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authormatthijs <matthijs@openttd.org>2006-12-05 13:58:20 +0000
committermatthijs <matthijs@openttd.org>2006-12-05 13:58:20 +0000
commit9218fc16e6fff350e6209b6b90b8597fc431f00f (patch)
treee23ebc401e3e8f7037ad38701e00a6bf1fb61136 /ai/trolly
parent681f994d16a71813144352b3a6ef05a22cb8b3ff (diff)
downloadopenttd-9218fc16e6fff350e6209b6b90b8597fc431f00f.tar.xz
(svn r7372) - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
Diffstat (limited to 'ai/trolly')
-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 26a7172ff..23a700b06 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -377,9 +377,9 @@ 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(GetTownArraySize());
+ p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
- p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
+ p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
@@ -389,9 +389,9 @@ static void AiNew_State_LocateRoute(Player *p)
// to try again
p->ainew.temp++;
if (p->ainew.from_type == AI_CITY) {
- if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
+ if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
} else {
- if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
+ if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...
@@ -413,9 +413,9 @@ 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(GetTownArraySize());
+ p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
} else {
- p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
+ p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
}
}
@@ -529,9 +529,9 @@ static void AiNew_State_LocateRoute(Player *p)
// to try again
p->ainew.temp++;
if (p->ainew.to_type == AI_CITY) {
- if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
+ if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
} else {
- if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
+ if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
}
// Don't do an attempt if we are trying the same id as the last time...