diff options
Diffstat (limited to 'ai')
-rw-r--r-- | ai/default/default.c | 6 | ||||
-rw-r--r-- | ai/trolly/trolly.c | 5 |
2 files changed, 6 insertions, 5 deletions
diff --git a/ai/default/default.c b/ai/default/default.c index 7f0ae2aa8..1d763e483 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -1086,9 +1086,9 @@ static void AiWantPassengerRoute(Player *p) static void AiWantTrainRoute(Player *p) { - uint16 r; + uint16 r = GB(Random(), 0, 16); + p->ai.railtype_to_use = GetBestRailtype(p); - r = (uint16)Random(); if (r > 0xD000) { AiWantLongIndustryRoute(p); @@ -1349,7 +1349,7 @@ static void AiWantPassengerRouteInsideTown(Player *p) static void AiWantRoadRoute(Player *p) { - uint16 r = (uint16)Random(); + uint16 r = GB(Random(), 0, 16); if (r > 0x4000) { AiWantLongRoadIndustryRoute(p); diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c index c40b0faef..f57644b10 100644 --- a/ai/trolly/trolly.c +++ b/ai/trolly/trolly.c @@ -781,7 +781,8 @@ static void AiNew_State_FindDepot(Player *p) // To make the depot stand in the middle of the route, we start from the center.. // But first we walk through the route see if we can find a depot that is ours // this keeps things nice ;) - int g, i, j, r; + int g, i, r; + uint j; TileIndex tile; assert(p->ainew.state == AI_STATE_FIND_DEPOT); @@ -796,7 +797,7 @@ static void AiNew_State_FindDepot(Player *p) // We found a depot, is it ours? (TELL ME!!!) if (IsTileOwner(tile + TileOffsByDir(j), _current_player)) { // Now, is it pointing to the right direction......... - if ((_m[tile + TileOffsByDir(j)].m5 & 3) == (j ^ 2)) { + if (GB(_m[tile + TileOffsByDir(j)].m5, 0, 2) == (j ^ 2)) { // Yeah!!! p->ainew.depot_tile = tile + TileOffsByDir(j); p->ainew.depot_direction = j ^ 2; // Reverse direction |