(svn r7372) - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
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@@ -377,9 +377,9 @@ static void AiNew_State_LocateRoute(Player *p)
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search from
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if (p->ainew.from_type == AI_CITY) {
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p->ainew.temp = AI_RandomRange(GetTownArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
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} else {
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p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
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}
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}
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@@ -389,9 +389,9 @@ static void AiNew_State_LocateRoute(Player *p)
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// to try again
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p->ainew.temp++;
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if (p->ainew.from_type == AI_CITY) {
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if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
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} else {
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if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
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}
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// Don't do an attempt if we are trying the same id as the last time...
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@@ -413,9 +413,9 @@ static void AiNew_State_LocateRoute(Player *p)
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search to
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if (p->ainew.to_type == AI_CITY) {
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p->ainew.temp = AI_RandomRange(GetTownArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
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} else {
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p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
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}
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}
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@@ -529,9 +529,9 @@ static void AiNew_State_LocateRoute(Player *p)
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// to try again
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p->ainew.temp++;
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if (p->ainew.to_type == AI_CITY) {
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if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
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} else {
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if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
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}
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// Don't do an attempt if we are trying the same id as the last time...
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