diff options
author | truelight <truelight@openttd.org> | 2006-08-22 20:41:26 +0000 |
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committer | truelight <truelight@openttd.org> | 2006-08-22 20:41:26 +0000 |
commit | 5fd9aeb12b75a3971e86e5b7d1701115f57fbc12 (patch) | |
tree | c177232d70dec4fb6d7cd2dbac79206e86ee2daa /ai | |
parent | 2e0d16026b77d0ef2ed233f16beb25bbaf836941 (diff) | |
download | openttd-5fd9aeb12b75a3971e86e5b7d1701115f57fbc12.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')
-rw-r--r-- | ai/default/default.c | 8 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 16 |
2 files changed, 12 insertions, 12 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index c57ba0c51..3de583bf4 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -441,13 +441,13 @@ typedef struct FoundRoute { static Town *AiFindRandomTown(void) { - Town *t = GetTown(RandomRange(_total_towns)); + Town *t = GetTown(RandomRange(GetTownArraySize())); return IsValidTown(t) ? t : NULL; } static Industry *AiFindRandomIndustry(void) { - Industry *i = GetIndustry(RandomRange(_total_industries)); + Industry *i = GetIndustry(RandomRange(GetIndustryArraySize())); return IsValidIndustry(i) ? i : NULL; } @@ -3566,8 +3566,8 @@ static void AiStateRemoveStation(Player *p) p->ai.state = AIS_1; // Get a list of all stations that are in use by a vehicle - in_use = malloc(GetStationPoolSize()); - memset(in_use, 0, GetStationPoolSize()); + in_use = malloc(GetStationArraySize()); + memset(in_use, 0, GetStationArraySize()); FOR_ALL_ORDERS(ord) { if (ord->type == OT_GOTO_STATION) in_use[ord->station] = 1; } 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... |