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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
commit5fd9aeb12b75a3971e86e5b7d1701115f57fbc12 (patch)
treec177232d70dec4fb6d7cd2dbac79206e86ee2daa /ai
parent2e0d16026b77d0ef2ed233f16beb25bbaf836941 (diff)
downloadopenttd-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.c8
-rw-r--r--ai/trolly/trolly.c16
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...