(svn r11523) -Codechange: Move the CHANCE macros to core/random_func.cpp cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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@@ -406,7 +406,7 @@ static void TileLoop_Town(TileIndex tile)
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if ((hs->building_flags & BUILDING_IS_ANIMATED) &&
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house_id < NEW_HOUSE_OFFSET &&
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!LiftHasDestination(tile) &&
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CHANCE16(1, 2))
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Chance16(1, 2))
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AddAnimatedTile(tile);
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t = GetTownByTile(tile);
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@@ -731,14 +731,14 @@ no_slope:
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* maybe terraform some. */
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desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE;
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if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) {
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if (CHANCE16(1, 8)) {
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if (Chance16(1, 8)) {
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CommandCost res = CMD_ERROR;
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if (!_generating_world && CHANCE16(1, 10)) {
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if (!_generating_world && Chance16(1, 10)) {
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/* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */
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res = DoCommand(tile, CHANCE16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0,
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res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0,
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DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND);
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}
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if (CmdFailed(res) && CHANCE16(1, 3)) {
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if (CmdFailed(res) && Chance16(1, 3)) {
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/* We can consider building on the slope, though. */
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goto no_slope;
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}
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@@ -1002,7 +1002,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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DiagDirection source_dir = ReverseDiagDir(target_dir);
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if (CHANCE16(1, 4)) {
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if (Chance16(1, 4)) {
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/* Randomize a new target dir */
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do target_dir = RandomDiagDir(); while (target_dir == source_dir);
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}
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@@ -1096,7 +1096,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Allow a house at the edge. 60% chance or
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* always ok if no road allowed. */
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rcmd = DiagDirToRoadBits(target_dir);
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allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || CHANCE16(6, 10));
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allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10));
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break;
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}
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@@ -1104,7 +1104,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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/* Build a house, but not if there already is a house there. */
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if (!IsTileType(house_tile, MP_HOUSE)) {
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/* Level the land if possible */
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if (CHANCE16(1, 6)) LevelTownLand(house_tile);
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if (Chance16(1, 6)) LevelTownLand(house_tile);
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/* And build a house.
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* Set result to -1 if we managed to build it. */
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@@ -1778,7 +1778,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
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uint32 r = Random();
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construction_stage = TOWN_HOUSE_COMPLETED;
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if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2);
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if (Chance16(1, 7)) construction_stage = GB(r, 0, 2);
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if (construction_stage == TOWN_HOUSE_COMPLETED) {
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ChangePopulation(t, hs->population);
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@@ -2155,7 +2155,7 @@ static void UpdateTownGrowRate(Town *t)
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t->fund_buildings_months--;
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} else {
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m = _grow_count_values[1][min(n, 5)];
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if (n == 0 && !CHANCE16(1, 12)) return;
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if (n == 0 && !Chance16(1, 12)) return;
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}
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if (_opt.landscape == LT_ARCTIC) {
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