mirror of https://github.com/OpenTTD/OpenTTD.git
(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
This commit is contained in:
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@ -643,7 +643,7 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask)
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if (p->ai.route_type_mask != 0 &&
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!(p->ai.route_type_mask & bitmask) &&
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!CHANCE16(1, 5)) {
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!Chance16(1, 5)) {
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return false;
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}
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@ -1452,7 +1452,7 @@ static void AiWantPassengerAircraftRoute(Player *p)
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* Also, non-full load is more resistant against starving (by building better stations
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* or using exclusive rights)
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*/
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p->ai.num_want_fullload = CHANCE16(1, 5); // 20% chance
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p->ai.num_want_fullload = Chance16(1, 5); // 20% chance
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// p->ai.loco_id = INVALID_VEHICLE;
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p->ai.order_list_blocks[0] = 0;
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p->ai.order_list_blocks[1] = 1;
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@ -1255,7 +1255,7 @@ static void HandleCrashedAircraft(Vehicle *v)
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if (v->u.air.crashed_counter < 650) {
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uint32 r;
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if (CHANCE16R(1,32,r)) {
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if (Chance16R(1,32,r)) {
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static const DirDiff delta[] = {
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DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
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};
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@ -36,4 +36,63 @@ void SetRandomSeed(uint32 seed);
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uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link
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uint InteractiveRandomRange(uint max);
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/**
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* Checks if a given randomize-number is below a given probability.
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*
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* This function is used to check if the given probability by the fraction of (a/b)
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* is greater than low 16 bits of the given randomize-number v.
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*
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* Do not use this function twice on the same random 16 bits as it will yield
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* the same result. One can use a random number for two calls to Chance16I,
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* where one call sends the low 16 bits and the other the high 16 bits.
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*
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* @param a The numerator of the fraction
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* @param b The denominator of the fraction, must of course not be null
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* @param r The given randomize-number
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* @return True if v is less or equals (a/b)
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*/
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static inline bool Chance16I(const uint a, const uint b, const uint32 r)
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{
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assert(b != 0);
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return (uint16)r < (uint16)((a << 16) / b);
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}
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/**
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* Flips a coin with a given probability.
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*
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* This macro can be used to get true or false randomized according to a
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* given probability. The parameter a and b create a percent value with
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* (a/b). The macro returns true in (a/b) percent.
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*
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* @see Chance16I()
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* @param a The numerator of the fraction
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* @param b The denominator of the fraction
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* @return True in (a/b) percent
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*/
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static inline bool Chance16(const uint a, const uint b)
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{
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return Chance16I(a, b, Random());
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}
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/**
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* Flips a coin with a given probability and saves the randomize-number in a variable.
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*
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* This function uses the same parameters as Chance16. The third parameter
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* must be a variable the randomize-number from Random() is saved in.
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*
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* The low 16 bits of r will already be used and can therefor not be passed to
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* Chance16I. One can only send the high 16 bits to Chance16I.
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*
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* @see Chance16I()
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* @param a The numerator of the fraction
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* @param b The denominator of the fraction
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* @param r The variable to save the randomize-number from Random()
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* @return True in (a/b) percent
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*/
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static inline bool Chance16R(const uint a, const uint b, uint32 &r)
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{
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r = Random();
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return Chance16I(a, b, r);
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}
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#endif /* RANDOM_FUNC_HPP */
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@ -715,7 +715,7 @@ static void DisasterTick_Submarine(Vehicle *v)
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if (IsValidTile(tile)) {
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TrackdirBits r = (TrackdirBits)GetTileTrackStatus(tile, TRANSPORT_WATER, 0);
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if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !CHANCE16(1, 90)) {
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if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !Chance16(1, 90)) {
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
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return;
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@ -825,7 +825,7 @@ static void Disaster_Airplane_Init()
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FOR_ALL_INDUSTRIES(i) {
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if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
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(found == NULL || CHANCE16(1, 2))) {
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(found == NULL || Chance16(1, 2))) {
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found = i;
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}
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}
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@ -861,7 +861,7 @@ static void Disaster_Helicopter_Init()
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FOR_ALL_INDUSTRIES(i) {
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if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
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(found == NULL || CHANCE16(1, 2))) {
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(found == NULL || Chance16(1, 2))) {
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found = i;
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}
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}
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@ -1102,7 +1102,7 @@ static void SubsidyMonthlyHandler()
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}
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/* 25% chance to go on */
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if (CHANCE16(1,4)) {
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if (Chance16(1,4)) {
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/* Find a free slot*/
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s = _subsidies;
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while (s->cargo_type != CT_INVALID) {
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@ -558,7 +558,7 @@ static void AnimateTile_Industry(TileIndex tile)
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case GFX_OILWELL_ANIMATED_2:
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case GFX_OILWELL_ANIMATED_3:
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if ((_tick_counter & 7) == 0) {
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bool b = CHANCE16(1, 7);
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bool b = Chance16(1, 7);
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IndustryGfx gfx = GetIndustryGfx(tile);
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m = GetIndustryAnimationState(tile) + 1;
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@ -738,7 +738,7 @@ static void TileLoop_Industry(TileIndex tile)
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case GFX_COAL_MINE_TOWER_NOT_ANIMATED:
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case GFX_COPPER_MINE_TOWER_NOT_ANIMATED:
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case GFX_GOLD_MINE_TOWER_NOT_ANIMATED:
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if (!(_tick_counter & 0x400) && CHANCE16(1, 2)) {
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if (!(_tick_counter & 0x400) && Chance16(1, 2)) {
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switch (gfx) {
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case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break;
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case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break;
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@ -751,7 +751,7 @@ static void TileLoop_Industry(TileIndex tile)
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break;
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case GFX_OILWELL_NOT_ANIMATED:
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if (CHANCE16(1, 6)) {
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if (Chance16(1, 6)) {
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SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1);
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SetIndustryAnimationState(tile, 0);
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AddAnimatedTile(tile);
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@ -775,7 +775,7 @@ static void TileLoop_Industry(TileIndex tile)
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break;
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case GFX_POWERPLANT_SPARKS:
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if (CHANCE16(1, 3)) {
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if (Chance16(1, 3)) {
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SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile);
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AddAnimatedTile(tile);
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}
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@ -805,7 +805,7 @@ static void TileLoop_Industry(TileIndex tile)
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break;
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case GFX_SUGAR_MINE_SIEVE:
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if (CHANCE16(1, 3)) AddAnimatedTile(tile);
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if (Chance16(1, 3)) AddAnimatedTile(tile);
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break;
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}
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}
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@ -863,7 +863,7 @@ static void SetupFarmFieldFence(TileIndex tile, int size, byte type, Axis direct
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if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
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byte or_ = type;
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if (or_ == 1 && CHANCE16(1, 7)) or_ = 2;
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if (or_ == 1 && Chance16(1, 7)) or_ = 2;
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if (direction == AXIS_X) {
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SetFenceSE(tile, or_);
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@ -990,7 +990,7 @@ static void ProduceIndustryGoods(Industry *i)
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/* play a sound? */
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if ((i->counter & 0x3F) == 0) {
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if (CHANCE16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
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if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) {
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SndPlayTileFx(
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(SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]),
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i->xy);
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@ -1012,7 +1012,7 @@ static void ProduceIndustryGoods(Industry *i)
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if (HasBit(indsp->callback_flags, CBM_IND_SPECIAL_EFFECT)) {
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plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->xy) != 0);
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} else {
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plant = CHANCE16(1, 8);
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plant = Chance16(1, 8);
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}
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if (plant) PlantRandomFarmField(i);
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@ -2052,9 +2052,9 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
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new_prod = old_prod = i->production_rate[j];
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if (only_decrease || CHANCE16(1, 3)) mult *= -1;
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if (only_decrease || Chance16(1, 3)) mult *= -1;
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if (CHANCE16(1, 22)) {
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if (Chance16(1, 22)) {
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new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U));
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}
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@ -2081,9 +2081,9 @@ static void ChangeIndustryProduction(Industry *i, bool monthly)
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}
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}
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} else {
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if (only_decrease || CHANCE16(1, 3)) {
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if (only_decrease || Chance16(1, 3)) {
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/* If you transport > 60%, 66% chance we increase, else 33% chance we increase */
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if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != CHANCE16(1, 3)) {
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if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) {
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mul = 1; // Increase production
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} else {
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div = 1; // Decrease production
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}
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if (standard && indspec->life_type & INDUSTRYLIFE_PROCESSING) {
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if ( (byte)(_cur_year - i->last_prod_year) >= 5 && CHANCE16(1, smooth_economy ? 180 : 2)) {
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if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) {
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closeit = true;
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}
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}
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}
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/* 3% chance that we start a new industry */
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if (CHANCE16(3, 100)) {
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if (Chance16(3, 100)) {
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MaybeNewIndustry();
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} else {
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i = GetRandomIndustry();
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49
src/macros.h
49
src/macros.h
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@ -261,55 +261,6 @@ template<typename T> static inline uint CountBits(T value)
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return num;
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}
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/**
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* Flips a coin with a given probability.
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*
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* This macro can be used to get true or false randomized according to a
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* given probability. The parameter a and b create a percent value with
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* (a/b). The macro returns true in (a/b) percent.
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*
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* @param a The numerator of the fraction
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* @param b The denominator of the fraction, must of course not be null
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* @return True in (a/b) percent
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*/
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#define CHANCE16(a, b) CHANCE16I(a, b, Random())
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/**
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* Flips a coin with a given probability and saves the randomize-number in a variable.
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*
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* This macro uses the same parameters as the CHANCE16 marco. The third parameter
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* must be a variable the randomize-number from Random() is saved in.
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*
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* The low 16 bits of r will already be used and can therefor not be passed to
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* CHANCE16I. One can only send the high 16 bits to CHANCE16I.
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*
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* @param a The numerator of the fraction, see CHANCE16
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* @param b The denominator of the fraction, see CHANCE16
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* @param r The variable to save the randomize-number from Random()
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* @return True in (a/b) percent
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*/
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#define CHANCE16R(a, b, r) CHANCE16I(a, b, r = Random())
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/**
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* Checks if a given randomize-number is below a given probability.
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*
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* This macro is used to check if the given probability by the fraction of (a/b)
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* is greater than low 16 bits of the given randomize-number v.
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*
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* Do not use this function twice on the same random 16 bits as it will yield
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* the same result. One can use a random number for two calls to CHANCE16I,
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* where one call sends the low 16 bits and the other the high 16 bits.
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*
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* @param a The numerator of the fraction, see CHANCE16
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* @param b The denominator of the fraction, see CHANCE16
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* @param r The given randomize-number
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* @return True if v is less or equals (a/b)
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*/
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static inline bool CHANCE16I(const uint a, const uint b, const uint32 r)
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{
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return (uint16)r < (uint16)((65536 * a) / b);
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}
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#define for_each_bit(_i, _b) \
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for (_i = 0; _b != 0; _i++, _b >>= 1) \
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@ -1243,7 +1243,7 @@ static void TileLoop_Road(TileIndex tile)
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if (t->road_build_months != 0 &&
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(DistanceManhattan(t->xy, tile) < 8 || grp != 0) &&
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GetRoadTileType(tile) == ROAD_TILE_NORMAL && CountBits(GetAllRoadBits(tile)) > 1 ) {
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if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && CHANCE16(1, 40)) {
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if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && Chance16(1, 40)) {
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StartRoadWorks(tile);
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SndPlayTileFx(SND_21_JACKHAMMER, tile);
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@ -1989,7 +1989,7 @@ static void CheckIfRoadVehNeedsService(Vehicle *v)
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if (v->current_order.type == OT_GOTO_DEPOT &&
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v->current_order.flags & OF_NON_STOP &&
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!CHANCE16(1, 20)) {
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!Chance16(1, 20)) {
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return;
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}
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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);
|
||||
|
@ -2155,7 +2155,7 @@ static void UpdateTownGrowRate(Town *t)
|
|||
t->fund_buildings_months--;
|
||||
} else {
|
||||
m = _grow_count_values[1][min(n, 5)];
|
||||
if (n == 0 && !CHANCE16(1, 12)) return;
|
||||
if (n == 0 && !Chance16(1, 12)) return;
|
||||
}
|
||||
|
||||
if (_opt.landscape == LT_ARCTIC) {
|
||||
|
|
|
@ -2015,7 +2015,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
|
|||
|
||||
case 1:
|
||||
/* diesel smoke */
|
||||
if (u->cur_speed <= 40 && CHANCE16(15, 128)) {
|
||||
if (u->cur_speed <= 40 && Chance16(15, 128)) {
|
||||
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
|
||||
sound = true;
|
||||
}
|
||||
|
@ -2023,7 +2023,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
|
|||
|
||||
case 2:
|
||||
/* blue spark */
|
||||
if (GB(v->tick_counter, 0, 2) == 0 && CHANCE16(1, 45)) {
|
||||
if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) {
|
||||
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
|
||||
sound = true;
|
||||
}
|
||||
|
@ -3114,7 +3114,7 @@ static void HandleCrashedTrain(Vehicle *v)
|
|||
}
|
||||
|
||||
uint32 r;
|
||||
if (state <= 200 && CHANCE16R(1, 7, r)) {
|
||||
if (state <= 200 && Chance16R(1, 7, r)) {
|
||||
int index = (r * 10 >> 16);
|
||||
|
||||
Vehicle *u = v;
|
||||
|
@ -3392,7 +3392,7 @@ static void CheckIfTrainNeedsService(Vehicle *v)
|
|||
|
||||
if (v->current_order.type == OT_GOTO_DEPOT &&
|
||||
v->current_order.dest != depot->index &&
|
||||
!CHANCE16(3, 16)) {
|
||||
!Chance16(3, 16)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -543,7 +543,7 @@ static void TileLoopTreesDesert(TileIndex tile)
|
|||
};
|
||||
uint32 r = Random();
|
||||
|
||||
if (CHANCE16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
|
||||
if (Chance16I(1, 200, r)) SndPlayTileFx(forest_sounds[GB(r, 16, 2)], tile);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -567,7 +567,7 @@ static void TileLoopTreesAlps(TileIndex tile)
|
|||
} else {
|
||||
if (GetTreeDensity(tile) == 3) {
|
||||
uint32 r = Random();
|
||||
if (CHANCE16I(1, 200, r)) {
|
||||
if (Chance16I(1, 200, r)) {
|
||||
SndPlayTileFx((r & 0x80000000) ? SND_39_HEAVY_WIND : SND_34_WIND, tile);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1264,7 +1264,7 @@ static void BubbleTick(Vehicle *v)
|
|||
}
|
||||
|
||||
if (b->y == 4 && b->x == 1) {
|
||||
if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) {
|
||||
if (v->z_pos > 180 || Chance16I(1, 96, InteractiveRandom())) {
|
||||
v->spritenum = 5;
|
||||
SndPlayVehicleFx(SND_2F_POP, v);
|
||||
}
|
||||
|
@ -1443,7 +1443,7 @@ void CheckVehicleBreakdown(Vehicle *v)
|
|||
|
||||
/* increase chance of failure */
|
||||
chance = v->breakdown_chance + 1;
|
||||
if (CHANCE16I(1,25,r)) chance += 25;
|
||||
if (Chance16I(1,25,r)) chance += 25;
|
||||
v->breakdown_chance = min(255, chance);
|
||||
|
||||
/* calculate reliability value to use in comparison */
|
||||
|
|
Loading…
Reference in New Issue