING1's back to STRING in french.txt because these {STRINGn} are only applicable to english.txt. Fixup of r3973. Sorry. Backport of r3977 from trunk 2006-03-19 09:03:25 +00:00
belugas
26ed195319 (svn r3975) Update french translation, adding STRING1 where needed, as well as other omissions.
Thanks to Darkvater for this opportunity. 
No typo this time
2006-03-19 01:52:05 +00:00
Darkvater
7170357a10 (svn r3970) - FS#56 - [Crash] Missing glyph(s) in big-font. Added several missing glyphs for the big font. Backport of r3940 from trunk 2006-03-18 16:03:55 +00:00
Darkvater
e4bbd3b41c (svn r3969) - [ 1439907 ] Increase client list window width so at least most languages fit (wikipedian). Backport of r3933 from trunk 2006-03-18 16:03:04 +00:00
Darkvater
5ed5e6beed (svn r3968) - Update german and finnish languages. Backport of r3932, r3943 from trunk 2006-03-18 16:02:19 +00:00
Darkvater
5de94db9df (svn r3967) - Fix: Properly set back the owner of a crossing/road-under bridge after removing it. For crossings we can always use .m2 because it is already 0 when not owned by a town. Backport of r3876, r3893 from trunk 2006-03-18 16:00:02 +00:00
Darkvater
6b664a3ba0 (svn r3965) - [win32] Remove mapfile generation and generate a pdb file instead. This and the corresponding executable is enough to trace the source of a crash given by crash.txt by using WinDbg for example. Mapfiles are a bit deprecated in the newer VS environments.
- [win32] Show the revision in crash.txt and enable the button to show the crash text in the crash-window 
- Backport of r3871, r3872 from trunk
2006-03-18 15:51:04 +00:00
Darkvater
beee5698f9 (svn r3964) -Fix: [autoreplace]: (FS#67) autoreplacing trains now keep their tile length instead of their pixel length. Backport of r3811 from trunk 2006-03-18 15:49:00 +00:00
Darkvater
a86ec733a0 (svn r3963) Update debian packaging files to the ones used for releasing 0.4.5 (see os/debian/changelog for details).
Fix a small debconf issue which was in the 0.4.5 release. Backport of r3801 from trunk
2006-03-18 15:48:15 +00:00
Darkvater
37c1135d6b (svn r3962) -Fix: Mark the right tile as dirty. It's just a graphical glitch which happend in r1592. Backport of r3792 from trunk 2006-03-18 15:47:16 +00:00
Darkvater
923dee9bec (svn r3961) - Fix crash when resizing news history window. Backport of r3778 from trunk 2006-03-18 15:46:09 +00:00
Darkvater
1856976d8e (svn r3960) -Fix: Correctly implement minimum search, so road vehicles head twoards the closest station, not the last one in the list. Backport of r3751 from trunk 2006-03-18 15:45:23 +00:00
Darkvater
818a5a596f (svn r3959) -Fix: [FS#61] The tooltips for raising and lowering land buttons in the scenario editor are interchanged (Reported and fixed by lc). Backport of r3749 from trunk 2006-03-18 15:32:38 +00:00
Darkvater
2be4b388ec (svn r3958) Change HASBIT() to return 0/1 instead of 0/value of tested bit. Backport of r3747 from trunk 2006-03-18 15:31:34 +00:00
Darkvater
300aba48cc (svn r3957) -Fix: Correctly restore the roadside after roadworks are finished. Backport of r3680 from trunk 2006-03-18 15:29:24 +00:00
Darkvater
f470a87dea (svn r3956) - Fix: [Multistop] Check the status of the destination road stop instead of a station's first road stop. This only has effect with road vehicle queuing disabled. Backport of r3663, r3681 from trunk 2006-03-18 15:28:26 +00:00
Darkvater
4b938510a5 (svn r3955) - Fix: validate the setting of max_companies/spectators through the console. Backport of r3591, r3593 from trunk 2006-03-18 15:25:25 +00:00
Darkvater
7ddae93da8 (svn r3954) - Explicitly update v->first in TrainConsistChanged() if necessary, as this is far faster than brute forcing it later.
- When loading a game, call TrainConsistChanged() for each train head separately before updating images, as v->first is used extensively in GetTrainImage() for custom graphics. This gives a significant speed improvement on loading a game. 
- Rewrite GetFreeUnitNumber() so that only one loop of vehicles is required. Instead a list of used/unused numbers is created and the first unused number is chosen. This significantly improves performance in large games. 
- Improve game-load times. Backport of r3570-3572 from trunk
2006-03-18 15:22:27 +00:00
Darkvater
f75365fcf4 (svn r3953) - Grr, compile before you commit. Wrong merge of 3529/3553 in r3948 2006-03-18 15:19:30 +00:00
Darkvater
e89a98d296 (svn r3952) - Fix: On loading a game, GetPlayerRailtypes() didn't account for the fact that vehicles are introduced a year after their introduction date. This will also relieve possible (rare) network desyncs. Backport of r3565 from trunk 2006-03-18 15:17:57 +00:00
Darkvater
8157969b2b (svn r3951) - Restore plural forms of cargo types for several languages. Backport of r3560 from trunk. 2006-03-18 15:16:12 +00:00
Darkvater
b3ccef7045 (svn r3950) - Add directives to allow Visual Studio 2005 compilation. Backport of r3551 from trunk. 2006-03-18 15:14:34 +00:00
Darkvater
af0fb58264 (svn r3949) - Revert r3467, was total nonesense, my fault. Backport of r3532 from trunk 2006-03-18 15:13:35 +00:00
Darkvater
5f2e2ef32a (svn r3948) - Fix: [ 1415782 ] crash in string code with openbsd/zaurus; alignment issues (thanks Tron for the help). Backport of r3529, r3553 from trunk 2006-03-18 15:12:24 +00:00
Darkvater
8353c1260a (svn r3526) - Codechange: Add additional linker information to release builds to help figure out crashes more easily 2006-02-03 17:24:37 +00:00
Darkvater
8de919ce50 (svn r3519) - [0.4.5-Branch] backport changes from abused tags/ (nothing important) 2006-02-01 22:02:47 +00:00
Darkvater
f9cacc9f5c (svn r3518) - Add proper revision numbers for bugfixing branch 2006-02-01 21:53:12 +00:00
Darkvater
af3ac4954a (svn r3517) - Branch: added branch for stable 0.4.5 2006-02-01 21:47:10 +00:00
1951 changed files with 218747 additions and 732770 deletions

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@@ -1,13 +0,0 @@
notifications:
push:
irc:
- openttd
- openttd.notice
pull-request:
irc:
- openttd
- openttd.notice
issue:
irc:
- openttd
- openttd.notice

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@@ -1,9 +0,0 @@
root = true
[*]
insert_final_newline = true
trim_trailing_whitespace = true
[*.{c,cpp,h,hpp}]
indent_style = tab
charset = utf-8

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@@ -1,7 +0,0 @@
## Version of OpenTTD
## Expected result
## Actual result
## Steps to reproduce

34
.github/stale.yml vendored
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@@ -1,34 +0,0 @@
daysUntilClose: 7
staleLabel: stale
closeComment: false
exemptMilestones: true
exemptAssignees: true
issues:
daysUntilStale: 60
exemptLabels:
- pinned
- security
- "good first issue"
- regression
markComment: >
This issue has been automatically marked as stale because it has not had any activity in the last two months.
If you believe the issue is still relevant, please test on the latest nightly and report back.
It will be closed if no further activity occurs within 7 days.
Thank you for your contributions.
pulls:
daysUntilStale: 30
exemptLabels:
- pinned
markComment: >
This pull request has been automatically marked as stale because it has not had any activity in the last month.
Please feel free to give a status update now, ping for review, or re-open when it's ready.
It will be closed if no further activity occurs within 7 days.
Thank you for your contributions.

52
.gitignore vendored
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@@ -1,52 +0,0 @@
bin/*
!bin/ai
bin/ai/*
!bin/ai/compat*.nut
!bin/ai/regression
!bin/data
bin/baseset/*
!bin/baseset/openttd.grf
!bin/baseset/opntitle.dat
!bin/baseset/orig_extra.grf
!bin/baseset/orig_*.obg
!bin/baseset/orig_*.obs
!bin/baseset/no_sound.obs
!bin/baseset/no_music.obm
!bin/baseset/orig_*.obm
!bin/scripts
bin/scripts/*
!bin/scripts/*.example
!bin/scripts/readme.txt
*.aps
bundle/*
bundles/*
docs/aidocs/*
docs/gamedocs/*
docs/source/*
.kdev4
.kdev4/*
*.kdev4
media/openttd.desktop
media/openttd.desktop.install
objs/*
projects/.vs
projects/Debug
projects/Release
projects/*.ncb
projects/*.suo
projects/*.sdf
projects/*.opensdf
projects/*.vcproj.*.user
projects/*.vcxproj.user
projects/*.VC.db
projects/*.VC.opendb
src/rev.cpp
src/os/windows/ottdres.rc
/Makefile*
!/Makefile.msvc
/config.*
!/config.lib
!*.in
*.tmp

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@@ -1,34 +0,0 @@
syntax: glob
.svn
*.aps
bin/baseset/openttd.32.bmp
bin/lang/*
bin/openttd*
bin/*.cfg
bundle/*
bundles/*
config.cache*
config.log
config.pwd
docs/aidocs/*
docs/gamedocs/*
docs/source/*
.kdev4
.kdev4/*
*.kdev4
Makefile
Makefile.am
Makefile.bundle
media/openttd.desktop
media/openttd.desktop.install
objs/*
projects/.vs
projects/*.ncb
projects/*.suo
projects/*.sdf
projects/*.opensdf
projects/*.vcproj.*.user
projects/*.vcxproj.user
src/rev.cpp
src/os/windows/ottdres.rc

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@@ -1,181 +0,0 @@
# Contributing to OpenTTD
Looking to contribute something to OpenTTD? **Here's how you can help.**
Please take a moment to review this document in order to make the contribution process easy and effective for everyone involved.
Following these guidelines helps to communicate that you respect the time of the developers managing and developing this open source project. In return, they should reciprocate that respect in addressing your issue or assessing patches and features.
## Using the issue tracker
The [issue tracker](https://github.com/OpenTTD/OpenTTD/issues) is the preferred channel for [bug reports](#bug-reports), but please respect the following restrictions:
* Please **do not** use the issue tracker for help playing or using OpenTTD. Please try [irc](https://wiki.openttd.org/IRC_channel), or the [forums](https://www.tt-forums.net/)
* Please **do not** derail or troll issues. Keep the discussion on topic and respect the opinions of others.
* Please **do not** post comments consisting solely of "+1" or ":thumbsup:".
Use [GitHub's "reactions" feature](https://github.com/blog/2119-add-reactions-to-pull-requests-issues-and-comments) instead. We reserve the right to delete comments which violate this rule.
* Please **do not** open issues or pull requests regarding add-on content in NewGRF, GameScripts, AIs, etc. These are created by third-parties. Please try [irc](https://wiki.openttd.org/IRC_channel) or the [forums](https://www.tt-forums.net/) to discuss these.
## Bug reports
A bug is a _demonstrable problem_ that is caused by the code in the repository.
Good bug reports are extremely helpful, so thanks!
Guidelines for bug reports:
0. Please don't report issues with games where you changed NewGRFs.
1. Please don't report issues with modified versions of OpenTTD (patchpacks and similar).
2. **Use the GitHub issue search** --- check if the issue has already been
reported.
3. **Check if the issue has been fixed** --- try to reproduce it using the latest `nightly` build of OpenTTD, available from https://www.openttd.org
4. **Isolate the problem** --- ideally create reproduceable steps with an attached savegame and screenshots. Try to use few or no NewGRFs, AIs etc if possible.
A good bug report shouldn't leave others needing to chase you up for more information.
Please try to be as detailed as possible in your report.
* What is your environment?
* What steps will reproduce the issue?
* Which operating system(s) experience the problem?
* What would you expect to be the outcome?
All these details will help people to fix any potential bugs.
Example:
> Short and descriptive example bug report title
>
> A summary of the issue and the OS environment in which it occurs. If
> suitable, include the steps required to reproduce the bug.
>
> 1. This is the first step
> 2. This is the second step
> 3. Further steps, etc.
>
> Attached savegame
> Attached screenshots showing the issue
> Crashlogs if the bug causes a crash
>
> Any other information you want to share that is relevant to the issue being
> reported. This might include the lines of code that you have identified as
> causing the bug, and potential solutions (and your opinions on their
> merits).
## Feature requests
Before opening a feature request, please take a moment to find out whether your idea fits with the scope and aims of the project.
It's up to *you* to make a strong case to convince the project's developers of the merits of this feature.
Please provide as much detail and context as possible. This means don't request for a solution, but describe the problem you see and how/why you think it should be fixed.
For feature request we have a strict policy.
Keeping issues around with "a good idea" or "not really a bug but we should maybe fix it" turns out to have the reversed effect: nobody looks at it anymore.
Although we really appreciate feedback and ideas, we will close feature requests that we don't expect to fulfill in the next year.
Many of those ideas etc do have a place on the [forums](https://www.tt-forums.net); and if enough people like it, someone will stand up and make it.
It's usually best discuss in [irc](https://wiki.openttd.org/IRC_channel) before opening a feature request or working on a large feature in a fork.
Discussion in irc can take time, but it can be productive and avoid disappointment :)
## Pull requests
Good pull requests—patches, improvements, new features—are a fantastic help.
They should remain focused in scope and avoid containing unrelated commits.
**Please ask first** before embarking on any significant pull request (e.g. implementing features, refactoring code, porting to a different language), otherwise you risk spending a lot of time working on something that the project's developers might not want to merge into the project.
Please adhere to the [coding guidelines](#code-guidelines) used throughout the project (indentation, accurate comments, etc.) and any other requirements (such as test coverage).
Adhering to the following process is the best way to get your work included in the project:
1. [Fork](https://help.github.com/fork-a-repo/) the project, clone your fork, and configure the remotes:
```bash
git clone https://github.com/<your-username>/OpenTTD.git openttd
git clone https://github.com/OpenTTD/OpenTTD-git-hooks.git openttd_hooks
cd openttd
git remote add upstream https://github.com/OpenTTD/OpenTTD.git
cd .git/hooks
ln -s ../../../openttd_hooks/hooks/* .
```
2. If you cloned a while ago, get the latest changes from upstream:
```bash
git fetch upstream
```
3. Create a new topic branch (off the main project development branch) to
contain your feature, change, or fix:
```bash
git checkout upstream/master -b <topic-branch-name>
```
4. Commit your changes in logical chunks. Please adhere to these [git commit message guidelines](https://wiki.openttd.org/Commit_style#Commit_message) or your code is unlikely to be merged into the main project.
Use Git's [interactive rebase](https://help.github.com/articles/interactive-rebase) feature to tidy up your commits before making them public.
5. Locally rebase the upstream development branch into your topic branch:
```bash
git fetch upstream
git rebase upstream/master
```
6. Push your topic branch up to your fork the first time:
```bash
git push --set-upstream origin <topic-branch-name>
```
And any time after that:
```bash
git push
```
7. [Open a Pull Request](https://help.github.com/articles/using-pull-requests/) with a clear title and description against the `master` branch.
**IMPORTANT**: By submitting a patch, you agree to the [License](#license).
### Privacy Notice
We would like to make you aware that contributing to OpenTTD via git will permanently store the name and email address you provide as well as the actual changes and the time and date you made it inside git's version history.
This is inevitable, because it is a main feature of git. If you are concerned about your privacy, we strongly recommend to use "Anonymous &lt;anonymous@openttd.org&gt;" as the git commit author. We might refuse anonymous contributions if malicious intent is suspected.
Please note that the contributor identity, once given, is used for copyright verification and to provide proof should a malicious commit be made. As such, the [EU GDPR](https://www.eugdpr.org/key-changes.html) "right to be forgotten" does not apply, as this is an overriding legitimate interest.
Please also note that your commit is public and as such will potentially be processed by many third-parties. Git's distributed nature makes it impossible to track where exactly your commit, and thus your personal data, will be stored and be processed. If you would not like to accept this risk, please do either commit anonymously or refrain from contributing to the OpenTTD project.
### Pull request validation
Continuous integration (CI) tools monitor pull requests, and help us identify build and code quality issues.
The results of the CI tests will show on your pull request.
By clicking on Details you can further zoom in; in case of a failure it will show you why it failed. In case of success it will report how awesome you were.
## Code guidelines
[Code style](https://wiki.openttd.org/Coding_style) must be adhered to for pull requests to be accepted
## License
By contributing your code, you agree to license your contribution under the [GPL v2](https://github.com/OpenTTD/OpenTTD/blob/master/COPYING).
### Attribution of this Contributing Guide
This contributing guide is adapted from [Bootstrap](https://github.com/twbs/bootstrap/blob/master/CONTRIBUTING.md) under the [Creative Commons Attribution 3.0 Unported License](https://github.com/twbs/bootstrap/blob/master/docs/LICENSE) terms for Bootstrap documentation.
The GDPR notice is adapted from [rsyslog](https://github.com/rsyslog/rsyslog/blob/master/CONTRIBUTING.md) under the [GNU General Public License](https://github.com/rsyslog/rsyslog/blob/master/COPYING).

43
COPYING
View File

@@ -1,16 +1,12 @@
This is the license which applies to OpenTTD with the exception of some
3rd party modules. See README.md for details
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
@@ -19,7 +15,7 @@ software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
@@ -59,8 +55,8 @@ patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
@@ -114,7 +110,7 @@ above, provided that you also meet all of these conditions:
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
@@ -172,7 +168,7 @@ access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
@@ -229,7 +225,7 @@ impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
@@ -259,7 +255,7 @@ make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
@@ -281,9 +277,9 @@ YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
@@ -307,9 +303,10 @@ the "copyright" line and a pointer to where the full notice is found.
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
@@ -339,5 +336,5 @@ necessary. Here is a sample; alter the names:
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

198
Doxyfile
View File

@@ -1,22 +1,11 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
#---------------------------------------------------------------------------
# Project related configuration options
#---------------------------------------------------------------------------
DOXYFILE_ENCODING = UTF-8
PROJECT_NAME = OpenTTD
PROJECT_NUMBER =
PROJECT_BRIEF =
PROJECT_LOGO =
PROJECT_NAME = openttd
OUTPUT_DIRECTORY = docs/source/
CREATE_SUBDIRS = YES
ALLOW_UNICODE_NAMES = NO
CREATE_SUBDIRS = NO
OUTPUT_LANGUAGE = English
USE_WINDOWS_ENCODING = NO
BRIEF_MEMBER_DESC = YES
REPEAT_BRIEF = YES
ABBREVIATE_BRIEF = "The $name class" \
@@ -37,42 +26,23 @@ STRIP_FROM_PATH = ./
STRIP_FROM_INC_PATH =
SHORT_NAMES = NO
JAVADOC_AUTOBRIEF = YES
QT_AUTOBRIEF = NO
MULTILINE_CPP_IS_BRIEF = NO
DETAILS_AT_TOP = NO
INHERIT_DOCS = YES
SEPARATE_MEMBER_PAGES = NO
DISTRIBUTE_GROUP_DOC = NO
TAB_SIZE = 2
ALIASES =
TCL_SUBST =
OPTIMIZE_OUTPUT_FOR_C = YES
OPTIMIZE_OUTPUT_JAVA = NO
OPTIMIZE_FOR_FORTRAN = NO
OPTIMIZE_OUTPUT_VHDL = NO
EXTENSION_MAPPING =
MARKDOWN_SUPPORT = YES
TOC_INCLUDE_HEADINGS = 0
AUTOLINK_SUPPORT = YES
BUILTIN_STL_SUPPORT = NO
CPP_CLI_SUPPORT = NO
SIP_SUPPORT = NO
IDL_PROPERTY_SUPPORT = YES
DISTRIBUTE_GROUP_DOC = NO
GROUP_NESTED_COMPOUNDS = NO
SUBGROUPING = YES
INLINE_GROUPED_CLASSES = NO
INLINE_SIMPLE_STRUCTS = NO
TYPEDEF_HIDES_STRUCT = NO
LOOKUP_CACHE_SIZE = 0
#---------------------------------------------------------------------------
# Build related configuration options
#---------------------------------------------------------------------------
EXTRACT_ALL = NO
EXTRACT_PRIVATE = YES
EXTRACT_PACKAGE = NO
EXTRACT_STATIC = YES
EXTRACT_LOCAL_CLASSES = YES
EXTRACT_LOCAL_METHODS = YES
EXTRACT_ANON_NSPACES = YES
HIDE_UNDOC_MEMBERS = NO
HIDE_UNDOC_CLASSES = NO
HIDE_FRIEND_COMPOUNDS = NO
@@ -80,17 +50,11 @@ HIDE_IN_BODY_DOCS = NO
INTERNAL_DOCS = NO
CASE_SENSE_NAMES = YES
HIDE_SCOPE_NAMES = NO
HIDE_COMPOUND_REFERENCE= NO
SHOW_INCLUDE_FILES = YES
SHOW_GROUPED_MEMB_INC = NO
FORCE_LOCAL_INCLUDES = NO
INLINE_INFO = YES
SORT_MEMBER_DOCS = YES
SORT_BRIEF_DOCS = NO
SORT_MEMBERS_CTORS_1ST = NO
SORT_GROUP_NAMES = NO
SORT_BY_SCOPE_NAME = NO
STRICT_PROTO_MATCHING = NO
GENERATE_TODOLIST = YES
GENERATE_TESTLIST = YES
GENERATE_BUGLIST = YES
@@ -98,69 +62,57 @@ GENERATE_DEPRECATEDLIST= YES
ENABLED_SECTIONS =
MAX_INITIALIZER_LINES = 30
SHOW_USED_FILES = YES
SHOW_FILES = YES
SHOW_NAMESPACES = YES
SHOW_DIRECTORIES = YES
FILE_VERSION_FILTER =
LAYOUT_FILE =
CITE_BIB_FILES =
#---------------------------------------------------------------------------
# Configuration options related to warning and progress messages
# configuration options related to warning and progress messages
#---------------------------------------------------------------------------
QUIET = NO
WARNINGS = YES
WARN_IF_UNDOCUMENTED = YES
WARN_IF_DOC_ERROR = YES
WARN_NO_PARAMDOC = NO
WARN_AS_ERROR = NO
WARN_FORMAT = "$file:$line: $text"
WARN_LOGFILE =
#---------------------------------------------------------------------------
# Configuration options related to the input files
# configuration options related to the input files
#---------------------------------------------------------------------------
INPUT = ./src/
INPUT_ENCODING = UTF-8
INPUT = ./
FILE_PATTERNS = *.c \
*.cc \
*.cxx \
*.cpp \
*.c++ \
*.h \
*.hpp
table/*.h
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO
EXCLUDE_PATTERNS = */3rdparty \
*/script/api
EXCLUDE_SYMBOLS =
EXCLUDE_PATTERNS =
EXAMPLE_PATH =
EXAMPLE_PATTERNS = *
EXAMPLE_RECURSIVE = NO
IMAGE_PATH = ./docs/
IMAGE_PATH =
INPUT_FILTER =
FILTER_PATTERNS =
FILTER_SOURCE_FILES = NO
FILTER_SOURCE_PATTERNS =
USE_MDFILE_AS_MAINPAGE =
#---------------------------------------------------------------------------
# Configuration options related to source browsing
# configuration options related to source browsing
#---------------------------------------------------------------------------
SOURCE_BROWSER = YES
INLINE_SOURCES = NO
STRIP_CODE_COMMENTS = YES
REFERENCED_BY_RELATION = YES
REFERENCES_RELATION = YES
REFERENCES_LINK_SOURCE = YES
SOURCE_TOOLTIPS = YES
USE_HTAGS = NO
VERBATIM_HEADERS = YES
#---------------------------------------------------------------------------
# Configuration options related to the alphabetical class index
# configuration options related to the alphabetical class index
#---------------------------------------------------------------------------
ALPHABETICAL_INDEX = NO
COLS_IN_ALPHA_INDEX = 5
IGNORE_PREFIX =
#---------------------------------------------------------------------------
# Configuration options related to the HTML output
# configuration options related to the HTML output
#---------------------------------------------------------------------------
GENERATE_HTML = YES
HTML_OUTPUT = html
@@ -168,58 +120,19 @@ HTML_FILE_EXTENSION = .html
HTML_HEADER =
HTML_FOOTER =
HTML_STYLESHEET =
HTML_EXTRA_STYLESHEET =
HTML_EXTRA_FILES =
HTML_COLORSTYLE_HUE = 220
HTML_COLORSTYLE_SAT = 100
HTML_COLORSTYLE_GAMMA = 80
HTML_TIMESTAMP = NO
HTML_DYNAMIC_MENUS = YES
HTML_DYNAMIC_SECTIONS = NO
HTML_INDEX_NUM_ENTRIES = 100
GENERATE_DOCSET = NO
DOCSET_FEEDNAME = "Doxygen generated docs"
DOCSET_BUNDLE_ID = org.doxygen.Project
DOCSET_PUBLISHER_ID = org.doxygen.Publisher
DOCSET_PUBLISHER_NAME = Publisher
GENERATE_HTMLHELP = NO
HTML_ALIGN_MEMBERS = YES
GENERATE_HTMLHELP = YES
CHM_FILE =
HHC_LOCATION =
GENERATE_CHI = NO
CHM_INDEX_ENCODING =
BINARY_TOC = NO
TOC_EXPAND = YES
GENERATE_QHP = NO
QCH_FILE =
QHP_NAMESPACE = org.doxygen.Project
QHP_VIRTUAL_FOLDER = doc
QHP_CUST_FILTER_NAME =
QHP_CUST_FILTER_ATTRS =
QHP_SECT_FILTER_ATTRS =
QHG_LOCATION =
GENERATE_ECLIPSEHELP = NO
ECLIPSE_DOC_ID = org.doxygen.Project
DISABLE_INDEX = NO
GENERATE_TREEVIEW = YES
ENUM_VALUES_PER_LINE = 4
GENERATE_TREEVIEW = YES
TREEVIEW_WIDTH = 250
EXT_LINKS_IN_WINDOW = NO
FORMULA_FONTSIZE = 10
FORMULA_TRANSPARENT = YES
USE_MATHJAX = NO
MATHJAX_FORMAT = HTML-CSS
MATHJAX_RELPATH = https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.2/
MATHJAX_EXTENSIONS =
MATHJAX_CODEFILE =
SEARCHENGINE = NO
SERVER_BASED_SEARCH = NO
EXTERNAL_SEARCH = NO
SEARCHENGINE_URL =
SEARCHDATA_FILE = searchdata.xml
EXTERNAL_SEARCH_ID =
EXTRA_SEARCH_MAPPINGS =
#---------------------------------------------------------------------------
# Configuration options related to the LaTeX output
# configuration options related to the LaTeX output
#---------------------------------------------------------------------------
GENERATE_LATEX = NO
LATEX_OUTPUT = latex
@@ -229,18 +142,12 @@ COMPACT_LATEX = NO
PAPER_TYPE = a4wide
EXTRA_PACKAGES =
LATEX_HEADER =
LATEX_FOOTER =
LATEX_EXTRA_STYLESHEET =
LATEX_EXTRA_FILES =
PDF_HYPERLINKS = NO
USE_PDFLATEX = NO
LATEX_BATCHMODE = NO
LATEX_HIDE_INDICES = NO
LATEX_SOURCE_CODE = NO
LATEX_BIB_STYLE = plain
LATEX_TIMESTAMP = NO
#---------------------------------------------------------------------------
# Configuration options related to the RTF output
# configuration options related to the RTF output
#---------------------------------------------------------------------------
GENERATE_RTF = NO
RTF_OUTPUT = rtf
@@ -248,33 +155,27 @@ COMPACT_RTF = NO
RTF_HYPERLINKS = NO
RTF_STYLESHEET_FILE =
RTF_EXTENSIONS_FILE =
RTF_SOURCE_CODE = NO
#---------------------------------------------------------------------------
# Configuration options related to the man page output
# configuration options related to the man page output
#---------------------------------------------------------------------------
GENERATE_MAN = NO
GENERATE_MAN = YES
MAN_OUTPUT = man
MAN_EXTENSION = .3
MAN_SUBDIR =
MAN_LINKS = NO
#---------------------------------------------------------------------------
# Configuration options related to the XML output
# configuration options related to the XML output
#---------------------------------------------------------------------------
GENERATE_XML = NO
XML_OUTPUT = xml
XML_SCHEMA =
XML_DTD =
XML_PROGRAMLISTING = YES
#---------------------------------------------------------------------------
# Configuration options related to the DOCBOOK output
#---------------------------------------------------------------------------
GENERATE_DOCBOOK = NO
DOCBOOK_OUTPUT = docbook
DOCBOOK_PROGRAMLISTING = NO
#---------------------------------------------------------------------------
# Configuration options for the AutoGen Definitions output
# configuration options for the AutoGen Definitions output
#---------------------------------------------------------------------------
GENERATE_AUTOGEN_DEF = NO
#---------------------------------------------------------------------------
# Configuration options related to the Perl module output
# configuration options related to the Perl module output
#---------------------------------------------------------------------------
GENERATE_PERLMOD = NO
PERLMOD_LATEX = NO
@@ -284,72 +185,49 @@ PERLMOD_MAKEVAR_PREFIX =
# Configuration options related to the preprocessor
#---------------------------------------------------------------------------
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
MACRO_EXPANSION = NO
EXPAND_ONLY_PREDEF = NO
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ENABLE_NETWORK \
WITH_ZLIB \
WITH_LZO \
WITH_LZMA \
WITH_SDL \
WITH_PNG \
WITH_FONTCONFIG \
WITH_FREETYPE \
WITH_ICU_SORT \
WITH_ICU_LAYOUT \
UNICODE \
_UNICODE \
_GNU_SOURCE \
FINAL=
PREDEFINED =
EXPAND_AS_DEFINED =
SKIP_FUNCTION_MACROS = YES
#---------------------------------------------------------------------------
# Configuration options related to external references
# Configuration::additions related to external references
#---------------------------------------------------------------------------
TAGFILES =
GENERATE_TAGFILE = objs/openttd.tag
GENERATE_TAGFILE = openttd.tag
ALLEXTERNALS = NO
EXTERNAL_GROUPS = YES
EXTERNAL_PAGES = YES
PERL_PATH = /usr/bin/perl
#---------------------------------------------------------------------------
# Configuration options related to the dot tool
#---------------------------------------------------------------------------
CLASS_DIAGRAMS = YES
MSCGEN_PATH =
DIA_PATH =
HIDE_UNDOC_RELATIONS = YES
HAVE_DOT = NO
DOT_NUM_THREADS = 0
DOT_FONTNAME = Helvetica
DOT_FONTSIZE = 10
DOT_FONTPATH =
CLASS_GRAPH = YES
COLLABORATION_GRAPH = YES
GROUP_GRAPHS = YES
UML_LOOK = NO
UML_LIMIT_NUM_FIELDS = 10
TEMPLATE_RELATIONS = NO
INCLUDE_GRAPH = YES
INCLUDED_BY_GRAPH = YES
CALL_GRAPH = NO
CALLER_GRAPH = NO
GRAPHICAL_HIERARCHY = YES
DIRECTORY_GRAPH = YES
DOT_IMAGE_FORMAT = png
INTERACTIVE_SVG = NO
DOT_PATH =
DOTFILE_DIRS =
MSCFILE_DIRS =
DIAFILE_DIRS =
PLANTUML_JAR_PATH =
PLANTUML_CFG_FILE =
PLANTUML_INCLUDE_PATH =
DOT_GRAPH_MAX_NODES = 50
MAX_DOT_GRAPH_WIDTH = 1024
MAX_DOT_GRAPH_HEIGHT = 1024
MAX_DOT_GRAPH_DEPTH = 1000
DOT_TRANSPARENT = NO
DOT_MULTI_TARGETS = NO
GENERATE_LEGEND = YES
DOT_CLEANUP = YES
#---------------------------------------------------------------------------
# Configuration::additions related to the search engine
#---------------------------------------------------------------------------
SEARCHENGINE = NO

1028
Makefile Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,229 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
#
# Creation of bundles
#
# The revision is needed for the bundle name and creating an OSX application bundle.
# Detect the revision
VERSIONS := $(shell AWK="$(AWK)" "$(ROOT_DIR)/findversion.sh")
VERSION := $(shell echo "$(VERSIONS)" | cut -f 1 -d' ')
# Make sure we have something in VERSION
ifeq ($(VERSION),)
VERSION := norev000
endif
ifndef BUNDLE_NAME
BUNDLE_NAME = openttd-custom-$(VERSION)-$(OS)
endif
# An OSX application bundle needs the data files, lang files and openttd executable in a different location.
ifdef OSXAPP
AI_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/ai
GAME_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/game
BASESET_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/baseset
LANG_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/lang
TTD_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/MacOS
else
AI_DIR = $(BUNDLE_DIR)/ai
GAME_DIR = $(BUNDLE_DIR)/game
BASESET_DIR = $(BUNDLE_DIR)/baseset
LANG_DIR = $(BUNDLE_DIR)/lang
TTD_DIR = $(BUNDLE_DIR)
endif
bundle: all
@echo '[BUNDLE] Constructing bundle'
$(Q)rm -rf "$(BUNDLE_DIR)"
$(Q)mkdir -p "$(BUNDLE_DIR)"
$(Q)mkdir -p "$(BUNDLE_DIR)/docs"
$(Q)mkdir -p "$(BUNDLE_DIR)/media"
$(Q)mkdir -p "$(BUNDLE_DIR)/scripts"
$(Q)mkdir -p "$(TTD_DIR)"
$(Q)mkdir -p "$(AI_DIR)"
$(Q)mkdir -p "$(GAME_DIR)"
$(Q)mkdir -p "$(BASESET_DIR)"
$(Q)mkdir -p "$(LANG_DIR)"
ifdef OSXAPP
$(Q)mkdir -p "$(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources"
$(Q)echo "APPL????" > "$(BUNDLE_DIR)/$(OSXAPP)/Contents/PkgInfo"
$(Q)cp "$(ROOT_DIR)/os/macosx/openttd.icns" "$(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/openttd.icns"
$(Q)$(ROOT_DIR)/os/macosx/plistgen.sh "$(BUNDLE_DIR)/$(OSXAPP)" "$(VERSION)"
$(Q)cp "$(ROOT_DIR)/os/macosx/splash.png" "$(BASESET_DIR)"
endif
ifeq ($(OS),UNIX)
$(Q)cp "$(ROOT_DIR)/media/openttd.32.bmp" "$(BASESET_DIR)/"
endif
$(Q)cp "$(BIN_DIR)/$(TTD)" "$(TTD_DIR)/"
$(Q)cp "$(BIN_DIR)/ai/"compat_*.nut "$(AI_DIR)/"
$(Q)cp "$(BIN_DIR)/game/"compat_*.nut "$(GAME_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.grf "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obg "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obs "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/opntitle.dat" "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obm "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/lang/"*.lng "$(LANG_DIR)/"
$(Q)cp "$(ROOT_DIR)/README.md" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/COPYING" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/known-bugs.txt" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/docs/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
ifdef MAN_DIR
$(Q)mkdir -p "$(BUNDLE_DIR)/man/"
$(Q)cp "$(ROOT_DIR)/docs/openttd.6" "$(BUNDLE_DIR)/man/"
$(Q)gzip -9 "$(BUNDLE_DIR)/man/openttd.6"
endif
$(Q)cp "$(ROOT_DIR)/media/openttd.32.xpm" "$(BUNDLE_DIR)/media/"
$(Q)cp "$(ROOT_DIR)/media/openttd."*.png "$(BUNDLE_DIR)/media/"
$(Q)cp "$(BIN_DIR)/scripts/"* "$(BUNDLE_DIR)/scripts/"
ifdef MENU_DIR
$(Q)cp "$(ROOT_DIR)/media/openttd.desktop" "$(BUNDLE_DIR)/media/"
$(Q)$(AWK) -f "$(ROOT_DIR)/media/openttd.desktop.translation.awk" "$(SRC_DIR)/lang/"*.txt | LC_ALL=C $(SORT) | $(AWK) -f "$(ROOT_DIR)/media/openttd.desktop.filter.awk" >> "$(BUNDLE_DIR)/media/openttd.desktop"
$(Q)sed s/=openttd/=$(BINARY_NAME)/g "$(BUNDLE_DIR)/media/openttd.desktop" > "$(ROOT_DIR)/media/openttd.desktop.install"
endif
ifeq ($(TTD), openttd.exe)
$(Q)unix2dos "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/README.md" "$(BUNDLE_DIR)/COPYING" "$(BUNDLE_DIR)/changelog.txt" "$(BUNDLE_DIR)/known-bugs.txt"
ifeq ($(OS), DOS)
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.txt" "$(BUNDLE_DIR)/docs/"
ifndef STRIP
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.exe" "$(TTD_DIR)/"
endif
endif
endif
### Packing the current bundle into several compressed file formats ###
#
# Zips & dmgs do not contain a root folder, i.e. they have files in the root of the zip/dmg.
# gzip, bzip2 and lha archives have a root folder, with the same name as the bundle.
#
# One can supply a custom name by adding BUNDLE_NAME:=<name> to the make command.
#
bundle_zip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).zip'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cd "$(BUNDLE_DIR)" && zip -r $(shell if test -z "$(VERBOSE)"; then echo '-q'; fi) "$(BUNDLES_DIR)/$(BUNDLE_NAME).zip" .
bundle_7z: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).7z'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cd "$(BUNDLE_DIR)" && 7z a "$(BUNDLES_DIR)/$(BUNDLE_NAME).7z" .
bundle_gzip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.gz'
$(Q)mkdir -p "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.gzip" && tar -zc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.gz" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.gzip"
bundle_bzip2: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.bz2'
$(Q)mkdir -p "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.bzip2" && tar -jc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.bz2" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.bzip2"
bundle_lzma: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.lzma'
$(Q)mkdir -p "$(BUNDLES_DIR)/.lzma/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.lzma/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.lzma" && tar --lzma -c$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.lzma" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.lzma"
bundle_xz: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.xz'
$(Q)mkdir -p "$(BUNDLES_DIR)/.xz/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.xz/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.xz" && tar --xz -c$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.xz" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.xz"
bundle_lha: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).lha'
$(Q)mkdir -p "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.lha" && lha ao6 "$(BUNDLES_DIR)/$(BUNDLE_NAME).lha" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.lha"
bundle_dmg: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).dmg'
$(Q)mkdir -p "$(BUNDLES_DIR)/OpenTTD $(VERSION)"
$(Q)cp -R "$(BUNDLE_DIR)/" "$(BUNDLES_DIR)/OpenTTD $(VERSION)"
$(Q)hdiutil create -ov -format UDZO -srcfolder "$(BUNDLES_DIR)/OpenTTD $(VERSION)" "$(BUNDLES_DIR)/$(BUNDLE_NAME).dmg"
$(Q)rm -fr "$(BUNDLES_DIR)/OpenTTD $(VERSION)"
bundle_exe: all
@echo '[BUNDLE] Creating $(BUNDLE_NAME).exe'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)unix2dos "$(ROOT_DIR)/docs/"*.txt "$(ROOT_DIR)/README.md" "$(ROOT_DIR)/COPYING" "$(ROOT_DIR)/changelog.txt" "$(ROOT_DIR)/known-bugs.txt"
$(Q)cd $(ROOT_DIR)/os/windows/installer && makensis.exe //DVERSION_INCLUDE=version_$(PLATFORM).txt install.nsi
$(Q)mv $(ROOT_DIR)/os/windows/installer/*$(PLATFORM).exe "$(BUNDLES_DIR)/$(BUNDLE_NAME).exe"
ifdef OSXAPP
install:
@echo '[INSTALL] Cannot install the OSX Application Bundle'
else
install: bundle
@echo '[INSTALL] Installing OpenTTD'
$(Q)install -d "$(INSTALL_BINARY_DIR)"
$(Q)install -d "$(INSTALL_ICON_DIR)"
$(Q)install -d "$(INSTALL_DATA_DIR)/ai"
$(Q)install -d "$(INSTALL_DATA_DIR)/game"
$(Q)install -d "$(INSTALL_DATA_DIR)/baseset"
$(Q)install -d "$(INSTALL_DATA_DIR)/lang"
$(Q)install -d "$(INSTALL_DATA_DIR)/scripts"
ifeq ($(TTD), openttd.exe)
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)/${BINARY_NAME}.exe"
else
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)/${BINARY_NAME}"
endif
$(Q)install -m 644 "$(BUNDLE_DIR)/lang/"* "$(INSTALL_DATA_DIR)/lang"
$(Q)install -m 644 "$(BUNDLE_DIR)/ai/"* "$(INSTALL_DATA_DIR)/ai"
$(Q)install -m 644 "$(BUNDLE_DIR)/game/"* "$(INSTALL_DATA_DIR)/game"
$(Q)install -m 644 "$(BUNDLE_DIR)/baseset/"* "$(INSTALL_DATA_DIR)/baseset"
$(Q)install -m 644 "$(BUNDLE_DIR)/scripts/"* "$(INSTALL_DATA_DIR)/scripts"
ifndef DO_NOT_INSTALL_DOCS
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/README.md" "$(BUNDLE_DIR)/known-bugs.txt" "$(INSTALL_DOC_DIR)"
endif
ifndef DO_NOT_INSTALL_CHANGELOG
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/changelog.txt" "$(INSTALL_DOC_DIR)"
endif
ifndef DO_NOT_INSTALL_LICENSE
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/COPYING" "$(INSTALL_DOC_DIR)"
endif
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.32.xpm" "$(INSTALL_ICON_DIR)/${BINARY_NAME}.32.xpm"
ifdef ICON_THEME_DIR
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/16x16/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.16.png" "$(INSTALL_ICON_THEME_DIR)/16x16/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/32x32/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.32.png" "$(INSTALL_ICON_THEME_DIR)/32x32/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/48x48/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.48.png" "$(INSTALL_ICON_THEME_DIR)/48x48/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/64x64/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.64.png" "$(INSTALL_ICON_THEME_DIR)/64x64/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/128x128/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.128.png" "$(INSTALL_ICON_THEME_DIR)/128x128/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/256x256/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.256.png" "$(INSTALL_ICON_THEME_DIR)/256x256/apps/${BINARY_NAME}.png"
else
$(Q)install -m 644 "$(BUNDLE_DIR)/media/"*.png "$(INSTALL_ICON_DIR)"
endif
ifdef MAN_DIR
ifndef DO_NOT_INSTALL_MAN
$(Q)install -d "$(INSTALL_MAN_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/man/openttd.6.gz" "$(INSTALL_MAN_DIR)/${BINARY_NAME}.6.gz"
endif
endif
ifdef MENU_DIR
$(Q)install -d "$(INSTALL_MENU_DIR)"
$(Q)install -m 644 "$(ROOT_DIR)/media/openttd.desktop.install" "$(INSTALL_MENU_DIR)/${BINARY_NAME}.desktop"
endif
endif # OSXAPP

View File

@@ -1,118 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
#
# Building requires GRFCodec.
#
# Recent versions (including sources) can be found at:
# http://www.openttd.org/download-grfcodec
#
# The mercurial repository can be found at:
# http://hg.openttdcoop.org/grfcodec
#
ROOT_DIR = !!ROOT_DIR!!
GRF_DIR = $(ROOT_DIR)/media/extra_grf
BASESET_DIR = $(ROOT_DIR)/media/baseset
LANG_DIR = $(ROOT_DIR)/src/lang
BIN_DIR = !!BIN_DIR!!/baseset
OBJS_DIR = !!GRF_OBJS_DIR!!
OS = !!OS!!
STAGE = !!STAGE!!
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
GRFCODEC := !!GRFCODEC!!
NFORENUM := !!NFORENUM!!
CC_BUILD := !!CC_BUILD!!
MD5SUM := $(shell [ "$(OS)" = "OSX" ] && echo "md5 -r" || echo "md5sum")
# Some "should not be changed" settings.
NFO_FILES := $(GRF_DIR)/*.nfo $(GRF_DIR)/rivers/*.nfo
PNG_FILES := $(GRF_DIR)/*.png $(GRF_DIR)/rivers/*.png
# List of target files.
OBT_FILES := $(BIN_DIR)/orig_dos.obg
OBT_FILES += $(BIN_DIR)/orig_dos_de.obg
OBT_FILES += $(BIN_DIR)/orig_win.obg
OBT_FILES += $(BIN_DIR)/orig_dos.obs
OBT_FILES += $(BIN_DIR)/orig_win.obs
OBT_FILES += $(BIN_DIR)/no_sound.obs
OBT_FILES += $(BIN_DIR)/orig_dos.obm
OBT_FILES += $(BIN_DIR)/orig_win.obm
OBT_FILES += $(BIN_DIR)/no_music.obm
OBT_FILES += $(BIN_DIR)/orig_tto.obm
# Build the GRF.
all: $(OBT_FILES)
ifdef GRFCODEC
all: $(BIN_DIR)/openttd.grf $(BIN_DIR)/orig_extra.grf
endif
$(OBJS_DIR)/langfiles.tmp: $(LANG_DIR)/*.txt
$(E) '$(STAGE) Collecting baseset translations'
$(Q) cat $^ > $@
$(BIN_DIR)/%.obg: $(BASESET_DIR)/%.obg $(BIN_DIR)/orig_extra.grf $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) sed 's/^ORIG_EXTRA.GRF = *[0-9a-f]*$$/ORIG_EXTRA.GRF = '`$(MD5SUM) $(BIN_DIR)/orig_extra.grf | sed 's@ .*@@'`'/' $< > $@.tmp
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $@.tmp >$@
$(Q) rm $@.tmp
$(BIN_DIR)/%.obs: $(BASESET_DIR)/%.obs $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $< >$@
$(BIN_DIR)/%.obm: $(BASESET_DIR)/%.obm $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $< >$@
# Guard against trying to run GRFCODEC/NFORENUM without either being set.
ifdef GRFCODEC
ifdef NFORENUM
# Compile extra grf
$(BIN_DIR)/openttd.grf: $(PNG_FILES) $(NFO_FILES) $(GRF_DIR)/assemble_nfo.awk
$(E) '$(STAGE) Assembling openttd.nfo'
$(Q)-mkdir -p $(OBJS_DIR)/sprites
$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
$(Q) awk -f $(GRF_DIR)/assemble_nfo.awk $(GRF_DIR)/openttd.nfo > $(OBJS_DIR)/sprites/openttd.nfo
$(Q) $(NFORENUM) -s $(OBJS_DIR)/sprites/openttd.nfo
$(E) '$(STAGE) Compiling openttd.grf'
$(Q) $(GRFCODEC) -n -s -e -p1 $(OBJS_DIR)/openttd.grf
$(Q)cp $(OBJS_DIR)/openttd.grf $(BIN_DIR)/openttd.grf
# The copy operation of PNG_FILES is duplicated from the target 'openttd.grf', thus those targets may not run in parallel.
$(BIN_DIR)/orig_extra.grf: $(PNG_FILES) $(NFO_FILES) $(GRF_DIR)/assemble_nfo.awk | $(BIN_DIR)/openttd.grf
$(E) '$(STAGE) Assembling orig_extra.nfo'
$(Q)-mkdir -p $(OBJS_DIR)/sprites
$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
$(Q) awk -f $(GRF_DIR)/assemble_nfo.awk $(GRF_DIR)/orig_extra.nfo > $(OBJS_DIR)/sprites/orig_extra.nfo
$(Q) $(NFORENUM) -s $(OBJS_DIR)/sprites/orig_extra.nfo
$(E) '$(STAGE) Compiling orig_extra.grf'
$(Q) $(GRFCODEC) -n -s -e -p1 $(OBJS_DIR)/orig_extra.grf
$(Q)cp $(OBJS_DIR)/orig_extra.grf $(BIN_DIR)/orig_extra.grf
endif
endif
# Clean up temporary files.
clean:
$(Q)rm -f *.bak *.grf $(OBT_FILES)
# Clean up temporary files
mrproper: clean
$(Q)rm -fr sprites
.PHONY: all mrproper depend clean

View File

@@ -1,187 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
else
Q = @
endif
include Makefile.am
CONFIG_CACHE_PWD = !!CONFIG_CACHE_PWD!!
CONFIG_CACHE_SOURCE_LIST = !!CONFIG_CACHE_SOURCE_LIST!!
BIN_DIR = !!BIN_DIR!!
ICON_THEME_DIR = !!ICON_THEME_DIR!!
MAN_DIR = !!MAN_DIR!!
MENU_DIR = !!MENU_DIR!!
SRC_DIR = !!SRC_DIR!!
ROOT_DIR = !!ROOT_DIR!!
BUNDLE_DIR = "$(ROOT_DIR)/bundle"
BUNDLES_DIR = "$(ROOT_DIR)/bundles"
INSTALL_DIR = !!INSTALL_DIR!!
INSTALL_BINARY_DIR = "$(INSTALL_DIR)/"!!BINARY_DIR!!
INSTALL_MAN_DIR = "$(INSTALL_DIR)/$(MAN_DIR)"
INSTALL_MENU_DIR = "$(INSTALL_DIR)/$(MENU_DIR)"
INSTALL_ICON_DIR = "$(INSTALL_DIR)/"!!ICON_DIR!!
INSTALL_ICON_THEME_DIR = "$(INSTALL_DIR)/$(ICON_THEME_DIR)"
INSTALL_DATA_DIR = "$(INSTALL_DIR)/"!!DATA_DIR!!
INSTALL_DOC_DIR = "$(INSTALL_DIR)/"!!DOC_DIR!!
SOURCE_LIST = !!SOURCE_LIST!!
CONFIGURE_FILES = !!CONFIGURE_FILES!!
BINARY_NAME = !!BINARY_NAME!!
STRIP = !!STRIP!!
TTD = !!TTD!!
TTDS = $(SRC_DIRS:%=%/$(TTD))
OS = !!OS!!
OSXAPP = !!OSXAPP!!
LIPO = !!LIPO!!
AWK = !!AWK!!
SORT = !!SORT!!
DISTCC = !!DISTCC!!
RES := $(shell if [ ! -f $(CONFIG_CACHE_PWD) ] || [ "`pwd`" != "`cat $(CONFIG_CACHE_PWD)`" ]; then echo "`pwd`" > $(CONFIG_CACHE_PWD); fi )
RES := $(shell if [ ! -f $(CONFIG_CACHE_SOURCE_LIST) ] || [ -n "`cmp $(CONFIG_CACHE_SOURCE_LIST) $(SOURCE_LIST) 2>/dev/null`" ]; then cp $(SOURCE_LIST) $(CONFIG_CACHE_SOURCE_LIST); fi )
all: config.pwd config.cache
ifdef DISTCC
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING: you enabled distcc support, but you don't seem to be using the -jN paramter"; echo; fi
endif
@for dir in $(DIRS); do \
$(MAKE) -C $$dir all || exit 1; \
done
ifdef LIPO
# Lipo is an OSX thing. If it is defined, it means we are building for universal,
# and so we have have to combine the binaries into one big binary
# Remove the last binary made by the last compiled target
$(Q)rm -f $(BIN_DIR)/$(TTD)
# Make all the binaries into one
$(Q)$(LIPO) -create -output $(BIN_DIR)/$(TTD) $(TTDS)
endif
help:
@echo "Available make commands:"
@echo ""
@echo "Compilation:"
@echo " all compile the executable and the lang files"
@echo " lang compile the lang files only"
@echo "Clean up:"
@echo " clean remove the files generated during compilation"
@echo " mrproper remove the files generated during configuration and compilation"
@echo "Run after compilation:"
@echo " run execute openttd after the compilation"
@echo " run-gdb execute openttd in debug mode after the compilation"
@echo " run-prof execute openttd in profiling mode after the compilation"
@echo "Installation:"
@echo " install install the compiled files and the data-files after the compilation"
@echo " bundle create the base for an installation bundle"
@echo " bundle_zip create the zip installation bundle"
@echo " bundle_gzip create the gzip installation bundle"
@echo " bundle_bzip2 create the bzip2 installation bundle"
@echo " bundle_lha create the lha installation bundle"
@echo " bundle_dmg create the dmg installation bundle"
config.pwd: $(CONFIG_CACHE_PWD)
$(MAKE) reconfigure
config.cache: $(CONFIG_CACHE_SOURCE_LIST) $(CONFIGURE_FILES)
$(MAKE) reconfigure
reconfigure:
ifeq ($(shell if test -f config.cache; then echo 1; fi), 1)
@echo "----------------"
@echo "The system detected that source.list or any configure file is altered."
@echo " Going to reconfigure with last known settings..."
@echo "----------------"
# Make sure we don't lock config.cache
@$(shell cat config.cache | sed 's@\\ @\\\\ @g') || exit 1
@echo "----------------"
@echo "Reconfig done. Please re-execute make."
@echo "----------------"
else
@echo "----------------"
@echo "Have not found a configuration, please run configure first."
@echo "----------------"
@exit 1
endif
clean:
@for dir in $(DIRS); do \
$(MAKE) -C $$dir clean; \
done
$(Q)rm -rf $(BUNDLE_TARGET)
lang:
@for dir in $(LANG_DIRS); do \
$(MAKE) -C $$dir all; \
done
mrproper:
@for dir in $(DIRS); do \
$(MAKE) -C $$dir mrproper; \
done
# Don't be tempted to merge these two for loops. Doing that breaks make
# --dry-run, since make has this "feature" that it always runs commands
# containing $(MAKE), even when --dry-run is passed. The objective is of
# course to also get a dry-run of submakes, but make is not smart enough
# to see that a for loop runs both a submake and an actual command.
@for dir in $(DIRS); do \
rm -f $$dir/Makefile; \
done
$(Q)rm -rf objs
$(Q)rm -f Makefile Makefile.am Makefile.bundle
$(Q)rm -f media/openttd.desktop media/openttd.desktop.install
$(Q)rm -f $(CONFIG_CACHE_SOURCE_LIST) config.cache config.pwd config.log $(CONFIG_CACHE_PWD)
# directories for bundle generation
$(Q)rm -rf $(BUNDLE_DIR)
$(Q)rm -rf $(BUNDLES_DIR)
# output of profiling
$(Q)rm -f $(BIN_DIR)/gmon.out
# output of generating 'API' documentation
$(Q)rm -rf $(ROOT_DIR)/docs/source
$(Q)rm -rf $(ROOT_DIR)/docs/aidocs
$(Q)rm -rf $(ROOT_DIR)/docs/gamedocs
# directories created by OpenTTD on regression testing
$(Q)rm -rf $(BIN_DIR)/ai/regression/content_download $(BIN_DIR)/ai/regression/save $(BIN_DIR)/ai/regression/scenario
distclean: mrproper
maintainer-clean: distclean
$(Q)rm -f $(BIN_DIR)/baseset/openttd.grf $(BIN_DIR)/baseset/orig_extra.grf $(BIN_DIR)/baseset/*.obg $(BIN_DIR)/baseset/*.obs $(BIN_DIR)/baseset/*.obm
depend:
@for dir in $(SRC_DIRS); do \
$(MAKE) -C $$dir depend; \
done
run: all
$(Q)cd !!BIN_DIR!! && ./!!TTD!! $(OPENTTD_ARGS)
run-gdb: all
$(Q)cd !!BIN_DIR!! && gdb --ex run --args ./!!TTD!! $(OPENTTD_ARGS)
run-prof: all
$(Q)cd !!BIN_DIR!! && ./!!TTD!! $(OPENTTD_ARGS) && gprof !!TTD!! | less
regression: all
$(Q)cd !!BIN_DIR!! && sh ai/regression/run.sh
test: regression
%.o:
@for dir in $(SRC_DIRS); do \
$(MAKE) -C $$dir $(@:src/%=%); \
done
%.lng:
@for dir in $(LANG_DIRS); do \
$(MAKE) -C $$dir $@; \
done
.PHONY: test distclean mrproper clean
include Makefile.bundle

View File

@@ -1,89 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
STRGEN = !!STRGEN!!
SRC_DIR = !!SRC_DIR!!
LANG_DIR = !!LANG_DIR!!
BIN_DIR = !!BIN_DIR!!
LANGS_SRC = $(shell ls $(LANG_DIR)/*.txt)
LANGS = $(LANGS_SRC:$(LANG_DIR)/%.txt=%.lng)
CXX_BUILD = !!CXX_BUILD!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
CXXFLAGS_BUILD= !!CXXFLAGS_BUILD!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
STRGEN_FLAGS = !!STRGEN_FLAGS!!
STAGE = !!STAGE!!
LANG_SUPPRESS = !!LANG_SUPPRESS!!
LANG_OBJS_DIR = !!LANG_OBJS_DIR!!
ifeq ($(LANG_SUPPRESS), yes)
LANG_ERRORS = >/dev/null 2>&1
endif
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
RES := $(shell mkdir -p $(BIN_DIR)/lang )
all: table/strings.h $(LANGS)
strgen_base.o: $(SRC_DIR)/strgen/strgen_base.cpp $(SRC_DIR)/strgen/strgen.h $(SRC_DIR)/table/control_codes.h $(SRC_DIR)/table/strgen_tables.h $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
strgen.o: $(SRC_DIR)/strgen/strgen.cpp $(SRC_DIR)/strgen/strgen.h $(SRC_DIR)/table/control_codes.h $(SRC_DIR)/table/strgen_tables.h $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
string.o: $(SRC_DIR)/string.cpp $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
alloc_func.o: $(SRC_DIR)/core/alloc_func.cpp $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
getoptdata.o: $(SRC_DIR)/misc/getoptdata.cpp $(SRC_DIR)/misc/getoptdata.h $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/misc/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
lang/english.txt: $(LANG_DIR)/english.txt
$(Q)mkdir -p lang
$(Q)cp $(LANG_DIR)/english.txt lang/english.txt
$(STRGEN): alloc_func.o string.o strgen_base.o strgen.o getoptdata.o
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) $^ -o $@
table/strings.h: lang/english.txt $(STRGEN)
$(E) '$(STAGE) Generating $@'
@mkdir -p table
$(Q)./$(STRGEN) -s $(LANG_DIR) -d table
$(LANGS): %.lng: $(LANG_DIR)/%.txt $(STRGEN) lang/english.txt
$(E) '$(STAGE) Compiling language $(*F)'
$(Q)./$(STRGEN) $(STRGEN_FLAGS) -s $(LANG_DIR) -d $(LANG_OBJS_DIR) $< $(LANG_ERRORS) && cp $@ $(BIN_DIR)/lang || true # Do not fail all languages when one fails
depend:
clean:
$(E) '$(STAGE) Cleaning up language files'
$(Q)rm -f strgen_base.o strgen.o string.o alloc_func.o getoptdata.o table/strings.h $(STRGEN) $(LANGS) $(LANGS:%=$(BIN_DIR)/lang/%) lang/english.*
mrproper: clean
$(Q)rm -rf $(BIN_DIR)/lang
%.lng:
@echo '$(STAGE) No such language: $(@:%.lng=%)'
.PHONY: all mrproper depend clean

View File

@@ -1,47 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
#
# Makefile for creating bundles of MSVC's binaries in the same way as we make
# the zip bundles for ALL other OSes.
#
# Usage: make -f Makefile.msvc PLATFORM=[Win32|x64] BUNDLE_NAME=openttd-<version>-win[32|64]
# or make -f Makefile.msvc PLATFORM=[Win32|x64] BUNDLE_NAME=OTTD-win[32|64]-nightly-<revision>
#
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
else
Q = @
endif
AWK = "awk"
ROOT_DIR := $(shell pwd)
BIN_DIR = "$(ROOT_DIR)/bin"
SRC_DIR = "$(ROOT_DIR)/src"
BUNDLE_DIR = "$(ROOT_DIR)/bundle"
BUNDLES_DIR = "$(ROOT_DIR)/bundles"
TTD = openttd.exe
PDB = openttd.pdb
MODE = Release
TARGET := $(shell echo $(PLATFORM) | sed "s@win64@x64@;s@win32@Win32@")
all:
$(Q)cp objs/$(TARGET)/$(MODE)/$(TTD) $(BIN_DIR)/$(TTD)
include Makefile.bundle.in
bundle_pdb:
@echo '[BUNDLE] Creating $(BUNDLE_NAME).pdb.xz'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cp objs/$(TARGET)/Release/$(PDB) $(BUNDLES_DIR)/$(BUNDLE_NAME).pdb
$(Q)xz -9 $(BUNDLES_DIR)/$(BUNDLE_NAME).pdb
regression: all
$(Q)cp bin/$(TTD) bin/openttd
$(Q)cd bin && sh ai/regression/run.sh

View File

@@ -1,65 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
SETTINGSGEN = !!SETTINGSGEN!!
SRC_DIR = !!SRC_DIR!!
CXX_BUILD = !!CXX_BUILD!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
CXXFLAGS_BUILD = !!CXXFLAGS_BUILD!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
STAGE = !!STAGE!!
SETTING_OBJS_DIR = !!SETTING_OBJS_DIR!!
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
all: table/settings.h
settingsgen.o: $(SRC_DIR)/settingsgen/settingsgen.cpp $(SRC_DIR)/string_func.h $(SRC_DIR)/strings_type.h $(SRC_DIR)/misc/getoptdata.h $(SRC_DIR)/ini_type.h $(SRC_DIR)/core/smallvec_type.hpp $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
alloc_func.o: $(SRC_DIR)/core/alloc_func.cpp $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
getoptdata.o: $(SRC_DIR)/misc/getoptdata.cpp $(SRC_DIR)/misc/getoptdata.h $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/misc/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
string.o: $(SRC_DIR)/string.cpp $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
ini_load.o: $(SRC_DIR)/ini_load.cpp $(SRC_DIR)/core/alloc_func.hpp $(SRC_DIR)/core/mem_func.hpp $(SRC_DIR)/ini_type.h $(SRC_DIR)/string_func.h $(SRC_DIR)/safeguards.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
$(SETTINGSGEN): alloc_func.o string.o ini_load.o settingsgen.o getoptdata.o
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) $^ -o $@
table/settings.h: $(SETTINGSGEN) $(SRC_DIR)/table/settings.h.preamble $(SRC_DIR)/table/settings.h.postamble $(SRC_DIR)/table/*.ini
$(E) '$(STAGE) Generating $@'
@mkdir -p table
$(Q)./$(SETTINGSGEN) -o table/settings.h -b $(SRC_DIR)/table/settings.h.preamble -a $(SRC_DIR)/table/settings.h.postamble $(SRC_DIR)/table/*.ini
depend:
clean:
$(E) '$(STAGE) Cleaning up settings files'
$(Q)rm -f settingsgen.o alloc_func.o getoptdata.o string.o ini_load.o $(SETTINGSGEN) table/settings.h
mrproper: clean
.PHONY: all mrproper depend clean

View File

@@ -1,299 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
CC_HOST = !!CC_HOST!!
CXX_HOST = !!CXX_HOST!!
CC_BUILD = !!CC_BUILD!!
CXX_BUILD = !!CXX_BUILD!!
WINDRES = !!WINDRES!!
STRIP = !!STRIP!!
CFLAGS = !!CFLAGS!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
CXXFLAGS = !!CXXFLAGS!!
CXXFLAGS_BUILD = !!CXXFLAGS_BUILD!!
LIBS = !!LIBS!!
LDFLAGS = !!LDFLAGS!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
ROOT_DIR = !!ROOT_DIR!!
BIN_DIR = !!BIN_DIR!!
LANG_DIR = !!LANG_DIR!!
SRC_OBJS_DIR = !!SRC_OBJS_DIR!!
LANG_OBJS_DIR = !!LANG_OBJS_DIR!!
SETTING_OBJS_DIR= !!SETTING_OBJS_DIR!!
SRC_DIR = !!SRC_DIR!!
SCRIPT_SRC_DIR = !!SCRIPT_SRC_DIR!!
MEDIA_DIR = !!MEDIA_DIR!!
TTD = !!TTD!!
STRGEN = !!STRGEN!!
DEPEND = !!DEPEND!!
OS = !!OS!!
STAGE = !!STAGE!!
MAKEDEPEND = !!MAKEDEPEND!!
CFLAGS_MAKEDEP = !!CFLAGS_MAKEDEP!!
SORT = !!SORT!!
AWK = !!AWK!!
CONFIG_CACHE_COMPILER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_COMPILER!!
CONFIG_CACHE_LINKER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_LINKER!!
CONFIG_CACHE_SOURCE = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_SOURCE!!
CONFIG_CACHE_VERSION = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_VERSION!!
OBJS_C := !!OBJS_C!!
OBJS_CPP := !!OBJS_CPP!!
OBJS_MM := !!OBJS_MM!!
OBJS_RC := !!OBJS_RC!!
OBJS := $(OBJS_C) $(OBJS_CPP) $(OBJS_MM) $(OBJS_RC)
SRCS := !!SRCS!!
# All C-files depend on those 3 files
FILE_DEP := $(CONFIG_CACHE_COMPILER)
# Create all dirs and subdirs
RES := $(shell mkdir -p $(BIN_DIR) $(sort $(dir $(OBJS))))
CFLAGS += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR) -I $(SETTING_OBJS_DIR)
CFLAGS_MAKEDEP += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR) -I $(SETTING_OBJS_DIR)
ifdef SCRIPT_SRC_DIR
CFLAGS_MAKEDEP += -I $(SCRIPT_SRC_DIR)
endif
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
# Our default target
all: $(BIN_DIR)/$(TTD)
# This are 2 rules that are pointing back to STRGEN stuff.
# There is not really a need to have them here, but in case
# some weirdo wants to run 'make' in the 'src' dir and expects
# the languages to be recompiled, this catches that case and
# takes care of it nicely.
$(LANG_OBJS_DIR)/$(STRGEN):
$(MAKE) -C $(LANG_OBJS_DIR) $(STRGEN)
$(LANG_OBJS_DIR)/table/strings.h: $(LANG_DIR)/english.txt $(LANG_OBJS_DIR)/$(STRGEN)
$(MAKE) -C $(LANG_OBJS_DIR) table/strings.h
# Always run version detection, so we always have an accurate modified
# flag
VERSIONS := $(shell AWK="$(AWK)" "$(ROOT_DIR)/findversion.sh")
MODIFIED := $(shell echo "$(VERSIONS)" | cut -f 3 -d' ')
# Use autodetected revisions
VERSION := $(shell echo "$(VERSIONS)" | cut -f 1 -d' ')
ISODATE := $(shell echo "$(VERSIONS)" | cut -f 2 -d' ')
GITHASH := $(shell echo "$(VERSIONS)" | cut -f 4 -d' ')
ISTAG := $(shell echo "$(VERSIONS)" | cut -f 5 -d' ')
# Make sure we have something in VERSION and ISODATE
ifeq ($(VERSION),)
VERSION := norev000
endif
ifeq ($(ISODATE),)
ISODATE := 00000000
endif
# This helps to recompile if flags change
RES := $(shell if [ "`cat $(CONFIG_CACHE_COMPILER) 2>/dev/null`" != "$(CFLAGS) $(CXXFLAGS)" ]; then echo "$(CFLAGS) $(CXXFLAGS)" > $(CONFIG_CACHE_COMPILER); fi )
RES := $(shell if [ "`cat $(CONFIG_CACHE_LINKER) 2>/dev/null`" != "$(LDFLAGS) $(LIBS)" ]; then echo "$(LDFLAGS) $(LIBS)" > $(CONFIG_CACHE_LINKER); fi )
# If there is a change in the source-file-list, make sure we recheck the deps
RES := $(shell if [ "`cat $(CONFIG_CACHE_SOURCE) 2>/dev/null`" != "$(SRCS)" ]; then echo "$(SRCS)" > $(CONFIG_CACHE_SOURCE); fi )
# If there is a change in the revision, make sure we recompile rev.cpp
RES := $(shell if [ "`cat $(CONFIG_CACHE_VERSION) 2>/dev/null`" != "$(VERSION) $(MODIFIED)" ]; then echo "$(VERSION) $(MODIFIED)" > $(CONFIG_CACHE_VERSION); fi )
ifndef MAKEDEPEND
# The slow, but always correct, dep-check
DEP_MASK := %.d
DEPS := $(OBJS:%.o=%.d)
# Only include the deps if we are compiling everything
ifeq ($(filter %.o clean mrproper, $(MAKECMDGOALS)),)
-include $(DEPS)
else
# In case we want to compile a single target, include the .d file for it
ifneq ($(filter %.o, $(MAKECMDGOALS)),)
SINGLE_DEP := $(filter %.o, $(MAKECMDGOALS))
-include $(SINGLE_DEP:%.o=%.d)
endif
endif
# Find the deps via GCC. Rarely wrong, but a bit slow
$(OBJS_C:%.o=%.d): %.d: $(SRC_DIR)/%.c $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.c=%.c)'
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(OBJS_CPP:%.o=%.d): %.d: $(SRC_DIR)/%.cpp $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(OBJS_MM:%.o=%.d): %.d: $(SRC_DIR)/%.mm $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.mm=%.mm)'
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(OBJS_RC:%.o=%.d): %.d: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.rc=%.rc)'
$(Q)touch $@
else
# The much faster, but can be wrong, dep-check
DEP_MASK :=
DEPS := Makefile.dep
# Only include the deps if we are not cleaning
ifeq ($(filter depend clean mrproper, $(MAKECMDGOALS)),)
-include Makefile.dep
endif
ifeq ("$(SRC_OBJS_DIR)/$(DEPEND)","$(MAKEDEPEND)")
DEP := $(MAKEDEPEND)
$(SRC_OBJS_DIR)/$(DEPEND): $(SRC_DIR)/depend/depend.cpp
$(E) '$(STAGE) Compiling and linking $(DEPEND)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) -o $@ $<
endif
# Macro for invoking a command on groups of 100 words at a time
# (analogous to xargs(1)). The macro invokes itself recursively
# until the list of words is depleted.
#
# Usage: $(call xargs,COMMAND,LIST)
#
# COMMAND should be a shell command to which the words will be
# appended as arguments in groups of 100.
define xargs
$(1) $(wordlist 1,100,$(2))
$(if $(word 101,$(2)),$(call xargs,$(1),$(wordlist 101,$(words $(2)),$(2))))
endef
# Make sure that only 'make depend' ALWAYS triggers a recheck
ifeq ($(filter depend, $(MAKECMDGOALS)),)
Makefile.dep: $(FILE_DEP) $(SRCS:%=$(SRC_DIR)/%) $(CONFIG_CACHE_SOURCE) $(DEP)
else
Makefile.dep: $(FILE_DEP) $(SRCS:%=$(SRC_DIR)/%) $(DEP) FORCE
endif
$(E) '$(STAGE) DEP CHECK (all files)'
$(Q)rm -f Makefile.dep.tmp
$(Q)touch Makefile.dep.tmp
# Calculate the deps via makedepend
$(call xargs,$(Q)$(MAKEDEPEND) -f$(SRC_OBJS_DIR)/Makefile.dep.tmp -o.o -Y -v -a -- $(CFLAGS_MAKEDEP) -- 2>/dev/null,$(SRCS:%=$(SRC_DIR)/%))
# Remove all comments and includes that don't start with $(SRC_DIR)
# Remove $(SRC_DIR) from object-file-name
@$(AWK) ' \
/^# DO NOT/ { print $$0 ; next} \
/^#/ {next} \
/: / { \
left = NF - 1; \
for (n = 2; n <= NF; n++) { \
if (match($$n, "^$(ROOT_DIR)") == 0) { \
$$n = ""; \
left--; \
} \
} \
gsub("$(SRC_DIR)/", "", $$1); \
if (left > 0) { \
print $$0; \
$$1 = "Makefile.dep:"; \
print $$0; \
} \
next \
} \
{ \
print $$0 \
} \
' < Makefile.dep.tmp | sed 's@ *@ @g;s@ $$@@' | LC_ALL=C $(SORT) > Makefile.dep
$(Q)rm -f Makefile.dep.tmp Makefile.dep.tmp.bak
endif
# Avoid problems with deps if a .h/.hpp/.hpp.sq file is deleted without the deps
# being updated. Now the Makefile continues, the deps are recreated
# and all will be fine.
%.h %.hpp %.hpp.sq:
@true
# Compile all the files according to the targets
$(OBJS_C): %.o: $(SRC_DIR)/%.c $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.c=%.c)'
$(Q)$(CC_HOST) $(CFLAGS) -c -o $@ $<
$(filter-out %sse2.o, $(filter-out %ssse3.o, $(filter-out %sse4.o, $(OBJS_CPP)))): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -o $@ $<
$(filter %sse2.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -msse2 -o $@ $<
$(filter %ssse3.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -mssse3 -o $@ $<
$(filter %sse4.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -msse4.1 -o $@ $<
$(OBJS_MM): %.o: $(SRC_DIR)/%.mm $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.mm=%.mm)'
$(Q)$(CC_HOST) $(CFLAGS) -c -o $@ $<
$(OBJS_RC): %.o: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) Compiling resource $(<:$(SRC_DIR)/%.rc=%.rc)'
$(Q)$(WINDRES) -o $@ $<
$(BIN_DIR)/$(TTD): $(TTD)
$(Q)cp $(TTD) $(BIN_DIR)/$(TTD)
ifeq ($(OS), UNIX)
$(Q)cp $(MEDIA_DIR)/openttd.32.bmp $(BIN_DIR)/baseset/
endif
ifeq ($(OS), OSX)
$(Q)cp $(ROOT_DIR)/os/macosx/splash.png $(BIN_DIR)/baseset/
endif
$(TTD): $(OBJS) $(CONFIG_CACHE_LINKER)
$(E) '$(STAGE) Linking $@'
$(Q)+$(CXX_HOST) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
ifdef STRIP
$(Q)$(STRIP) $@
endif
ifeq ($(OS), DOS)
$(E) '$(STAGE) Adding CWSDPMI stub to $@'
$(Q)$(ROOT_DIR)/os/dos/make_dos_binary_selfcontained.sh $(SRC_OBJS_DIR)/$@
endif
# Revision files
$(SRC_DIR)/rev.cpp: $(CONFIG_CACHE_VERSION) $(SRC_DIR)/rev.cpp.in
$(Q)cat $(SRC_DIR)/rev.cpp.in | sed "s@\!\!ISODATE\!\!@$(ISODATE)@g;s@!!VERSION!!@$(VERSION)@g;s@!!MODIFIED!!@$(MODIFIED)@g;s@!!DATE!!@`date +%d.%m.%y`@g;s@!!GITHASH!!@$(GITHASH)@g;s@!!ISTAG!!@$(ISTAG)@g" > $(SRC_DIR)/rev.cpp
$(SRC_DIR)/os/windows/ottdres.rc: $(CONFIG_CACHE_VERSION) $(SRC_DIR)/os/windows/ottdres.rc.in
$(Q)cat $(SRC_DIR)/os/windows/ottdres.rc.in | sed "s@\!\!ISODATE\!\!@$(ISODATE)@g;s@!!VERSION!!@$(VERSION)@g;s@!!DATE!!@`date +%d.%m.%y`@g;s@!!GITHASH!!@$(GITHASH)@g;s@!!ISTAG!!@$(ISTAG)@g" > $(SRC_DIR)/os/windows/ottdres.rc
FORCE:
depend: $(DEPS)
clean:
$(E) '$(STAGE) Cleaning up object files'
$(Q)rm -f $(DEPS) $(OBJS) $(TTD) $(DEPEND) $(TTD:%=$(BIN_DIR)/%) $(BIN_DIR)/baseset/openttd.32.bmp $(CONFIG_CACHE_COMPILER) $(CONFIG_CACHE_LINKER) $(CONFIG_CACHE_SOURCE)
mrproper: clean
$(Q)rm -f $(SRC_DIR)/rev.cpp $(SRC_DIR)/os/windows/ottdres.rc
%.o:
@echo '$(STAGE) No such source-file: $(@:%.o=%).[c|cpp|mm|rc]'
.PHONY: all mrproper depend clean FORCE

839
README.md
View File

@@ -1,839 +0,0 @@
# OpenTTD
## Table of contents
- 1.0) [About](#10-about)
- 2.0) [Contacting](#20-contacting)
- 2.1) [Reporting bugs](#21-reporting-bugs)
- 2.2) [Reporting desyncs](#22-reporting-desyncs)
- 3.0) [Supported platforms](#30-supported-platforms)
- 4.0) [Installing and running OpenTTD](#40-installing-and-running-openttd)
- 4.1) [(Required) 3rd party files](#41-required-3rd-party-files)
- 4.2) [OpenTTD directories](#42-openttd-directories)
- 4.3) [Portable installations (portable media)](#43-portable-installations-portable-media)
- 4.4) [Files in tar (archives)](#44-files-in-tar-archives)
- 5.0) [OpenTTD features](#50-openttd-features)
- 5.1) [Logging of potentially dangerous actions](#51-logging-of-potentially-dangerous-actions)
- 5.2) [Frame rate and performance metrics](#52-frame-rate-and-performance-metrics)
- 6.0) [Configuration file](#60-configuration-file)
- 7.0) [Compiling](#70-compiling)
- 7.1) [Required/optional libraries](#71-requiredoptional-libraries)
- 7.2) [Supported compilers](#72-supported-compilers)
- 7.3) [Compilation of base sets](#73-compilation-of-base-sets)
- 8.0) [Translating](#80-translating)
- 8.1) [Translation](#81-translation)
- 8.2) [Previewing](#82-previewing)
- 9.0) [Troubleshooting](#90-troubleshooting)
- 10.0) [Licensing](#100-licensing)
- X.X) [Credits](#xx-credits)
## 1.0) About
OpenTTD is a transport simulation game based upon the popular game Transport
Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
game as closely as possible while extending it with new features.
OpenTTD is licensed under the GNU General Public License version 2.0,
but includes some 3rd party software under different licenses. See the
section "Licensing" below for details.
## 2.0) Contacting
The easiest way to contact the OpenTTD team is by submitting bug reports or
posting comments in our forums. You can also chat with us on IRC (#openttd
on irc.oftc.net).
The OpenTTD homepage is https://www.openttd.org.
You can also find the OpenTTD forums at
[https://www.tt-forums.net](https://www.tt-forums.net/viewforum.php?f=55).
### 2.1) Reporting bugs
First of all, check whether the bug is not already known. Do this by looking
through the file called 'known-bugs.txt' which is distributed with OpenTTD
like this readme.
For tracking our bugs we are using GitHub's issue tracker. You can find
the tracker at https://github.com/OpenTTD/OpenTTD/issues. Before actually
reporting take a look through the already reported bugs there to see if
the bug is already known. The 'known-bugs.txt' file might be a bit outdated
at the moment you are reading it as only bugs known before the release
are documented there. Also look through the recently closed bugs.
When you are sure it is not already reported you should:
- Make sure you are running a recent version, i.e. run the latest stable or
nightly based on where you found the bug.
- Make sure you are not running a non-official binary, like a patch pack.
When you are playing with a patch pack you should report any bugs to the
forum thread related to that patch pack.
- Make it reproducible for the developers. In other words, create a savegame
in which you can reproduce the issue once loaded. It is very useful to give
us the crash.dmp, crash.sav, crash.log and crash screenshot which are
created on crashes.
- Check whether the bug is already reported on our bug tracker. This includes
searching for recently closed bug reports as the bug might already be fixed.
After you have done all that you can report the bug. Please include the
following information in your bug report:
- OpenTTD version (PLEASE test the latest Git revision/nightly build)
- Bug details, including instructions how to reproduce it
- Platform (Windows, Linux, FreeBSD, …) and compiler (including version) if
you compiled OpenTTD yourself.
- The processor architecture of your OS (32-bit Windows, 64-bit Windows,
Linux on an ARM, Mac OS X on a PowerPC, etc.)
- Attach a saved game **and** a screenshot if possible
- If this bug only occurred recently please note the last version without
the bug and the first version including the bug. That way we can fix it
quicker by looking at the changes made.
- Attach crash.dmp, crash.log and crash.sav. These files are usually created
next to your openttd.cfg. The crash handler will tell you the location.
### 2.2) Reporting desyncs
As desyncs are hard to make reproducible OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducible. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.
To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '`-d desync=<level>`' as
parameter or by typing '`debug_level desync=<level>`' in OpenTTD's internal
console.
The desync debug levels are:
- 0: nothing.
- 1: dumping of commands to 'commands-out.log'.
- 2: same as 1 plus checking vehicle caches and dumping that too.
- 3: same as 2 plus monthly saves in autosave.
- 4 and higher: same as 3
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!
The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.
When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
- commands-out.log as it contains all the commands that were done
- the last saved savegame (search for the last line beginning with
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
whether we can quickly reproduce the desync. Otherwise we will need …
- the first saved savegame (search for the first line beginning with 'save'
where the first part, up to the last underscore '_', is the same). We need
this savegame to be able to reproduce the bug when the last savegame is not
old enough. If you loaded a scenario or savegame you need to attach that.
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
95% of the game's progression. We can use these savegames to speed up the
reproduction of the desync, but we should be able to reproduce these
savegames based on the first savegame and commands-out.log.
- in case you use any NewGRFs you should attach the ones you used unless
we can easily find them ourselves via bananas or when they are in the
#openttdcoop pack.
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.
## 3.0) Supported platforms
OpenTTD has been ported to several platforms and operating systems. It should
not be very difficult to port it to a new platform. The currently working
platforms are:
- BeOS (SDL or Allegro)
- DOS (Allegro)
- FreeBSD (SDL)
- Linux (SDL or Allegro)
- macOS (universal) (Cocoa video and sound drivers)
- MorphOS (SDL)
- OpenBSD (SDL)
- OS/2 (SDL)
- Windows (Win32 GDI (faster) or SDL or Allegro)
## 4.0) Installing and running OpenTTD
Installing OpenTTD is fairly straightforward. Either you have downloaded an
archive which you have to extract to a directory where you want OpenTTD to
be installed, or you have downloaded an installer, which will automatically
extract OpenTTD in the given directory.
OpenTTD looks in multiple locations to find the required data files (described
in section 4.2). Installing any 3rd party files into a 'shared' location has
the advantage that you only need to do this step once, rather than copying the
data files into all OpenTTD versions you have.
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
currently being used. This means that if you use a config file in one of the
shared directories, savegames will reside in the save/ directory next to the
openttd.cfg file there.
If you want savegames and screenshots in the directory where the OpenTTD binary
resides, simply have your config file in that location. But if you remove this
config file, savegames will still be in this directory (see notes in
section 4.2 'OpenTTD directories')
OpenTTD comes without AIs, so if you want to play with AIs you have to download
them. The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
Another way is manually downloading the AIs from the forum although then you
need to make sure that you install all the required AI libraries too; they get
automatically selected (and downloaded) if you get the AIs via the 'Check
Online Content'. If you do not have an AI but have configured OpenTTD to start
an AI a message will be shown that the 'dummy' AI has been started.
### 4.1) (Required) 3rd party files
Before you run OpenTTD, you need to put the game's data files into a baseset/
directory which can be located in various places addressed in the following
section.
For OpenTTD you need to acquire some third party data files. For this you have
the choice of using the original Transport Tycoon Deluxe data files or a set
of free data files.
Do NOT copy files included with OpenTTD into 'shared' directories (explained in
the following sections) as sooner or later you will run into graphical glitches
when using other versions of the game.
#### 4.1.1) Free graphics and sound files
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
OpenMSX for music can be found at:
- https://www.openttd.org/download-opengfx for OpenGFX
- https://www.openttd.org/download-opensfx for OpenSFX
- https://www.openttd.org/download-openmsx for OpenMSX
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.
#### 4.1.2) Original Transport Tycoon Deluxe graphics and sound files
If you want to play with the original Transport Tycoon Deluxe data files you
have to copy the data files from the CD-ROM into the baseset/ directory. It
does not matter whether you copy them from the DOS or Windows version of
Transport Tycoon Deluxe. The Windows install can optionally copy these files.
You need to copy the following files:
- sample.cat
- trg1r.grf or TRG1.GRF
- trgcr.grf or TRGC.GRF
- trghr.grf or TRGH.GRF
- trgir.grf or TRGI.GRF
- trgtr.grf or TRGT.GRF
#### 4.1.3) Original Transport Tycoon Deluxe music
If you want the Transport Tycoon Deluxe music, copy the appropriate files from
the original game into the baseset folder.
- TTD for Windows: All files in the gm/ folder (gm_tt00.gm up to gm_tt21.gm)
- TTD for DOS: The GM.CAT file
- Transport Tycoon Original: The GM.CAT file, but rename it to GM-TTO.CAT
#### 4.1.4) AIs
If you want AIs use the in-game content downloader. If for some reason that is
not possible or you want to use an AI that has not been uploaded to the content
download system download the tar file and place it in the ai/ directory. If the
AI needs libraries you will have to download those too and put them in the
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
the content download system can be found at https://noai.openttd.org/downloads.
The AIs and libraries can be found their in the form of .tar.gz packages.
OpenTTD can read inside tar files but it does not extract .tar.gz files by itself.
To figure out which libraries you need for an AI you have to start the AI and
wait for an error message to pop up. The error message will tell you
'could not find library "lib-name"'. Download that library and try again.
#### 4.1.5) Game scripts
If you want an extra challenge in OpenTTD you can download so-called game
scripts via the in-game content downloader. These game scripts have varying
functionality, though they can generally influence town growth, subsidies, add
goals to reach or provide a different ranking system.
If you download a game script manually you have to follow the same rules as for
AIs, except that game scripts are placed in the game/ directory instead of the
ai/ directory.
### 4.2) OpenTTD directories
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files. See below for their proper place within this OpenTTD main
data directory.
The main OpenTTD directories can be found in various locations, depending on
your operating system:
1. The current working directory (from where you started OpenTTD)
For non-Windows operating systems OpenTTD will not scan for files in this
directory if it is your personal directory, i.e. '~/', or when it is the
root directory, i.e. '/'.
2. Your personal directory
- Windows:
- `C:\My Documents\OpenTTD` (95, 98, ME)
- `C:\Documents and Settings\<username>\My Documents\OpenTTD` (2000, XP)
- `C:\Users\<username>\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `~/Documents/OpenTTD`
- Linux: `$XDG_DATA_HOME/openttd` which is usually `~/.local/share/openttd`
when built with XDG base directory support, otherwise `~/.openttd`
3. The shared directory
- Windows:
- `C:\Documents and Settings\All Users\Shared Documents\OpenTTD` (2000, XP)
- `C:\Users\Public\Documents\OpenTTD` (Vista, 7, 8.1, 10)
- macOS: `/Library/Application Support/OpenTTD`
- Linux: not available
4. The binary directory (where the OpenTTD executable is)
- Windows: `C:\Program Files\OpenTTD`
- Linux: `/usr/games`
5. The installation directory (Linux only)
- Linux: `/usr/share/games/openttd`
6. The application bundle (macOS only)
It includes the OpenTTD files (grf+lng) and it will work as long as they
are not touched
Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
| data type | directory | additional info |
| --- | --- | --- |
| Config File | (no subdirectory) | |
| Screenshots | screenshot | |
| Base Graphics | baseset | (or a subdirectory thereof) |
| Sound Sets | baseset | (or a subdirectory thereof) |
| NewGRFs | newgrf | (or a subdirectory thereof) |
| 32bpp Sets | newgrf | (or a subdirectory thereof) |
| Music Sets | baseset | (or a subdirectory thereof) |
| AIs | ai | (or a subdirectory thereof) |
| AI Libraries | ai/library | (or a subdirectory thereof) |
| Game Scripts (GS) | game | (or a subdirectory thereof) |
| GS Libraries | game/library | (or a subdirectory thereof) |
| Savegames | save | |
| Automatic Savegames | save/autosave | |
| Scenarios | scenario | |
The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.
#### Notes:
- Linux in the previous list means .deb, but most paths should be similar for
others.
- The previous search order is also used for NewGRFs and openttd.cfg.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
5 order. When built with XDG base directory support, openttd.cfg will be
created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
- Savegames will be relative to the config file only if there is no save/
directory in paths with higher priority than the config file path, but
autosaves and screenshots will always be relative to the config file.
Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
other files will be saved under $XDG_DATA_HOME/openttd.
#### The preferred setup:
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).
### 4.3) Portable installations (portable media)
You can install OpenTTD on external media so you can take it with you, i.e.
using a USB key, or a USB HDD, etc.
Create a directory where you shall store the game in (i.e. OpenTTD/).
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
openttd.cfg to this directory.
You can copy binaries for any operating system into this directory, which will
allow you to play the game on nearly any computer you can attach the external
media to.
As always - additional grf files are stored in the newgrf/ dir (for details,
again, see section 4.1).
### 4.4) Files in tar (archives)
OpenTTD can read files that are in an uncompressed tar (archive), which
makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.
OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.
The normal files are also referred to by their relative path from the search
directory, this means that also normal files could hide files in a tar as
long as the relative path from the search path of the normal file is the
same as the path in the tar file. Again it is advised to have an unique path
to the normal file so they do not collide with the files from other tar
files.
## 5.0) OpenTTD features
OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
emulation. Unfortunately, there is currently no comprehensive list of features,
but there is a basic features list on the web, and some optional features can be
controlled through the Advanced Settings dialog. We also implement some
features known from [TTDPatch](https://www.ttdpatch.net).
Several important non-standard controls:
- Ctrl modifies many commands and makes them more powerful. For example Ctrl
clicking on signals with the build signal tool changes their behaviour,
holding Ctrl while the track build tool is activated changes it to the track
removal tool, and so on. See https://wiki.openttd.org/Hidden_features
for a non-comprehensive list or look at the tooltips.
- Ingame console. More information at https://wiki.openttd.org/Console
- Hovering over a GUI element shows tooltips. This can be changed to right click
via the advanced settings.
### 5.1) Logging of potentially dangerous actions
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
behaviour. But not only bugs in code can cause problems. There are several
ways to affect game state possibly resulting in program crash or multiplayer
desyncs.
Easier way would be to forbid all these unsafe actions, but that would affect
game usability for many players. We certainly do not want that.
However, we receive bug reports because of this. To reduce time spent with
solving these problems, these potentially unsafe actions are logged in
the savegame (including crash.sav). Log is stored in crash logs, too.
Information logged:
- Adding / removing / changing order of NewGRFs
- Changing NewGRF parameters, loading compatible NewGRF
- Changing game mode (scenario editor <-> normal game)
- Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
original Transport Tycoon version
- Running a modified OpenTTD build
- Changing settings affecting NewGRF behaviour (non-network-safe settings)
- Triggering NewGRF bugs
No personal information is stored.
You can show the game log by typing 'gamelog' in the console or by running
OpenTTD in debug mode.
### 5.2) Frame rate and performance metrics
The Help menu in-game has a function to open the Frame rate window. This
window shows various real-time performance statistics, measuring what parts
of the game require the most processing power currently.
A summary of the statistics can also be retrieved from the console with the
`fps` command. This is especially useful on dedicated servers, where the
administrator might want to determine what's limiting performance in a slow
game.
The frame rate is given as two figures, the simulation rate and the graphics
frame rate. Usually these are identical, as the screen is rendered exactly
once per simulated tick, but in the future there might be support for graphics
and simulation running at different rates. When the game is paused, the
simulation rate drops to zero.
In addition to the simulation rate, a game speed factor is also calculated.
This is based on the target simulation speed, which is 30 milliseconds per
game tick. At that speed, the expected frame rate is 33.33 frames/second, and
the game speed factor is how close to that target the actual rate is. When
the game is in fast forward mode, the game speed factor shows how much
speed up is achieved.
The lower part of the window shows timing statistics for individual parts of
the game. The times shown are short-term and long-term averages of how long
it takes to process one tick of game time, all figures are in milliseconds.
Clicking a line in the lower part of the window opens a graph window, giving
detailed readings on each tick simulated by the game.
The following is an explanation of the different statistics:
- *Game loop* - Total processing time used per simulated "tick" in the game.
This includes all pathfinding, world updates, and economy handling.
- *Cargo handling* - Time spent loading/unloading cargo at stations, and
industries and towns sending/retrieving cargo from stations.
- *Train ticks*, *Road vehicle ticks*, *Ship ticks*, *Aircraft ticks* -
Time spent on pathfinding and other processing for each player vehicle type.
- *World ticks* - Time spent on other world/landscape processing. This
includes towns growing, building animations, updates of farmland and trees,
and station rating updates.
- *GS/AI total*, *Game script*, and *AI players* - Time spent running logic
for game scripts and AI players. The total may show as less than the current
sum of the individual scripts, this is because AI players at lower
difficulty settings do not run every game tick, and hence contribute less
to the average across all ticks. Keep in mind that the "Current" figure is
also an average, just only over short term.
- *Link graph delay* - Time overruns of the cargo distribution link graph
update thread. Usually the link graph is updated in a background thread,
but these updates need to synchronise with the main game loop occasionally,
if the time spent on link graph updates is longer than the time taken to
otherwise simulate the game while it was updating, these delays are counted
in this figure.
- *Graphics rendering* - Total time spent rendering all graphics, including
both GUI and world viewports. This typically spikes when panning the view
around, and when more things are happening on screen at once.
- *World viewport rendering* - Isolated time spent rendering just world
viewports. If this figure is significantly lower than the total graphics
rendering time, most time is spent rendering GUI than rendering world.
- *Video output* - Speed of copying the rendered graphics to the display
adapter. Usually this should be very fast (in the range of 0-3 ms), large
values for this can indicate a graphics driver problem.
- *Sound mixing* - Speed of mixing active audio samples together. Usually
this should be very fast (in the range of 0-3 ms), if it is slow, consider
switching to the NoSound set.
If the frame rate window is shaded, the title bar will instead show just the
current simulation rate and the game speed factor.
## 6.0) Configuration file
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
create one after closing.
## 7.0) Compiling
### Windows:
You need Microsoft Visual Studio 2015 Update 3 or more recent. Open the project file
and it should build automatically. In case you want to build with SDL support
you need to add WITH_SDL to the project settings.
PNG (WITH_PNG), ZLIB (WITH_ZLIB), LZO (WITH_LZO), Freetype (WITH_FREETYPE) and
LZMA (WITH_LZMA) support is enabled by default. For these to work you need their
development files. To get them just use vcpkg from https://github.com/Microsoft/vcpkg
using x86-windows-static and x64-windows-static triplets.
For more help with VS see docs/Readme_Windows_MSVC.md.
You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
Please read the Makefile for more information.
### Solaris, FreeBSD, OpenBSD:
Use '`gmake`', but do a '`./configure`' before the first build.
### Linux/Unix:
OpenTTD can be built with GNU '`make`'. On non-GNU systems it is called '`gmake`'.
However, for the first build one has to do a '`./configure`' first.
### macOS:
Use '`make`' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a '`./configure`' first.
To make a universal binary type '`./configure --enabled-universal`'
instead of '`./configure`'.
### BeOS:
Use '`make`', but do a '`./configure`' before the first build.
### MorphOS:
Use '`make`'. However, for the first build one has to do a '`./configure`'
first. Note that you need the MorphOS SDK, latest libnix updates (else C++
parts of OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
libpng and freetype2 developer files.
### OS/2:
A comprehensive GNU build environment is required to build the OS/2 version.
See the docs/Readme_OS2.txt file for more information.
### DOS:
A build environment with DJGPP is needed as well as libraries such as
Allegro, zlib and libpng, which all can be downloaded from the DJGPP
website. Compilation is straight forward: use '`make`', but do a '`./configure`'
before the first build. The build binary will need cwsdpmi.exe to be in
the same directory as the openttd executable. cwsdpmi.exe can be found in
the os/dos/cwsdpmi subdirectory. If you compile with stripping turned on a
binary will be generated that does not need cwsdpmi.exe by adding the
cswdstub.exe to the created OpenTTD binary.
### 7.1) Required/optional libraries
The following libraries are used by OpenTTD for:
- libSDL/liballegro: hardware access (video, sound, mouse)
- zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
heightmaps
- liblzo2: (de)compressing of old (pre 0.3.0) savegames
- liblzma: (de)compressing of savegames (1.1.0 and later)
- libpng: making screenshots and loading heightmaps
- libfreetype: loading generic fonts and rendering them
- libfontconfig: searching for fonts, resolving font names to actual fonts
- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
natural sorting of strings.
OpenTTD does not require any of the libraries to be present, but without
liblzma you cannot open most recent savegames and without zlib you cannot
open most older savegames or use the content downloading system.
Without libSDL/liballegro on non-Windows and non-macOS machines you have
no graphical user interface; you would be building a dedicated server.
### 7.2) Supported compilers
The following compilers are known to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2015, 2017 and 2019.
- GNU Compiler Collection (GCC) 3.3 - 4.4, 4.6 - 4.8.
- Versions 4.1 and earlier give bogus warnings about uninitialised variables.
- Versions 4.4, 4.6 give bogus warnings about freeing non-heap objects.
- Versions 4.6 and later give invalid warnings when lto is enabled.
- Intel C++ Compiler (ICC) 12.0.
- Clang/LLVM 2.9 - 3.0
Version 2.9 gives bogus warnings about code nonconformity.
The following compilers are known not to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2013 and earlier.
These old versions do not support modern C++ language features.
- GNU Compiler Collection (GCC) 3.2 and earlier.
These old versions fail due to OpenTTD's template usage.
- GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively.
See https://github.com/OpenTTD/OpenTTD/issues/5513 and references therein.
- Intel C++ Compiler (ICC) 11.1 and earlier.
- Version 10.0 and earlier fail a configure check and fail with recent
system headers.
- Version 10.1 fails to compile station_gui.cpp.
- Version 11.1 fails with an internal error when compiling network.cpp.
- Clang/LLVM 2.8 and earlier.
- (Open) Watcom.
If any of these compilers can compile OpenTTD again, please let us know.
Patches to support more compilers are welcome.
### 7.3) Compilation of base sets
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at https://www.openttd.org/download-grfcodec.
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using '`make maintainer-clean`'.
Re-compilation of the base sets, thus also use of '`--maintainer-clean`' can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option '`--without-grfcodec`' to avoid
modification of the base set files by the build process.
## 8.0) Translating
See https://www.openttd.org/development for up-to-date information.
The use of the online Translator service, located at
https://translator.openttd.org, is highly encouraged. For getting an account
simply follow the guidelines in the FAQ of the translator website.
If for some reason the website is down for a longer period of time, the
information below might be of help.
Please contact the translations manager (https://www.openttd.org/contact)
before beginning the translation process! This avoids double work, as
someone else may have already started translating to the same language.
### 8.1) Translation
So, now that you have notified the development team about your intention to
translate (You did, right? Of course you did.) you can pick up english.txt
(found in the Git repository under /src/lang) and translate.
You must change the first two lines of the file appropriately:
##name English-Name-Of-Language
##ownname Native-Name-Of-Language
Note: Do not alter the following parts of the file:
- String identifiers (the first word on each line)
- Parts of the strings which are in curly braces (such as {STRING})
- Lines beginning with ## (such as ##id), other than the first two lines
of the file
### 8.2) Previewing
In order to view the translation in the game, you need to compile your language
file with the strgen utility. As this utility is tailored to a specific OpenTTD
version, you need to compile it yourself. Just take the normal OpenTTD sources
and build that. During the build process the strgen utility will be made.
strgen is a command-line utility. It takes the language filename as parameter.
Example:
strgen lang/german.txt
This results in compiling german.txt and produces another file named german.lng.
Any missing strings are replaced with the English strings. Note that it looks
for english.txt in the lang subdirectory, which is where your language file
should also be.
That is all! You should now be able to select the language in the game options.
## 9.0) Troubleshooting
To see all startup options available to you, start OpenTTD with the
'`./openttd -h`' option. This might help you tweak some of the settings.
If the game is acting strange and you feel adventurous you can try the
'`-d [[<name>=]<level>]`' flag, where the higher levels will give you more
debugging output. The 'name' variable can help you to display only some type of
debugging messages. This is mostly undocumented so best is to look in the
source code file debug.c for the various debugging types. For more information
look at https://wiki.openttd.org/Command_line.
The most frequent problem is missing data files. Please install OpenGFX and
possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.
Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
and/or freeze. See known-bugs.txt for more information and how to solve this
problem on your computer.
Under Windows 98 and lower it is impossible to use a dedicated server; it will
fail to start. Perhaps this is for the better because those OSes are not known
for their stability.
With the added support for font-based text selecting a non-latin language can
result in lots of question marks ('?') being shown on screen. Please open your
configuration file (openttd.cfg - see Section 4.2 for where to find it)
and add a suitable font for the small, medium and / or large font, e.g.:
small_font = "Tahoma"
medium_font = "Tahoma"
large_font = "Tahoma"
You should use a font name like 'Tahoma' or a path to the desired font.
Any NewGRF file used in a game is stored inside the savegame and will refuse to
load if you do not have that NewGRF file available. A list of missing files can
be viewed in the NewGRF window accessible from the file load dialogue window.
You can try to obtain the missing files from that NewGRF dialogue or if they
are not available online you can search manually through our
[forum's graphics development section](https://www.tt-forums.net/viewforum.php?f=66)
or [GRFCrawler](https://grfcrawler.tt-forums.net). Put the NewGRF files in
OpenTTD's newgrf folder (see section 4.2 'OpenTTD directories') and rescan the
list of available NewGRFs. Once you have all missing files, you are set to go.
## 10.0) Licensing
OpenTTD is licensed under the GNU General Public License version 2.0. For
the complete license text, see the file 'COPYING'. This license applies
to all files in this distribution, except as noted below.
The squirrel implementation in src/3rdparty/squirrel is licensed under
the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete
license text.
The md5 implementation in src/3rdparty/md5 is licensed under the Zlib
license. See the comments in the source files in src/3rdparty/md5 for
the complete license text.
The implementations of Posix getaddrinfo and getnameinfo for OS/2 in
src/3rdparty/os2 are distributed partly under the GNU Lesser General Public
License 2.1, and partly under the (3-clause) BSD license. The exact licensing
terms can be found in src/3rdparty/os2/getaddrinfo.c resp.
src/3rdparty/os2/getnameinfo.c.
The exe2coff implementation in os/dos/exe2coff is available under the
GPL, with a number of additional terms. See os/dos/exe2coff/copying and
os/dos/exe2coff/copying.dj for the exact licensing terms.
The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a
custom binary-only license that prohibits modification. The exact
licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources
for these files can be downloaded at its author site, at
http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip.
CONTRIBUTING.md is adapted from
[Bootstrap](https://github.com/twbs/bootstrap/blob/master/CONTRIBUTING.md)
under the [Creative Commons Attribution 3.0 Unported
License](https://github.com/twbs/bootstrap/blob/master/docs/LICENSE)
terms for Bootstrap documentation.
## X.X) Credits
### The OpenTTD team (in alphabetical order):
- Grzegorz Duczyński (adf88) - General coding (since 1.7.2)
- Albert Hofkamp (Alberth) - GUI expert (since 0.7)
- Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3)
- Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3)
- Christoph Elsenhans (frosch) - General coding (since 0.6)
- Loïc Guilloux (glx) - Windows Expert (since 0.4.5)
- Michael Lutz (michi_cc) - Path based signals (since 0.7)
- Niels Martin Hansen (nielsm) - Music system, general coding (since 1.9)
- Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1)
- Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
- Ingo von Borstel (planetmaker) - General coding, Support (since 1.1)
- Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5)
- José Soler (Terkhen) - General coding (since 1.0)
- Leif Linse (Zuu) - AI/Game Script (since 1.2)
### Inactive Developers:
- Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0)
- Bjarni Corfitzen (Bjarni) - macOS port, coder and vehicles (0.3 - 0.7)
- Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6)
- Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
- Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6)
- Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5)
- Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3)
- Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5)
- Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
- Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3)
### Retired Developers:
- Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5)
- Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3)
- Emil Djupfeld (egladil) - macOS port (0.4 - 0.6)
- Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5)
- Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3)
- Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3)
- Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3)
- Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7)
- Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3)
### Thanks to:
- Josef Drexler - For his great work on TTDPatch.
- Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
- Stefan Meißner (sign_de) - For his work on the console
- Mike Ragsdale - OpenTTD installer
- Christian Rosentreter (tokai) - MorphOS / AmigaOS port
- Richard Kempton (RichK67) - Additional airports, initial TGP implementation
- Alberto Demichelis - Squirrel scripting language
- L. Peter Deutsch - MD5 implementation
- Michael Blunck - For revolutionizing TTD with awesome graphics
- George - Canal graphics
- Andrew Parkhouse (andythenorth) - River graphics
- David Dallaston (Pikka) - Tram tracks
- All Translators - For their support to make OpenTTD a truly international game
- Bug Reporters - Thanks for all bug reports
- Chris Sawyer - For an amazing game!

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/* $Id$ */
// stdafx.cpp : source file that includes just the standard includes
// ttd.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

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/* $Id$ */
#include "../stdafx.h"
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "ai.h"
#include "default/default.h"
/**
* Dequeues commands put in the queue via AI_PutCommandInQueue.
*/
static void AI_DequeueCommands(byte player)
{
AICommand *com, *entry_com;
entry_com = _ai_player[player].queue;
/* It happens that DoCommandP issues a new DoCommandAI which adds a new command
* to this very same queue (don't argue about this, if it currently doesn't
* happen I can tell you it will happen with AIScript -- TrueLight). If we
* do not make the queue NULL, that commands will be dequeued immediatly.
* Therefor we safe the entry-point to entry_com, and make the queue NULL, so
* the new queue can be safely built up. */
_ai_player[player].queue = NULL;
_ai_player[player].queue_tail = NULL;
/* Dequeue all commands */
while ((com = entry_com) != NULL) {
_current_player = player;
/* Copy the DP back in place */
_cmd_text = com->text;
DoCommandP(com->tile, com->p1, com->p2, NULL, com->procc);
/* Free item */
entry_com = com->next;
if (com->text != NULL)
free(com->text);
free(com);
}
}
/**
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
* will make infinite loops (AIScript).
*/
static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
{
AICommand *com;
if (_ai_player[player].queue_tail == NULL) {
/* There is no item in the queue yet, create the queue */
_ai_player[player].queue = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue;
} else {
/* Add an item at the end */
_ai_player[player].queue_tail->next = malloc(sizeof(AICommand));
_ai_player[player].queue_tail = _ai_player[player].queue_tail->next;
}
/* This is our new item */
com = _ai_player[player].queue_tail;
/* Assign the info */
com->tile = tile;
com->p1 = p1;
com->p2 = p2;
com->procc = procc;
com->next = NULL;
com->text = NULL;
/* Copy the cmd_text, if needed */
if (_cmd_text != NULL) {
com->text = strdup(_cmd_text);
_cmd_text = NULL;
}
}
/**
* Executes a raw DoCommand for the AI.
*/
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
PlayerID old_lp;
int32 res = 0;
char *tmp_cmdtext = NULL;
/* If you enable DC_EXEC with DC_QUERY_COST you are a really strange
* person.. should we check for those funny jokes?
*/
/* The test already free _cmd_text in most cases, so let's backup the string, else we have a problem ;) */
if (_cmd_text != NULL)
tmp_cmdtext = strdup(_cmd_text);
/* First, do a test-run to see if we can do this */
res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc);
/* The command failed, or you didn't want to execute, or you are quering, return */
if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) {
if (tmp_cmdtext != NULL)
free(tmp_cmdtext);
return res;
}
/* Recover _cmd_text */
if (tmp_cmdtext != NULL)
_cmd_text = tmp_cmdtext;
/* If we did a DC_EXEC, and the command did not return an error, execute it
over the network */
if (flags & DC_AUTO) procc |= CMD_AUTO;
if (flags & DC_NO_WATER) procc |= CMD_NO_WATER;
/* NetworkSend_Command needs _local_player to be set correctly, so
adjust it, and put it back right after the function */
old_lp = _local_player;
_local_player = _current_player;
#ifdef ENABLE_NETWORK
/* Send the command */
if (_networking)
/* Network is easy, send it to his handler */
NetworkSend_Command(tile, p1, p2, procc, NULL);
else
#endif
/* If we execute BuildCommands directly in SP, we have a big problem with events
* so we need to delay is for 1 tick */
AI_PutCommandInQueue(_current_player, tile, p1, p2, procc);
/* Set _local_player back */
_local_player = old_lp;
/* Free the temp _cmd_text var */
if (tmp_cmdtext != NULL)
free(tmp_cmdtext);
return res;
}
/**
* Run 1 tick of the AI. Don't overdo it, keep it realistic.
*/
static void AI_RunTick(PlayerID player)
{
extern void AiNewDoGameLoop(Player *p);
Player *p = GetPlayer(player);
_current_player = player;
if (_patches.ainew_active) {
AiNewDoGameLoop(p);
} else {
/* Enable all kind of cheats the old AI needs in order to operate correctly... */
_is_old_ai_player = true;
AiDoGameLoop(p);
_is_old_ai_player = false;
}
}
/**
* The gameloop for AIs.
* Handles one tick for all the AIs.
*/
void AI_RunGameLoop(void)
{
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
/* Don't do anything if we are a network-client
* (too bad when a client joins, he thinks the AIs are real, so it wants to control
* them.. this avoids that, while loading a network game in singleplayer, does make
* the AIs to continue ;))
*/
if (_networking && !_network_server && !_ai.network_client)
return;
/* New tick */
_ai.tick++;
/* Make sure the AI follows the difficulty rule.. */
assert(_opt.diff.competitor_speed <= 4);
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0)
return;
/* Check for AI-client (so joining a network with an AI) */
if (_ai.network_client && _ai_player[_ai.network_playas].active) {
/* Run the script */
AI_DequeueCommands(_ai.network_playas);
AI_RunTick(_ai.network_playas);
} else if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
Player *p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) {
/* This should always be true, else something went wrong... */
assert(_ai_player[p->index].active);
/* Run the script */
AI_DequeueCommands(p->index);
AI_RunTick(p->index);
}
}
}
_current_player = OWNER_NONE;
}
/**
* A new AI sees the day of light. You can do here what ever you think is needed.
*/
void AI_StartNewAI(PlayerID player)
{
assert(player < MAX_PLAYERS);
/* Called if a new AI is booted */
_ai_player[player].active = true;
}
/**
* This AI player died. Give it some chance to make a final puf.
*/
void AI_PlayerDied(PlayerID player)
{
if (_ai.network_client && _ai.network_playas == player)
_ai.network_playas = OWNER_SPECTATOR;
/* Called if this AI died */
_ai_player[player].active = false;
}
/**
* Initialize some AI-related stuff.
*/
void AI_Initialize(void)
{
bool ai_network_client = _ai.network_client;
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
_ai.network_client = ai_network_client;
_ai.network_playas = OWNER_SPECTATOR;
_ai.enabled = true;
}
/**
* Deinitializer for AI-related stuff.
*/
void AI_Uninitialize(void)
{
Player* p;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) AI_PlayerDied(p->index);
}
}

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#ifndef AI_H
#define AI_H
#include "../functions.h"
#include "../network.h"
#include "../player.h"
/* How DoCommands look like for an AI */
typedef struct AICommand {
uint32 tile;
uint32 p1;
uint32 p2;
uint32 procc;
char *text;
uint uid;
struct AICommand *next;
} AICommand;
/* The struct for an AIScript Player */
typedef struct AIPlayer {
bool active; //! Is this AI active?
AICommand *queue; //! The commands that he has in his queue
AICommand *queue_tail; //! The tail of this queue
} AIPlayer;
/* The struct to keep some data about the AI in general */
typedef struct AIStruct {
/* General */
bool enabled; //! Is AI enabled?
uint tick; //! The current tick (something like _frame_counter, only for AIs)
/* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
bool network_client; //! Are we a network_client?
uint8 network_playas; //! The current network player we are connected as
} AIStruct;
VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
// ai.c
void AI_StartNewAI(PlayerID player);
void AI_PlayerDied(PlayerID player);
void AI_RunGameLoop(void);
void AI_Initialize(void);
void AI_Uninitialize(void);
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
/** Is it allowed to start a new AI.
* This function checks some boundries to see if we should launch a new AI.
* @return True if we can start a new AI.
*/
static inline bool AI_AllowNewAI(void)
{
/* If disabled, no AI */
if (!_ai.enabled)
return false;
/* If in network, but no server, no AI */
if (_networking && !_network_server)
return false;
/* If in network, and server, possible AI */
if (_networking && _network_server) {
/* Do we want AIs in multiplayer? */
if (!_patches.ai_in_multiplayer)
return false;
/* Only the NewAI is allowed... sadly enough the old AI just doesn't support this
* system, because all commands are delayed by at least 1 tick, which causes
* a big problem, because it uses variables that are only set AFTER the command
* is really executed... */
if (!_patches.ainew_active)
return false;
}
return true;
}
#define AI_CHANCE16(a,b) ((uint16) AI_Random() <= (uint16)((65536 * a) / b))
#define AI_CHANCE16R(a,b,r) ((uint16)(r = AI_Random()) <= (uint16)((65536 * a) / b))
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint AI_RandomRange(uint max)
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandomRange(max);
else
return RandomRange(max);
}
/**
* The random-function that should be used by ALL AIs.
*/
static inline uint32 AI_Random(void)
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
*/
if (_networking)
return InteractiveRandom();
else
return Random();
}
#endif /* AI_H */

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/* $Id$ */
#ifndef DEFAULT_H
#define DEFAULT_H
void AiDoGameLoop(Player*);
#endif

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/* $Id$ */
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../debug.h"
#include "../../functions.h"
#include "../../map.h"
#include "../../tile.h"
#include "../../command.h"
#include "trolly.h"
#include "../../engine.h"
#include "../../station.h"
#include "../../variables.h"
#include "../ai.h"
// Build HQ
// Params:
// tile : tile where HQ is going to be build
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile)
{
if (CmdFailed(AI_DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ)))
return false;
AI_DoCommand(tile, 0, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_COMPANY_HQ);
return true;
}
// Build station
// Params:
// type : AI_TRAIN/AI_BUS/AI_TRUCK : indicates the type of station
// tile : tile where station is going to be build
// length : in case of AI_TRAIN: length of station
// numtracks : in case of AI_TRAIN: tracks of station
// direction : the direction of the station
// flag : flag passed to DoCommand (normally 0 to get the cost or DC_EXEC to build it)
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag)
{
if (type == AI_TRAIN)
return AI_DoCommand(tile, direction + (numtracks << 8) + (length << 16), 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_RAILROAD_STATION);
if (type == AI_BUS)
return AI_DoCommand(tile, direction, RS_BUS, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
return AI_DoCommand(tile, direction, RS_TRUCK, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_STOP);
}
// Builds a brdige. The second best out of the ones available for this player
// Params:
// tile_a : starting point
// tile_b : end point
// flag : flag passed to DoCommand
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag)
{
int bridge_type, bridge_len, type, type2;
// Find a good bridgetype (the best money can buy)
bridge_len = GetBridgeLength(tile_a, tile_b);
type = type2 = 0;
for (bridge_type = MAX_BRIDGES-1; bridge_type >= 0; bridge_type--) {
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
type2 = type;
type = bridge_type;
// We found two bridges, exit
if (type2 != 0) break;
}
}
// There is only one bridge that can be build..
if (type2 == 0 && type != 0) type2 = type;
// Now, simply, build the bridge!
if (p->ainew.tbt == AI_TRAIN)
return AI_DoCommand(tile_a, tile_b, (0<<8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
return AI_DoCommand(tile_a, tile_b, (0x80 << 8) + type2, flag | DC_AUTO, CMD_BUILD_BRIDGE);
}
// Build the route part by part
// Basicly what this function do, is build that amount of parts of the route
// that go in the same direction. It sets 'part' to the last part of the route builded.
// The return value is the cost for the builded parts
//
// Params:
// PathFinderInfo : Pointer to the PathFinderInfo used for AiPathFinder
// part : Which part we need to build
//
// TODO: skip already builded road-pieces (e.g.: cityroad)
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag)
{
int part = PathFinderInfo->position;
byte *route_extra = PathFinderInfo->route_extra;
TileIndex *route = PathFinderInfo->route;
int dir;
int old_dir = -1;
int cost = 0;
int res;
// We need to calculate the direction with the parent of the parent.. so we skip
// the first pieces and the last piece
if (part < 1) part = 1;
// When we are done, stop it
if (part >= PathFinderInfo->route_length - 1) { PathFinderInfo->position = -2; return 0; }
if (PathFinderInfo->rail_or_road) {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += AI_DoCommand(route[part], 0, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
cost += AiNew_Build_Bridge(p, route[part], route[part-1], flag);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
return cost;
}
// Build normal rail
// Keep it doing till we go an other way
if (route_extra[part-1] == 0 && route_extra[part] == 0) {
while (route_extra[part] == 0) {
// Get the current direction
dir = AiNew_GetRailDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
if (old_dir != -1 && old_dir != dir) break;
old_dir = dir;
// Build the tile
res = AI_DoCommand(route[part], 0, dir, flag, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(res)) {
// Problem.. let's just abort it all!
p->ainew.state = AI_STATE_NOTHING;
return 0;
}
cost += res;
// Go to the next tile
part++;
// Check if it is still in range..
if (part >= PathFinderInfo->route_length - 1) break;
}
part--;
}
// We want to return the last position, so we go back one
PathFinderInfo->position = part;
} else {
// Tunnel code
if ((AI_PATHFINDER_FLAG_TUNNEL & route_extra[part]) != 0) {
cost += AI_DoCommand(route[part], 0x200, 0, flag, CMD_BUILD_TUNNEL);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: tunnel could not be build!");
return 0;
}
return cost;
}
// Bridge code
if ((AI_PATHFINDER_FLAG_BRIDGE & route_extra[part]) != 0) {
cost += AiNew_Build_Bridge(p, route[part], route[part+1], flag);
PathFinderInfo->position++;
// TODO: problems!
if (CmdFailed(cost)) {
DEBUG(ai,0)("[AiNew - BuildPath] We have a serious problem: bridge could not be build!");
return 0;
}
return cost;
}
// Build normal road
// Keep it doing till we go an other way
// EnsureNoVehicle makes sure we don't build on a tile where a vehicle is. This way
// it will wait till the vehicle is gone..
if (route_extra[part-1] == 0 && route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
while (route_extra[part] == 0 && (flag != DC_EXEC || EnsureNoVehicle(route[part]))) {
// Get the current direction
dir = AiNew_GetRoadDirection(route[part-1], route[part], route[part+1]);
// Is it the same as the last one?
if (old_dir != -1 && old_dir != dir) break;
old_dir = dir;
// There is already some road, and it is a bridge.. don't build!!!
if (!IsTileType(route[part], MP_TUNNELBRIDGE)) {
// Build the tile
res = AI_DoCommand(route[part], dir, 0, flag | DC_NO_WATER, CMD_BUILD_ROAD);
// Currently, we ignore CMD_ERRORs!
if (CmdFailed(res) && flag == DC_EXEC && !IsTileType(route[part], MP_STREET) && !EnsureNoVehicle(route[part])) {
// Problem.. let's just abort it all!
DEBUG(ai,0)("Darn, the route could not be builded.. aborting!");
p->ainew.state = AI_STATE_NOTHING;
return 0;
}
if (!CmdFailed(res)) cost += res;
}
// Go to the next tile
part++;
// Check if it is still in range..
if (part >= PathFinderInfo->route_length - 1) break;
}
part--;
// We want to return the last position, so we go back one
}
if (!EnsureNoVehicle(route[part]) && flag == DC_EXEC) part--;
PathFinderInfo->position = part;
}
return cost;
}
// This functions tries to find the best vehicle for this type of cargo
// It returns vehicle_id or -1 if not found
int AiNew_PickVehicle(Player *p)
{
if (p->ainew.tbt == AI_TRAIN) {
// Not supported yet
return -1;
} else {
int start, count, i, ret = CMD_ERROR;
start = _cargoc.ai_roadveh_start[p->ainew.cargo];
count = _cargoc.ai_roadveh_count[p->ainew.cargo];
// Let's check it backwards.. we simply want to best engine available..
for (i = start + count - 1; i >= start; i--) {
// Is it availiable?
// Also, check if the reliability of the vehicle is above the AI_VEHICLE_MIN_RELIABILTY
if (!HASBIT(GetEngine(i)->player_avail, _current_player) || GetEngine(i)->reliability * 100 < AI_VEHICLE_MIN_RELIABILTY << 16) continue;
// Can we build it?
ret = AI_DoCommand(0, i, 0, DC_QUERY_COST, CMD_BUILD_ROAD_VEH);
if (!CmdFailed(ret)) break;
}
// We did not find a vehicle :(
if (CmdFailed(ret)) return -1;
return i;
}
}
// Builds the best vehicle possible
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag)
{
int i = AiNew_PickVehicle(p);
if (i == -1) return CMD_ERROR;
if (p->ainew.tbt == AI_TRAIN) return CMD_ERROR;
return AI_DoCommand(tile, i, 0, flag, CMD_BUILD_ROAD_VEH);
}
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag)
{
static const byte _roadbits_by_dir[4] = {2,1,8,4};
int ret, ret2;
if (p->ainew.tbt == AI_TRAIN)
return AI_DoCommand(tile, 0, direction, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_TRAIN_DEPOT);
ret = AI_DoCommand(tile, direction, 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD_DEPOT);
if (CmdFailed(ret)) return ret;
// Try to build the road from the depot
ret2 = AI_DoCommand(tile + TileOffsByDir(direction), _roadbits_by_dir[direction], 0, flag | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
// If it fails, ignore it..
if (CmdFailed(ret2)) return ret;
return ret + ret2;
}

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/* $Id$ */
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../debug.h"
#include "../../functions.h"
#include "../../map.h"
#include "../../tile.h"
#include "../../command.h"
#include "trolly.h"
#include "../../depot.h"
#include "../../variables.h"
#include "../ai.h"
#define TEST_STATION_NO_DIR 0xFF
// Tests if a station can be build on the given spot
// TODO: make it train compatible
static bool TestCanBuildStationHere(TileIndex tile, byte dir)
{
Player *p = GetPlayer(_current_player);
if (dir == TEST_STATION_NO_DIR) {
int32 ret;
// TODO: currently we only allow spots that can be access from al 4 directions...
// should be fixed!!!
for (dir = 0; dir < 4; dir++) {
ret = AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST);
if (!CmdFailed(ret)) return true;
}
return false;
}
// return true if command succeeded, so the inverse of CmdFailed()
return !CmdFailed(AiNew_Build_Station(p, p->ainew.tbt, tile, 1, 1, dir, DC_QUERY_COST));
}
static bool IsRoad(TileIndex tile)
{
return
// MP_STREET, but not a road depot?
(IsTileType(tile, MP_STREET) && !IsTileDepotType(tile, TRANSPORT_ROAD)) ||
(IsTileType(tile, MP_TUNNELBRIDGE) && (
// road tunnel?
((_m[tile].m5 & 0x80) == 0 && (_m[tile].m5 & 0x4) == 0x4) ||
// road bridge?
((_m[tile].m5 & 0x80) != 0 && (_m[tile].m5 & 0x2) == 0x2)
));
}
// Checks if a tile 'a' is between the tiles 'b' and 'c'
#define TILES_BETWEEN(a, b, c) (TileX(a) >= TileX(b) && TileX(a) <= TileX(c) && TileY(a) >= TileY(b) && TileY(a) <= TileY(c))
// Check if the current tile is in our end-area
static int32 AyStar_AiPathFinder_EndNodeCheck(AyStar *aystar, OpenListNode *current)
{
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
// It is not allowed to have a station on the end of a bridge or tunnel ;)
if (current->path.node.user_data[0] != 0) return AYSTAR_DONE;
if (TILES_BETWEEN(current->path.node.tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br))
if (IsTileType(current->path.node.tile, MP_CLEAR) || IsTileType(current->path.node.tile, MP_TREES))
if (current->path.parent == NULL || TestCanBuildStationHere(current->path.node.tile, AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile)))
return AYSTAR_FOUND_END_NODE;
return AYSTAR_DONE;
}
// Calculates the hash
// Currently it is a 10 bit hash, so the hash array has a max depth of 6 bits (so 64)
static uint AiPathFinder_Hash(uint key1, uint key2)
{
return (TileX(key1) & 0x1F) + ((TileY(key1) & 0x1F) << 5);
}
// Clear the memory of all the things
static void AyStar_AiPathFinder_Free(AyStar *aystar)
{
AyStarMain_Free(aystar);
free(aystar);
}
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current);
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current);
// This creates the AiPathFinder
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo)
{
PathNode start_node;
uint x;
uint y;
// Create AyStar
AyStar *result = malloc(sizeof(AyStar));
init_AyStar(result, AiPathFinder_Hash, 1 << 10);
// Set the function pointers
result->CalculateG = AyStar_AiPathFinder_CalculateG;
result->CalculateH = AyStar_AiPathFinder_CalculateH;
result->EndNodeCheck = AyStar_AiPathFinder_EndNodeCheck;
result->FoundEndNode = AyStar_AiPathFinder_FoundEndNode;
result->GetNeighbours = AyStar_AiPathFinder_GetNeighbours;
result->free = AyStar_AiPathFinder_Free;
// Set some information
result->loops_per_tick = AI_PATHFINDER_LOOPS_PER_TICK;
result->max_path_cost = 0;
result->max_search_nodes = AI_PATHFINDER_MAX_SEARCH_NODES;
// Set the user_data to the PathFinderInfo
result->user_target = PathFinderInfo;
// Set the start node
start_node.parent = NULL;
start_node.node.direction = 0;
start_node.node.user_data[0] = 0;
// Now we add all the starting tiles
for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
start_node.node.tile = TileXY(x, y);
result->addstart(result, &start_node.node, 0);
}
}
return result;
}
// To reuse AyStar we sometimes have to clean all the memory
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo)
{
PathNode start_node;
uint x;
uint y;
aystar->clear(aystar);
// Set the user_data to the PathFinderInfo
aystar->user_target = PathFinderInfo;
// Set the start node
start_node.parent = NULL;
start_node.node.direction = 0;
start_node.node.user_data[0] = 0;
start_node.node.tile = PathFinderInfo->start_tile_tl;
// Now we add all the starting tiles
for (x = TileX(PathFinderInfo->start_tile_tl); x <= TileX(PathFinderInfo->start_tile_br); x++) {
for (y = TileY(PathFinderInfo->start_tile_tl); y <= TileY(PathFinderInfo->start_tile_br); y++) {
if (!(IsTileType(TileXY(x, y), MP_CLEAR) || IsTileType(TileXY(x, y), MP_TREES))) continue;
if (!TestCanBuildStationHere(TileXY(x, y), TEST_STATION_NO_DIR)) continue;
start_node.node.tile = TileXY(x, y);
aystar->addstart(aystar, &start_node.node, 0);
}
}
}
// The h-value, simple calculation
static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
int r, r2;
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION) {
// The station is pointing to a direction, add a tile towards that direction, so the H-value is more accurate
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl + TileOffsByDir(PathFinderInfo->end_direction));
r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br + TileOffsByDir(PathFinderInfo->end_direction));
} else {
// No direction, so just get the fastest route to the station
r = DistanceManhattan(current->tile, PathFinderInfo->end_tile_tl);
r2 = DistanceManhattan(current->tile, PathFinderInfo->end_tile_br);
}
// See if the bottomright is faster than the topleft..
if (r2 < r) r = r2;
return r * AI_PATHFINDER_H_MULTIPLER;
}
// We found the end.. let's get the route back and put it in an array
static void AyStar_AiPathFinder_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
uint i = 0;
PathNode *parent = &current->path;
do {
PathFinderInfo->route_extra[i] = parent->node.user_data[0];
PathFinderInfo->route[i++] = parent->node.tile;
if (i > lengthof(PathFinderInfo->route)) {
// We ran out of space for the PathFinder
DEBUG(ai, 0)("[AiPathFinder] Ran out of space in the route[] array!!!");
PathFinderInfo->route_length = -1; // -1 indicates out of space
return;
}
parent = parent->parent;
} while (parent != NULL);
PathFinderInfo->route_length = i;
DEBUG(ai, 1)("[Ai-PathFinding] Found route of %d nodes long in %d nodes of searching", i, Hash_Size(&aystar->ClosedListHash));
}
// What tiles are around us.
static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *current)
{
uint i;
int ret;
int dir;
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
aystar->num_neighbours = 0;
// Go through all surrounding tiles and check if they are within the limits
for (i = 0; i < 4; i++) {
TileIndex ctile = current->path.node.tile; // Current tile
TileIndex atile = ctile + TileOffsByDir(i); // Adjacent tile
if (TileX(atile) > 1 && TileX(atile) < MapMaxX() - 1 &&
TileY(atile) > 1 && TileY(atile) < MapMaxY() - 1) {
// We also directly test if the current tile can connect to this tile..
// We do this simply by just building the tile!
// If the next step is a bridge, we have to enter it the right way
if (!PathFinderInfo->rail_or_road && IsRoad(atile)) {
if (IsTileType(atile, MP_TUNNELBRIDGE)) {
// An existing bridge... let's test the direction ;)
if ((_m[atile].m5 & 1U) != (i & 1)) continue;
// This problem only is valid for tunnels:
// When the last tile was not yet a tunnel, check if we enter from the right side..
if ((_m[atile].m5 & 0x80) == 0) {
if (i != (_m[atile].m5 & 3U)) continue;
}
}
}
// But also if we are on a bridge, we can only move a certain direction
if (!PathFinderInfo->rail_or_road && IsRoad(ctile)) {
if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// An existing bridge/tunnel... let's test the direction ;)
if ((_m[ctile].m5 & 1U) != (i & 1)) continue;
}
}
if ((AI_PATHFINDER_FLAG_BRIDGE & current->path.node.user_data[0]) != 0 ||
(AI_PATHFINDER_FLAG_TUNNEL & current->path.node.user_data[0]) != 0) {
// We are a bridge/tunnel, how cool!!
// This means we can only point forward.. get the direction from the user_data
if (i != (current->path.node.user_data[0] >> 8)) continue;
}
dir = 0;
// First, check if we have a parent
if (current->path.parent == NULL && current->path.node.user_data[0] == 0) {
// If not, this means we are at the starting station
if (PathFinderInfo->start_direction != AI_PATHFINDER_NO_DIRECTION) {
// We do need a direction?
if (AiNew_GetDirection(ctile, atile) != PathFinderInfo->start_direction) {
// We are not pointing the right way, invalid tile
continue;
}
}
} else if (current->path.node.user_data[0] == 0) {
if (PathFinderInfo->rail_or_road) {
// Rail check
dir = AiNew_GetRailDirection(current->path.parent->node.tile, ctile, atile);
ret = AI_DoCommand(ctile, 0, dir, DC_AUTO | DC_NO_WATER, CMD_BUILD_SINGLE_RAIL);
if (CmdFailed(ret)) continue;
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
if (current->path.parent->parent != NULL) {
// Check if we don't make a 90degree curve
int dir1 = AiNew_GetRailDirection(current->path.parent->parent->node.tile, current->path.parent->node.tile, ctile);
if (_illegal_curves[dir1] == dir || _illegal_curves[dir] == dir1) {
continue;
}
}
#endif
} else {
// Road check
dir = AiNew_GetRoadDirection(current->path.parent->node.tile, ctile, atile);
if (IsRoad(ctile)) {
if (IsTileType(ctile, MP_TUNNELBRIDGE)) {
// We have a bridge, how nicely! We should mark it...
dir = 0;
} else {
// It already has road.. check if we miss any bits!
if ((_m[ctile].m5 & dir) != dir) {
// We do miss some pieces :(
dir &= ~_m[ctile].m5;
} else {
dir = 0;
}
}
}
// Only destruct things if it is MP_CLEAR of MP_TREES
if (dir != 0) {
ret = AI_DoCommand(ctile, dir, 0, DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD);
if (CmdFailed(ret)) continue;
}
}
}
// The tile can be connected
aystar->neighbours[aystar->num_neighbours].tile = atile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = 0;
aystar->neighbours[aystar->num_neighbours++].direction = 0;
}
}
// Next step, check for bridges and tunnels
if (current->path.parent != NULL && current->path.node.user_data[0] == 0) {
TileInfo ti;
// First we get the dir from this tile and his parent
int dir = AiNew_GetDirection(current->path.parent->node.tile, current->path.node.tile);
// It means we can only walk with the track, so the bridge has to be in the same direction
TileIndex tile = current->path.node.tile;
TileIndex new_tile = tile;
FindLandscapeHeightByTile(&ti, tile);
// Bridges can only be build on land that is not flat
// And if there is a road or rail blocking
if (ti.tileh != 0 ||
(PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_STREET)) ||
(!PathFinderInfo->rail_or_road && IsTileType(tile + TileOffsByDir(dir), MP_RAILWAY))) {
for (;;) {
new_tile += TileOffsByDir(dir);
// Precheck, is the length allowed?
if (!CheckBridge_Stuff(0, GetBridgeLength(tile, new_tile))) break;
// Check if we hit the station-tile.. we don't like that!
if (TILES_BETWEEN(new_tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) break;
// Try building the bridge..
ret = AI_DoCommand(tile, new_tile, (0 << 8) + (MAX_BRIDGES / 2), DC_AUTO, CMD_BUILD_BRIDGE);
if (CmdFailed(ret)) continue;
// We can build a bridge here.. add him to the neighbours
aystar->neighbours[aystar->num_neighbours].tile = new_tile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_BRIDGE + (dir << 8);
aystar->neighbours[aystar->num_neighbours++].direction = 0;
// We can only have 12 neighbours, and we need 1 left for tunnels
if (aystar->num_neighbours == 11) break;
}
}
// Next, check for tunnels!
// Tunnels can only be build with tileh of 3, 6, 9 or 12, depending on the direction
// For now, we check both sides for this tile.. terraforming gives fuzzy result
if ((dir == 0 && ti.tileh == 12) ||
(dir == 1 && ti.tileh == 6) ||
(dir == 2 && ti.tileh == 3) ||
(dir == 3 && ti.tileh == 9)) {
// Now simply check if a tunnel can be build
ret = AI_DoCommand(tile, (PathFinderInfo->rail_or_road?0:0x200), 0, DC_AUTO, CMD_BUILD_TUNNEL);
FindLandscapeHeightByTile(&ti, _build_tunnel_endtile);
if (!CmdFailed(ret) && (ti.tileh == 3 || ti.tileh == 6 || ti.tileh == 9 || ti.tileh == 12)) {
aystar->neighbours[aystar->num_neighbours].tile = _build_tunnel_endtile;
aystar->neighbours[aystar->num_neighbours].user_data[0] = AI_PATHFINDER_FLAG_TUNNEL + (dir << 8);
aystar->neighbours[aystar->num_neighbours++].direction = 0;
}
}
}
}
extern uint GetRailFoundation(uint tileh, uint bits);
extern uint GetRoadFoundation(uint tileh, uint bits);
extern uint GetBridgeFoundation(uint tileh, byte direction);
enum {
BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
};
// The most important function: it calculates the g-value
static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
Ai_PathFinderInfo *PathFinderInfo = (Ai_PathFinderInfo*)aystar->user_target;
int r, res = 0;
TileInfo ti, parent_ti;
// Gather some information about the tile..
FindLandscapeHeightByTile(&ti, current->tile);
FindLandscapeHeightByTile(&parent_ti, parent->path.node.tile);
// Check if we hit the end-tile
if (TILES_BETWEEN(current->tile, PathFinderInfo->end_tile_tl, PathFinderInfo->end_tile_br)) {
// We are at the end-tile, check if we had a direction or something...
if (PathFinderInfo->end_direction != AI_PATHFINDER_NO_DIRECTION && AiNew_GetDirection(current->tile, parent->path.node.tile) != PathFinderInfo->end_direction) {
// We are not pointing the right way, invalid tile
return AYSTAR_INVALID_NODE;
}
// If it was valid, drop out.. we don't build on the endtile
return 0;
}
// Give everything a small penalty
res += AI_PATHFINDER_PENALTY;
if (!PathFinderInfo->rail_or_road) {
// Road has the lovely advantage it can use other road... check if
// the current tile is road, and if so, give a good bonus
if (IsRoad(current->tile)) {
res -= AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS;
}
}
// We should give a penalty when the tile is going up or down.. this is one way to do so!
// Too bad we have to count it from the parent.. but that is not so bad.
// We also dislike long routes on slopes, since they do not look too realistic
// when there is a flat land all around, they are more expensive to build, and
// especially they essentially block the ability to connect or cross the road
// from one side.
if (parent_ti.tileh != 0 && parent->path.parent != NULL) {
// Skip if the tile was from a bridge or tunnel
if (parent->path.node.user_data[0] == 0 && current->user_data[0] == 0) {
if (PathFinderInfo->rail_or_road) {
r = GetRailFoundation(parent_ti.tileh, 1 << AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
// Maybe is BRIDGE_NO_FOUNDATION a bit strange here, but it contains just the right information..
if (r >= 15 || (r == 0 && (BRIDGE_NO_FOUNDATION & (1 << ti.tileh)))) {
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
} else {
res += AI_PATHFINDER_FOUNDATION_PENALTY;
}
} else {
if (!(IsRoad(parent->path.node.tile) && IsTileType(parent->path.node.tile, MP_TUNNELBRIDGE))) {
r = GetRoadFoundation(parent_ti.tileh, AiNew_GetRoadDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile));
if (r >= 15 || r == 0)
res += AI_PATHFINDER_TILE_GOES_UP_PENALTY;
else
res += AI_PATHFINDER_FOUNDATION_PENALTY;
}
}
}
}
// Are we part of a tunnel?
if ((AI_PATHFINDER_FLAG_TUNNEL & current->user_data[0]) != 0) {
// Tunnels are very expensive when build on long routes..
// Ironicly, we are using BridgeCode here ;)
r = AI_PATHFINDER_TUNNEL_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
res += r + (r >> 8);
}
// Are we part of a bridge?
if ((AI_PATHFINDER_FLAG_BRIDGE & current->user_data[0]) != 0) {
// That means for every length a penalty
res += AI_PATHFINDER_BRIDGE_PENALTY * GetBridgeLength(current->tile, parent->path.node.tile);
// Check if we are going up or down, first for the starting point
// In user_data[0] is at the 8th bit the direction
if (!(BRIDGE_NO_FOUNDATION & (1 << parent_ti.tileh))) {
if (GetBridgeFoundation(parent_ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
// Second for the end point
if (!(BRIDGE_NO_FOUNDATION & (1 << ti.tileh))) {
if (GetBridgeFoundation(ti.tileh, (current->user_data[0] >> 8) & 1) < 15)
res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
if (parent_ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
if (ti.tileh == 0) res += AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY;
}
// To prevent the AI from taking the fastest way in tiles, but not the fastest way
// in speed, we have to give a good penalty to direction changing
// This way, we get almost the fastest way in tiles, and a very good speed on the track
if (!PathFinderInfo->rail_or_road) {
if (parent->path.parent != NULL &&
AiNew_GetDirection(current->tile, parent->path.node.tile) != AiNew_GetDirection(parent->path.node.tile, parent->path.parent->node.tile)) {
// When road exists, we don't like turning, but its free, so don't be to piggy about it
if (IsRoad(parent->path.node.tile))
res += AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY;
else
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
}
} else {
// For rail we have 1 exeption: diagonal rail..
// So we fetch 2 raildirection. That of the current one, and of the one before that
if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
// First, see if we are on diagonal path, that is better than straight path
if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
// First see if they are different
if (dir1 != dir2) {
// dir 2 and 3 are 1 diagonal track, and 4 and 5.
if (!(((dir1 == 2 || dir1 == 3) && (dir2 == 2 || dir2 == 3)) || ((dir1 == 4 || dir1 == 5) && (dir2 == 4 || dir2 == 5)))) {
// It is not, so we changed of direction
res += AI_PATHFINDER_DIRECTION_CHANGE_PENALTY;
}
if (parent->path.parent->parent->parent != NULL) {
int dir3 = AiNew_GetRailDirection(parent->path.parent->parent->parent->node.tile, parent->path.parent->parent->node.tile, parent->path.parent->node.tile);
// Check if we changed 3 tiles of direction in 3 tiles.. bad!!!
if ((dir1 == 0 || dir1 == 1) && dir2 > 1 && (dir3 == 0 || dir3 == 1)) {
res += AI_PATHFINDER_CURVE_PENALTY;
}
}
}
}
}
return (res < 0) ? 0 : res;
}

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/* $Id$ */
#include "../../stdafx.h"
#include "../../openttd.h"
#include "../../debug.h"
#include "../../map.h"
#include "trolly.h"
#include "../../vehicle.h"
int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
{
// 0 = vert
// 1 = horz
// 2 = dig up-left
// 3 = dig down-right
// 4 = dig down-left
// 5 = dig up-right
int x1, x2, x3;
int y1, y2, y3;
x1 = TileX(tile_a);
x2 = TileX(tile_b);
x3 = TileX(tile_c);
y1 = TileY(tile_a);
y2 = TileY(tile_b);
y3 = TileY(tile_c);
if (y1 == y2 && y2 == y3) return 0;
if (x1 == x2 && x2 == x3) return 1;
if (y2 > y1) {
if (x2 > x3) return 2;
else return 4;
}
if (x2 > x1) {
if (y2 > y3) return 2;
else return 5;
}
if (y1 > y2) {
if (x2 > x3) return 5;
else return 3;
}
if (x1 > x2) {
if (y2 > y3) return 4;
else return 3;
}
return 0;
}
int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c)
{
int x1, x2, x3;
int y1, y2, y3;
int r;
x1 = TileX(tile_a);
x2 = TileX(tile_b);
x3 = TileX(tile_c);
y1 = TileY(tile_a);
y2 = TileY(tile_b);
y3 = TileY(tile_c);
r = 0;
if (x1 < x2) r += 8;
if (y1 < y2) r += 1;
if (x1 > x2) r += 2;
if (y1 > y2) r += 4;
if (x2 < x3) r += 2;
if (y2 < y3) r += 4;
if (x2 > x3) r += 8;
if (y2 > y3) r += 1;
return r;
}
// Get's the direction between 2 tiles seen from tile_a
int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b)
{
if (TileY(tile_a) < TileY(tile_b)) return 1;
if (TileY(tile_a) > TileY(tile_b)) return 3;
if (TileX(tile_a) < TileX(tile_b)) return 2;
return 0;
}
// This functions looks up if this vehicle is special for this AI
// and returns his flag
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v) {
int i;
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
if (p->ainew.special_vehicles[i].veh_id == v->index) {
return p->ainew.special_vehicles[i].flag;
}
}
// Not found :(
return 0;
}
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag) {
int i, new_id = -1;
for (i=0;i<AI_MAX_SPECIAL_VEHICLES;i++) {
if (p->ainew.special_vehicles[i].veh_id == v->index) {
p->ainew.special_vehicles[i].flag |= flag;
return true;
}
if (new_id == -1 && p->ainew.special_vehicles[i].veh_id == 0 &&
p->ainew.special_vehicles[i].flag == 0)
new_id = i;
}
// Out of special_vehicle spots :s
if (new_id == -1) {
DEBUG(ai, 1)("special_vehicles list is too small :(");
return false;
}
p->ainew.special_vehicles[new_id].veh_id = v->index;
p->ainew.special_vehicles[new_id].flag = flag;
return true;
}

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/* $Id$ */
#ifndef AI_TROLLY_H
#define AI_TROLLY_H
#include "../../aystar.h"
#include "../../player.h"
/*
* These defines can be altered to change the behavoir of the AI
*
* WARNING:
* This can also alter the AI in a negative way. I will never claim these settings
* are perfect, but don't change them if you don't know what the effect is.
*/
// How many times it the H multiplied. The higher, the more it will go straight to the
// end point. The lower, how more it will find the route with the lowest cost.
// also: the lower, the longer it takes before route is calculated..
#define AI_PATHFINDER_H_MULTIPLER 100
// How many loops may AyStar do before it stops
// 0 = infinite
#define AI_PATHFINDER_LOOPS_PER_TICK 5
// How long may the AI search for one route?
// 0 = infinite
// This number is the number of tiles tested.
// It takes (AI_PATHFINDER_MAX_SEARCH_NODES / AI_PATHFINDER_LOOPS_PER_TICK) ticks
// to get here.. with 5000 / 10 = 500. 500 / 74 (one day) = 8 days till it aborts
// (that is: if the AI is on VERY FAST! :p
#define AI_PATHFINDER_MAX_SEARCH_NODES 5000
// If you enable this, the AI is not allowed to make 90degree turns
#define AI_PATHFINDER_NO_90DEGREES_TURN
// Below are defines for the g-calculation
// Standard penalty given to a tile
#define AI_PATHFINDER_PENALTY 150
// The penalty given to a tile that is going up
#define AI_PATHFINDER_TILE_GOES_UP_PENALTY 450
// The penalty given to a tile which would have to use fundation
#define AI_PATHFINDER_FOUNDATION_PENALTY 100
// Changing direction is a penalty, to prevent curved ways (with that: slow ways)
#define AI_PATHFINDER_DIRECTION_CHANGE_PENALTY 200
// Same penalty, only for when road already exists
#define AI_PATHFINDER_DIRECTION_CHANGE_ON_EXISTING_ROAD_PENALTY 50
// A diagonal track cost the same as a straigh, but a diagonal is faster... so give
// a bonus for using diagonal track
#ifdef AI_PATHFINDER_NO_90DEGREES_TURN
#define AI_PATHFINDER_DIAGONAL_BONUS 95
#else
#define AI_PATHFINDER_DIAGONAL_BONUS 75
#endif
// If a roadblock already exists, it gets a bonus
#define AI_PATHFINDER_ROAD_ALREADY_EXISTS_BONUS 140
// To prevent 3 direction changes in 3 tiles, this penalty is given in such situation
#define AI_PATHFINDER_CURVE_PENALTY 200
// Penalty a bridge gets per length
#define AI_PATHFINDER_BRIDGE_PENALTY 180
// The penalty for a bridge going up
#define AI_PATHFINDER_BRIDGE_GOES_UP_PENALTY 1000
// Tunnels are expensive...
// Because of that, every tile the cost is increased with 1/8th of his value
// This is also true if you are building a tunnel yourself
#define AI_PATHFINDER_TUNNEL_PENALTY 350
/*
* Ai_New defines
*/
// How long may we search cities and industry for a new route?
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
// How many days must there be between building the first station and the second station
// within one city. This number is in days and should be more than 4 months.
#define AI_CHECKCITY_DATE_BETWEEN 180
// How many cargo is needed for one station in a city?
#define AI_CHECKCITY_CARGO_PER_STATION 60
// How much cargo must there not be used in a city before we can build a new station?
#define AI_CHECKCITY_NEEDED_CARGO 50
// When there is already a station which takes the same good and the rating of that
// city is higher then this numer, we are not going to attempt to build anything
// there
#define AI_CHECKCITY_CARGO_RATING 50
// But, there is a chance of 1 out of this number, that we do ;)
#define AI_CHECKCITY_CARGO_RATING_CHANCE 5
// If a city is too small to contain a station, there is a small chance
// that we still do so.. just to make the city bigger!
#define AI_CHECKCITY_CITY_CHANCE 5
// This number indicates for every unit of cargo, how many tiles two stations maybe be away
// from eachother. In other words: if we have 120 units of cargo in one station, and 120 units
// of the cargo in the other station, both stations can be 96 units away from eachother, if the
// next number is 0.4.
#define AI_LOCATEROUTE_BUS_CARGO_DISTANCE 0.4
#define AI_LOCATEROUTE_TRUCK_CARGO_DISTANCE 0.7
// In whole tiles, the minimum distance for a truck route
#define AI_LOCATEROUTE_TRUCK_MIN_DISTANCE 30
// The amount of tiles in a square from -X to +X that is scanned for a station spot
// (so if this number is 10, 20x20 = 400 tiles are scanned for _the_ perfect spot
// Safe values are between 15 and 5
#define AI_FINDSTATION_TILE_RANGE 10
// Building on normal speed goes very fast. Idle this amount of ticks between every
// building part. It is calculated like this: (4 - competitor_speed) * num + 1
// where competitor_speed is between 0 (very slow) to 4 (very fast)
#define AI_BUILDPATH_PAUSE 10
// Minimum % of reliabilty a vehicle has to have before the AI buys it
#define AI_VEHICLE_MIN_RELIABILTY 60
// The minimum amount of money a player should always have
#define AI_MINIMUM_MONEY 15000
// If the most cheap route is build, how much is it going to cost..
// This is to prevent the AI from trying to build a route which can not be paid for
#define AI_MINIMUM_BUS_ROUTE_MONEY 25000
#define AI_MINIMUM_TRUCK_ROUTE_MONEY 35000
// The minimum amount of money before we are going to repay any money
#define AI_MINIMUM_LOAN_REPAY_MONEY 40000
// How many repays do we do if we have enough money to do so?
// Every repay is 10000
#define AI_LOAN_REPAY 2
// How much income must we have before paying back a loan? Month-based (and looked at the last month)
#define AI_MINIMUM_INCOME_FOR_LOAN 7000
// If there is <num> time as much cargo in the station then the vehicle can handle
// reuse the station instead of building a new one!
#define AI_STATION_REUSE_MULTIPLER 2
// No more than this amount of vehicles per station..
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
// How many thick between building 2 vehicles
#define AI_BUILD_VEHICLE_TIME_BETWEEN DAY_TICKS
// How many days must there between vehicle checks
// The more often, the less non-money-making lines there will be
// but the unfair it may seem to a human player
#define AI_DAYS_BETWEEN_VEHICLE_CHECKS 30
// How money profit does a vehicle needs to make to stay in order
// This is the profit of this year + profit of last year
// But also for vehicles that are just one year old. In other words:
// Vehicles of 2 years do easier meet this setting then vehicles
// of one year. This is a very good thing. New vehicles are filtered,
// while old vehicles stay longer, because we do get less in return.
#define AI_MINIMUM_ROUTE_PROFIT 1000
// A vehicle is considered lost when he his cargo is more than 180 days old
#define AI_VEHICLE_LOST_DAYS 180
// How many times may the AI try to find a route before it gives up
#define AI_MAX_TRIES_FOR_SAME_ROUTE 8
/*
* End of defines
*/
// This stops 90degrees curves
static const byte _illegal_curves[6] = {
255, 255, // Horz and vert, don't have the effect
5, // upleft and upright are not valid
4, // downright and downleft are not valid
2, // downleft and upleft are not valid
3, // upright and downright are not valid
};
enum {
AI_STATE_STARTUP = 0,
AI_STATE_FIRST_TIME,
AI_STATE_NOTHING,
AI_STATE_WAKE_UP,
AI_STATE_LOCATE_ROUTE,
AI_STATE_FIND_STATION,
AI_STATE_FIND_PATH,
AI_STATE_FIND_DEPOT,
AI_STATE_VERIFY_ROUTE,
AI_STATE_BUILD_STATION,
AI_STATE_BUILD_PATH,
AI_STATE_BUILD_DEPOT,
AI_STATE_BUILD_VEHICLE,
AI_STATE_GIVE_ORDERS,
AI_STATE_START_VEHICLE,
AI_STATE_REPAY_MONEY,
AI_STATE_CHECK_ALL_VEHICLES,
AI_STATE_ACTION_DONE,
AI_STATE_STOP, // Temporary function to stop the AI
};
// Used for tbt (train/bus/truck)
enum {
AI_TRAIN = 0,
AI_BUS,
AI_TRUCK,
};
enum {
AI_ACTION_NONE = 0,
AI_ACTION_BUS_ROUTE,
AI_ACTION_TRUCK_ROUTE,
AI_ACTION_REPAY_LOAN,
AI_ACTION_CHECK_ALL_VEHICLES,
};
// Used for from_type/to_type
enum {
AI_NO_TYPE = 0,
AI_CITY,
AI_INDUSTRY,
};
// Flags for in the vehicle
enum {
AI_VEHICLEFLAG_SELL = 1,
// Remember, flags must be in power of 2
};
#define AI_NO_CARGO 0xFF // Means that there is no cargo defined yet (used for industry)
#define AI_NEED_CARGO 0xFE // Used when the AI needs to find out a cargo for the route
#define AI_STATION_RANGE TileXY(MapMaxX(), MapMaxY())
#define AI_PATHFINDER_NO_DIRECTION (byte)-1
// Flags used in user_data
#define AI_PATHFINDER_FLAG_BRIDGE 1
#define AI_PATHFINDER_FLAG_TUNNEL 2
typedef void AiNew_StateFunction(Player *p);
// ai_new.c
void AiNewDoGameLoop(Player *p);
// ai_pathfinder.c
AyStar *new_AyStar_AiPathFinder(int max_tiles_around, Ai_PathFinderInfo *PathFinderInfo);
void clean_AyStar_AiPathFinder(AyStar *aystar, Ai_PathFinderInfo *PathFinderInfo);
// ai_shared.c
int AiNew_GetRailDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
int AiNew_GetRoadDirection(TileIndex tile_a, TileIndex tile_b, TileIndex tile_c);
int AiNew_GetDirection(TileIndex tile_a, TileIndex tile_b);
bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag);
uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v);
// ai_build.c
bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile);
int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag);
int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag);
int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag);
int AiNew_PickVehicle(Player *p);
int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag);
int AiNew_Build_Depot(Player *p, TileIndex tile, byte direction, byte flag);
#endif /* AI_TROLLY_H */

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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "map.h"
#include "airport.h"
#include "macros.h"
#include "variables.h"
static AirportFTAClass* CountryAirport;
static AirportFTAClass* CityAirport;
static AirportFTAClass* Oilrig;
static AirportFTAClass* Heliport;
static AirportFTAClass* MetropolitanAirport;
static AirportFTAClass* InternationalAirport;
static void AirportFTAClass_Constructor(AirportFTAClass *Airport,
const byte *terminals, const byte *helipads,
const byte entry_point, const byte acc_planes,
const AirportFTAbuildup *FA,
const TileIndexDiffC *depots, const byte nof_depots);
static void AirportFTAClass_Destructor(AirportFTAClass *Airport);
static uint16 AirportGetNofElements(const AirportFTAbuildup *FA);
static void AirportBuildAutomata(AirportFTAClass *Airport, const AirportFTAbuildup *FA);
static byte AirportTestFTA(const AirportFTAClass *Airport);
/*static void AirportPrintOut(const AirportFTAClass *Airport, const bool full_report);
static byte AirportBlockToString(uint32 block);*/
void InitializeAirports(void)
{
// country airport
CountryAirport = malloc(sizeof(AirportFTAClass));
AirportFTAClass_Constructor(
CountryAirport,
_airport_terminal_country,
NULL,
16,
ALL,
_airport_fta_country,
_airport_depots_country,
lengthof(_airport_depots_country)
);
// city airport
CityAirport = malloc(sizeof(AirportFTAClass));
AirportFTAClass_Constructor(
CityAirport,
_airport_terminal_city,
NULL,
19,
ALL,
_airport_fta_city,
_airport_depots_city,
lengthof(_airport_depots_city)
);
// metropolitan airport
MetropolitanAirport = malloc(sizeof(AirportFTAClass));
AirportFTAClass_Constructor(
MetropolitanAirport,
_airport_terminal_metropolitan,
NULL,
20,
ALL,
_airport_fta_metropolitan,
_airport_depots_metropolitan,
lengthof(_airport_depots_metropolitan)
);
// international airport
InternationalAirport = (AirportFTAClass *)malloc(sizeof(AirportFTAClass));
AirportFTAClass_Constructor(
InternationalAirport,
_airport_terminal_international,
_airport_helipad_international,
37,
ALL,
_airport_fta_international,
_airport_depots_international,
lengthof(_airport_depots_international)
);
// heliport, oilrig
Heliport = (AirportFTAClass *)malloc(sizeof(AirportFTAClass));
AirportFTAClass_Constructor(
Heliport,
NULL,
_airport_helipad_heliport_oilrig,
7,
HELICOPTERS_ONLY,
_airport_fta_heliport_oilrig,
NULL,
0
);
Oilrig = Heliport; // exactly the same structure for heliport/oilrig, so share state machine
}
void UnInitializeAirports(void)
{
AirportFTAClass_Destructor(CountryAirport);
AirportFTAClass_Destructor(CityAirport);
AirportFTAClass_Destructor(Heliport);
AirportFTAClass_Destructor(MetropolitanAirport);
AirportFTAClass_Destructor(InternationalAirport);
}
static void AirportFTAClass_Constructor(AirportFTAClass *Airport,
const byte *terminals, const byte *helipads,
const byte entry_point, const byte acc_planes,
const AirportFTAbuildup *FA,
const TileIndexDiffC *depots, const byte nof_depots)
{
byte nofterminals, nofhelipads;
byte nofterminalgroups = 0;
byte nofhelipadgroups = 0;
const byte * curr;
int i;
nofterminals = nofhelipads = 0;
//now we read the number of terminals we have
if (terminals != NULL) {
i = terminals[0];
nofterminalgroups = i;
curr = terminals;
while (i-- > 0) {
curr++;
assert(*curr != 0); //we don't want to have an empty group
nofterminals += *curr;
}
}
Airport->terminals = terminals;
//read helipads
if (helipads != NULL) {
i = helipads[0];
nofhelipadgroups = i;
curr = helipads;
while (i-- > 0) {
curr++;
assert(*curr != 0); //no empty groups please
nofhelipads += *curr;
}
}
Airport->helipads = helipads;
// if there are more terminals than 6, internal variables have to be changed, so don't allow that
// same goes for helipads
if (nofterminals > MAX_TERMINALS) { printf("Currently only maximum of %2d terminals are supported (you wanted %2d)\n", MAX_TERMINALS, nofterminals);}
if (nofhelipads > MAX_HELIPADS) { printf("Currently only maximum of %2d helipads are supported (you wanted %2d)\n", MAX_HELIPADS, nofhelipads);}
// terminals/helipads are divided into groups. Groups are computed by dividing the number
// of terminals by the number of groups. Half in half. If #terminals is uneven, first group
// will get the less # of terminals
assert(nofterminals <= MAX_TERMINALS);
assert(nofhelipads <= MAX_HELIPADS);
Airport->nofelements = AirportGetNofElements(FA);
// check
if (entry_point >= Airport->nofelements) {printf("Entry point (%2d) must be within the airport positions (which is max %2d)\n", entry_point, Airport->nofelements);}
assert(entry_point < Airport->nofelements);
Airport->acc_planes = acc_planes;
Airport->entry_point = entry_point;
Airport->airport_depots = depots;
Airport->nof_depots = nof_depots;
// build the state machine
AirportBuildAutomata(Airport, FA);
DEBUG(misc, 1) ("#Elements %2d; #Terminals %2d in %d group(s); #Helipads %2d in %d group(s); Entry Point %d",
Airport->nofelements, nofterminals, nofterminalgroups, nofhelipads, nofhelipadgroups, Airport->entry_point
);
{
byte ret = AirportTestFTA(Airport);
if (ret != MAX_ELEMENTS) printf("ERROR with element: %d\n", ret - 1);
assert(ret == MAX_ELEMENTS);
}
// print out full information
// true -- full info including heading, block, etc
// false -- short info, only position and next position
//AirportPrintOut(Airport, false);
}
static void AirportFTAClass_Destructor(AirportFTAClass *Airport)
{
int i;
AirportFTA *current, *next;
for (i = 0; i < Airport->nofelements; i++) {
current = Airport->layout[i].next_in_chain;
while (current != NULL) {
next = current->next_in_chain;
free(current);
current = next;
};
}
free(Airport->layout);
free(Airport);
}
static uint16 AirportGetNofElements(const AirportFTAbuildup *FA)
{
int i;
uint16 nofelements = 0;
int temp = FA[0].position;
for (i = 0; i < MAX_ELEMENTS; i++) {
if (temp != FA[i].position) {
nofelements++;
temp = FA[i].position;
}
if (FA[i].position == MAX_ELEMENTS) break;
}
return nofelements;
}
static void AirportBuildAutomata(AirportFTAClass *Airport, const AirportFTAbuildup *FA)
{
AirportFTA *FAutomata;
AirportFTA *current;
uint16 internalcounter, i;
FAutomata = malloc(sizeof(AirportFTA) * Airport->nofelements);
Airport->layout = FAutomata;
internalcounter = 0;
for (i = 0; i < Airport->nofelements; i++) {
current = &Airport->layout[i];
current->position = FA[internalcounter].position;
current->heading = FA[internalcounter].heading;
current->block = FA[internalcounter].block;
current->next_position = FA[internalcounter].next_in_chain;
// outgoing nodes from the same position, create linked list
while (current->position == FA[internalcounter + 1].position) {
AirportFTA* newNode = malloc(sizeof(AirportFTA));
newNode->position = FA[internalcounter + 1].position;
newNode->heading = FA[internalcounter + 1].heading;
newNode->block = FA[internalcounter + 1].block;
newNode->next_position = FA[internalcounter + 1].next_in_chain;
// create link
current->next_in_chain = newNode;
current = current->next_in_chain;
internalcounter++;
} // while
current->next_in_chain = NULL;
internalcounter++;
}
}
static byte AirportTestFTA(const AirportFTAClass *Airport)
{
byte position, i, next_element;
AirportFTA *temp;
next_element = 0;
for (i = 0; i < Airport->nofelements; i++) {
position = Airport->layout[i].position;
if (position != next_element) return i;
temp = &Airport->layout[i];
do {
if (temp->heading > MAX_HEADINGS && temp->heading != 255) return i;
if (temp->heading == 0 && temp->next_in_chain != 0) return i;
if (position != temp->position) return i;
if (temp->next_position >= Airport->nofelements) return i;
temp = temp->next_in_chain;
} while (temp != NULL);
next_element++;
}
return MAX_ELEMENTS;
}
#if 0
static const char* const _airport_heading_strings[] = {
"TO_ALL",
"HANGAR",
"TERM1",
"TERM2",
"TERM3",
"TERM4",
"TERM5",
"TERM6",
"HELIPAD1",
"HELIPAD2",
"TAKEOFF",
"STARTTAKEOFF",
"ENDTAKEOFF",
"HELITAKEOFF",
"FLYING",
"LANDING",
"ENDLANDING",
"HELILANDING",
"HELIENDLANDING",
"DUMMY" // extra heading for 255
};
static void AirportPrintOut(const AirportFTAClass *Airport, const bool full_report)
{
AirportFTA *temp;
uint16 i;
byte heading;
printf("(P = Current Position; NP = Next Position)\n");
for (i = 0; i < Airport->nofelements; i++) {
temp = &Airport->layout[i];
if (full_report) {
heading = (temp->heading == 255) ? MAX_HEADINGS+1 : temp->heading;
printf("Pos:%2d NPos:%2d Heading:%15s Block:%2d\n", temp->position, temp->next_position,
_airport_heading_strings[heading], AirportBlockToString(temp->block));
} else {
printf("P:%2d NP:%2d", temp->position, temp->next_position);
}
while (temp->next_in_chain != NULL) {
temp = temp->next_in_chain;
if (full_report) {
heading = (temp->heading == 255) ? MAX_HEADINGS+1 : temp->heading;
printf("Pos:%2d NPos:%2d Heading:%15s Block:%2d\n", temp->position, temp->next_position,
_airport_heading_strings[heading], AirportBlockToString(temp->block));
} else {
printf("P:%2d NP:%2d", temp->position, temp->next_position);
}
}
printf("\n");
}
}
static byte AirportBlockToString(uint32 block)
{
byte i = 0;
if (block & 0xffff0000) { block >>= 16; i += 16; }
if (block & 0x0000ff00) { block >>= 8; i += 8; }
if (block & 0x000000f0) { block >>= 4; i += 4; }
if (block & 0x0000000c) { block >>= 2; i += 2; }
if (block & 0x00000002) { i += 1; }
return i;
}
#endif
const AirportFTAClass* GetAirport(const byte airport_type)
{
AirportFTAClass *Airport = NULL;
//FIXME -- AircraftNextAirportPos_and_Order -> Needs something nicer, don't like this code
// needs constant change if more airports are added
switch (airport_type) {
case AT_SMALL: Airport = CountryAirport; break;
case AT_LARGE: Airport = CityAirport; break;
case AT_METROPOLITAN: Airport = MetropolitanAirport; break;
case AT_HELIPORT: Airport = Heliport; break;
case AT_OILRIG: Airport = Oilrig; break;
case AT_INTERNATIONAL: Airport = InternationalAirport; break;
default:
#ifdef DEBUG__
printf("Airport AircraftNextAirportPos_and_Order not yet implemented\n");
#endif
assert(airport_type <= AT_INTERNATIONAL);
}
return Airport;
}
uint32 GetValidAirports(void)
{
uint32 bytemask = _avail_aircraft; /// sets the first 3 bytes, 0 - 2, @see AdjustAvailAircraft()
// 1980-1-1 is --> 21915
// 1990-1-1 is --> 25568
if (_date >= 21915) SETBIT(bytemask, 3); // metropilitan airport 1980
if (_date >= 25568) SETBIT(bytemask, 4); // international airport 1990
return bytemask;
}

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/* $Id$ */
#ifndef AIRPORT_H
#define AIRPORT_H
#include "airport_movement.h"
enum {MAX_TERMINALS = 6};
enum {MAX_HELIPADS = 2};
// Airport types
enum {
AT_SMALL = 0,
AT_LARGE = 1,
AT_HELIPORT = 2,
AT_METROPOLITAN = 3,
AT_INTERNATIONAL = 4,
AT_OILRIG = 15
};
// do not change unless you change v->subtype too. This aligns perfectly with its current setting
enum {
AIRCRAFT_ONLY = 0,
ALL = 1,
HELICOPTERS_ONLY = 2
};
// Finite sTate mAchine --> FTA
typedef struct AirportFTAClass {
byte nofelements; // number of positions the airport consists of
const byte *terminals;
const byte *helipads;
byte entry_point; // when an airplane arrives at this airport, enter it at position entry_point
byte acc_planes; // accept airplanes or helicopters or both
const TileIndexDiffC *airport_depots; // gives the position of the depots on the airports
byte nof_depots; // number of depots this airport has
struct AirportFTA *layout; // state machine for airport
} AirportFTAClass;
// internal structure used in openttd - Finite sTate mAchine --> FTA
typedef struct AirportFTA {
byte position; // the position that an airplane is at
byte next_position; // next position from this position
uint32 block; // 32 bit blocks (st->airport_flags), should be enough for the most complex airports
byte heading; // heading (current orders), guiding an airplane to its target on an airport
struct AirportFTA *next_in_chain; // possible extra movement choices from this position
} AirportFTA;
void InitializeAirports(void);
void UnInitializeAirports(void);
const AirportFTAClass* GetAirport(const byte airport_type);
/** Get buildable airport bitmask.
* @return get all buildable airports at this given time, bitmasked.
* Bit 0 means the small airport is buildable, etc.
* @todo set availability of airports by year, instead of airplane
*/
uint32 GetValidAirports(void);
#endif /* AIRPORT_H */

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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "window.h"
#include "gui.h"
#include "viewport.h"
#include "gfx.h"
#include "sound.h"
#include "command.h"
#include "vehicle.h"
#include "station.h"
#include "airport.h"
#include "depot.h"
static byte _selected_airport_type;
static void ShowBuildAirportPicker(void);
void CcBuildAirport(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) {
SndPlayTileFx(SND_1F_SPLAT, tile);
ResetObjectToPlace();
}
}
static void PlaceAirport(TileIndex tile)
{
DoCommandP(tile, _selected_airport_type, 0, CcBuildAirport, CMD_BUILD_AIRPORT | CMD_AUTO | CMD_NO_WATER | CMD_MSG(STR_A001_CAN_T_BUILD_AIRPORT_HERE));
}
static void PlaceAir_DemolishArea(TileIndex tile)
{
VpStartPlaceSizing(tile, 4);
}
static void BuildAirClick_Airport(Window *w)
{
if (HandlePlacePushButton(w, 3, SPR_CURSOR_AIRPORT, 1, PlaceAirport)) ShowBuildAirportPicker();
}
static void BuildAirClick_Demolish(Window *w)
{
HandlePlacePushButton(w, 4, ANIMCURSOR_DEMOLISH, 1, PlaceAir_DemolishArea);
}
static void BuildAirClick_Landscaping(Window *w)
{
ShowTerraformToolbar();
}
typedef void OnButtonClick(Window *w);
static OnButtonClick * const _build_air_button_proc[] = {
BuildAirClick_Airport,
BuildAirClick_Demolish,
BuildAirClick_Landscaping,
};
static void BuildAirToolbWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT:
DrawWindowWidgets(w);
break;
case WE_CLICK:
if (e->click.widget - 3 >= 0)
_build_air_button_proc[e->click.widget - 3](w);
break;
case WE_KEYPRESS: {
switch (e->keypress.keycode) {
case '1': BuildAirClick_Airport(w); break;
case '2': BuildAirClick_Demolish(w); break;
case 'l': BuildAirClick_Landscaping(w); break;
default: return;
}
} break;
case WE_PLACE_OBJ:
_place_proc(e->place.tile);
break;
case WE_PLACE_DRAG: {
VpSelectTilesWithMethod(e->place.pt.x, e->place.pt.y, e->place.userdata);
return;
}
case WE_PLACE_MOUSEUP:
if (e->place.pt.x != -1) {
DoCommandP(e->place.tile, e->place.starttile, 0, CcPlaySound10, CMD_CLEAR_AREA | CMD_MSG(STR_00B5_CAN_T_CLEAR_THIS_AREA));
}
break;
case WE_ABORT_PLACE_OBJ:
UnclickWindowButtons(w);
SetWindowDirty(w);
w = FindWindowById(WC_BUILD_STATION, 0);
if (w != 0)
WP(w,def_d).close = true;
break;
case WE_DESTROY:
if (_patches.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0);
break;
}
}
static const Widget _air_toolbar_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 73, 0, 13, STR_A000_AIRPORTS, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_STICKYBOX, RESIZE_NONE, 7, 74, 85, 0, 13, 0x0, STR_STICKY_BUTTON},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 41, 14, 35, 0x2E8, STR_A01E_BUILD_AIRPORT},
{ WWT_PANEL, RESIZE_NONE, 7, 42, 63, 14, 35, 0x2BF, STR_018D_DEMOLISH_BUILDINGS_ETC},
{ WWT_PANEL, RESIZE_NONE, 7, 64, 85, 14, 35, SPR_IMG_LANDSCAPING, STR_LANDSCAPING_TOOLBAR_TIP},
{ WIDGETS_END},
};
static const WindowDesc _air_toolbar_desc = {
640-86, 22, 86, 36,
WC_BUILD_TOOLBAR,0,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
_air_toolbar_widgets,
BuildAirToolbWndProc
};
void ShowBuildAirToolbar(void)
{
if (_current_player == OWNER_SPECTATOR) return;
DeleteWindowById(WC_BUILD_TOOLBAR, 0);
AllocateWindowDescFront(&_air_toolbar_desc, 0);
if (_patches.link_terraform_toolbar) ShowTerraformToolbar();
}
static void BuildAirportPickerWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT: {
int sel;
int rad = 4; // default catchment radious
uint32 avail_airports;
if (WP(w,def_d).close) return;
sel = _selected_airport_type;
avail_airports = GetValidAirports();
if (!HASBIT(avail_airports, 0) && sel == AT_SMALL) sel = AT_LARGE;
if (!HASBIT(avail_airports, 1) && sel == AT_LARGE) sel = AT_SMALL;
/* 'Country Airport' starts at widget 3, and if its bit is set, it is
* available, so take its opposite value to set the disabled_state. There
* are only 5 available airports, so XOR with 0x1F (1 1111) */
w->disabled_state = (avail_airports ^ 0x1F) << 3;
_selected_airport_type = sel;
// select default the coverage area to 'Off' (8)
w->click_state = ((1<<3) << sel) | ((1<<8) << _station_show_coverage);
SetTileSelectSize(_airport_size_x[sel],_airport_size_y[sel]);
if (_patches.modified_catchment) {
switch (sel) {
case AT_OILRIG: rad = CA_AIR_OILPAD; break;
case AT_HELIPORT: rad = CA_AIR_HELIPORT; break;
case AT_SMALL: rad = CA_AIR_SMALL; break;
case AT_LARGE: rad = CA_AIR_LARGE; break;
case AT_METROPOLITAN: rad = CA_AIR_METRO; break;
case AT_INTERNATIONAL: rad = CA_AIR_INTER; break;
}
}
if (_station_show_coverage) SetTileSelectBigSize(-rad, -rad, 2 * rad, 2 * rad);
DrawWindowWidgets(w);
// strings such as 'Size' and 'Coverage Area'
DrawStringCentered(74, 16, STR_305B_SIZE, 0);
DrawStringCentered(74, 78, STR_3066_COVERAGE_AREA_HIGHLIGHT, 0);
DrawStationCoverageAreaText(2, 104, (uint)-1, rad);
break;
}
case WE_CLICK: {
switch (e->click.widget) {
case 3: case 4: case 5: case 6: case 7:
_selected_airport_type = e->click.widget - 3;
SndPlayFx(SND_15_BEEP);
SetWindowDirty(w);
break;
case 8: case 9:
_station_show_coverage = e->click.widget - 8;
SndPlayFx(SND_15_BEEP);
SetWindowDirty(w);
break;
}
} break;
case WE_MOUSELOOP: {
if (WP(w,def_d).close) {
DeleteWindow(w);
return;
}
CheckRedrawStationCoverage(w);
} break;
case WE_DESTROY:
if (!WP(w,def_d).close) ResetObjectToPlace();
break;
}
}
static const Widget _build_airport_picker_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 147, 0, 13, STR_3001_AIRPORT_SELECTION, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 147, 14, 130, 0x0, STR_NULL},
{WWT_NODISTXTBTN, RESIZE_NONE, 14, 2, 73, 27, 38, STR_3059_SMALL, STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT},
{WWT_NODISTXTBTN, RESIZE_NONE, 14, 74, 145, 27, 38, STR_305A_LARGE, STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT},
{WWT_NODISTXTBTN, RESIZE_NONE, 14, 2, 145, 63, 74, STR_306B_HELIPORT, STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT},
{WWT_NODISTXTBTN, RESIZE_NONE, 14, 2, 145, 39, 50, STR_305AA_LARGE, STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT},
{WWT_NODISTXTBTN, RESIZE_NONE, 14, 2, 145, 51, 62, STR_305AB_LARGE, STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 14, 73, 88, 98, STR_02DB_OFF, STR_3065_DON_T_HIGHLIGHT_COVERAGE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 74, 133, 88, 98, STR_02DA_ON, STR_3064_HIGHLIGHT_COVERAGE_AREA},
{ WIDGETS_END},
};
static const WindowDesc _build_airport_desc = {
-1, -1, 148, 131, // height, 130+1
WC_BUILD_STATION,WC_BUILD_TOOLBAR,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_airport_picker_widgets,
BuildAirportPickerWndProc
};
static void ShowBuildAirportPicker(void)
{
AllocateWindowDesc(&_build_airport_desc);
}
void InitializeAirportGui(void)
{
_selected_airport_type = AT_SMALL;
_last_built_aircraft_depot_tile = 0;
}

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airport_movement.h Normal file
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/* $Id$ */
#ifndef AIRPORT_MOVEMENT_H
#define AIRPORT_MOVEMENT_H
#include "stdafx.h"
typedef struct AirportMovingData {
int x,y;
byte flag;
byte direction;
} AirportMovingData;
// state machine input struct (from external file, etc.)
// Finite sTate mAchine --> FTA
typedef struct AirportFTAbuildup {
byte position; // the position that an airplane is at
byte heading; // the current orders (eg. TAKEOFF, HANGAR, ENDLANDING, etc.)
uint32 block; // the block this position is on on the airport (st->airport_flags)
byte next_in_chain; // next position from this position
} AirportFTAbuildup;
enum {
AMED_NOSPDCLAMP = 1<<0,
AMED_TAKEOFF = 1<<1,
AMED_SLOWTURN = 1<<2,
AMED_LAND = 1<<3,
AMED_EXACTPOS = 1<<4,
AMED_BRAKE = 1<<5,
AMED_HELI_RAISE = 1<<6,
AMED_HELI_LOWER = 1<<7,
};
enum {MAX_ELEMENTS = 255};
enum {MAX_HEADINGS = 18};
///////////////////////////////////////////////////////////////////////
///////***********Movement States on Airports********************//////
// headings target
enum {
TO_ALL = 0,
HANGAR = 1,
TERM1 = 2,
TERM2 = 3,
TERM3 = 4,
TERM4 = 5,
TERM5 = 6,
TERM6 = 7,
HELIPAD1 = 8,
HELIPAD2 = 9,
TAKEOFF = 10,
STARTTAKEOFF = 11,
ENDTAKEOFF = 12,
HELITAKEOFF = 13,
FLYING = 14,
LANDING = 15,
ENDLANDING = 16,
HELILANDING = 17,
HELIENDLANDING = 18
};
///////////////////////////////////////////////////////////////////////
///////**********Movement Blocks on Airports*********************//////
// blocks (eg_airport_flags)
enum {
TERM1_block = 1 << 0,
TERM2_block = 1 << 1,
TERM3_block = 1 << 2,
TERM4_block = 1 << 3,
TERM5_block = 1 << 4,
TERM6_block = 1 << 5,
HELIPAD1_block = 1 << 6,
HELIPAD2_block = 1 << 7,
RUNWAY_IN_OUT_block = 1 << 8,
RUNWAY_IN_block = 1 << 8,
AIRPORT_BUSY_block = 1 << 8,
RUNWAY_OUT_block = 1 << 9,
TAXIWAY_BUSY_block = 1 << 10,
OUT_WAY_block = 1 << 11,
IN_WAY_block = 1 << 12,
AIRPORT_ENTRANCE_block = 1 << 13,
TERM_GROUP1_block = 1 << 14,
TERM_GROUP2_block = 1 << 15,
HANGAR2_AREA_block = 1 << 16,
TERM_GROUP2_ENTER1_block = 1 << 17,
TERM_GROUP2_ENTER2_block = 1 << 18,
TERM_GROUP2_EXIT1_block = 1 << 19,
TERM_GROUP2_EXIT2_block = 1 << 20,
PRE_HELIPAD_block = 1 << 21,
NOTHING_block = 1 << 30
};
///////////////////////////////////////////////////////////////////////
/////*********Movement Positions on Airports********************///////
// Country Airfield (small) 4x3
static const AirportMovingData _airport_moving_data_country[22] = {
{ 53, 3,AMED_EXACTPOS,3}, // 00 In Hangar
{ 53, 27,0,0}, // 01 Taxi to right outside depot
{ 32, 23,AMED_EXACTPOS,7}, // 02 Terminal 1
{ 10, 23,AMED_EXACTPOS,7}, // 03 Terminal 2
{ 43, 37,0,0}, // 04 Going towards terminal 2
{ 24, 37,0,0}, // 05 Going towards terminal 2
{ 53, 37,0,0}, // 06 Going for takeoff
{ 61, 40,AMED_EXACTPOS,1}, // 07 Taxi to start of runway (takeoff)
{ 3, 40,AMED_NOSPDCLAMP,0}, // 08 Accelerate to end of runway
{-79, 40,AMED_NOSPDCLAMP | AMED_TAKEOFF,0}, // 09 Take off
{177, 40,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 10 Fly to landing position in air
{ 56, 40,AMED_NOSPDCLAMP | AMED_LAND,0}, // 11 Going down for land
{ 3, 40,AMED_NOSPDCLAMP | AMED_BRAKE,0}, // 12 Just landed, brake until end of runway
{ 7, 40,0,0}, // 13 Just landed, turn around and taxi 1 square
{ 53, 40,0,0}, // 14 Taxi from runway to crossing
{-31,193,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 15 Fly around waiting for a landing spot (north-east)
{ 1, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 16 Fly around waiting for a landing spot (north-west)
{257, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 17 Fly around waiting for a landing spot (south-west)
{273, 49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 18 Fly around waiting for a landing spot (south)
{ 44, 37,AMED_HELI_RAISE,0}, // 19 Helicopter takeoff
{ 44, 40,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 20 In position above landing spot helicopter
{ 44, 40,AMED_HELI_LOWER,0} // 21 Helicopter landing
};
// City Airport (large) 6x6
static const AirportMovingData _airport_moving_data_town[25] = {
{ 85, 3,AMED_EXACTPOS,3}, // 00 In Hangar
{ 85, 27,0,0}, // 01 Taxi to right outside depot
{ 26, 41,AMED_EXACTPOS,5}, // 02 Terminal 1
{ 56, 20,AMED_EXACTPOS,3}, // 03 Terminal 2
{ 38, 8,AMED_EXACTPOS,5}, // 04 Terminal 3
{ 65, 6,0,0}, // 05 Taxi to right in infront of terminal 2/3
{ 80, 27,0,0}, // 06 Taxiway terminals 2-3
{ 44, 63,0,0}, // 07 Taxi to Airport center
{ 58, 71,0,0}, // 08 Towards takeoff
{ 72, 85,0,0}, // 09 Taxi to runway (takeoff)
{ 89, 85,AMED_EXACTPOS,1}, // 10 Taxi to start of runway (takeoff)
{ 3, 85,AMED_NOSPDCLAMP,0}, // 11 Accelerate to end of runway
{-79, 85,AMED_NOSPDCLAMP | AMED_TAKEOFF,0}, // 12 Take off
{177, 85,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 13 Fly to landing position in air
{ 89, 85,AMED_NOSPDCLAMP | AMED_LAND,0}, // 14 Going down for land
{ 3, 85,AMED_NOSPDCLAMP | AMED_BRAKE,0}, // 15 Just landed, brake until end of runway
{ 20, 87,0,0}, // 16 Just landed, turn around and taxi 1 square
{ 36, 71,0,0}, // 17 Taxi from runway to crossing
{-31,193,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 18 Fly around waiting for a landing spot (north-east)
{ 1, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 19 Fly around waiting for a landing spot (north-west)
{257, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 20 Fly around waiting for a landing spot (south-west)
{273, 49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 21 Fly around waiting for a landing spot (south)
{ 44, 63,AMED_HELI_RAISE,0}, // 22 Helicopter takeoff
{ 28, 74,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 23 In position above landing spot helicopter
{ 28, 74,AMED_HELI_LOWER,0} // 24 Helicopter landing
};
// Metropolitan Airport (metropolitan) - 2 runways
static const AirportMovingData _airport_moving_data_metropolitan[27] = {
{ 85, 3,AMED_EXACTPOS,3}, // 00 In Hangar
{ 85, 27,0,0}, // 01 Taxi to right outside depot
{ 26, 41,AMED_EXACTPOS,5}, // 02 Terminal 1
{ 56, 20,AMED_EXACTPOS,3}, // 03 Terminal 2
{ 38, 8,AMED_EXACTPOS,5}, // 04 Terminal 3
{ 65, 6,0,0}, // 05 Taxi to right in infront of terminal 2/3
{ 70, 33,0,0}, // 06 Taxiway terminals 2-3
{ 44, 58,0,0}, // 07 Taxi to Airport center
{ 72, 58,0,0}, // 08 Towards takeoff
{ 72, 69,0,0}, // 09 Taxi to runway (takeoff)
{ 89, 69,AMED_EXACTPOS,1}, // 10 Taxi to start of runway (takeoff)
{ 3, 69,AMED_NOSPDCLAMP,0}, // 11 Accelerate to end of runway
{-79, 69,AMED_NOSPDCLAMP | AMED_TAKEOFF,0}, // 12 Take off
{177, 85,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 13 Fly to landing position in air
{ 89, 85,AMED_NOSPDCLAMP | AMED_LAND,0}, // 14 Going down for land
{ 3, 85,AMED_NOSPDCLAMP | AMED_BRAKE,0}, // 15 Just landed, brake until end of runway
{ 21, 85,0,0}, // 16 Just landed, turn around and taxi 1 square
{ 21, 69,0,0}, // 17 On Runway-out taxiing to In-Way
{ 21, 54,AMED_EXACTPOS,5}, // 18 Taxi from runway to crossing
{-31,193,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 19 Fly around waiting for a landing spot (north-east)
{ 1, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 20 Fly around waiting for a landing spot (north-west)
{257, 1,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 21 Fly around waiting for a landing spot (south-west)
{273, 49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 22 Fly around waiting for a landing spot (south)
{ 44, 58,0,0}, // 23 Helicopter takeoff spot on ground (to clear airport sooner)
{ 44, 63,AMED_HELI_RAISE,0}, // 24 Helicopter takeoff
{ 15, 54,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 25 Get in position above landing spot helicopter
{ 15, 54,AMED_HELI_LOWER,0} // 26 Helicopter landing
};
// International Airport (international) - 2 runways, 6 terminals, dedicated helipod
static const AirportMovingData _airport_moving_data_international[51] = {
{ 7, 55,AMED_EXACTPOS,3}, // 00 In Hangar 1
{100, 21,AMED_EXACTPOS,3}, // 01 In Hangar 2
{ 7, 70,0,0}, // 02 Taxi to right outside depot
{100, 36,0,0}, // 03 Taxi to right outside depot
{ 38, 70,AMED_EXACTPOS,5}, // 04 Terminal 1
{ 38, 54,AMED_EXACTPOS,5}, // 05 Terminal 2
{ 38, 38,AMED_EXACTPOS,5}, // 06 Terminal 3
{ 70, 70,AMED_EXACTPOS,1}, // 07 Terminal 4
{ 70, 54,AMED_EXACTPOS,1}, // 08 Terminal 5
{ 70, 38,AMED_EXACTPOS,1}, // 09 Terminal 6
{104, 71,AMED_EXACTPOS,1}, // 10 Helipad 1
{104, 55,AMED_EXACTPOS,1}, // 11 Helipad 2
{ 22, 87,0,0}, // 12 Towards Terminals 4/5/6, Helipad 1/2
{ 60, 87,0,0}, // 13 Towards Terminals 4/5/6, Helipad 1/2
{ 66, 87,0,0}, // 14 Towards Terminals 4/5/6, Helipad 1/2
{ 86, 87,AMED_EXACTPOS,7}, // 15 Towards Terminals 4/5/6, Helipad 1/2
{ 86, 70,0,0}, // 16 In Front of Terminal 4 / Helipad 1
{ 86, 54,0,0}, // 17 In Front of Terminal 5 / Helipad 2
{ 86, 38,0,0}, // 18 In Front of Terminal 6
{ 86, 22,0,0}, // 19 Towards Terminals Takeoff (Taxiway)
{ 66, 22,0,0}, // 20 Towards Terminals Takeoff (Taxiway)
{ 60, 22,0,0}, // 21 Towards Terminals Takeoff (Taxiway)
{ 38, 22,0,0}, // 22 Towards Terminals Takeoff (Taxiway)
{ 22, 70,0,0}, // 23 In Front of Terminal 1
{ 22, 58,0,0}, // 24 In Front of Terminal 2
{ 22, 38,0,0}, // 25 In Front of Terminal 3
{ 22, 22,AMED_EXACTPOS,7}, // 26 Going for Takeoff
{ 22, 6,0,0}, // 27 On Runway-out, prepare for takeoff
{ 3, 6,AMED_EXACTPOS,5}, // 28 Accelerate to end of runway
{ 60, 6,AMED_NOSPDCLAMP,0}, // 29 Release control of runway, for smoother movement
{105, 6,AMED_NOSPDCLAMP,0}, // 30 End of runway
{190, 6,AMED_NOSPDCLAMP | AMED_TAKEOFF,0}, // 31 Take off
{193,104,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 32 Fly to landing position in air
{105,104,AMED_NOSPDCLAMP | AMED_LAND,0}, // 33 Going down for land
{ 3,104,AMED_NOSPDCLAMP | AMED_BRAKE,0}, // 34 Just landed, brake until end of runway
{ 12,104,0,0}, // 35 Just landed, turn around and taxi 1 square
{ 7, 84,0,0}, // 36 Taxi from runway to crossing
{-31,209,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 37 Fly around waiting for a landing spot (north-east)
{ 1, 6,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 38 Fly around waiting for a landing spot (north-west)
{273, 6,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 39 Fly around waiting for a landing spot (south-west)
{305, 81,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 40 Fly around waiting for a landing spot (south)
// Helicopter
{128, 80,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 41 Bufferspace before helipad
{128, 80,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 42 Bufferspace before helipad
{ 96, 71,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 43 Get in position for Helipad1
{ 96, 55,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 44 Get in position for Helipad2
{ 96, 71,AMED_HELI_LOWER,0}, // 45 Land at Helipad1
{ 96, 55,AMED_HELI_LOWER,0}, // 46 Land at Helipad2
{104, 71,AMED_HELI_RAISE,0}, // 47 Takeoff Helipad1
{104, 55,AMED_HELI_RAISE,0}, // 48 Takeoff Helipad2
{104, 32,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 49 Go to position for Hangarentrance in air
{104, 32,AMED_HELI_LOWER,0} // 50 Land in HANGAR2_AREA to go to hangar
};
// Heliport (heliport)
static const AirportMovingData _airport_moving_data_heliport[9] = {
{ 5, 9,AMED_EXACTPOS,1}, // 0 - At heliport terminal
{ 2, 9,AMED_HELI_RAISE,0}, // 1 - Take off (play sound)
{ -3, 9,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 2 - In position above landing spot helicopter
{ -3, 9,AMED_HELI_LOWER,0}, // 3 - Land
{ 2, 9,0,0}, // 4 - Goto terminal on ground
{-31, 59,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 5 - Circle #1 (north-east)
{-31,-49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 6 - Circle #2 (north-west)
{ 49,-49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 7 - Circle #3 (south-west)
{ 70, 9,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 8 - Circle #4 (south)
};
// Oilrig
static const AirportMovingData _airport_moving_data_oilrig[9] = {
{ 31, 9,AMED_EXACTPOS,1}, // 0 - At oilrig terminal
{ 28, 9,AMED_HELI_RAISE,0}, // 1 - Take off (play sound)
{ 23, 9,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 2 - In position above landing spot helicopter
{ 23, 9,AMED_HELI_LOWER,0}, // 3 - Land
{ 28, 9,0,0}, // 4 - Goto terminal on ground
{-31, 69,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 5 - circle #1 (north-east)
{-31,-49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 6 - circle #2 (north-west)
{ 69,-49,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 7 - circle #3 (south-west)
{ 70, 9,AMED_NOSPDCLAMP | AMED_SLOWTURN,0}, // 8 - circle #4 (south)
};
///////////////////////////////////////////////////////////////////////
/////**********Movement Machine on Airports*********************///////
// first element of depots array tells us how many depots there are (to know size of array)
// this may be changed later when airports are moved to external file
static const TileIndexDiffC _airport_depots_country[] = {{3, 0}};
static const byte _airport_terminal_country[] = {1, 2};
static const AirportFTAbuildup _airport_fta_country[] = {
{ 0,HANGAR,NOTHING_block,1},
{ 1,255,AIRPORT_BUSY_block,0}, {1,HANGAR,0,0}, {1,TERM1,TERM1_block,2}, {1,TERM2,0,4}, {1,HELITAKEOFF,0,19}, {1,0,0,6},
{ 2,TERM1,TERM1_block,1},
{ 3,TERM2,TERM2_block,5},
{ 4,255,AIRPORT_BUSY_block,0}, {4,TERM2,0,5}, {4,HANGAR,0,1}, {4,TAKEOFF,0,6}, {4,HELITAKEOFF,0,1},
{ 5,255,AIRPORT_BUSY_block,0}, {5,TERM2,TERM2_block,3}, {5,0,0,4},
{ 6,0,AIRPORT_BUSY_block,7},
// takeoff
{ 7,TAKEOFF,AIRPORT_BUSY_block,8},
{ 8,STARTTAKEOFF,NOTHING_block,9},
{ 9,ENDTAKEOFF,NOTHING_block,0},
// landing
{10,FLYING,NOTHING_block,15}, {10,LANDING,0,11}, {10,HELILANDING,0,20},
{11,LANDING,AIRPORT_BUSY_block,12},
{12,0,AIRPORT_BUSY_block,13},
{13,ENDLANDING,AIRPORT_BUSY_block,14}, {13,TERM2,0,5}, {13,0,0,14},
{14,0,AIRPORT_BUSY_block,1},
// In air
{15,0,NOTHING_block,16},
{16,0,NOTHING_block,17},
{17,0,NOTHING_block,18},
{18,0,NOTHING_block,10},
{19,HELITAKEOFF,NOTHING_block,0},
{20,HELILANDING,AIRPORT_BUSY_block,21},
{21,HELIENDLANDING,AIRPORT_BUSY_block,1},
{MAX_ELEMENTS,0,0,0} // end marker. DO NOT REMOVE
};
static const TileIndexDiffC _airport_depots_city[] = {{5, 0}};
static const byte _airport_terminal_city[] = {1, 3};
static const AirportFTAbuildup _airport_fta_city[] = {
{ 0,HANGAR,NOTHING_block,1}, {0,TAKEOFF,OUT_WAY_block,1}, {0,0,0,1},
{ 1,255,TAXIWAY_BUSY_block,0}, {1,HANGAR,0,0}, {1,TERM2,0,6}, {1,TERM3,0,6}, {1,0,0,7}, // for all else, go to 7
{ 2,TERM1,TERM1_block,7}, {2,TAKEOFF,OUT_WAY_block,7}, {2,0,0,7},
{ 3,TERM2,TERM2_block,5}, {3,TAKEOFF,OUT_WAY_block,5}, {3,0,0,5},
{ 4,TERM3,TERM3_block,5}, {4,TAKEOFF,OUT_WAY_block,5}, {4,0,0,5},
{ 5,255,TAXIWAY_BUSY_block,0}, {5,TERM2,TERM2_block,3}, {5,TERM3,TERM3_block,4}, {5,0,0,6},
{ 6,255,TAXIWAY_BUSY_block,0}, {6,TERM2,0,5}, {6,TERM3,0,5}, {6,HANGAR,0,1}, {6,0,0,7},
{ 7,255,TAXIWAY_BUSY_block,0}, {7,TERM1,TERM1_block,2}, {7,TAKEOFF,OUT_WAY_block,8}, {7,HELITAKEOFF,0,22}, {7,HANGAR,0,1}, {7,0,0,6},
{ 8,0,OUT_WAY_block,9},
{ 9,0,RUNWAY_IN_OUT_block,10},
// takeoff
{10,TAKEOFF,RUNWAY_IN_OUT_block,11},
{11,STARTTAKEOFF,NOTHING_block,12},
{12,ENDTAKEOFF,NOTHING_block,0},
// landing
{13,FLYING,NOTHING_block,18}, {13,LANDING,0,14}, {13,HELILANDING,0,23},
{14,LANDING,RUNWAY_IN_OUT_block,15},
{15,0,RUNWAY_IN_OUT_block,16},
{16,0,RUNWAY_IN_OUT_block,17},
{17,ENDLANDING,IN_WAY_block,7},
// In Air
{18,0,NOTHING_block,19},
{19,0,NOTHING_block,20},
{20,0,NOTHING_block,21},
{21,0,NOTHING_block,13},
// helicopter
{22,HELITAKEOFF,NOTHING_block,0},
{23,HELILANDING,IN_WAY_block,24},
{24,HELIENDLANDING,IN_WAY_block,17},
{MAX_ELEMENTS,0,0,0} // end marker. DO NOT REMOVE
};
static const TileIndexDiffC _airport_depots_metropolitan[] = {{5, 0}};
static const byte _airport_terminal_metropolitan[] = {1, 3};
static const AirportFTAbuildup _airport_fta_metropolitan[] = {
{ 0,HANGAR,NOTHING_block,1},
{ 1,255,TAXIWAY_BUSY_block,0}, {1,HANGAR,0,0}, {1,TERM2,0,6}, {1,TERM3,0,6}, {1,0,0,7}, // for all else, go to 7
{ 2,TERM1,TERM1_block,7},
{ 3,TERM2,TERM2_block,5},
{ 4,TERM3,TERM3_block,5},
{ 5,255,TAXIWAY_BUSY_block,0}, {5,TERM2,TERM2_block,3}, {5,TERM3,TERM3_block,4}, {5,0,0,6},
{ 6,255,TAXIWAY_BUSY_block,0}, {6,TERM2,0,5}, {6,TERM3,0,5}, {6,HANGAR,0,1}, {6,0,0,7},
{ 7,255,TAXIWAY_BUSY_block,0}, {7,TERM1,TERM1_block,2}, {7,TAKEOFF,0,8}, {7,HELITAKEOFF,0,23}, {7,HANGAR,0,1}, {7,0,0,6},
{ 8,0,OUT_WAY_block,9},
{ 9,0,RUNWAY_OUT_block,10},
// takeoff
{10,TAKEOFF,RUNWAY_OUT_block,11},
{11,STARTTAKEOFF,NOTHING_block,12},
{12,ENDTAKEOFF,NOTHING_block,0},
// landing
{13,FLYING,NOTHING_block,19}, {13,LANDING,0,14}, {13,HELILANDING,0,25},
{14,LANDING,RUNWAY_IN_block,15},
{15,0,RUNWAY_IN_block,16},
{16,255,RUNWAY_IN_block,0}, {16,ENDLANDING,IN_WAY_block,17},
{17,255,RUNWAY_OUT_block,0}, {17,ENDLANDING,IN_WAY_block,18},
{18,ENDLANDING,IN_WAY_block,7},
// In Air
{19,0,NOTHING_block,20},
{20,0,NOTHING_block,21},
{21,0,NOTHING_block,22},
{22,0,NOTHING_block,13},
// helicopter
{23,0,NOTHING_block,24},
{24,HELITAKEOFF,NOTHING_block,0},
{25,HELILANDING,IN_WAY_block,26},
{26,HELIENDLANDING,IN_WAY_block,18},
{MAX_ELEMENTS,0,0,0} // end marker. DO NOT REMOVE
};
static const TileIndexDiffC _airport_depots_international[] = {{0, 3}, {6, 1}};
static const byte _airport_terminal_international[] = {2, 3, 3};
static const byte _airport_helipad_international[] = {1, 2};
static const AirportFTAbuildup _airport_fta_international[] = {
{ 0,HANGAR,NOTHING_block,2}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER1_block,1}, {0,HELITAKEOFF,HELIPAD1_block,2}, {0,0,0,2},
{ 1,HANGAR,NOTHING_block,3}, {1,255,HANGAR2_AREA_block,1}, {1,HELITAKEOFF,HELIPAD2_block,3}, {1,0,0,3},
{ 2,255,AIRPORT_ENTRANCE_block,0}, {2,HANGAR,0,0}, {2,TERM4,0,12}, {2,TERM5,0,12}, {2,TERM6,0,12}, {2,HELIPAD1,0,12}, {2,HELIPAD2,0,12}, {2,HELITAKEOFF,0,12}, {2,0,0,23},
{ 3,255,HANGAR2_AREA_block,0}, {3,HANGAR,0,1}, {3,0,0,18},
{ 4,TERM1,TERM1_block,23}, {4,HANGAR,AIRPORT_ENTRANCE_block,23}, {4,0,0,23},
{ 5,TERM2,TERM2_block,24}, {5,HANGAR,AIRPORT_ENTRANCE_block,24}, {5,0,0,24},
{ 6,TERM3,TERM3_block,25}, {6,HANGAR,AIRPORT_ENTRANCE_block,25}, {6,0,0,25},
{ 7,TERM4,TERM4_block,16}, {7,HANGAR,HANGAR2_AREA_block,16}, {7,0,0,16},
{ 8,TERM5,TERM5_block,17}, {8,HANGAR,HANGAR2_AREA_block,17}, {8,0,0,17},
{ 9,TERM6,TERM6_block,18}, {9,HANGAR,HANGAR2_AREA_block,18}, {9,0,0,18},
{10,HELIPAD1,HELIPAD1_block,10}, {10,HANGAR,HANGAR2_AREA_block,16}, {10,HELITAKEOFF,0,47},
{11,HELIPAD2,HELIPAD2_block,11}, {11,HANGAR,HANGAR2_AREA_block,17}, {11,HELITAKEOFF,0,48},
{12,0,TERM_GROUP2_ENTER1_block,13},
{13,0,TERM_GROUP2_ENTER1_block,14},
{14,0,TERM_GROUP2_ENTER2_block,15},
{15,0,TERM_GROUP2_ENTER2_block,16},
{16,255,TERM_GROUP2_block,0}, {16,TERM4,TERM4_block,7}, {16,HELIPAD1,HELIPAD1_block,10}, {16,HELITAKEOFF,HELIPAD1_block,10}, {16,0,0,17},
{17,255,TERM_GROUP2_block,0}, {17,TERM5,TERM5_block,8}, {17,TERM4,0,16}, {17,HELIPAD1,0,16}, {17,HELIPAD2,HELIPAD2_block,11}, {17,HELITAKEOFF,HELIPAD2_block,11}, {17,0,0,18},
{18,255,TERM_GROUP2_block,0}, {18,TERM6,TERM6_block,9}, {18,TAKEOFF,0,19}, {18,HANGAR,HANGAR2_AREA_block,3}, {18,0,0,17},
{19,0,TERM_GROUP2_EXIT1_block,20},
{20,0,TERM_GROUP2_EXIT1_block,21},
{21,0,TERM_GROUP2_EXIT2_block,22},
{22,0,TERM_GROUP2_EXIT2_block,26},
{23,255,TERM_GROUP1_block,0}, {23,TERM1,TERM1_block,4}, {23,HANGAR,AIRPORT_ENTRANCE_block,2}, {23,0,0,24},
{24,255,TERM_GROUP1_block,0}, {24,TERM2,TERM2_block,5}, {24,TERM1,0,23}, {24,HANGAR,0,23}, {24,0,0,25},
{25,255,TERM_GROUP1_block,0}, {25,TERM3,TERM3_block,6}, {25,TAKEOFF,0,26}, {25,0,0,24},
{26,255,TAXIWAY_BUSY_block,0}, {26,TAKEOFF,0,27}, {26,0,0,25},
{27,0,OUT_WAY_block,28},
// takeoff
{28,TAKEOFF,OUT_WAY_block,29},
{29,0,RUNWAY_OUT_block,30},
{30,STARTTAKEOFF,NOTHING_block,31},
{31,ENDTAKEOFF,NOTHING_block,0},
// landing
{32,FLYING,NOTHING_block,37}, {32,LANDING,0,33}, {32,HELILANDING,0,41},
{33,LANDING,RUNWAY_IN_block,34},
{34,0,RUNWAY_IN_block,35},
{35,0,RUNWAY_IN_block,36},
{36,ENDLANDING,IN_WAY_block,36}, {36,255,TERM_GROUP1_block,0}, {36,255,TERM_GROUP2_ENTER1_block,1}, {36,TERM4,0,12}, {36,TERM5,0,12}, {36,TERM6,0,12}, {36,0,0,2},
// In Air
{37,0,NOTHING_block,38},
{38,0,NOTHING_block,39},
{39,0,NOTHING_block,40},
{40,0,NOTHING_block,32},
// Helicopter -- stay in air in special place as a buffer to choose from helipads
{41,HELILANDING,PRE_HELIPAD_block,42},
{42,HELIENDLANDING,PRE_HELIPAD_block,42}, {42,HELIPAD1,0,43}, {42,HELIPAD2,0,44}, {42,HANGAR,0,49},
{43,0,NOTHING_block,45},
{44,0,NOTHING_block,46},
// landing
{45,255,NOTHING_block,0}, {45,HELIPAD1,HELIPAD1_block,10},
{46,255,NOTHING_block,0}, {46,HELIPAD2,HELIPAD2_block,11},
// Helicopter -- takeoff
{47,HELITAKEOFF,NOTHING_block,0},
{48,HELITAKEOFF,NOTHING_block,0},
{49,0,HANGAR2_AREA_block,50}, // need to go to hangar when waiting in air
{50,0,HANGAR2_AREA_block,3},
{MAX_ELEMENTS,0,0,0} // end marker. DO NOT REMOVE
};
// heliports, oilrigs don't have depots
static const byte _airport_helipad_heliport_oilrig[] = {1, 1};
static const AirportFTAbuildup _airport_fta_heliport_oilrig[] = {
{0,HELIPAD1,HELIPAD1_block,1},
{1,HELITAKEOFF,NOTHING_block,0}, // takeoff
{2,255,AIRPORT_BUSY_block,0}, {2,HELILANDING,0,3}, {2,HELITAKEOFF,0,1},
{3,HELILANDING,AIRPORT_BUSY_block,4},
{4,HELIENDLANDING,AIRPORT_BUSY_block,4}, {4,HELIPAD1,HELIPAD1_block,0}, {4,HELITAKEOFF,0,2},
// In Air
{5,0,NOTHING_block,6},
{6,0,NOTHING_block,7},
{7,0,NOTHING_block,8},
{8,FLYING,NOTHING_block,5}, {8,HELILANDING,HELIPAD1_block,2}, // landing
{MAX_ELEMENTS,0,0,0} // end marker. DO NOT REMOVE
};
static const AirportMovingData * const _airport_moving_datas[] = {
_airport_moving_data_country, // Country Airfield (small) 4x3
_airport_moving_data_town, // City Airport (large) 6x6
_airport_moving_data_heliport, // Heliport
_airport_moving_data_metropolitan, // Metropolitain Airport (large) - 2 runways
_airport_moving_data_international, // International Airport (xlarge) - 2 runways
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
_airport_moving_data_oilrig // Oilrig
};
#endif /* AIRPORT_MOVEMENT_H */

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/* $Id$ */
/*
* This file has the core function for AyStar
* AyStar is a fast pathfinding routine and is used for things like
* AI_pathfinding and Train_pathfinding.
* For more information about AyStar (A* Algorithm), you can look at
* http://en.wikipedia.org/wiki/A-star_search_algorithm
*/
/*
* Friendly reminder:
* Call (AyStar).free() when you are done with Aystar. It reserves a lot of memory
* And when not free'd, it can cause system-crashes.
* Also remember that when you stop an algorithm before it is finished, your
* should call clear() yourself!
*/
#include "stdafx.h"
#include "openttd.h"
#include "aystar.h"
// This looks in the Hash if a node exists in ClosedList
// If so, it returns the PathNode, else NULL
static PathNode *AyStarMain_ClosedList_IsInList(AyStar *aystar, AyStarNode *node)
{
return (PathNode*)Hash_Get(&aystar->ClosedListHash, node->tile, node->direction);
}
// This adds a node to the ClosedList
// It makes a copy of the data
static void AyStarMain_ClosedList_Add(AyStar *aystar, PathNode *node)
{
// Add a node to the ClosedList
PathNode *new_node = malloc(sizeof(PathNode));
*new_node = *node;
Hash_Set(&aystar->ClosedListHash, node->node.tile, node->node.direction, new_node);
}
// Checks if a node is in the OpenList
// If so, it returns the OpenListNode, else NULL
static OpenListNode *AyStarMain_OpenList_IsInList(AyStar *aystar, AyStarNode *node)
{
return (OpenListNode*)Hash_Get(&aystar->OpenListHash, node->tile, node->direction);
}
// Gets the best node from OpenList
// returns the best node, or NULL of none is found
// Also it deletes the node from the OpenList
static OpenListNode *AyStarMain_OpenList_Pop(AyStar *aystar)
{
// Return the item the Queue returns.. the best next OpenList item.
OpenListNode* res = (OpenListNode*)aystar->OpenListQueue.pop(&aystar->OpenListQueue);
if (res != NULL)
Hash_Delete(&aystar->OpenListHash, res->path.node.tile, res->path.node.direction);
return res;
}
// Adds a node to the OpenList
// It makes a copy of node, and puts the pointer of parent in the struct
static void AyStarMain_OpenList_Add(AyStar *aystar, PathNode *parent, AyStarNode *node, int f, int g)
{
// Add a new Node to the OpenList
OpenListNode* new_node = malloc(sizeof(OpenListNode));
new_node->g = g;
new_node->path.parent = parent;
new_node->path.node = *node;
Hash_Set(&aystar->OpenListHash, node->tile, node->direction, new_node);
// Add it to the queue
aystar->OpenListQueue.push(&aystar->OpenListQueue, new_node, f);
}
/*
* Checks one tile and calculate his f-value
* return values:
* AYSTAR_DONE : indicates we are done
*/
int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent) {
int new_f, new_g, new_h;
PathNode *closedlist_parent;
OpenListNode *check;
// Check the new node against the ClosedList
if (AyStarMain_ClosedList_IsInList(aystar, current) != NULL) return AYSTAR_DONE;
// Calculate the G-value for this node
new_g = aystar->CalculateG(aystar, current, parent);
// If the value was INVALID_NODE, we don't do anything with this node
if (new_g == AYSTAR_INVALID_NODE) return AYSTAR_DONE;
// There should not be given any other error-code..
assert(new_g >= 0);
// Add the parent g-value to the new g-value
new_g += parent->g;
if (aystar->max_path_cost != 0 && (uint)new_g > aystar->max_path_cost) return AYSTAR_DONE;
// Calculate the h-value
new_h = aystar->CalculateH(aystar, current, parent);
// There should not be given any error-code..
assert(new_h >= 0);
// The f-value if g + h
new_f = new_g + new_h;
// Get the pointer to the parent in the ClosedList (the currentone is to a copy of the one in the OpenList)
closedlist_parent = AyStarMain_ClosedList_IsInList(aystar, &parent->path.node);
// Check if this item is already in the OpenList
if ((check = AyStarMain_OpenList_IsInList(aystar, current)) != NULL) {
uint i;
// Yes, check if this g value is lower..
if (new_g > check->g) return AYSTAR_DONE;
aystar->OpenListQueue.del(&aystar->OpenListQueue, check, 0);
// It is lower, so change it to this item
check->g = new_g;
check->path.parent = closedlist_parent;
/* Copy user data, will probably have changed */
for (i=0;i<lengthof(current->user_data);i++)
check->path.node.user_data[i] = current->user_data[i];
// Readd him in the OpenListQueue
aystar->OpenListQueue.push(&aystar->OpenListQueue, check, new_f);
} else {
// A new node, add him to the OpenList
AyStarMain_OpenList_Add(aystar, closedlist_parent, current, new_f, new_g);
}
return AYSTAR_DONE;
}
/*
* This function is the core of AyStar. It handles one item and checks
* his neighbour items. If they are valid, they are added to be checked too.
* return values:
* AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path
* has been found.
* AYSTAR_LIMIT_REACHED : Indicates that the max_nodes limit has been
* reached.
* AYSTAR_FOUND_END_NODE : indicates we found the end. Path_found now is true, and in path is the path found.
* AYSTAR_STILL_BUSY : indicates we have done this tile, did not found the path yet, and have items left to try.
*/
int AyStarMain_Loop(AyStar *aystar) {
int i, r;
// Get the best node from OpenList
OpenListNode *current = AyStarMain_OpenList_Pop(aystar);
// If empty, drop an error
if (current == NULL) return AYSTAR_EMPTY_OPENLIST;
// Check for end node and if found, return that code
if (aystar->EndNodeCheck(aystar, current) == AYSTAR_FOUND_END_NODE) {
if (aystar->FoundEndNode != NULL)
aystar->FoundEndNode(aystar, current);
free(current);
return AYSTAR_FOUND_END_NODE;
}
// Add the node to the ClosedList
AyStarMain_ClosedList_Add(aystar, &current->path);
// Load the neighbours
aystar->GetNeighbours(aystar, current);
// Go through all neighbours
for (i=0;i<aystar->num_neighbours;i++) {
// Check and add them to the OpenList if needed
r = aystar->checktile(aystar, &aystar->neighbours[i], current);
}
// Free the node
free(current);
if (aystar->max_search_nodes != 0 && Hash_Size(&aystar->ClosedListHash) >= aystar->max_search_nodes)
/* We've expanded enough nodes */
return AYSTAR_LIMIT_REACHED;
else
// Return that we are still busy
return AYSTAR_STILL_BUSY;
}
/*
* This function frees the memory it allocated
*/
void AyStarMain_Free(AyStar *aystar) {
aystar->OpenListQueue.free(&aystar->OpenListQueue, false);
/* 2nd argument above is false, below is true, to free the values only
* once */
delete_Hash(&aystar->OpenListHash, true);
delete_Hash(&aystar->ClosedListHash, true);
#ifdef AYSTAR_DEBUG
printf("[AyStar] Memory free'd\n");
#endif
}
/*
* This function make the memory go back to zero
* This function should be called when you are using the same instance again.
*/
void AyStarMain_Clear(AyStar *aystar) {
// Clean the Queue, but not the elements within. That will be done by
// the hash.
aystar->OpenListQueue.clear(&aystar->OpenListQueue, false);
// Clean the hashes
clear_Hash(&aystar->OpenListHash, true);
clear_Hash(&aystar->ClosedListHash, true);
#ifdef AYSTAR_DEBUG
printf("[AyStar] Cleared AyStar\n");
#endif
}
/*
* This is the function you call to run AyStar.
* return values:
* AYSTAR_FOUND_END_NODE : indicates we found an end node.
* AYSTAR_NO_PATH : indicates that there was no path found.
* AYSTAR_STILL_BUSY : indicates we have done some checked, that we did not found the path yet, and that we still have items left to try.
* When the algorithm is done (when the return value is not AYSTAR_STILL_BUSY)
* aystar->clear() is called. Note that when you stop the algorithm halfway,
* you should still call clear() yourself!
*/
int AyStarMain_Main(AyStar *aystar) {
int r, i = 0;
// Loop through the OpenList
// Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick
while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
#ifdef AYSTAR_DEBUG
if (r == AYSTAR_FOUND_END_NODE)
printf("[AyStar] Found path!\n");
else if (r == AYSTAR_EMPTY_OPENLIST)
printf("[AyStar] OpenList run dry, no path found\n");
else if (r == AYSTAR_LIMIT_REACHED)
printf("[AyStar] Exceeded search_nodes, no path found\n");
#endif
if (r != AYSTAR_STILL_BUSY)
/* We're done, clean up */
aystar->clear(aystar);
// Check result-value
if (r == AYSTAR_FOUND_END_NODE) return AYSTAR_FOUND_END_NODE;
// Check if we have some left in the OpenList
if (r == AYSTAR_EMPTY_OPENLIST || r == AYSTAR_LIMIT_REACHED) return AYSTAR_NO_PATH;
// Return we are still busy
return AYSTAR_STILL_BUSY;
}
/*
* Adds a node from where to start an algorithm. Multiple nodes can be added
* if wanted. You should make sure that clear() is called before adding nodes
* if the AyStar has been used before (though the normal main loop calls
* clear() automatically when the algorithm finishes
* g is the cost for starting with this node.
*/
void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g) {
#ifdef AYSTAR_DEBUG
printf("[AyStar] Starting A* Algorithm from node (%d, %d, %d)\n",
TileX(start_node->tile), TileY(start_node->tile), start_node->direction);
#endif
AyStarMain_OpenList_Add(aystar, NULL, start_node, 0, g);
}
void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets) {
// Allocated the Hash for the OpenList and ClosedList
init_Hash(&aystar->OpenListHash, hash, num_buckets);
init_Hash(&aystar->ClosedListHash, hash, num_buckets);
// Set up our sorting queue
// BinaryHeap allocates a block of 1024 nodes
// When thatone gets full it reserves an otherone, till this number
// That is why it can stay this high
init_BinaryHeap(&aystar->OpenListQueue, 102400);
aystar->addstart = AyStarMain_AddStartNode;
aystar->main = AyStarMain_Main;
aystar->loop = AyStarMain_Loop;
aystar->free = AyStarMain_Free;
aystar->clear = AyStarMain_Clear;
aystar->checktile = AyStarMain_CheckTile;
}

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/* $Id$ */
/*
* This file has the header for AyStar
* AyStar is a fast pathfinding routine and is used for things like
* AI_pathfinding and Train_pathfinding.
* For more information about AyStar (A* Algorithm), you can look at
* http://en.wikipedia.org/wiki/A-star_search_algorithm
*/
#ifndef AYSTAR_H
#define AYSTAR_H
#include "queue.h"
//#define AYSTAR_DEBUG
enum {
AYSTAR_FOUND_END_NODE,
AYSTAR_EMPTY_OPENLIST,
AYSTAR_STILL_BUSY,
AYSTAR_NO_PATH,
AYSTAR_LIMIT_REACHED,
AYSTAR_DONE
};
enum{
AYSTAR_INVALID_NODE = -1,
};
typedef struct AyStarNode AyStarNode;
struct AyStarNode {
TileIndex tile;
uint direction;
uint user_data[2];
};
// The resulting path has nodes looking like this.
typedef struct PathNode PathNode;
struct PathNode {
AyStarNode node;
// The parent of this item
PathNode *parent;
};
// For internal use only
// We do not save the h-value, because it is only needed to calculate the f-value.
// h-value should _always_ be the distance left to the end-tile.
typedef struct OpenListNode OpenListNode;
struct OpenListNode {
int g;
PathNode path;
};
typedef struct AyStar AyStar;
/*
* This function is called to check if the end-tile is found
* return values can be:
* AYSTAR_FOUND_END_NODE : indicates this is the end tile
* AYSTAR_DONE : indicates this is not the end tile (or direction was wrong)
*/
/*
* The 2nd parameter should be OpenListNode, and NOT AyStarNode. AyStarNode is
* part of OpenListNode and so it could be accessed without any problems.
* The good part about OpenListNode is, and how AIs use it, that you can
* access the parent of the current node, and so check if you, for example
* don't try to enter the file tile with a 90-degree curve. So please, leave
* this an OpenListNode, it works just fine -- TrueLight
*/
typedef int32 AyStar_EndNodeCheck(AyStar *aystar, OpenListNode *current);
/*
* This function is called to calculate the G-value for AyStar Algorithm.
* return values can be:
* AYSTAR_INVALID_NODE : indicates an item is not valid (e.g.: unwalkable)
* Any value >= 0 : the g-value for this tile
*/
typedef int32 AyStar_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
/*
* This function is called to calculate the H-value for AyStar Algorithm.
* Mostly, this must result the distance (Manhattan way) between the
* current point and the end point
* return values can be:
* Any value >= 0 : the h-value for this tile
*/
typedef int32 AyStar_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
/*
* This function request the tiles around the current tile and put them in tiles_around
* tiles_around is never resetted, so if you are not using directions, just leave it alone.
* Warning: never add more tiles_around than memory allocated for it.
*/
typedef void AyStar_GetNeighbours(AyStar *aystar, OpenListNode *current);
/*
* If the End Node is found, this function is called.
* It can do, for example, calculate the route and put that in an array
*/
typedef void AyStar_FoundEndNode(AyStar *aystar, OpenListNode *current);
// For internal use, see aystar.c
typedef void AyStar_AddStartNode(AyStar *aystar, AyStarNode* start_node, uint g);
typedef int AyStar_Main(AyStar *aystar);
typedef int AyStar_Loop(AyStar *aystar);
typedef int AyStar_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
typedef void AyStar_Free(AyStar *aystar);
typedef void AyStar_Clear(AyStar *aystar);
struct AyStar {
/* These fields should be filled before initting the AyStar, but not changed
* afterwards (except for user_data and user_path)! (free and init again to change them) */
/* These should point to the application specific routines that do the
* actual work */
AyStar_CalculateG* CalculateG;
AyStar_CalculateH* CalculateH;
AyStar_GetNeighbours* GetNeighbours;
AyStar_EndNodeCheck* EndNodeCheck;
AyStar_FoundEndNode* FoundEndNode;
/* These are completely untouched by AyStar, they can be accesed by
* the application specific routines to input and output data.
* user_path should typically contain data about the resulting path
* afterwards, user_target should typically contain information about
* what where looking for, and user_data can contain just about
* everything */
void *user_path;
void *user_target;
uint user_data[10];
/* How many loops are there called before AyStarMain_Main gives
* control back to the caller. 0 = until done */
byte loops_per_tick;
/* If the g-value goes over this number, it stops searching
* 0 = infinite */
uint max_path_cost;
/* The maximum amount of nodes that will be expanded, 0 = infinite */
uint max_search_nodes;
/* These should be filled with the neighbours of a tile by
* GetNeighbours */
AyStarNode neighbours[12];
byte num_neighbours;
/* These will contain the methods for manipulating the AyStar. Only
* main() should be called externally */
AyStar_AddStartNode* addstart;
AyStar_Main* main;
AyStar_Loop* loop;
AyStar_Free* free;
AyStar_Clear* clear;
AyStar_CheckTile* checktile;
/* These will contain the open and closed lists */
/* The actual closed list */
Hash ClosedListHash;
/* The open queue */
Queue OpenListQueue;
/* An extra hash to speed up the process of looking up an element in
* the open list */
Hash OpenListHash;
};
void AyStarMain_AddStartNode(AyStar *aystar, AyStarNode *start_node, uint g);
int AyStarMain_Main(AyStar *aystar);
int AyStarMain_Loop(AyStar *aystar);
int AyStarMain_CheckTile(AyStar *aystar, AyStarNode *current, OpenListNode *parent);
void AyStarMain_Free(AyStar *aystar);
void AyStarMain_Clear(AyStar *aystar);
/* Initialize an AyStar. You should fill all appropriate fields before
* callling init_AyStar (see the declaration of AyStar for which fields are
* internal */
void init_AyStar(AyStar* aystar, Hash_HashProc hash, uint num_buckets);
#endif /* AYSTAR_H */

View File

@@ -1,67 +0,0 @@
trigger:
- master
pr:
- master
jobs:
- job: windows
displayName: 'Windows'
pool:
vmImage: 'VS2017-Win2016'
strategy:
matrix:
Win32:
BuildPlatform: 'Win32'
Win64:
BuildPlatform: 'x64'
steps:
- template: azure-pipelines/templates/ci-git-rebase.yml
- template: azure-pipelines/templates/windows-dependencies.yml
- template: azure-pipelines/templates/ci-opengfx.yml
- template: azure-pipelines/templates/windows-build.yml
parameters:
BuildPlatform: $(BuildPlatform)
- script: |
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x86
cd projects
call regression.bat
displayName: 'Test'
- job: linux
displayName: 'Linux'
pool:
vmImage: 'ubuntu-16.04'
strategy:
matrix:
commit-checker: {}
linux-amd64-clang-3.8: {}
linux-amd64-gcc-6: {}
linux-i386-gcc-6: {}
steps:
- template: azure-pipelines/templates/ci-git-rebase.yml
# The dockers already have the dependencies installed
# The dockers already have OpenGFX installed
- template: azure-pipelines/templates/linux-build.yml
parameters:
Image: compile-farm-ci
Tag: $(Agent.JobName)
- job: macos
displayName: 'MacOS'
pool:
vmImage: 'macOS-10.13'
variables:
MACOSX_DEPLOYMENT_TARGET: 10.9
steps:
- template: azure-pipelines/templates/ci-git-rebase.yml
- template: azure-pipelines/templates/osx-dependencies.yml
- template: azure-pipelines/templates/ci-opengfx.yml
- template: azure-pipelines/templates/osx-build.yml
- script: 'make regression'
displayName: 'Test'

View File

@@ -1,10 +0,0 @@
trigger:
branches:
include:
- refs/tags/*
pr: none
jobs:
- template: azure-pipelines/templates/release.yml
parameters:
IsStableRelease: true

View File

@@ -1,7 +0,0 @@
trigger: none
pr: none
jobs:
- template: azure-pipelines/templates/release.yml
parameters:
IsStableRelease: false

View File

@@ -1,16 +0,0 @@
#!/bin/sh
tag=$(git describe --tags 2>/dev/null)
# If we are a tag, show the part of the changelog till (but excluding) the last stable
if [ -n "$tag" ]; then
grep='^[0-9]\.[0-9]\.[0-9][^-]'
next=$(cat changelog.txt | grep '^[0-9]' | awk 'BEGIN { show="false" } // { if (show=="true") print $0; if ($1=="'$tag'") show="true"} ' | grep "$grep" | head -n1 | sed 's/ .*//')
cat changelog.txt | awk 'BEGIN { show="false" } /^[0-9].[0-9].[0-9]/ { if ($1=="'$next'") show="false"; if ($1=="'$tag'") show="true";} // { if (show=="true") print $0 }'
exit 0
fi
# In all other cases, show the git log of the last 7 days
revdate=$(git log -1 --pretty=format:"%ci")
last_week=$(date -u -d "$revdate -7days" +"%Y-%m-%d %H:%M")
git log --after="${last_week}" --pretty=fuller

View File

@@ -1,60 +0,0 @@
#!/bin/sh
set -ex
if [ -z "$1" ]; then
echo "Usage: $0 <folder-with-bundles>"
exit 1
fi
FOLDER=$1
if [ ! -e .version ] || [ ! -e .release_date ]; then
echo "This script should be executed in the root of an extracted source tarball"
exit 1
fi
# Find the name based on the version
if [ -e .is_stable ]; then
isTesting=$(cat .version | grep "RC\|beta" || true)
if [ -z "${isTesting}" ]; then
NAME="stable"
else
NAME="testing"
fi
else
NAME=$(cat .version | cut -d- -f2 | cut -d- -f-2)
fi
# Convert the date to a YAML date
DATE=$(cat .release_date | tr ' ' T | sed 's/TUTC/:00-00:00/')
VERSION=$(cat .version)
BASE="openttd-${VERSION}"
echo "name: ${NAME}" >> manifest.yaml
echo "date: ${DATE}" >> manifest.yaml
echo "base: ${BASE}-" >> manifest.yaml
echo "files:" >> manifest.yaml
error=""
for i in $(ls ${FOLDER} | grep -v ".txt$\|.md$\|sum$" | sort); do
if [ -n "$(echo $i | grep pdb.xz)" ]; then continue; fi
if [ -n "$(echo $i | grep dbg.deb)" ]; then continue; fi
if [ ! -e ${FOLDER}/$i.md5sum ] || [ ! -e ${FOLDER}/$i.sha1sum ] || [ ! -e ${FOLDER}/$i.sha256sum ]; then
echo "ERROR: missing checksum file for ${i}" 1>&2
error="y"
continue
fi
echo "- id: $i" >> manifest.yaml
echo " size: $(stat -c"%s" ${FOLDER}/$i)" >> manifest.yaml
echo " md5sum: $(cat ${FOLDER}/$i.md5sum | cut -d\ -f1)" >> manifest.yaml
echo " sha1sum: $(cat ${FOLDER}/$i.sha1sum | cut -d\ -f1)" >> manifest.yaml
echo " sha256sum: $(cat ${FOLDER}/$i.sha256sum | cut -d\ -f1)" >> manifest.yaml
done
if [ -n "${error}" ]; then
echo "ERROR: exiting due to earlier errors" 1>&2
exit 1
fi

View File

@@ -1,9 +0,0 @@
steps:
# Rebase to origin/master for every PR. This means users don't have to
# rebase every time master changes. As long as the PR applies cleanly, we
# will validate it.
- script: |
git config user.email 'info@openttd.org'
git config user.name 'OpenTTD CI'
git rebase origin/master
displayName: 'Rebase to master'

View File

@@ -1,8 +0,0 @@
steps:
- bash: |
set -ex
cd bin/baseset
curl -L https://binaries.openttd.org/extra/opengfx/0.5.2/opengfx-0.5.2-all.zip > opengfx-0.5.2-all.zip
unzip opengfx-0.5.2-all.zip
rm -f opengfx-0.5.2-all.zip
displayName: 'Install OpenGFX'

View File

@@ -1,18 +0,0 @@
parameters:
Image: ''
Tag: ''
ContainerCommand: ''
steps:
- task: Docker@1
${{ if eq(parameters.Image, 'compile-farm') }}:
displayName: 'Build'
${{ if eq(parameters.Image, 'compile-farm-ci') }}:
displayName: 'Build and test'
inputs:
command: 'Run an image'
imageName: openttd/${{ parameters.Image }}:${{ parameters.Tag }}
volumes: '$(Build.SourcesDirectory):$(Build.SourcesDirectory)'
workingDirectory: '$(Build.SourcesDirectory)'
containerCommand: ${{ parameters.ContainerCommand }}
runInBackground: false

View File

@@ -1,5 +0,0 @@
steps:
# Because we run the compile in a docker (under root), we are not owner
# of the 'bundles' folder. Fix that by executing a chown on it.
- bash: sudo chown -R $(id -u):$(id -g) bundles
displayName: 'Claim bundles folder back'

View File

@@ -1,5 +0,0 @@
steps:
- script: './configure PKG_CONFIG_PATH=/usr/local/lib/pkgconfig --enable-static'
displayName: 'Configure'
- script: 'make -j2'
displayName: 'Build'

View File

@@ -1,11 +0,0 @@
steps:
- script: |
set -ex
HOMEBREW_NO_AUTO_UPDATE=1 brew install pkg-config lzo xz libpng
# Remove the dynamic libraries of these libraries, to ensure we use
# the static versions. That is important, as it is unlikely any
# end-user has these brew libraries installed.
rm /usr/local/Cellar/lzo/*/lib/*.dylib
rm /usr/local/Cellar/xz/*/lib/*.dylib
rm /usr/local/Cellar/libpng/*/lib/*.dylib
displayName: 'Install dependencies'

View File

@@ -1,19 +0,0 @@
parameters:
CalculateChecksums: true
steps:
- ${{ if eq(parameters.CalculateChecksums, true) }}:
- bash: |
set -ex
cd bundles
for i in $(ls); do
openssl dgst -r -md5 -hex $i > $i.md5sum
openssl dgst -r -sha1 -hex $i > $i.sha1sum
openssl dgst -r -sha256 -hex $i > $i.sha256sum
done
displayName: 'Calculate checksums'
- task: PublishBuildArtifacts@1
displayName: 'Publish bundles'
inputs:
PathtoPublish: bundles/
ArtifactName: bundles

View File

@@ -1,20 +0,0 @@
# Fetch the source tarball as prepared by an earlier job. In there is the
# version predefined. This ensures we are all going to compile the same
# source with the same version.
steps:
- checkout: none
- task: DownloadBuildArtifacts@0
displayName: 'Download source'
inputs:
downloadType: specific
itemPattern: 'bundles/openttd-*-source.tar.xz'
downloadPath: '$(Build.ArtifactStagingDirectory)'
- bash: tar --xz -xf ../a/bundles/openttd-*-source.tar.xz --strip-components=1
displayName: 'Extracting source'
- bash: |
set -e
VERSION=$(cat .version)
echo "${VERSION}"
echo "##vso[build.updatebuildnumber]${VERSION}"
displayName: 'Change BuildNumber to version'

View File

@@ -1,20 +0,0 @@
parameters:
IsStableRelease: false
steps:
- task: DownloadBuildArtifacts@0
displayName: 'Download all bundles'
inputs:
downloadType: specific
itemPattern: 'bundles/*'
downloadPath: '$(Build.ArtifactStagingDirectory)'
- ${{ if eq(parameters.IsStableRelease, true) }}:
- script: |
touch .is_stable
displayName: 'Mark as stable release'
- script: |
set -ex
./azure-pipelines/manifest.sh ../a/bundles/
mkdir -p bundles
mv manifest.yaml bundles/
displayName: 'Create manifest.yaml'

View File

@@ -1,35 +0,0 @@
# Set the revisions, and remove the VCS files.
# This ensures everything else picks up on the predefined versions, and not
# that because of some build process the version all of a sudden changes.
steps:
- script: |
set -ex
if [ -n "${SYSTEM_PULLREQUEST_PULLREQUESTNUMBER}" ]; then
# We are triggered from a GitHub Pull Request
git checkout -B pr${SYSTEM_PULLREQUEST_PULLREQUESTNUMBER}
elif [ "${BUILD_SOURCEBRANCHNAME}" = "merge" ] || [ "${BUILD_SOURCEBRANCHNAME}" = "head" ]; then
# We are manually triggered based on a GitHub Pull Request
PULLREQUESTNUMBER=$(echo ${BUILD_SOURCEBRANCH} | cut -d/ -f3)
git checkout -B pr${PULLREQUESTNUMBER}
else
git checkout -B ${BUILD_SOURCEBRANCHNAME}
fi
./findversion.sh > .ottdrev
./azure-pipelines/changelog.sh > .changelog
TZ='UTC' date +"%Y-%m-%d %H:%M UTC" > .release_date
cat .ottdrev | cut -f 1 -d$'\t' > .version
echo "Release Date: $(cat .release_date)"
echo "Revision: $(cat .ottdrev)"
echo "Version: $(cat .version)"
displayName: 'Create version files'
- script: |
set -e
VERSION=$(cat .version)
echo "${VERSION}"
echo "##vso[build.updatebuildnumber]${VERSION}"
displayName: 'Change BuildNumber to version'
- script: find . -iname .hg -or -iname .git -or -iname .svn | xargs rm -rf
displayName: 'Remove VCS information'

View File

@@ -1,175 +0,0 @@
parameters:
# If this is false, not all targets are triggered. For example:
# The NSIS installer for Windows and the creation of debs only work for
# releases. Not for any other type of binary. So they are skilled if this
# is set to false.
IsStableRelease: false
jobs:
- job: source
displayName: 'Source'
pool:
vmImage: 'ubuntu-16.04'
steps:
- template: release-prepare-source.yml
- script: |
set -ex
# Rename the folder to openttd-NNN-source
mkdir openttd-$(Build.BuildNumber)
find . -maxdepth 1 -not -name . -not -name openttd-$(Build.BuildNumber) -exec mv {} openttd-$(Build.BuildNumber)/ \;
# Copy back release_date, as it is needed for the template 'release-bundles'
cp openttd-$(Build.BuildNumber)/.release_date .release_date
mkdir bundles
tar --xz -cf bundles/openttd-$(Build.BuildNumber)-source.tar.xz openttd-$(Build.BuildNumber)
zip -9 -r -q bundles/openttd-$(Build.BuildNumber)-source.zip openttd-$(Build.BuildNumber)
displayName: 'Create bundle'
- template: release-bundles.yml
- job: meta
displayName: 'Metadata'
pool:
vmImage: 'ubuntu-16.04'
dependsOn: source
steps:
- template: release-fetch-source.yml
- script: |
set -ex
mkdir -p bundles
cp .changelog bundles/changelog.txt
cp .release_date bundles/released.txt
cp README.md bundles/README.md
displayName: 'Copy meta files'
- template: release-bundles.yml
parameters:
CalculateChecksums: false
- job: docs
displayName: 'Docs'
pool:
vmImage: 'ubuntu-16.04'
dependsOn: source
steps:
- template: release-fetch-source.yml
- template: linux-build.yml
parameters:
Image: compile-farm
ContainerCommand: '$(Build.BuildNumber)'
Tag: docs
- template: linux-claim-bundles.yml
- template: release-bundles.yml
- job: windows
displayName: 'Windows'
pool:
vmImage: 'VS2017-Win2016'
dependsOn: source
strategy:
matrix:
Win32:
BuildPlatform: 'Win32'
BundlePlatform: 'win32'
Win64:
BuildPlatform: 'x64'
BundlePlatform: 'win64'
steps:
- template: release-fetch-source.yml
- template: windows-dependencies.yml
- template: windows-dependency-zip.yml
- ${{ if eq(parameters.IsStableRelease, true) }}:
- template: windows-dependency-nsis.yml
- template: windows-build.yml
parameters:
BuildPlatform: $(BuildPlatform)
- bash: |
set -ex
make -f Makefile.msvc bundle_pdb bundle_zip PLATFORM=$(BundlePlatform) BUNDLE_NAME=openttd-$(Build.BuildNumber)-windows-$(BundlePlatform)
displayName: 'Create bundles'
- ${{ if eq(parameters.IsStableRelease, true) }}:
- bash: |
set -ex
# NSIS will be part of the Hosted image in the next update. Till then, we set the PATH ourself
export PATH="${PATH}:/c/Program Files (x86)/NSIS"
make -f Makefile.msvc bundle_exe PLATFORM=$(BundlePlatform) BUNDLE_NAME=openttd-$(Build.BuildNumber)-windows-$(BundlePlatform)
displayName: 'Create installer bundle'
- template: release-bundles.yml
- ${{ if eq(parameters.IsStableRelease, true) }}:
- job: linux_stable
displayName: 'Linux'
pool:
vmImage: 'ubuntu-16.04'
dependsOn: source
strategy:
matrix:
linux-ubuntu-xenial-i386-gcc: {}
linux-ubuntu-xenial-amd64-gcc: {}
linux-ubuntu-bionic-i386-gcc: {}
linux-ubuntu-bionic-amd64-gcc: {}
linux-debian-jessie-i386-gcc: {}
linux-debian-jessie-amd64-gcc: {}
linux-debian-stretch-i386-gcc: {}
linux-debian-stretch-amd64-gcc: {}
steps:
- template: release-fetch-source.yml
- template: linux-build.yml
parameters:
Image: compile-farm
ContainerCommand: '$(Build.BuildNumber)'
Tag: $(Agent.JobName)
- template: linux-claim-bundles.yml
- template: release-bundles.yml
- job: macos
displayName: 'MacOS'
pool:
vmImage: 'macOS-10.13'
dependsOn: source
variables:
MACOSX_DEPLOYMENT_TARGET: 10.9
steps:
- template: release-fetch-source.yml
- template: osx-dependencies.yml
- template: osx-build.yml
- script: 'make bundle_zip bundle_dmg BUNDLE_NAME=openttd-$(Build.BuildNumber)-macosx'
displayName: 'Create bundles'
- template: release-bundles.yml
- job: manifest
displayName: 'Manifest'
pool:
vmImage: 'ubuntu-16.04'
dependsOn:
- source
- docs
- windows
- ${{ if eq(parameters.IsStableRelease, true) }}:
- linux_stable
- macos
# "Skipped" is not a status, and is not succeeded. So it seems to be
# considered failed. So we trigger if all the earlier jobs are done (which
# might be succeeded, failed, or skipped), and run this job. This is not
# optimal, but given the rules, it is the only way to get this to work (as
# some jobs might be skipped).
condition: succeededOrFailed()
steps:
- template: release-fetch-source.yml
- template: release-manifest.yml
${{ if eq(parameters.IsStableRelease, true) }}:
parameters:
IsStableRelease: true
- template: release-bundles.yml
parameters:
CalculateChecksums: false

View File

@@ -1,11 +0,0 @@
parameters:
BuildPlatform: ''
steps:
- task: VSBuild@1
displayName: 'Build'
inputs:
solution: 'projects/openttd_vs141.sln'
platform: ${{ parameters.BuildPlatform }}
configuration: Release
maximumCpuCount: true

View File

@@ -1,10 +0,0 @@
steps:
- bash: |
set -ex
curl -L https://github.com/OpenTTD/CompileFarm/releases/download/latest/windows-dependencies.zip > windows-dependencies.zip
unzip windows-dependencies.zip
rm -f windows-dependencies.zip
displayName: 'Download dependencies'
workingDirectory: $(Build.ArtifactStagingDirectory)
- script: $(Build.ArtifactStagingDirectory)\windows-dependencies\vcpkg.exe integrate install
displayName: 'Install dependencies'

View File

@@ -1,26 +0,0 @@
parameters:
condition: true
steps:
- bash: |
set -ex
mkdir nsis-plugin; cd nsis-plugin
curl -L https://devs.openttd.org/~truebrain/nsis-plugins/Nsis7z.zip > Nsis7z.zip
unzip Nsis7z.zip
cp -R Plugins/* "/c/Program Files (x86)/NSIS/Plugins/"
cd ..; rm -rf nsis-plugin
mkdir nsis-plugin; cd nsis-plugin
curl -L https://devs.openttd.org/~truebrain/nsis-plugins/NsisGetVersion.zip > NsisGetVersion.zip
unzip NsisGetVersion.zip
cp -R Plugins/* "/c/Program Files (x86)/NSIS/Plugins/x86-ansi/"
cd ..; rm -rf nsis-plugin
mkdir nsis-plugin; cd nsis-plugin
curl -L https://devs.openttd.org/~truebrain/nsis-plugins/NsisFindProc.zip > NsisFindProc.zip
unzip NsisFindProc.zip
cp -R *.dll "/c/Program Files (x86)/NSIS/Plugins/x86-ansi/"
cd ..; rm -rf nsis-plugin
displayName: 'Install NSIS with the 7z, GetVersion, and FindProc plugins'
condition: and(succeeded(), ${{ parameters.condition }})

View File

@@ -1,5 +0,0 @@
steps:
- bash: |
set -ex
choco install zip
displayName: 'Install zip'

View File

@@ -1,376 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("0.7 API compatibility in effect:");
AILog.Info(" - AITown::GetLastMonthProduction's behaviour has slightly changed.");
AILog.Info(" - AISubsidy::GetDestination returns STATION_INVALID for awarded subsidies.");
AILog.Info(" - AISubsidy::GetSource returns STATION_INVALID for awarded subsidies.");
AISign.GetMaxSignID <- function()
{
local list = AISignList();
local max_id = 0;
foreach (id, d in list) {
if (id > max_id) max_id = id;
}
return max_id;
}
AITile.GetHeight <- function(tile)
{
if (!AIMap.IsValidTile(tile)) return -1;
return AITile.GetCornerHeight(tile, AITile.CORNER_N);
}
AIOrder.ChangeOrder <- function(vehicle_id, order_position, order_flags)
{
return AIOrder.SetOrderFlags(vehicle_id, order_position, order_flags);
}
AIWaypoint.WAYPOINT_INVALID <- 0xFFFF;
AISubsidy.SourceIsTown <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id) || AISubsidy.IsAwarded(subsidy_id)) return false;
return AISubsidy.GetSourceType(subsidy_id) == AISubsidy.SPT_TOWN;
}
AISubsidy.GetSource <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id)) return AIBaseStation.STATION_INVALID;
if (AISubsidy.IsAwarded(subsidy_id)) {
return AIBaseStation.STATION_INVALID;
}
return AISubsidy.GetSourceIndex(subsidy_id);
}
AISubsidy.DestinationIsTown <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id) || AISubsidy.IsAwarded(subsidy_id)) return false;
return AISubsidy.GetDestinationType(subsidy_id) == AISubsidy.SPT_TOWN;
}
AISubsidy.GetDestination <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id)) return AIBaseStation.STATION_INVALID;
if (AISubsidy.IsAwarded(subsidy_id)) {
return AIBaseStation.STATION_INVALID;
}
return AISubsidy.GetDestinationIndex(subsidy_id);
}
AITown.GetMaxProduction <- function(town_id, cargo_id)
{
return AITown.GetLastMonthProduction(town_id, cargo_id);
}
AIRail.RemoveRailWaypoint <- function(tile)
{
return AIRail.RemoveRailWaypointTileRect(tile, tile, true);
}
AIRail.RemoveRailStationTileRect <- function(tile, tile2)
{
return AIRail.RemoveRailStationTileRectangle(tile, tile2, false);
}
AIVehicle.SkipToVehicleOrder <- function(vehicle_id, order_position)
{
return AIOrder.SkipToOrder(vehicle_id, order_position);
}
AIEngine.IsValidEngine <- function(engine_id)
{
return AIEngine.IsBuildable(engine_id);
}
AIEngine._GetName <- AIEngine.GetName;
AIEngine.GetName <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return null;
return AIEngine._GetName(engine_id);
}
AIEngine._GetCargoType <- AIEngine.GetCargoType;
AIEngine.GetCargoType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return 255;
return AIEngine._GetCargoType(engine_id);
}
AIEngine._CanRefitCargo <- AIEngine.CanRefitCargo;
AIEngine.CanRefitCargo <- function(engine_id, cargo_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanRefitCargo(engine_id, cargo_id);
}
AIEngine._CanPullCargo <- AIEngine.CanPullCargo;
AIEngine.CanPullCargo <- function(engine_id, cargo_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanPullCargo(engine_id, cargo_id);
}
AIEngine._GetCapacity <- AIEngine.GetCapacity;
AIEngine.GetCapacity <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetCapacity(engine_id);
}
AIEngine._GetReliability <- AIEngine.GetReliability;
AIEngine.GetReliability <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetReliability(engine_id);
}
AIEngine._GetMaxSpeed <- AIEngine.GetMaxSpeed;
AIEngine.GetMaxSpeed <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxSpeed(engine_id);
}
AIEngine._GetPrice <- AIEngine.GetPrice;
AIEngine.GetPrice <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPrice(engine_id);
}
AIEngine._GetMaxAge <- AIEngine.GetMaxAge;
AIEngine.GetMaxAge <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxAge(engine_id);
}
AIEngine._GetRunningCost <- AIEngine.GetRunningCost;
AIEngine.GetRunningCost <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetRunningCost(engine_id);
}
AIEngine._GetPower <- AIEngine.GetPower;
AIEngine.GetPower <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPower(engine_id);
}
AIEngine._GetWeight <- AIEngine.GetWeight;
AIEngine.GetWeight <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetWeight(engine_id);
}
AIEngine._GetMaxTractiveEffort <- AIEngine.GetMaxTractiveEffort;
AIEngine.GetMaxTractiveEffort <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxTractiveEffort(engine_id);
}
AIEngine._GetDesignDate <- AIEngine.GetDesignDate;
AIEngine.GetDesignDate <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetDesignDate(engine_id);
}
AIEngine._GetVehicleType <- AIEngine.GetVehicleType;
AIEngine.GetVehicleType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIVehicle.VT_INVALID;
return AIEngine._GetVehicleType(engine_id);
}
AIEngine._IsWagon <- AIEngine.IsWagon;
AIEngine.IsWagon <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._IsWagon(engine_id);
}
AIEngine._CanRunOnRail <- AIEngine.CanRunOnRail;
AIEngine.CanRunOnRail <- function(engine_id, track_rail_type)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanRunOnRail(engine_id, track_rail_type);
}
AIEngine._HasPowerOnRail <- AIEngine.HasPowerOnRail;
AIEngine.HasPowerOnRail <- function(engine_id, track_rail_type)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._HasPowerOnRail(engine_id, track_rail_type);
}
AIEngine._GetRoadType <- AIEngine.GetRoadType;
AIEngine.GetRoadType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIRoad.ROADTYPE_INVALID;
return AIEngine._GetRoadType(engine_id);
}
AIEngine._GetRailType <- AIEngine.GetRailType;
AIEngine.GetRailType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIRail.RAILTYPE_INVALID;
return AIEngine._GetRailType(engine_id);
}
AIEngine._IsArticulated <- AIEngine.IsArticulated;
AIEngine.IsArticulated <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._IsArticulated(engine_id);
}
AIEngine._GetPlaneType <- AIEngine.GetPlaneType;
AIEngine.GetPlaneType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPlaneType(engine_id);
}
_AIWaypointList <- AIWaypointList;
class AIWaypointList extends _AIWaypointList {
constructor()
{
::_AIWaypointList.constructor(AIWaypoint.WAYPOINT_RAIL);
}
}
AIRoad._BuildRoadStation <- AIRoad.BuildRoadStation;
AIRoad.BuildRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildRoadStation(tile, front, road_veh_type, station_id);
}
AIRoad._BuildDriveThroughRoadStation <- AIRoad.BuildDriveThroughRoadStation;
AIRoad.BuildDriveThroughRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildDriveThroughRoadStation(tile, front, road_veh_type, station_id);
}
AIBridgeList.HasNext <-
AIBridgeList_Length.HasNext <-
AICargoList.HasNext <-
AICargoList_IndustryAccepting.HasNext <-
AICargoList_IndustryProducing.HasNext <-
AIDepotList.HasNext <-
AIEngineList.HasNext <-
AIGroupList.HasNext <-
AIIndustryList.HasNext <-
AIIndustryList_CargoAccepting.HasNext <-
AIIndustryList_CargoProducing.HasNext <-
AIIndustryTypeList.HasNext <-
AIList.HasNext <-
AIRailTypeList.HasNext <-
AISignList.HasNext <-
AIStationList.HasNext <-
AIStationList_Vehicle.HasNext <-
AISubsidyList.HasNext <-
AITileList.HasNext <-
AITileList_IndustryAccepting.HasNext <-
AITileList_IndustryProducing.HasNext <-
AITileList_StationType.HasNext <-
AITownList.HasNext <-
AIVehicleList.HasNext <-
AIVehicleList_DefaultGroup.HasNext <-
AIVehicleList_Group.HasNext <-
AIVehicleList_SharedOrders.HasNext <-
AIVehicleList_Station.HasNext <-
AIWaypointList.HasNext <-
AIWaypointList_Vehicle.HasNext <-
function()
{
return !this.IsEnd();
}
AIIndustry._IsCargoAccepted <- AIIndustry.IsCargoAccepted;
AIIndustry.IsCargoAccepted <- function(industry_id, cargo_id)
{
return AIIndustry._IsCargoAccepted(industry_id, cargo_id) != AIIndustry.CAS_NOT_ACCEPTED;
}
AIAbstractList <- AIList;
AIList.ChangeItem <- AIList.SetValue;
AIRail.ERR_NONUNIFORM_STATIONS_DISABLED <- 0xFFFF;
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,128 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.0 API compatibility in effect.");
AIRoad._BuildRoadStation <- AIRoad.BuildRoadStation;
AIRoad.BuildRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildRoadStation(tile, front, road_veh_type, station_id);
}
AIRoad._BuildDriveThroughRoadStation <- AIRoad.BuildDriveThroughRoadStation;
AIRoad.BuildDriveThroughRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildDriveThroughRoadStation(tile, front, road_veh_type, station_id);
}
AIBridgeList.HasNext <-
AIBridgeList_Length.HasNext <-
AICargoList.HasNext <-
AICargoList_IndustryAccepting.HasNext <-
AICargoList_IndustryProducing.HasNext <-
AIDepotList.HasNext <-
AIEngineList.HasNext <-
AIGroupList.HasNext <-
AIIndustryList.HasNext <-
AIIndustryList_CargoAccepting.HasNext <-
AIIndustryList_CargoProducing.HasNext <-
AIIndustryTypeList.HasNext <-
AIList.HasNext <-
AIRailTypeList.HasNext <-
AISignList.HasNext <-
AIStationList.HasNext <-
AIStationList_Vehicle.HasNext <-
AISubsidyList.HasNext <-
AITileList.HasNext <-
AITileList_IndustryAccepting.HasNext <-
AITileList_IndustryProducing.HasNext <-
AITileList_StationType.HasNext <-
AITownList.HasNext <-
AIVehicleList.HasNext <-
AIVehicleList_DefaultGroup.HasNext <-
AIVehicleList_Depot.HasNext <-
AIVehicleList_Group.HasNext <-
AIVehicleList_SharedOrders.HasNext <-
AIVehicleList_Station.HasNext <-
AIWaypointList.HasNext <-
AIWaypointList_Vehicle.HasNext <-
function()
{
return !this.IsEnd();
}
AIIndustry._IsCargoAccepted <- AIIndustry.IsCargoAccepted;
AIIndustry.IsCargoAccepted <- function(industry_id, cargo_id)
{
return AIIndustry._IsCargoAccepted(industry_id, cargo_id) != AIIndustry.CAS_NOT_ACCEPTED;
}
AIAbstractList <- AIList;
AIList.ChangeItem <- AIList.SetValue;
AIRail.ERR_NONUNIFORM_STATIONS_DISABLED <- 0xFFFF;
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_ASK_MERGER <- AIEvent.ET_COMPANY_ASK_MERGER;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,65 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.1 API compatibility in effect.");
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_ASK_MERGER <- AIEvent.ET_COMPANY_ASK_MERGER;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIEvent.AI_ET_TOWN_FOUNDED <- AIEvent.ET_TOWN_FOUNDED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.2 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.3 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.4 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.5 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.6 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.7 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,17 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.8 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
AIBridge._GetName <- AIBridge.GetName;
AIBridge.GetName <- function(bridge_id)
{
return AIBridge._GetName(bridge_id, AIVehicle.VT_RAIL);
}

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@@ -1,8 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/

View File

@@ -1,69 +0,0 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/completeness.sh ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1
fi
cat ai/regression/tst_*/main.nut | tr ';' '\n' | awk '
/^function/ {
for (local in locals) {
delete locals[local]
}
if (match($0, "function Regression::Start") || match($0, "function Regression::Stop")) next
locals["this"] = "AIControllerSquirrel"
}
/local/ {
gsub(".*local", "local")
if (match($4, "^AI")) {
sub("\\(.*", "", $4)
locals[$2] = $4
}
}
/Valuate/ {
gsub(".*Valuate\\(", "")
gsub("\\).*", "")
gsub(",.*", "")
gsub("\\.", "::")
print $0
}
/\./ {
for (local in locals) {
if (match($0, local ".")) {
fname = substr($0, index($0, local "."))
sub("\\(.*", "", fname)
sub("\\.", "::", fname)
sub(local, locals[local], fname)
print fname
if (match(locals[local], "List")) {
sub(locals[local], "AIAbstractList", fname)
print fname
}
}
}
# We want to remove everything before the FIRST occurence of AI.
# If we do not remove any other occurences of AI from the string
# we will remove everything before the LAST occurence of AI, so
# do some little magic to make it work the way we want.
sub("AI", "AXXXXY")
gsub("AI", "AXXXXX")
sub(".*AXXXXY", "AI")
if (match($0, "^AI") && match($0, ".")) {
sub("\\(.*", "", $0)
sub("\\.", "::", $0)
print $0
}
}
' | sed 's/ //g' | sort | uniq > tmp.in_regression
grep 'DefSQ.*Method' ../src/script/api/ai/*.hpp.sq | grep -v 'AIError::' | grep -v 'AIAbstractList::Valuate' | grep -v '::GetClassName' | sed 's/^[^,]*, &//g;s/,[^,]*//g' | sort > tmp.in_api
diff -u tmp.in_regression tmp.in_api | grep -v '^+++' | grep '^+' | sed 's/^+//'
rm -f tmp.in_regression tmp.in_api

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@@ -1,20 +0,0 @@
[misc]
display_opt = SHOW_TOWN_NAMES|SHOW_STATION_NAMES|SHOW_SIGNS|WAYPOINTS
language = english.lng
[gui]
autosave = off
[game_creation]
town_name = english
[ai_players]
none =
regression =
[vehicle]
road_side = right
plane_speed = 2
[construction]
max_bridge_length = 100

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@@ -1,15 +0,0 @@
/* $Id$ */
class Regression extends AIInfo {
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
function GetName() { return "Regression"; }
function GetShortName() { return "REGR"; }
function GetDescription() { return "This runs regression-tests on some commands. On the same map the result should always be the same."; }
function GetVersion() { return 1; }
function GetAPIVersion() { return "1.9"; }
function GetDate() { return "2007-03-18"; }
function CreateInstance() { return "Regression"; }
}
RegisterAI(Regression());

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@@ -1,71 +0,0 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/run.sh ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1
fi
if [ -f scripts/game_start.scr ]; then
mv scripts/game_start.scr scripts/game_start.scr.regression
fi
params=""
gdb=""
if [ "$1" != "-r" ]; then
params="-snull -mnull -vnull:ticks=30000"
fi
if [ "$1" = "-g" ]; then
gdb="gdb --ex run --args "
fi
if [ -d "ai/regression/tst_$1" ]; then
tests="ai/regression/tst_$1"
elif [ -d "ai/regression/tst_$2" ]; then
tests="ai/regression/tst_$2"
else
tests=ai/regression/tst_*
fi
ret=0
for tst in $tests; do
echo -n "Running $tst... "
# Make sure that only one info.nut is present for each test run. Otherwise openttd gets confused.
cp ai/regression/regression_info.nut $tst/info.nut
sav=$tst/test.sav
if ! [ -f $sav ]; then
sav=ai/regression/empty.sav
fi
if [ -n "$gdb" ]; then
$gdb ./openttd -x -c ai/regression/regression.cfg $params -g $sav
else
./openttd -x -c ai/regression/regression.cfg $params -g $sav -d script=2 -d misc=9 2>&1 | awk '{ gsub("0x(\\(nil\\)|0+)(x0)?", "0x00000000", $0); gsub("^dbg: \\[script\\]", "", $0); gsub("^ ", "ERROR: ", $0); gsub("ERROR: \\[1\\] ", "", $0); gsub("\\[P\\] ", "", $0); print $0; }' | grep -v '^dbg: \[.*\]' > $tst/tmp.regression
fi
if [ -z "$gdb" ]; then
res="`diff -ub $tst/result.txt $tst/tmp.regression`"
if [ -z "$res" ]; then
echo "passed!"
else
echo "failed! Difference:"
echo "$res"
ret=1
fi
fi
rm $tst/info.nut
if [ "$1" != "-k" ]; then
rm -f $tst/tmp.regression
fi
done
if [ -f scripts/game_start.scr.regression ]; then
mv scripts/game_start.scr.regression scripts/game_start.scr
fi
exit $ret

View File

@@ -1,154 +0,0 @@
Option Explicit
' $Id$
'
' This file is part of OpenTTD.
' OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
' OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
' See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
Dim FSO
Set FSO = CreateObject("Scripting.FileSystemObject")
Function GetTestList()
Dim retests, i, tests, dir
Set retests = New RegExp
Set GetTestList = CreateObject("Scripting.Dictionary")
retests.Pattern = "ai/regression/tst_*"
retests.Global = True
For i = 0 To WScript.Arguments.Count - 1
Dim test
test = "ai/regression/tst_" & WScript.Arguments.Item(i)
If FSO.FolderExists(test) Then
retests.Pattern = test
Exit For
End If
Next
For Each dir In FSO.GetFolder("ai/regression/").SubFolders
Dim name
name = "ai/regression/" & dir.Name
If retests.Test(name) Then
GetTestList.Add name, name
End If
Next
End Function
Function GetParams()
GetParams = "-snull -mnull -vnull:ticks=30000"
If WScript.Arguments.Count = 0 Then Exit Function
If WScript.Arguments.Item(0) <> "-r" Then Exit Function
GetParams = ""
End Function
Sub FilterFile(filename)
Dim lines, filter, file
Set file = FSO.OpenTextFile(filename, 1)
If Not file.AtEndOfStream Then
lines = file.ReadAll
End If
file.Close
Set filter = New RegExp
filter.Global = True
filter.Multiline = True
filter.Pattern = "0x(\(nil\)|0+)(x0)?"
lines = filter.Replace(lines, "0x00000000")
filter.Pattern = "^dbg: \[script\]"
lines = filter.Replace(lines, "")
filter.Pattern = "^ "
lines = filter.Replace(lines, "ERROR: ")
filter.Pattern = "ERROR: \[1\] \[P\] "
lines = filter.Replace(lines, "")
filter.Pattern = "^dbg: .*\r\n"
lines = filter.Replace(lines, "")
Set file = FSO.OpenTextFile(filename, 2)
file.Write lines
file.Close
End Sub
Function CompareFiles(filename1, filename2)
Dim file, lines1, lines2
Set file = FSO.OpenTextFile(filename1, 1)
If Not file.AtEndOfStream Then
lines1 = file.ReadAll
End IF
file.Close
Set file = FSO.OpenTextFile(filename2, 1)
If Not file.AtEndOfStream Then
lines2 = file.ReadAll
End IF
file.Close
CompareFiles = (lines1 = lines2)
End Function
Function RunTest(test, params, ret)
Dim WshShell, oExec, sav, command
Set WshShell = CreateObject("WScript.Shell")
' Make sure that only one info.nut is present for each test run. Otherwise openttd gets confused.
FSO.CopyFile "ai/regression/regression_info.nut", test & "/info.nut"
sav = test & "/test.sav"
If Not FSO.FileExists(sav) Then
sav = "ai/regression/empty.sav"
End If
command = ".\openttd -x -c ai/regression/regression.cfg " & params & " -g " & sav & " -d script=2 -d misc=9"
' 2>&1 must be after >tmp.regression, else stderr is not redirected to the file
WshShell.Run "cmd /c " & command & " >"& test & "/tmp.regression 2>&1", 0, True
FilterFile test & "/tmp.regression"
If CompareFiles(test & "/result.txt", test & "/tmp.regression") Then
RunTest = "passed!"
Else
RunTest = "failed!"
ret = 1
End If
FSO.DeleteFile test & "/info.nut"
If WScript.Arguments.Count > 0 Then
If WScript.Arguments.Item(0) = "-k" Then
Exit Function
End If
End If
FSO.DeleteFile test & "/tmp.regression"
End Function
On Error Resume Next
WScript.StdOut.WriteLine ""
If Err.Number <> 0 Then
WScript.Echo "This script must be started with cscript."
WScript.Quit 1
End If
On Error Goto 0
If Not FSO.FileExists("ai/regression/run.vbs") Then
WScript.Echo "Make sure you are in the root of OpenTTD before starting this script."
WScript.Quit 1
End If
If FSO.FileExists("scripts/game_start.scr") Then
FSO.MoveFile "scripts/game_start.scr", "scripts/game_start.scr.regression"
End If
Dim params, test, ret
params = GetParams()
ret = 0
For Each test in GetTestList()
WScript.StdOut.Write "Running " & test & "... "
WScript.StdOut.WriteLine RunTest(test, params, ret)
Next
If FSO.FileExists("scripts/game_start.scr.regression") Then
FSO.MoveFile "scripts/game_start.scr.regression", "scripts/game_start.scr"
End If
WScript.Quit ret

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@@ -1,4 +0,0 @@
/* $Id$ */
print(" Required this file");

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@@ -1,216 +0,0 @@
/* $Id$ */
class Regression extends AIController {
function Start();
};
function Regression::StationList()
{
local list = AIStationList(AIStation.STATION_BUS_STOP + AIStation.STATION_TRUCK_STOP);
print("");
print("--StationList--");
print(" Count(): " + list.Count());
list.Valuate(AIStation.GetLocation);
print(" Location ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetCargoWaiting, 0);
print(" CargoWaiting(0) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetCargoWaiting, 1);
print(" CargoWaiting(1) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_Cargo()
{
print("");
print("--StationList_Cargo--");
for (local mode = AIStationList_Cargo.CM_WAITING; mode <= AIStationList_Cargo.CM_PLANNED; ++mode) {
print(" " + mode);
for (local selector = AIStationList_Cargo.CS_BY_FROM; selector <= AIStationList_Cargo.CS_FROM_BY_VIA ; ++selector) {
print(" " + selector);
local list = AIStationList_Cargo(mode, selector, 6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
}
}
};
function Regression::StationList_CargoPlanned()
{
print("");
print("--StationList_CargoPlanned--");
for (local selector = AIStationList_Cargo.CS_BY_FROM; selector <= AIStationList_Cargo.CS_FROM_BY_VIA; ++selector) {
print(" " + selector);
local list = AIStationList_CargoPlanned(selector, 6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
}
};
function Regression::StationList_CargoPlannedByFrom()
{
print("");
print("--StationList_CargoPlannedByFrom--");
local list = AIStationList_CargoPlannedByFrom(2, 0);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoPlannedByVia()
{
print("");
print("--StationList_CargoPlannedByVia--");
local list = AIStationList_CargoPlannedByVia(2, 0);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoPlannedViaByFrom()
{
print("");
print("--StationList_CargoPlannedViaByFrom--");
local list = AIStationList_CargoPlannedViaByFrom(6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoPlannedFromByVia()
{
print("");
print("--StationList_CargoPlannedFromByVia--");
local list = AIStationList_CargoPlannedFromByVia(6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoWaiting()
{
print("");
print("--StationList_CargoWaiting--");
for (local selector = AIStationList_Cargo.CS_BY_FROM; selector <= AIStationList_Cargo.CS_FROM_BY_VIA; ++selector) {
print(" " + selector);
local list = AIStationList_CargoWaiting(selector, 6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
}
};
function Regression::StationList_CargoWaitingByFrom()
{
print("");
print("--StationList_CargoWaitingByFrom--");
local list = AIStationList_CargoWaitingByFrom(2, 0);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoWaitingByVia()
{
print("");
print("--StationList_CargoWaitingByVia--");
local list = AIStationList_CargoWaitingByVia(2, 0);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoWaitingViaByFrom()
{
print("");
print("--StationList_CargoWaitingViaByFrom--");
local list = AIStationList_CargoWaitingViaByFrom(6, 0, 7);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_CargoWaitingFromByVia()
{
print("");
print("--StationList_CargoWaitingFromByVia--");
local list = AIStationList_CargoWaitingFromByVia(2, 0, 2);
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
};
function Regression::StationList_Vehicle()
{
local list = AIStationList_Vehicle(12);
print("");
print("--StationList_Vehicle--");
print(" Count(): " + list.Count());
list.Valuate(AIStation.GetLocation);
print(" Location ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetCargoWaiting, 0);
print(" CargoWaiting(0) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetCargoWaiting, 1);
print(" CargoWaiting(1) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetCargoRating, 1);
print(" CargoRating(1) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetDistanceManhattanToTile, 30000);
print(" DistanceManhattanToTile(30000) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.GetDistanceSquareToTile, 30000);
print(" DistanceSquareToTile(30000) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
list.Valuate(AIStation.IsWithinTownInfluence, 0);
print(" IsWithinTownInfluence(0) ListDump:");
for (local i = list.Begin(); !list.IsEnd(); i = list.Next()) {
print(" " + i + " => " + list.GetValue(i));
}
}
function Regression::Start()
{
StationList();
StationList_Cargo();
StationList_CargoPlanned();
StationList_CargoPlannedByFrom();
StationList_CargoPlannedByVia();
StationList_CargoPlannedViaByFrom();
StationList_CargoPlannedFromByVia();
StationList_CargoWaiting();
StationList_CargoWaitingByFrom();
StationList_CargoWaitingByVia();
StationList_CargoWaitingViaByFrom();
StationList_CargoWaitingFromByVia();
StationList_Vehicle();
}

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@@ -1,127 +0,0 @@
--StationList--
Count(): 5
Location ListDump:
6 => 42341
2 => 41831
7 => 41825
5 => 33421
4 => 33411
CargoWaiting(0) ListDump:
7 => 6
6 => 6
2 => 3
5 => 0
4 => 0
CargoWaiting(1) ListDump:
7 => 0
6 => 0
5 => 0
4 => 0
2 => 0
--StationList_Cargo--
0
0
6 => 6
1
6 => 2
2
2 => 4
7 => 2
3
1
0
7 => 18
6 => 16
2 => 7
1
6 => 8
2 => 3
2
2 => 16
6 => 14
7 => 11
3
6 => 10
2 => 8
--StationList_CargoPlanned--
0
7 => 18
6 => 16
2 => 7
1
6 => 8
2 => 3
2
2 => 16
6 => 14
7 => 11
3
6 => 10
2 => 8
--StationList_CargoPlannedByFrom--
7 => 8
6 => 8
2 => 7
--StationList_CargoPlannedByVia--
2 => 16
6 => 7
--StationList_CargoPlannedViaByFrom--
6 => 8
2 => 3
--StationList_CargoPlannedFromByVia--
6 => 10
2 => 8
--StationList_CargoWaiting--
0
6 => 6
1
6 => 2
2
2 => 4
7 => 2
3
--StationList_CargoWaitingByFrom--
2 => 3
--StationList_CargoWaitingByVia--
6 => 3
--StationList_CargoWaitingViaByFrom--
6 => 2
--StationList_CargoWaitingFromByVia--
6 => 3
--StationList_Vehicle--
Count(): 2
Location ListDump:
5 => 33421
4 => 33411
CargoWaiting(0) ListDump:
5 => 0
4 => 0
CargoWaiting(1) ListDump:
5 => 0
4 => 0
CargoRating(1) ListDump:
5 => -1
4 => -1
DistanceManhattanToTile(30000) ListDump:
5 => 106
4 => 96
DistanceSquareToTile(30000) ListDump:
5 => 8818
4 => 7058
IsWithinTownInfluence(0) ListDump:
5 => 0
4 => 0
ERROR: The script died unexpectedly.

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.2 API compatibility in effect.");
GSTown._SetGrowthRate <- GSTown.SetGrowthRate;
GSTown.SetGrowthRate <- function(town_id, days_between_town_growth)
{
/* Growth rate 0 caused resetting the custom growth rate. While this was undocumented, it was used nevertheless (ofc). */
if (days_between_town_growth == 0) days_between_town_growth = GSTown.TOWN_GROWTH_NORMAL;
return GSTown._SetGrowthRate(town_id, days_between_town_growth);
}
/* 1.5 adds a game element reference to the news. */
GSNews._Create <- GSNews.Create;
GSNews.Create <- function(type, text, company)
{
return GSNews._Create(type, text, company, GSNews.NR_NONE, 0);
}
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.3 API compatibility in effect.");
GSTown._SetGrowthRate <- GSTown.SetGrowthRate;
GSTown.SetGrowthRate <- function(town_id, days_between_town_growth)
{
/* Growth rate 0 caused resetting the custom growth rate. While this was undocumented, it was used nevertheless (ofc). */
if (days_between_town_growth == 0) days_between_town_growth = GSTown.TOWN_GROWTH_NORMAL;
return GSTown._SetGrowthRate(town_id, days_between_town_growth);
}
/* 1.5 adds a game element reference to the news. */
GSNews._Create <- GSNews.Create;
GSNews.Create <- function(type, text, company)
{
return GSNews._Create(type, text, company, GSNews.NR_NONE, 0);
}
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.4 API compatibility in effect.");
/* 1.5 adds a game element reference to the news. */
GSNews._Create <- GSNews.Create;
GSNews.Create <- function(type, text, company)
{
return GSNews._Create(type, text, company, GSNews.NR_NONE, 0);
}
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.5 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.6 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.7 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
GSLog.Info("1.8 API compatibility in effect.");
/* 1.9 adds a vehicle type parameter. */
GSBridge._GetName <- GSBridge.GetName;
GSBridge.GetName <- function(bridge_id)
{
return GSBridge._GetName(bridge_id, GSVehicle.VT_RAIL);
}

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/

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start_ai MyAI

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# Show a MOTD
say "Welcome..."

25
bridge.h Normal file
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/* $Id$ */
/** @file bridge.h Header file for bridges */
#ifndef BRIDGE_H
#define BRIDGE_H
/** Struct containing information about a single bridge type
*/
typedef struct Bridge {
byte avail_year; ///< the year in which the bridge becomes available
byte min_length; ///< the minimum length of the bridge (not counting start and end tile)
byte max_length; ///< the maximum length of the bridge (not counting start and end tile)
uint16 price; ///< the relative price of the bridge
uint16 speed; ///< maximum travel speed
PalSpriteID sprite; ///< the sprite which is used in the GUI (possibly with a recolor sprite)
StringID material; ///< the string that contains the bridge description
PalSpriteID **sprite_table; ///< table of sprites for drawing the bridge
byte flags; ///< bit 0 set: disable drawing of far pillars.
} Bridge;
extern const Bridge orig_bridge[MAX_BRIDGES];
extern Bridge _bridge[MAX_BRIDGES];
#endif /* BRIDGE_H */

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bridge_gui.c Normal file
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/* $Id$ */
/** @file bridge_gui.c Graphical user interface for bridge construction*/
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "window.h"
#include "gui.h"
#include "viewport.h"
#include "gfx.h"
#include "command.h"
#include "sound.h"
#include "variables.h"
#include "bridge.h"
static struct BridgeData {
uint count;
TileIndex start_tile;
TileIndex end_tile;
byte type;
byte indexes[MAX_BRIDGES];
int32 costs[MAX_BRIDGES];
} _bridgedata;
void CcBuildBridge(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) SndPlayTileFx(SND_27_BLACKSMITH_ANVIL, tile);
}
static void BuildBridge(Window *w, int i)
{
DeleteWindow(w);
DoCommandP(_bridgedata.end_tile, _bridgedata.start_tile,
_bridgedata.indexes[i] | (_bridgedata.type << 8), CcBuildBridge,
CMD_BUILD_BRIDGE | CMD_AUTO | CMD_MSG(STR_5015_CAN_T_BUILD_BRIDGE_HERE));
}
static void BuildBridgeWndProc(Window *w, WindowEvent *e)
{
switch(e->event) {
case WE_PAINT: {
uint i;
DrawWindowWidgets(w);
for (i = 0; i < 4 && i + w->vscroll.pos < _bridgedata.count; i++) {
const Bridge *b = &_bridge[_bridgedata.indexes[i + w->vscroll.pos]];
SetDParam(2, _bridgedata.costs[i + w->vscroll.pos]);
SetDParam(1, (b->speed >> 4) * 10);
SetDParam(0, b->material);
DrawSprite(b->sprite, 3, 15 + i * 22);
DrawString(44, 15 + i * 22 , STR_500D, 0);
}
} break;
case WE_KEYPRESS: {
uint i = e->keypress.keycode - '1';
if (i < 9 && i < _bridgedata.count) {
e->keypress.cont = false;
BuildBridge(w, i);
}
break;
}
case WE_CLICK:
if (e->click.widget == 2) {
uint ind = ((int)e->click.pt.y - 14) / 22;
if (ind < 4 && (ind += w->vscroll.pos) < _bridgedata.count)
BuildBridge(w, ind);
}
break;
}
}
static const Widget _build_bridge_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 199, 0, 13, STR_100D_SELECT_RAIL_BRIDGE, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_MATRIX, RESIZE_NONE, 7, 0, 187, 14, 101, 0x401, STR_101F_BRIDGE_SELECTION_CLICK},
{ WWT_SCROLLBAR, RESIZE_NONE, 7, 188, 199, 14, 101, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST},
{ WIDGETS_END},
};
static const WindowDesc _build_bridge_desc = {
-1, -1, 200, 102,
WC_BUILD_BRIDGE,WC_BUILD_TOOLBAR,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_bridge_widgets,
BuildBridgeWndProc
};
static const Widget _build_road_bridge_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 199, 0, 13, STR_1803_SELECT_ROAD_BRIDGE, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_MATRIX, RESIZE_NONE, 7, 0, 187, 14, 101, 0x401, STR_101F_BRIDGE_SELECTION_CLICK},
{ WWT_SCROLLBAR, RESIZE_NONE, 7, 188, 199, 14, 101, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST},
{ WIDGETS_END},
};
static const WindowDesc _build_road_bridge_desc = {
-1, -1, 200, 102,
WC_BUILD_BRIDGE,WC_BUILD_TOOLBAR,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_road_bridge_widgets,
BuildBridgeWndProc
};
void ShowBuildBridgeWindow(TileIndex start, TileIndex end, byte bridge_type)
{
uint j = 0;
int32 ret;
StringID errmsg;
DeleteWindowById(WC_BUILD_BRIDGE, 0);
_bridgedata.type = bridge_type;
_bridgedata.start_tile = start;
_bridgedata.end_tile = end;
errmsg = INVALID_STRING_ID;
// only query bridge building possibility once, result is the same for all bridges!
// returns CMD_ERROR on failure, and price on success
ret = DoCommandByTile(end, start, (bridge_type << 8), DC_AUTO | DC_QUERY_COST, CMD_BUILD_BRIDGE);
if (CmdFailed(ret)) {
errmsg = _error_message;
} else {
// check which bridges can be built
int bridge_len; // length of the middle parts of the bridge
int tot_bridgedata_len; // total length of bridge
// get absolute bridge length
bridge_len = GetBridgeLength(start, end);
tot_bridgedata_len = bridge_len + 2;
tot_bridgedata_len = CalcBridgeLenCostFactor(tot_bridgedata_len);
for (bridge_type = 0; bridge_type != MAX_BRIDGES; bridge_type++) { // loop for all bridgetypes
if (CheckBridge_Stuff(bridge_type, bridge_len)) {
const Bridge *b = &_bridge[bridge_type];
// bridge is accepted, add to list
// add to terraforming & bulldozing costs the cost of the bridge itself (not computed with DC_QUERY_COST)
_bridgedata.costs[j] = ret + (((int64)tot_bridgedata_len * _price.build_bridge * b->price) >> 8);
_bridgedata.indexes[j] = bridge_type;
j++;
}
}
}
_bridgedata.count = j;
if (j != 0) {
Window *w = AllocateWindowDesc((_bridgedata.type & 0x80) ? &_build_road_bridge_desc : &_build_bridge_desc);
w->vscroll.cap = 4;
w->vscroll.count = (byte)j;
} else {
ShowErrorMessage(errmsg, STR_5015_CAN_T_BUILD_BRIDGE_HERE, TileX(end) * 16, TileY(end) * 16);
}
}

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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "callback_table.h"
#include "functions.h"
// If you add a callback for DoCommandP, also add the callback in here
// see below for the full list!
// If you don't do it, it won't work across the network!!
/* aircraft_gui.c */
CommandCallback CcBuildAircraft;
CommandCallback CcCloneAircraft;
/* airport_gui.c */
CommandCallback CcBuildAirport;
/* bridge_gui.c */
CommandCallback CcBuildBridge;
/* dock_gui.c */
CommandCallback CcBuildDocks;
CommandCallback CcBuildCanal;
/* main_gui.c */
CommandCallback CcPlaySound10;
CommandCallback CcPlaceSign;
CommandCallback CcTerraform;
CommandCallback CcBuildTown;
/* rail_gui.c */
CommandCallback CcPlaySound1E;
CommandCallback CcRailDepot;
CommandCallback CcStation;
CommandCallback CcBuildRailTunnel;
/* road_gui.c */
CommandCallback CcPlaySound1D;
CommandCallback CcBuildRoadTunnel;
CommandCallback CcRoadDepot;
/* roadveh_gui.c */
CommandCallback CcBuildRoadVeh;
CommandCallback CcCloneRoadVeh;
/* ship_gui.c */
CommandCallback CcBuildShip;
CommandCallback CcCloneShip;
/* train_gui.c */
CommandCallback CcBuildWagon;
CommandCallback CcBuildLoco;
CommandCallback CcCloneTrain;
CommandCallback *_callback_table[] = {
/* 0x00 */ NULL,
/* 0x01 */ CcBuildAircraft,
/* 0x02 */ CcBuildAirport,
/* 0x03 */ CcBuildBridge,
/* 0x04 */ CcBuildCanal,
/* 0x05 */ CcBuildDocks,
/* 0x06 */ CcBuildLoco,
/* 0x07 */ CcBuildRoadVeh,
/* 0x08 */ CcBuildShip,
/* 0x09 */ CcBuildTown,
/* 0x0A */ CcBuildRoadTunnel,
/* 0x0B */ CcBuildRailTunnel,
/* 0x0C */ CcBuildWagon,
/* 0x0D */ CcRoadDepot,
/* 0x0E */ CcRailDepot,
/* 0x0F */ CcPlaceSign,
/* 0x10 */ CcPlaySound10,
/* 0x11 */ CcPlaySound1D,
/* 0x12 */ CcPlaySound1E,
/* 0x13 */ CcStation,
/* 0x14 */ CcTerraform,
/* 0x15 */ CcCloneAircraft,
/* 0x16 */ CcCloneRoadVeh,
/* 0x17 */ CcCloneShip,
/* 0x18 */ CcCloneTrain,
};
const int _callback_table_count = lengthof(_callback_table);

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/* $Id$ */
#ifndef CALLBACK_TABLE_H
#define CALLBACK_TABLE_H
#include "functions.h"
extern CommandCallback *_callback_table[];
extern const int _callback_table_count;
#endif /* CALLBACK_TABLE_H */

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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "player.h"
#include "tile.h"
#include "viewport.h"
#include "command.h"
#include "variables.h"
#include "table/sprites.h"
typedef struct TerraformerHeightMod {
TileIndex tile;
byte height;
} TerraformerHeightMod;
typedef struct TerraformerState {
int height[4];
uint32 flags;
int direction;
int modheight_count;
int tile_table_count;
int32 cost;
TileIndex *tile_table;
TerraformerHeightMod *modheight;
} TerraformerState;
static int TerraformAllowTileProcess(TerraformerState *ts, TileIndex tile)
{
TileIndex *t;
int count;
if (TileX(tile) == MapMaxX() || TileY(tile) == MapMaxY()) return -1;
t = ts->tile_table;
for (count = ts->tile_table_count; count != 0; count--, t++) {
if (*t == tile) return 0;
}
return 1;
}
static int TerraformGetHeightOfTile(TerraformerState *ts, TileIndex tile)
{
TerraformerHeightMod *mod = ts->modheight;
int count;
for (count = ts->modheight_count; count != 0; count--, mod++) {
if (mod->tile == tile) return mod->height;
}
return TileHeight(tile);
}
static void TerraformAddDirtyTile(TerraformerState *ts, TileIndex tile)
{
int count;
TileIndex *t;
count = ts->tile_table_count;
if (count >= 625) return;
for(t = ts->tile_table; count != 0; count--,t++) {
if (*t == tile) return;
}
ts->tile_table[ts->tile_table_count++] = tile;
}
static void TerraformAddDirtyTileAround(TerraformerState *ts, TileIndex tile)
{
TerraformAddDirtyTile(ts, tile + TileDiffXY( 0, -1));
TerraformAddDirtyTile(ts, tile + TileDiffXY(-1, -1));
TerraformAddDirtyTile(ts, tile + TileDiffXY(-1, 0));
TerraformAddDirtyTile(ts, tile);
}
static int TerraformProc(TerraformerState *ts, TileIndex tile, int mode)
{
int r;
assert(tile < MapSize());
if ((r=TerraformAllowTileProcess(ts, tile)) <= 0)
return r;
if (!IsTileType(tile, MP_RAILWAY)) {
int32 ret = DoCommandByTile(tile, 0,0, ts->flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) {
_terraform_err_tile = tile;
return -1;
}
ts->cost += ret;
}
if (ts->tile_table_count >= 625) return -1;
ts->tile_table[ts->tile_table_count++] = tile;
return 0;
}
static bool TerraformTileHeight(TerraformerState *ts, TileIndex tile, int height)
{
int nh;
TerraformerHeightMod *mod;
int count;
assert(tile < MapSize());
if (height < 0) {
_error_message = STR_1003_ALREADY_AT_SEA_LEVEL;
return false;
}
_error_message = STR_1004_TOO_HIGH;
if (height > 15) return false;
nh = TerraformGetHeightOfTile(ts, tile);
if (nh < 0 || height == nh) return false;
if (TerraformProc(ts, tile, 0) < 0) return false;
if (TerraformProc(ts, tile + TileDiffXY( 0, -1), 1) < 0) return false;
if (TerraformProc(ts, tile + TileDiffXY(-1, -1), 2) < 0) return false;
if (TerraformProc(ts, tile + TileDiffXY(-1, 0), 3) < 0) return false;
mod = ts->modheight;
count = ts->modheight_count;
for (;;) {
if (count == 0) {
if (ts->modheight_count >= 576)
return false;
ts->modheight_count++;
break;
}
if (mod->tile == tile) break;
mod++;
count--;
}
mod->tile = tile;
mod->height = (byte)height;
ts->cost += _price.terraform;
{
int direction = ts->direction, r;
const TileIndexDiffC *ttm;
static const TileIndexDiffC _terraform_tilepos[] = {
{ 1, 0},
{-2, 0},
{ 1, 1},
{ 0, -2}
};
for(ttm = _terraform_tilepos; ttm != endof(_terraform_tilepos); ttm++) {
tile += ToTileIndexDiff(*ttm);
r = TerraformGetHeightOfTile(ts, tile);
if (r != height && r-direction != height && r+direction != height) {
if (!TerraformTileHeight(ts, tile, r+direction))
return false;
}
}
}
return true;
}
/** Terraform land
* @param x,y coordinates to terraform
* @param p1 corners to terraform.
* @param p2 direction; eg up or down
*/
int32 CmdTerraformLand(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TerraformerState ts;
TileIndex tile;
int direction;
TerraformerHeightMod modheight_data[576];
TileIndex tile_table_data[625];
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
_error_message = INVALID_STRING_ID;
_terraform_err_tile = 0;
ts.direction = direction = p2 ? 1 : -1;
ts.flags = flags;
ts.modheight_count = ts.tile_table_count = 0;
ts.cost = 0;
ts.modheight = modheight_data;
ts.tile_table = tile_table_data;
tile = TileVirtXY(x, y);
/* Make an extra check for map-bounds cause we add tiles to the originating tile */
if (tile + TileDiffXY(1, 1) >= MapSize()) return CMD_ERROR;
if (p1 & 1) {
if (!TerraformTileHeight(&ts, tile + TileDiffXY(1, 0),
TileHeight(tile + TileDiffXY(1, 0)) + direction))
return CMD_ERROR;
}
if (p1 & 2) {
if (!TerraformTileHeight(&ts, tile + TileDiffXY(1, 1),
TileHeight(tile + TileDiffXY(1, 1)) + direction))
return CMD_ERROR;
}
if (p1 & 4) {
if (!TerraformTileHeight(&ts, tile + TileDiffXY(0, 1),
TileHeight(tile + TileDiffXY(0, 1)) + direction))
return CMD_ERROR;
}
if (p1 & 8) {
if (!TerraformTileHeight(&ts, tile + TileDiffXY(0, 0),
TileHeight(tile + TileDiffXY(0, 0)) + direction))
return CMD_ERROR;
}
{ /* Check if tunnel or track would take damage */
int count;
TileIndex *ti = ts.tile_table;
for (count = ts.tile_table_count; count != 0; count--, ti++) {
uint a, b, c, d, r, min;
TileIndex tile = *ti;
_terraform_err_tile = tile;
a = TerraformGetHeightOfTile(&ts, tile + TileDiffXY(0, 0));
b = TerraformGetHeightOfTile(&ts, tile + TileDiffXY(1, 0));
c = TerraformGetHeightOfTile(&ts, tile + TileDiffXY(0, 1));
d = TerraformGetHeightOfTile(&ts, tile + TileDiffXY(1, 1));
r = GetTileh(a, b, c, d, &min);
if (IsTileType(tile, MP_RAILWAY)) {
if (IsSteepTileh(r)) return_cmd_error(STR_1008_MUST_REMOVE_RAILROAD_TRACK);
if (IsPlainRailTile(tile)) {
extern const TrackBits _valid_tileh_slopes[2][15];
if (GetTrackBits(tile) & ~_valid_tileh_slopes[0][r]) return_cmd_error(STR_1008_MUST_REMOVE_RAILROAD_TRACK);
} else return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
}
if (direction == -1 && !CheckTunnelInWay(tile, min)) return_cmd_error(STR_1002_EXCAVATION_WOULD_DAMAGE);
_terraform_err_tile = 0;
}
}
if (flags & DC_EXEC) {
/* Clear the landscape at the tiles */
{
int count;
TileIndex *ti = ts.tile_table;
for (count = ts.tile_table_count; count != 0; count--, ti++) {
DoCommandByTile(*ti, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
}
/* change the height */
{
int count;
TerraformerHeightMod *mod;
mod = ts.modheight;
for (count = ts.modheight_count; count != 0; count--, mod++) {
TileIndex til = mod->tile;
SetTileHeight(til, mod->height);
TerraformAddDirtyTileAround(&ts, til);
}
}
/* finally mark the dirty tiles dirty */
{
int count;
TileIndex *ti = ts.tile_table;
for (count = ts.tile_table_count; count != 0; count--, ti++) {
MarkTileDirtyByTile(*ti);
}
}
}
return ts.cost;
}
/** Levels a selected (rectangle) area of land
* @param x,y end tile of area-drag
* @param p1 start tile of area drag
* @param p2 unused
*/
int32 CmdLevelLand(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
{
int size_x, size_y;
int sx, sy;
uint h, curh;
TileIndex tile;
int32 ret, cost, money;
if (p1 >= MapSize()) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
// remember level height
h = TileHeight(p1);
ex >>= 4; ey >>= 4;
// make sure sx,sy are smaller than ex,ey
sx = TileX(p1);
sy = TileY(p1);
if (ex < sx) intswap(ex, sx);
if (ey < sy) intswap(ey, sy);
tile = TileXY(sx, sy);
size_x = ex-sx+1;
size_y = ey-sy+1;
money = GetAvailableMoneyForCommand();
cost = 0;
BEGIN_TILE_LOOP(tile2, size_x, size_y, tile) {
curh = TileHeight(tile2);
while (curh != h) {
ret = DoCommandByTile(tile2, 8, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) break;
cost += ret;
if (flags & DC_EXEC) {
if ((money -= ret) < 0) {
_additional_cash_required = ret;
return cost - ret;
}
DoCommandByTile(tile2, 8, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
}
curh += (curh > h) ? -1 : 1;
}
} END_TILE_LOOP(tile2, size_x, size_y, tile)
return (cost == 0) ? CMD_ERROR : cost;
}
/** Purchase a land area. Actually you only purchase one tile, so
* the name is a bit confusing ;p
* @param x,y the tile the player is purchasing
* @param p1 unused
* @param p2 unused
*/
int32 CmdPurchaseLandArea(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile;
int32 cost;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
tile = TileVirtXY(x, y);
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (IsTileType(tile, MP_UNMOVABLE) && _m[tile].m5 == 3 &&
IsTileOwner(tile, _current_player))
return_cmd_error(STR_5807_YOU_ALREADY_OWN_IT);
cost = DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(cost)) return CMD_ERROR;
if (flags & DC_EXEC) {
ModifyTile(tile,
MP_SETTYPE(MP_UNMOVABLE) | MP_MAPOWNER_CURRENT | MP_MAP5,
3 /* map5 */
);
}
return cost + _price.purchase_land * 10;
}
static int32 ClearTile_Clear(TileIndex tile, byte flags)
{
static const int32 null = 0;
static const int32* clear_price_table[] = {
&null,
&_price.clear_1,
&_price.clear_1,
&_price.clear_1,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.clear_2,
&_price.clear_2,
&_price.clear_2,
&_price.clear_2,
&_price.clear_3,
&_price.clear_3,
&_price.clear_3,
&_price.clear_3,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.purchase_land,
&_price.clear_2,
&_price.clear_2,
&_price.clear_2,
&_price.clear_2,
};
const int32 *price = clear_price_table[GB(_m[tile].m5, 0, 5)];
if (flags & DC_EXEC) DoClearSquare(tile);
return *price;
}
/** Sell a land area. Actually you only sell one tile, so
* the name is a bit confusing ;p
* @param x,y the tile the player is selling
* @param p1 unused
* @param p2 unused
*/
int32 CmdSellLandArea(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
tile = TileVirtXY(x, y);
if (!IsTileType(tile, MP_UNMOVABLE) || _m[tile].m5 != 3) return CMD_ERROR;
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR;
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (flags & DC_EXEC)
DoClearSquare(tile);
return - _price.purchase_land * 2;
}
#include "table/clear_land.h"
void DrawClearLandTile(const TileInfo *ti, byte set)
{
DrawGroundSprite(SPR_FLAT_BARE_LAND + _tileh_to_sprite[ti->tileh] + set * 19);
}
void DrawHillyLandTile(const TileInfo *ti)
{
if (ti->tileh != 0) {
DrawGroundSprite(SPR_FLAT_ROUGH_LAND + _tileh_to_sprite[ti->tileh]);
} else {
DrawGroundSprite(_landscape_clear_sprites[GB(ti->x ^ ti->y, 4, 3)]);
}
}
void DrawClearLandFence(const TileInfo *ti)
{
byte m4 = _m[ti->tile].m4;
byte z = ti->z;
if (ti->tileh & 2) {
z += 8;
if (ti->tileh == 0x17) z += 8;
}
if (GB(m4, 5, 3) != 0) {
DrawGroundSpriteAt(_clear_land_fence_sprites_1[GB(m4, 5, 3) - 1] + _fence_mod_by_tileh[ti->tileh], ti->x, ti->y, z);
}
if (GB(m4, 2, 3) != 0) {
DrawGroundSpriteAt(_clear_land_fence_sprites_1[GB(m4, 2, 3) - 1] + _fence_mod_by_tileh_2[ti->tileh], ti->x, ti->y, z);
}
}
static void DrawTile_Clear(TileInfo *ti)
{
switch (GB(ti->map5, 2, 3)) {
case 0:
DrawClearLandTile(ti, GB(ti->map5, 0, 2));
break;
case 1:
DrawHillyLandTile(ti);
break;
case 2:
DrawGroundSprite(SPR_FLAT_ROCKY_LAND_1 + _tileh_to_sprite[ti->tileh]);
break;
case 3:
DrawGroundSprite(_clear_land_sprites_1[GB(_m[ti->tile].m3, 0, 4)] + _tileh_to_sprite[ti->tileh]);
break;
case 4:
DrawGroundSprite(_clear_land_sprites_2[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
break;
case 5:
DrawGroundSprite(_clear_land_sprites_3[GB(ti->map5, 0, 2)] + _tileh_to_sprite[ti->tileh]);
break;
}
DrawClearLandFence(ti);
}
static uint GetSlopeZ_Clear(const TileInfo* ti)
{
return GetPartialZ(ti->x & 0xF, ti->y & 0xF, ti->tileh) + ti->z;
}
static uint GetSlopeTileh_Clear(const TileInfo *ti)
{
return ti->tileh;
}
static void GetAcceptedCargo_Clear(TileIndex tile, AcceptedCargo ac)
{
/* unused */
}
static void AnimateTile_Clear(TileIndex tile)
{
/* unused */
}
void TileLoopClearHelper(TileIndex tile)
{
byte self;
byte neighbour;
TileIndex dirty = INVALID_TILE;
switch (GetTileType(tile)) {
case MP_CLEAR:
self = (GB(_m[tile].m5, 0, 5) == 15);
break;
default:
self = 0;
break;
}
switch (GetTileType(TILE_ADDXY(tile, 1, 0))) {
case MP_CLEAR:
neighbour = (GB(_m[TILE_ADDXY(tile, 1, 0)].m5, 0, 5) == 15);
break;
default:
neighbour = 0;
break;
}
if (GB(_m[tile].m4, 5, 3) == 0) {
if (self != neighbour) {
SB(_m[tile].m4, 5, 3, 3);
dirty = tile;
}
} else {
if (self == 0 && neighbour == 0) {
SB(_m[tile].m4, 5, 3, 0);
dirty = tile;
}
}
switch (GetTileType(TILE_ADDXY(tile, 0, 1))) {
case MP_CLEAR:
neighbour = (GB(_m[TILE_ADDXY(tile, 0, 1)].m5, 0, 5) == 15);
break;
default:
neighbour = 0;
break;
}
if (GB(_m[tile].m4, 2, 3) == 0) {
if (self != neighbour) {
SB(_m[tile].m4, 2, 3, 3);
dirty = tile;
}
} else {
if (self == 0 && neighbour == 0) {
SB(_m[tile].m4, 2, 3, 0);
dirty = tile;
}
}
if (dirty != INVALID_TILE) MarkTileDirtyByTile(dirty);
}
/* convert into snowy tiles */
static void TileLoopClearAlps(TileIndex tile)
{
int k;
byte m5,tmp;
/* distance from snow line, in steps of 8 */
k = GetTileZ(tile) - _opt.snow_line;
m5 = _m[tile].m5 & 0x1C;
tmp = _m[tile].m5 & 3;
if (k < -8) {
/* snow_m2_down */
if (m5 != 0x10)
return;
if (tmp == 0)
m5 = 3;
} else if (k == -8) {
/* snow_m1 */
if (m5 != 0x10) {
m5 = 0x10;
} else if (tmp != 0) {
m5 = (tmp - 1) + 0x10;
} else
return;
} else if (k < 8) {
/* snow_0 */
if (m5 != 0x10) {
m5 = 0x10;
} else if (tmp != 1) {
m5 = 1;
if (tmp != 0)
m5 = tmp - 1;
m5 += 0x10;
} else
return;
} else if (k == 8) {
/* snow_p1 */
if (m5 != 0x10) {
m5 = 0x10;
} else if (tmp != 2) {
m5 = 2;
if (tmp <= 2)
m5 = tmp + 1;
m5 += 0x10;
} else
return;
} else {
/* snow_p2_up */
if (m5 != 0x10) {
m5 = 0x10;
} else if (tmp != 3) {
m5 = tmp + 1 + 0x10;
} else
return;
}
_m[tile].m5 = m5;
MarkTileDirtyByTile(tile);
}
static void TileLoopClearDesert(TileIndex tile)
{
if ((_m[tile].m5 & 0x1C) == 0x14) return;
if (GetMapExtraBits(tile) == 1) {
_m[tile].m5 = 0x17;
} else {
if (GetMapExtraBits(tile + TileDiffXY( 1, 0)) != 1 &&
GetMapExtraBits(tile + TileDiffXY(-1, 0)) != 1 &&
GetMapExtraBits(tile + TileDiffXY( 0, 1)) != 1 &&
GetMapExtraBits(tile + TileDiffXY( 0, -1)) != 1)
return;
_m[tile].m5 = 0x15;
}
MarkTileDirtyByTile(tile);
}
static void TileLoop_Clear(TileIndex tile)
{
byte m5,m3;
TileLoopClearHelper(tile);
if (_opt.landscape == LT_DESERT) {
TileLoopClearDesert(tile);
} else if (_opt.landscape == LT_HILLY) {
TileLoopClearAlps(tile);
}
m5 = _m[tile].m5;
if ((m5 & 0x1C) == 0x10 || (m5 & 0x1C) == 0x14) return;
if ((m5 & 0x1C) != 0xC) {
if ((m5 & 3) == 3) return;
if (_game_mode != GM_EDITOR) {
m5 += 0x20;
if (m5 >= 0x20) {
// Didn't overflow
_m[tile].m5 = m5;
return;
}
/* did overflow, so continue */
} else {
m5 = (GB(Random(), 0, 8) > 21) ? 2 : 6;
}
m5++;
} else if (_game_mode != GM_EDITOR) {
/* handle farm field */
m5 += 0x20;
if (m5 >= 0x20) {
// Didn't overflow
_m[tile].m5 = m5;
return;
}
/* overflowed */
m3 = _m[tile].m3 + 1;
assert( (m3 & 0xF) != 0);
if ( (m3 & 0xF) >= 9) /* NOTE: will not work properly if m3&0xF == 0xF */
m3 &= ~0xF;
_m[tile].m3 = m3;
}
_m[tile].m5 = m5;
MarkTileDirtyByTile(tile);
}
void GenerateClearTile(void)
{
uint i;
TileIndex tile;
/* add hills */
i = ScaleByMapSize(GB(Random(), 0, 10) + 0x400);
do {
tile = RandomTile();
if (IsTileType(tile, MP_CLEAR)) SB(_m[tile].m5, 2, 2, 1);
} while (--i);
/* add grey squares */
i = ScaleByMapSize(GB(Random(), 0, 7) + 0x80);
do {
uint32 r = Random();
tile = RandomTileSeed(r);
if (IsTileType(tile, MP_CLEAR)) {
uint j = GB(r, 16, 4) + 5;
for(;;) {
TileIndex tile_new;
SB(_m[tile].m5, 2, 2, 2);
do {
if (--j == 0) goto get_out;
tile_new = tile + TileOffsByDir(GB(Random(), 0, 2));
} while (!IsTileType(tile_new, MP_CLEAR));
tile = tile_new;
}
get_out:;
}
} while (--i);
}
static void ClickTile_Clear(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_Clear(TileIndex tile, TransportType mode)
{
return 0;
}
static const StringID _clear_land_str[] = {
STR_080B_ROUGH_LAND,
STR_080A_ROCKS,
STR_080E_FIELDS,
STR_080F_SNOW_COVERED_LAND,
STR_0810_DESERT,
0,
0,
STR_080C_BARE_LAND,
STR_080D_GRASS,
STR_080D_GRASS,
STR_080D_GRASS,
};
static void GetTileDesc_Clear(TileIndex tile, TileDesc *td)
{
uint i = GB(_m[tile].m5, 2, 3);
if (i == 0) i = GB(_m[tile].m5, 0, 2) + 8;
td->str = _clear_land_str[i - 1];
td->owner = GetTileOwner(tile);
}
static void ChangeTileOwner_Clear(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
return;
}
void InitializeClearLand(void)
{
_opt.snow_line = _patches.snow_line_height * 8;
}
const TileTypeProcs _tile_type_clear_procs = {
DrawTile_Clear, /* draw_tile_proc */
GetSlopeZ_Clear, /* get_slope_z_proc */
ClearTile_Clear, /* clear_tile_proc */
GetAcceptedCargo_Clear, /* get_accepted_cargo_proc */
GetTileDesc_Clear, /* get_tile_desc_proc */
GetTileTrackStatus_Clear, /* get_tile_track_status_proc */
ClickTile_Clear, /* click_tile_proc */
AnimateTile_Clear, /* animate_tile_proc */
TileLoop_Clear, /* tile_loop_clear */
ChangeTileOwner_Clear, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
NULL, /* vehicle_enter_tile_proc */
NULL, /* vehicle_leave_tile_proc */
GetSlopeTileh_Clear, /* get_slope_tileh_proc */
};

549
command.c Normal file
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@@ -0,0 +1,549 @@
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"
#include "variables.h"
const char* _cmd_text = NULL;
#define DEF_COMMAND(yyyy) int32 yyyy(int x, int y, uint32 flags, uint32 p1, uint32 p2)
DEF_COMMAND(CmdBuildRailroadTrack);
DEF_COMMAND(CmdRemoveRailroadTrack);
DEF_COMMAND(CmdBuildSingleRail);
DEF_COMMAND(CmdRemoveSingleRail);
DEF_COMMAND(CmdLandscapeClear);
DEF_COMMAND(CmdBuildBridge);
DEF_COMMAND(CmdBuildRailroadStation);
DEF_COMMAND(CmdRemoveFromRailroadStation);
DEF_COMMAND(CmdConvertRail);
DEF_COMMAND(CmdBuildSingleSignal);
DEF_COMMAND(CmdRemoveSingleSignal);
DEF_COMMAND(CmdTerraformLand);
DEF_COMMAND(CmdPurchaseLandArea);
DEF_COMMAND(CmdSellLandArea);
DEF_COMMAND(CmdBuildTunnel);
DEF_COMMAND(CmdBuildTrainDepot);
DEF_COMMAND(CmdBuildTrainWaypoint);
DEF_COMMAND(CmdRenameWaypoint);
DEF_COMMAND(CmdRemoveTrainWaypoint);
DEF_COMMAND(CmdBuildRoadStop);
DEF_COMMAND(CmdBuildLongRoad);
DEF_COMMAND(CmdRemoveLongRoad);
DEF_COMMAND(CmdBuildRoad);
DEF_COMMAND(CmdRemoveRoad);
DEF_COMMAND(CmdBuildRoadDepot);
DEF_COMMAND(CmdBuildAirport);
DEF_COMMAND(CmdBuildDock);
DEF_COMMAND(CmdBuildShipDepot);
DEF_COMMAND(CmdBuildBuoy);
DEF_COMMAND(CmdPlantTree);
DEF_COMMAND(CmdBuildRailVehicle);
DEF_COMMAND(CmdMoveRailVehicle);
DEF_COMMAND(CmdStartStopTrain);
DEF_COMMAND(CmdSellRailWagon);
DEF_COMMAND(CmdSendTrainToDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);
DEF_COMMAND(CmdModifyOrder);
DEF_COMMAND(CmdSkipOrder);
DEF_COMMAND(CmdDeleteOrder);
DEF_COMMAND(CmdInsertOrder);
DEF_COMMAND(CmdChangeServiceInt);
DEF_COMMAND(CmdRestoreOrderIndex);
DEF_COMMAND(CmdBuildIndustry);
DEF_COMMAND(CmdBuildCompanyHQ);
DEF_COMMAND(CmdSetPlayerFace);
DEF_COMMAND(CmdSetPlayerColor);
DEF_COMMAND(CmdIncreaseLoan);
DEF_COMMAND(CmdDecreaseLoan);
DEF_COMMAND(CmdWantEnginePreview);
DEF_COMMAND(CmdNameVehicle);
DEF_COMMAND(CmdRenameEngine);
DEF_COMMAND(CmdChangeCompanyName);
DEF_COMMAND(CmdChangePresidentName);
DEF_COMMAND(CmdRenameStation);
DEF_COMMAND(CmdSellAircraft);
DEF_COMMAND(CmdStartStopAircraft);
DEF_COMMAND(CmdBuildAircraft);
DEF_COMMAND(CmdSendAircraftToHangar);
DEF_COMMAND(CmdRefitAircraft);
DEF_COMMAND(CmdPlaceSign);
DEF_COMMAND(CmdRenameSign);
DEF_COMMAND(CmdBuildRoadVeh);
DEF_COMMAND(CmdStartStopRoadVeh);
DEF_COMMAND(CmdSellRoadVeh);
DEF_COMMAND(CmdSendRoadVehToDepot);
DEF_COMMAND(CmdTurnRoadVeh);
DEF_COMMAND(CmdPause);
DEF_COMMAND(CmdBuyShareInCompany);
DEF_COMMAND(CmdSellShareInCompany);
DEF_COMMAND(CmdBuyCompany);
DEF_COMMAND(CmdBuildTown);
DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);
DEF_COMMAND(CmdSetRoadDriveSide);
DEF_COMMAND(CmdChangeDifficultyLevel);
DEF_COMMAND(CmdChangePatchSetting);
DEF_COMMAND(CmdStartStopShip);
DEF_COMMAND(CmdSellShip);
DEF_COMMAND(CmdBuildShip);
DEF_COMMAND(CmdSendShipToDepot);
DEF_COMMAND(CmdRefitShip);
DEF_COMMAND(CmdCloneOrder);
DEF_COMMAND(CmdClearArea);
DEF_COMMAND(CmdGiveMoney);
DEF_COMMAND(CmdMoneyCheat);
DEF_COMMAND(CmdBuildCanal);
DEF_COMMAND(CmdBuildLock);
DEF_COMMAND(CmdPlayerCtrl);
DEF_COMMAND(CmdLevelLand);
DEF_COMMAND(CmdRefitRailVehicle);
DEF_COMMAND(CmdBuildSignalTrack);
DEF_COMMAND(CmdRemoveSignalTrack);
DEF_COMMAND(CmdReplaceVehicle);
DEF_COMMAND(CmdCloneVehicle);
/* The master command table */
static const Command _command_proc_table[] = {
{CmdBuildRailroadTrack, 0}, /* 0 */
{CmdRemoveRailroadTrack, 0}, /* 1 */
{CmdBuildSingleRail, 0}, /* 2 */
{CmdRemoveSingleRail, 0}, /* 3 */
{CmdLandscapeClear, 0}, /* 4 */
{CmdBuildBridge, 0}, /* 5 */
{CmdBuildRailroadStation, 0}, /* 6 */
{CmdBuildTrainDepot, 0}, /* 7 */
{CmdBuildSingleSignal, 0}, /* 8 */
{CmdRemoveSingleSignal, 0}, /* 9 */
{CmdTerraformLand, 0}, /* 10 */
{CmdPurchaseLandArea, 0}, /* 11 */
{CmdSellLandArea, 0}, /* 12 */
{CmdBuildTunnel, 0}, /* 13 */
{CmdRemoveFromRailroadStation, 0}, /* 14 */
{CmdConvertRail, 0}, /* 15 */
{CmdBuildTrainWaypoint, 0}, /* 16 */
{CmdRenameWaypoint, 0}, /* 17 */
{CmdRemoveTrainWaypoint, 0}, /* 18 */
{NULL, 0}, /* 19 */
{NULL, 0}, /* 20 */
{CmdBuildRoadStop, 0}, /* 21 */
{NULL, 0}, /* 22 */
{CmdBuildLongRoad, 0}, /* 23 */
{CmdRemoveLongRoad, 0}, /* 24 */
{CmdBuildRoad, 0}, /* 25 */
{CmdRemoveRoad, 0}, /* 26 */
{CmdBuildRoadDepot, 0}, /* 27 */
{NULL, 0}, /* 28 */
{CmdBuildAirport, 0}, /* 29 */
{CmdBuildDock, 0}, /* 30 */
{CmdBuildShipDepot, 0}, /* 31 */
{CmdBuildBuoy, 0}, /* 32 */
{CmdPlantTree, 0}, /* 33 */
{CmdBuildRailVehicle, 0}, /* 34 */
{CmdMoveRailVehicle, 0}, /* 35 */
{CmdStartStopTrain, 0}, /* 36 */
{NULL, 0}, /* 37 */
{CmdSellRailWagon, 0}, /* 38 */
{CmdSendTrainToDepot, 0}, /* 39 */
{CmdForceTrainProceed, 0}, /* 40 */
{CmdReverseTrainDirection, 0}, /* 41 */
{CmdModifyOrder, 0}, /* 42 */
{CmdSkipOrder, 0}, /* 43 */
{CmdDeleteOrder, 0}, /* 44 */
{CmdInsertOrder, 0}, /* 45 */
{CmdChangeServiceInt, 0}, /* 46 */
{CmdBuildIndustry, 0}, /* 47 */
{CmdBuildCompanyHQ, 0}, /* 48 */
{CmdSetPlayerFace, 0}, /* 49 */
{CmdSetPlayerColor, 0}, /* 50 */
{CmdIncreaseLoan, 0}, /* 51 */
{CmdDecreaseLoan, 0}, /* 52 */
{CmdWantEnginePreview, 0}, /* 53 */
{CmdNameVehicle, 0}, /* 54 */
{CmdRenameEngine, 0}, /* 55 */
{CmdChangeCompanyName, 0}, /* 56 */
{CmdChangePresidentName, 0}, /* 57 */
{CmdRenameStation, 0}, /* 58 */
{CmdSellAircraft, 0}, /* 59 */
{CmdStartStopAircraft, 0}, /* 60 */
{CmdBuildAircraft, 0}, /* 61 */
{CmdSendAircraftToHangar, 0}, /* 62 */
{NULL, 0}, /* 63 */
{CmdRefitAircraft, 0}, /* 64 */
{CmdPlaceSign, 0}, /* 65 */
{CmdRenameSign, 0}, /* 66 */
{CmdBuildRoadVeh, 0}, /* 67 */
{CmdStartStopRoadVeh, 0}, /* 68 */
{CmdSellRoadVeh, 0}, /* 69 */
{CmdSendRoadVehToDepot, 0}, /* 70 */
{CmdTurnRoadVeh, 0}, /* 71 */
{NULL, 0}, /* 72 */
{CmdPause, CMD_SERVER}, /* 73 */
{CmdBuyShareInCompany, 0}, /* 74 */
{CmdSellShareInCompany, 0}, /* 75 */
{CmdBuyCompany, 0}, /* 76 */
{CmdBuildTown, CMD_OFFLINE}, /* 77 */
{NULL, 0}, /* 78 */
{NULL, 0}, /* 79 */
{CmdRenameTown, CMD_SERVER}, /* 80 */
{CmdDoTownAction, 0}, /* 81 */
{CmdSetRoadDriveSide, CMD_SERVER}, /* 82 */
{NULL, 0}, /* 83 */
{NULL, 0}, /* 84 */
{CmdChangeDifficultyLevel, CMD_SERVER}, /* 85 */
{CmdStartStopShip, 0}, /* 86 */
{CmdSellShip, 0}, /* 87 */
{CmdBuildShip, 0}, /* 88 */
{CmdSendShipToDepot, 0}, /* 89 */
{NULL, 0}, /* 90 */
{CmdRefitShip, 0}, /* 91 */
{NULL, 0}, /* 92 */
{NULL, 0}, /* 93 */
{NULL, 0}, /* 94 */
{NULL, 0}, /* 95 */
{NULL, 0}, /* 96 */
{NULL, 0}, /* 97 */
{NULL, 0}, /* 98 */
{CmdCloneOrder, 0}, /* 99 */
{CmdClearArea, 0}, /* 100 */
{NULL, 0}, /* 101 */
{CmdMoneyCheat, CMD_OFFLINE}, /* 102 */
{CmdBuildCanal, 0}, /* 103 */
{CmdPlayerCtrl, 0}, /* 104 */
{CmdLevelLand, 0}, /* 105 */
{CmdRefitRailVehicle, 0}, /* 106 */
{CmdRestoreOrderIndex, 0}, /* 107 */
{CmdBuildLock, 0}, /* 108 */
{NULL, 0}, /* 109 */
{CmdBuildSignalTrack, 0}, /* 110 */
{CmdRemoveSignalTrack, 0}, /* 111 */
{NULL, 0}, /* 112 */
{CmdGiveMoney, 0}, /* 113 */
{CmdChangePatchSetting, CMD_SERVER}, /* 114 */
{CmdReplaceVehicle, 0}, /* 115 */
{CmdCloneVehicle, 0}, /* 116 */
};
/* This function range-checks a cmd, and checks if the cmd is not NULL */
bool IsValidCommand(uint cmd)
{
cmd &= 0xFF;
return
cmd < lengthof(_command_proc_table) &&
_command_proc_table[cmd].proc != NULL;
}
byte GetCommandFlags(uint cmd) {return _command_proc_table[cmd & 0xFF].flags;}
int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
return DoCommand(TileX(tile) * 16, TileY(tile) * 16, p1, p2, flags, procc);
}
static int _docommand_recursive;
int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc)
{
int32 res;
CommandProc *proc;
/* Do not even think about executing out-of-bounds tile-commands */
if (TileVirtXY(x, y) >= MapSize()) {
_cmd_text = NULL;
return CMD_ERROR;
}
proc = _command_proc_table[procc].proc;
if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
_docommand_recursive++;
// only execute the test call if it's toplevel, or we're not execing.
if (_docommand_recursive == 1 || !(flags & DC_EXEC) || (flags & DC_FORCETEST) ) {
res = proc(x, y, flags&~DC_EXEC, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
goto error;
}
if (_docommand_recursive == 1) {
if (!(flags&DC_QUERY_COST) && res != 0 && !CheckPlayerHasMoney(res))
goto error;
}
if (!(flags & DC_EXEC)) {
_docommand_recursive--;
_cmd_text = NULL;
return res;
}
}
/* Execute the command here. All cost-relevant functions set the expenses type
* themselves with "SET_EXPENSES_TYPE(...);" at the beginning of the function */
res = proc(x, y, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
error:
_docommand_recursive--;
_cmd_text = NULL;
return CMD_ERROR;
}
// if toplevel, subtract the money.
if (--_docommand_recursive == 0) {
SubtractMoneyFromPlayer(res);
// XXX - Old AI hack which doesn't use DoCommandDP; update last build coord of player
if ( (x|y) != 0 && _current_player < MAX_PLAYERS) {
GetPlayer(_current_player)->last_build_coordinate = TileVirtXY(x, y);
}
}
_cmd_text = NULL;
return res;
}
int32 GetAvailableMoneyForCommand(void)
{
PlayerID pid = _current_player;
if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int
return GetPlayer(pid)->player_money;
}
// toplevel network safe docommand function for the current player. must not be called recursively.
// the callback is called when the command succeeded or failed.
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd)
{
int32 res = 0,res2;
CommandProc *proc;
uint32 flags;
bool notest;
int x = TileX(tile) * 16;
int y = TileY(tile) * 16;
/* Do not even think about executing out-of-bounds tile-commands */
if (tile >= MapSize()) {
_cmd_text = NULL;
return false;
}
assert(_docommand_recursive == 0);
_error_message = INVALID_STRING_ID;
_error_message_2 = cmd >> 16;
_additional_cash_required = 0;
/** Spectator has no rights except for the dedicated server which
* is a spectator but is the server, so can do anything */
if (_current_player == OWNER_SPECTATOR && !_network_dedicated) {
ShowErrorMessage(_error_message, _error_message_2, x, y);
_cmd_text = NULL;
return false;
}
flags = 0;
if (cmd & CMD_AUTO) flags |= DC_AUTO;
if (cmd & CMD_NO_WATER) flags |= DC_NO_WATER;
// get pointer to command handler
assert((cmd & 0xFF) < lengthof(_command_proc_table));
proc = _command_proc_table[cmd & 0xFF].proc;
if (proc == NULL) {
_cmd_text = NULL;
return false;
}
// Some commands have a different output in dryrun than the realrun
// e.g.: if you demolish a whole town, the dryrun would say okay.
// but by really destroying, your rating drops and at a certain point
// it will fail. so res and res2 are different
// CMD_REMOVE_ROAD: This command has special local authority
// restrictions which may cause the test run to fail (the previous
// road fragments still stay there and the town won't let you
// disconnect the road system), but the exec will succeed and this
// fact will trigger an assertion failure. --pasky
notest =
(cmd & 0xFF) == CMD_CLEAR_AREA ||
(cmd & 0xFF) == CMD_CONVERT_RAIL ||
(cmd & 0xFF) == CMD_LEVEL_LAND ||
(cmd & 0xFF) == CMD_REMOVE_ROAD ||
(cmd & 0xFF) == CMD_REMOVE_LONG_ROAD;
_docommand_recursive = 1;
// cost estimation only?
if (_shift_pressed && IsLocalPlayer() && !(cmd & (CMD_NETWORK_COMMAND | CMD_SHOW_NO_ERROR))) {
// estimate the cost.
res = proc(x, y, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
ShowErrorMessage(_error_message, _error_message_2, x, y);
} else {
ShowEstimatedCostOrIncome(res, x, y);
}
_docommand_recursive = 0;
_cmd_text = NULL;
return false;
}
if (!((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
// first test if the command can be executed.
res = proc(x,y, flags, p1, p2);
if (CmdFailed(res)) {
if (res & 0xFFFF) _error_message = res & 0xFFFF;
goto show_error;
}
// no money? Only check if notest is off
if (!notest && res != 0 && !CheckPlayerHasMoney(res)) goto show_error;
}
#ifdef ENABLE_NETWORK
/** If we are in network, and the command is not from the network
* send it to the command-queue and abort execution
* If we are a dedicated server temporarily switch local player, otherwise
* the other parties won't be able to execute our command and will desync.
* @todo Rewrite dedicated server to something more than a dirty hack!
*/
if (_networking && !(cmd & CMD_NETWORK_COMMAND)) {
if (_network_dedicated) _local_player = 0;
NetworkSend_Command(tile, p1, p2, cmd, callback);
if (_network_dedicated) _local_player = OWNER_SPECTATOR;
_docommand_recursive = 0;
_cmd_text = NULL;
return true;
}
#endif /* ENABLE_NETWORK */
// update last build coordinate of player.
if ( tile != 0 && _current_player < MAX_PLAYERS) GetPlayer(_current_player)->last_build_coordinate = tile;
/* Actually try and execute the command. If no cost-type is given
* use the construction one */
_yearly_expenses_type = EXPENSES_CONSTRUCTION;
res2 = proc(x,y, flags|DC_EXEC, p1, p2);
// If notest is on, it means the result of the test can be different than
// the real command.. so ignore the test
if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
assert(res == res2); // sanity check
} else {
if (CmdFailed(res2)) {
if (res2 & 0xFFFF) _error_message = res2 & 0xFFFF;
goto show_error;
}
}
SubtractMoneyFromPlayer(res2);
if (IsLocalPlayer() && _game_mode != GM_EDITOR) {
if (res2 != 0)
ShowCostOrIncomeAnimation(x, y, GetSlopeZ(x, y), res2);
if (_additional_cash_required) {
SetDParam(0, _additional_cash_required);
ShowErrorMessage(STR_0003_NOT_ENOUGH_CASH_REQUIRES, _error_message_2, x,y);
if (res2 == 0) goto callb_err;
}
}
_docommand_recursive = 0;
if (callback) callback(true, tile, p1, p2);
_cmd_text = NULL;
return true;
show_error:
// show error message if the command fails?
if (IsLocalPlayer() && _error_message_2 != 0)
ShowErrorMessage(_error_message, _error_message_2, x,y);
callb_err:
_docommand_recursive = 0;
if (callback) callback(false, tile, p1, p2);
_cmd_text = NULL;
return false;
}

201
command.h Normal file
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/* $Id$ */
#ifndef COMMAND_H
#define COMMAND_H
enum {
CMD_BUILD_RAILROAD_TRACK = 0,
CMD_REMOVE_RAILROAD_TRACK = 1,
CMD_BUILD_SINGLE_RAIL = 2,
CMD_REMOVE_SINGLE_RAIL = 3,
CMD_LANDSCAPE_CLEAR = 4,
CMD_BUILD_BRIDGE = 5,
CMD_BUILD_RAILROAD_STATION = 6,
CMD_BUILD_TRAIN_DEPOT = 7,
CMD_BUILD_SIGNALS = 8,
CMD_REMOVE_SIGNALS = 9,
CMD_TERRAFORM_LAND = 10,
CMD_PURCHASE_LAND_AREA = 11,
CMD_SELL_LAND_AREA = 12,
CMD_BUILD_TUNNEL = 13,
CMD_REMOVE_FROM_RAILROAD_STATION = 14,
CMD_CONVERT_RAIL = 15,
CMD_BUILD_TRAIN_WAYPOINT = 16,
CMD_RENAME_WAYPOINT = 17,
CMD_REMOVE_TRAIN_WAYPOINT = 18,
CMD_BUILD_ROAD_STOP = 21,
CMD_BUILD_LONG_ROAD = 23,
CMD_REMOVE_LONG_ROAD = 24,
CMD_BUILD_ROAD = 25,
CMD_REMOVE_ROAD = 26,
CMD_BUILD_ROAD_DEPOT = 27,
CMD_BUILD_AIRPORT = 29,
CMD_BUILD_DOCK = 30,
CMD_BUILD_SHIP_DEPOT = 31,
CMD_BUILD_BUOY = 32,
CMD_PLANT_TREE = 33,
CMD_BUILD_RAIL_VEHICLE = 34,
CMD_MOVE_RAIL_VEHICLE = 35,
CMD_START_STOP_TRAIN = 36,
CMD_SELL_RAIL_WAGON = 38,
CMD_TRAIN_GOTO_DEPOT = 39,
CMD_FORCE_TRAIN_PROCEED = 40,
CMD_REVERSE_TRAIN_DIRECTION = 41,
CMD_MODIFY_ORDER = 42,
CMD_SKIP_ORDER = 43,
CMD_DELETE_ORDER = 44,
CMD_INSERT_ORDER = 45,
CMD_CHANGE_SERVICE_INT = 46,
CMD_BUILD_INDUSTRY = 47,
CMD_BUILD_COMPANY_HQ = 48,
CMD_SET_PLAYER_FACE = 49,
CMD_SET_PLAYER_COLOR = 50,
CMD_INCREASE_LOAN = 51,
CMD_DECREASE_LOAN = 52,
CMD_WANT_ENGINE_PREVIEW = 53,
CMD_NAME_VEHICLE = 54,
CMD_RENAME_ENGINE = 55,
CMD_CHANGE_COMPANY_NAME = 56,
CMD_CHANGE_PRESIDENT_NAME = 57,
CMD_RENAME_STATION = 58,
CMD_SELL_AIRCRAFT = 59,
CMD_START_STOP_AIRCRAFT = 60,
CMD_BUILD_AIRCRAFT = 61,
CMD_SEND_AIRCRAFT_TO_HANGAR = 62,
CMD_REFIT_AIRCRAFT = 64,
CMD_PLACE_SIGN = 65,
CMD_RENAME_SIGN = 66,
CMD_BUILD_ROAD_VEH = 67,
CMD_START_STOP_ROADVEH = 68,
CMD_SELL_ROAD_VEH = 69,
CMD_SEND_ROADVEH_TO_DEPOT = 70,
CMD_TURN_ROADVEH = 71,
CMD_PAUSE = 73,
CMD_BUY_SHARE_IN_COMPANY = 74,
CMD_SELL_SHARE_IN_COMPANY = 75,
CMD_BUY_COMPANY = 76,
CMD_BUILD_TOWN = 77,
CMD_RENAME_TOWN = 80,
CMD_DO_TOWN_ACTION = 81,
CMD_SET_ROAD_DRIVE_SIDE = 82,
CMD_CHANGE_DIFFICULTY_LEVEL = 85,
CMD_START_STOP_SHIP = 86,
CMD_SELL_SHIP = 87,
CMD_BUILD_SHIP = 88,
CMD_SEND_SHIP_TO_DEPOT = 89,
CMD_REFIT_SHIP = 91,
CMD_CLONE_ORDER = 99,
CMD_CLEAR_AREA = 100,
CMD_MONEY_CHEAT = 102,
CMD_BUILD_CANAL = 103,
CMD_PLAYER_CTRL = 104, // used in multiplayer to create a new player etc.
CMD_LEVEL_LAND = 105, // level land
CMD_REFIT_RAIL_VEHICLE = 106,
CMD_RESTORE_ORDER_INDEX = 107,
CMD_BUILD_LOCK = 108,
CMD_BUILD_SIGNAL_TRACK = 110,
CMD_REMOVE_SIGNAL_TRACK = 111,
CMD_GIVE_MONEY = 113,
CMD_CHANGE_PATCH_SETTING = 114,
CMD_REPLACE_VEHICLE = 115,
CMD_CLONE_VEHICLE = 116,
};
enum {
DC_EXEC = 1,
DC_AUTO = 2, // don't allow building on structures
DC_QUERY_COST = 4, // query cost only, don't build.
DC_NO_WATER = 8, // don't allow building on water
DC_NO_RAIL_OVERLAP = 0x10, // don't allow overlap of rails (used in buildrail)
DC_AI_BUILDING = 0x20, // special building rules for AI
DC_NO_TOWN_RATING = 0x40, // town rating does not disallow you from building
DC_FORCETEST = 0x80, // force test too.
CMD_ERROR = ((int32)0x80000000),
};
#define CMD_MSG(x) ((x)<<16)
enum {
CMD_AUTO = 0x200,
CMD_NO_WATER = 0x400,
CMD_NETWORK_COMMAND = 0x800, // execute the command without sending it on the network
CMD_NO_TEST_IF_IN_NETWORK = 0x1000, // When enabled, the command will bypass the no-DC_EXEC round if in network
CMD_SHOW_NO_ERROR = 0x2000,
};
/** Command flags for the command table
* @see _command_proc_table
*/
enum {
CMD_SERVER = 0x1, /// the command can only be initiated by the server
CMD_OFFLINE = 0x2, /// the command cannot be executed in a multiplayer game; single-player only
};
typedef struct Command {
CommandProc *proc;
byte flags;
} Command;
//#define return_cmd_error(errcode) do { _error_message=(errcode); return CMD_ERROR; } while(0)
#define return_cmd_error(errcode) do { return CMD_ERROR | (errcode); } while (0)
/**
* Check the return value of a DoCommand*() function
* @param res the resulting value from the command to be checked
* @return Return true if the command failed, false otherwise
*/
static inline bool CmdFailed(int32 res)
{
// lower 16bits are the StringID of the possible error
return res <= (CMD_ERROR | INVALID_STRING_ID);
}
/* command.c */
int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc);
int32 DoCommandByTile(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
extern const char* _cmd_text; // Text, which gets sent with a command
bool IsValidCommand(uint cmd);
byte GetCommandFlags(uint cmd);
int32 GetAvailableMoneyForCommand(void);
#endif /* COMMAND_H */

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