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-rw-r--r--ai/default/default.c4
-rw-r--r--ai/trolly/trolly.c16
2 files changed, 10 insertions, 10 deletions
diff --git a/ai/default/default.c b/ai/default/default.c
index 496a17a62..f21a9174a 100644
--- a/ai/default/default.c
+++ b/ai/default/default.c
@@ -3586,8 +3586,8 @@ 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(GetStationArraySize());
- memset(in_use, 0, GetStationArraySize());
+ in_use = malloc(GetMaxStationIndex() + 1);
+ memset(in_use, 0, GetMaxStationIndex() + 1);
FOR_ALL_ORDERS(ord) {
if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1;
}
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...