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authortruelight <truelight@openttd.org>2006-08-22 20:41:26 +0000
committertruelight <truelight@openttd.org>2006-08-22 20:41:26 +0000
commit15aff22c965913598652666046c522eaa0c76641 (patch)
treec177232d70dec4fb6d7cd2dbac79206e86ee2daa /ai/trolly/trolly.c
parentf2b804f0a6d2b668a73f8c0daa8ed20c81afa4d3 (diff)
downloadopenttd-15aff22c965913598652666046c522eaa0c76641.tar.xz
(svn r6055) -Codechange: added GetXXXArraySize, which returns HighestID + 1 (or, will do that).
It isn't the best name, but we couldn't find any better. This unifies the pool-system even more.
Diffstat (limited to 'ai/trolly/trolly.c')
-rw-r--r--ai/trolly/trolly.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index ea41cdac3..7d3398cec 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -379,9 +379,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) {
// First, we pick a random spot to search from
if (p->ainew.from_type == AI_CITY) {
- p->ainew.temp = AI_RandomRange(_total_towns);
+ p->ainew.temp = AI_RandomRange(GetTownArraySize());
} else {
- p->ainew.temp = AI_RandomRange(_total_industries);
+ p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
}
}
@@ -391,9 +391,9 @@ static void AiNew_State_LocateRoute(Player *p)
// to try again
p->ainew.temp++;
if (p->ainew.from_type == AI_CITY) {
- if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
+ if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
} else {
- if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
@@ -415,9 +415,9 @@ static void AiNew_State_LocateRoute(Player *p)
if (p->ainew.temp == -1) {
// First, we pick a random spot to search to
if (p->ainew.to_type == AI_CITY) {
- p->ainew.temp = AI_RandomRange(_total_towns);
+ p->ainew.temp = AI_RandomRange(GetTownArraySize());
} else {
- p->ainew.temp = AI_RandomRange(_total_industries);
+ p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
}
}
@@ -531,9 +531,9 @@ static void AiNew_State_LocateRoute(Player *p)
// to try again
p->ainew.temp++;
if (p->ainew.to_type == AI_CITY) {
- if (p->ainew.temp >= (int)_total_towns) p->ainew.temp = 0;
+ if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
} else {
- if (p->ainew.temp >= _total_industries) p->ainew.temp = 0;
+ if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...