(svn r7372) - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.

This commit is contained in:
matthijs
2006-12-05 13:58:20 +00:00
parent 75ec6d9b77
commit e6ade36de1
17 changed files with 74 additions and 42 deletions

View File

@@ -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;
}

View File

@@ -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...