(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, stillunknown and pv2b.
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@@ -794,7 +794,7 @@ static void AiNew_State_FindDepot(Player *p)
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for (i=2;i<p->ainew.path_info.route_length-2;i++) {
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tile = p->ainew.path_info.route[i];
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for (j = 0; j < 4; j++) {
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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if (IsTileType(t, MP_STREET) &&
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@@ -825,7 +825,7 @@ static void AiNew_State_FindDepot(Player *p)
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tile = p->ainew.path_info.route[i];
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for (j = 0; j < 4; j++) {
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for (j = DIAGDIR_BEGIN; j < DIAGDIR_END; j++) {
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TileIndex t = tile + TileOffsByDiagDir(j);
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// It may not be placed on the road/rail itself
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@@ -901,7 +901,8 @@ static int AiNew_HowManyVehicles(Player *p)
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}
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// This is because moving 60% is more than we can dream of!
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max_cargo *= 0.6;
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max_cargo *= 6;
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max_cargo /= 10;
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// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
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// we know what the vehicle takes with him, and we know the time it takes him
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// to get back here.. now let's do some math!
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@@ -1051,7 +1052,7 @@ static void AiNew_State_BuildPath(Player *p)
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dir3 = p->ainew.to_direction;
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir((DiagDirection)dir1)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir1 = TileOffsByDiagDir(dir1);
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if (IsTileType(tile + dir1, MP_CLEAR) || IsTileType(tile + dir1, MP_TREES)) {
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@@ -1063,7 +1064,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir(dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits(ReverseDiagDir((DiagDirection)dir2)), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir2 = TileOffsByDiagDir(dir2);
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if (IsTileType(tile + dir2, MP_CLEAR) || IsTileType(tile + dir2, MP_TREES)) {
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@@ -1075,7 +1076,7 @@ static void AiNew_State_BuildPath(Player *p)
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}
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}
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ret = AI_DoCommand(tile, DiagDirToRoadBits(dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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ret = AI_DoCommand(tile, DiagDirToRoadBits((DiagDirection)dir3), 0, DC_EXEC | DC_NO_WATER, CMD_BUILD_ROAD);
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if (!CmdFailed(ret)) {
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dir3 = TileOffsByDiagDir(dir3);
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if (IsTileType(tile + dir3, MP_CLEAR) || IsTileType(tile + dir3, MP_TREES)) {
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