Mercurial > hg > openttd
changeset 7967:e30c5ec2d272 draft
(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
author | skidd13 <skidd13@openttd.org> |
---|---|
date | Sun, 25 Nov 2007 15:35:25 +0000 |
parents | 513c67153f34 |
children | 06293aabe6ea |
files | src/ai/default/default.cpp src/aircraft_cmd.cpp src/core/random_func.hpp src/disaster_cmd.cpp src/economy.cpp src/industry_cmd.cpp src/macros.h src/road_cmd.cpp src/roadveh_cmd.cpp src/town_cmd.cpp src/train_cmd.cpp src/tree_cmd.cpp src/vehicle.cpp |
diffstat | 13 files changed, 100 insertions(+), 90 deletions(-) [+] |
line wrap: on
line diff
--- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -643,7 +643,7 @@ if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask & bitmask) && - !CHANCE16(1, 5)) { + !Chance16(1, 5)) { return false; } @@ -1452,7 +1452,7 @@ * Also, non-full load is more resistant against starving (by building better stations * or using exclusive rights) */ - p->ai.num_want_fullload = CHANCE16(1, 5); // 20% chance + p->ai.num_want_fullload = Chance16(1, 5); // 20% chance // p->ai.loco_id = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1;
--- a/src/aircraft_cmd.cpp +++ b/src/aircraft_cmd.cpp @@ -1255,7 +1255,7 @@ if (v->u.air.crashed_counter < 650) { uint32 r; - if (CHANCE16R(1,32,r)) { + if (Chance16R(1,32,r)) { static const DirDiff delta[] = { DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT };
--- a/src/core/random_func.hpp +++ b/src/core/random_func.hpp @@ -36,4 +36,63 @@ uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link uint InteractiveRandomRange(uint max); +/** + * Checks if a given randomize-number is below a given probability. + * + * This function is used to check if the given probability by the fraction of (a/b) + * is greater than low 16 bits of the given randomize-number v. + * + * Do not use this function twice on the same random 16 bits as it will yield + * the same result. One can use a random number for two calls to Chance16I, + * where one call sends the low 16 bits and the other the high 16 bits. + * + * @param a The numerator of the fraction + * @param b The denominator of the fraction, must of course not be null + * @param r The given randomize-number + * @return True if v is less or equals (a/b) + */ +static inline bool Chance16I(const uint a, const uint b, const uint32 r) +{ + assert(b != 0); + return (uint16)r < (uint16)((a << 16) / b); +} + +/** + * Flips a coin with a given probability. + * + * This macro can be used to get true or false randomized according to a + * given probability. The parameter a and b create a percent value with + * (a/b). The macro returns true in (a/b) percent. + * + * @see Chance16I() + * @param a The numerator of the fraction + * @param b The denominator of the fraction + * @return True in (a/b) percent + */ +static inline bool Chance16(const uint a, const uint b) +{ + return Chance16I(a, b, Random()); +} + +/** + * Flips a coin with a given probability and saves the randomize-number in a variable. + * + * This function uses the same parameters as Chance16. The third parameter + * must be a variable the randomize-number from Random() is saved in. + * + * The low 16 bits of r will already be used and can therefor not be passed to + * Chance16I. One can only send the high 16 bits to Chance16I. + * + * @see Chance16I() + * @param a The numerator of the fraction + * @param b The denominator of the fraction + * @param r The variable to save the randomize-number from Random() + * @return True in (a/b) percent + */ +static inline bool Chance16R(const uint a, const uint b, uint32 &r) +{ + r = Random(); + return Chance16I(a, b, r); +} + #endif /* RANDOM_FUNC_HPP */
--- a/src/disaster_cmd.cpp +++ b/src/disaster_cmd.cpp @@ -715,7 +715,7 @@ if (IsValidTile(tile)) { TrackdirBits r = (TrackdirBits)GetTileTrackStatus(tile, TRANSPORT_WATER, 0); - if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !CHANCE16(1, 90)) { + if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !Chance16(1, 90)) { GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return; @@ -825,7 +825,7 @@ FOR_ALL_INDUSTRIES(i) { if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) && - (found == NULL || CHANCE16(1, 2))) { + (found == NULL || Chance16(1, 2))) { found = i; } } @@ -861,7 +861,7 @@ FOR_ALL_INDUSTRIES(i) { if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) && - (found == NULL || CHANCE16(1, 2))) { + (found == NULL || Chance16(1, 2))) { found = i; } }
--- a/src/economy.cpp +++ b/src/economy.cpp @@ -1102,7 +1102,7 @@ } /* 25% chance to go on */ - if (CHANCE16(1,4)) { + if (Chance16(1,4)) { /* Find a free slot*/ s = _subsidies; while (s->cargo_type != CT_INVALID) {
--- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -558,7 +558,7 @@ case GFX_OILWELL_ANIMATED_2: case GFX_OILWELL_ANIMATED_3: if ((_tick_counter & 7) == 0) { - bool b = CHANCE16(1, 7); + bool b = Chance16(1, 7); IndustryGfx gfx = GetIndustryGfx(tile); m = GetIndustryAnimationState(tile) + 1; @@ -738,7 +738,7 @@ case GFX_COAL_MINE_TOWER_NOT_ANIMATED: case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: case GFX_GOLD_MINE_TOWER_NOT_ANIMATED: - if (!(_tick_counter & 0x400) && CHANCE16(1, 2)) { + if (!(_tick_counter & 0x400) && Chance16(1, 2)) { switch (gfx) { case GFX_COAL_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COAL_MINE_TOWER_ANIMATED; break; case GFX_COPPER_MINE_TOWER_NOT_ANIMATED: gfx = GFX_COPPER_MINE_TOWER_ANIMATED; break; @@ -751,7 +751,7 @@ break; case GFX_OILWELL_NOT_ANIMATED: - if (CHANCE16(1, 6)) { + if (Chance16(1, 6)) { SetIndustryGfx(tile, GFX_OILWELL_ANIMATED_1); SetIndustryAnimationState(tile, 0); AddAnimatedTile(tile); @@ -775,7 +775,7 @@ break; case GFX_POWERPLANT_SPARKS: - if (CHANCE16(1, 3)) { + if (Chance16(1, 3)) { SndPlayTileFx(SND_0C_ELECTRIC_SPARK, tile); AddAnimatedTile(tile); } @@ -805,7 +805,7 @@ break; case GFX_SUGAR_MINE_SIEVE: - if (CHANCE16(1, 3)) AddAnimatedTile(tile); + if (Chance16(1, 3)) AddAnimatedTile(tile); break; } } @@ -863,7 +863,7 @@ if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) { byte or_ = type; - if (or_ == 1 && CHANCE16(1, 7)) or_ = 2; + if (or_ == 1 && Chance16(1, 7)) or_ = 2; if (direction == AXIS_X) { SetFenceSE(tile, or_); @@ -990,7 +990,7 @@ /* play a sound? */ if ((i->counter & 0x3F) == 0) { - if (CHANCE16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) { + if (Chance16R(1, 14, r) && (num = indsp->number_of_sounds) != 0) { SndPlayTileFx( (SoundFx)(indsp->random_sounds[((r >> 16) * num) >> 16]), i->xy); @@ -1012,7 +1012,7 @@ if (HasBit(indsp->callback_flags, CBM_IND_SPECIAL_EFFECT)) { plant = (GetIndustryCallback(CBID_INDUSTRY_SPECIAL_EFFECT, Random(), 0, i, i->type, i->xy) != 0); } else { - plant = CHANCE16(1, 8); + plant = Chance16(1, 8); } if (plant) PlantRandomFarmField(i); @@ -2052,9 +2052,9 @@ new_prod = old_prod = i->production_rate[j]; - if (only_decrease || CHANCE16(1, 3)) mult *= -1; + if (only_decrease || Chance16(1, 3)) mult *= -1; - if (CHANCE16(1, 22)) { + if (Chance16(1, 22)) { new_prod += mult * (max(((RandomRange(50) + 10) * old_prod) >> 8, 1U)); } @@ -2081,9 +2081,9 @@ } } } else { - if (only_decrease || CHANCE16(1, 3)) { + if (only_decrease || Chance16(1, 3)) { /* If you transport > 60%, 66% chance we increase, else 33% chance we increase */ - if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != CHANCE16(1, 3)) { + if (!only_decrease && (i->last_month_pct_transported[0] > PERCENT_TRANSPORTED_60) != Chance16(1, 3)) { mul = 1; // Increase production } else { div = 1; // Decrease production @@ -2093,7 +2093,7 @@ } if (standard && indspec->life_type & INDUSTRYLIFE_PROCESSING) { - if ( (byte)(_cur_year - i->last_prod_year) >= 5 && CHANCE16(1, smooth_economy ? 180 : 2)) { + if ( (byte)(_cur_year - i->last_prod_year) >= 5 && Chance16(1, smooth_economy ? 180 : 2)) { closeit = true; } } @@ -2172,7 +2172,7 @@ } /* 3% chance that we start a new industry */ - if (CHANCE16(3, 100)) { + if (Chance16(3, 100)) { MaybeNewIndustry(); } else { i = GetRandomIndustry();
--- a/src/macros.h +++ b/src/macros.h @@ -261,55 +261,6 @@ return num; } -/** - * Flips a coin with a given probability. - * - * This macro can be used to get true or false randomized according to a - * given probability. The parameter a and b create a percent value with - * (a/b). The macro returns true in (a/b) percent. - * - * @param a The numerator of the fraction - * @param b The denominator of the fraction, must of course not be null - * @return True in (a/b) percent - */ -#define CHANCE16(a, b) CHANCE16I(a, b, Random()) - -/** - * Flips a coin with a given probability and saves the randomize-number in a variable. - * - * This macro uses the same parameters as the CHANCE16 marco. The third parameter - * must be a variable the randomize-number from Random() is saved in. - * - * The low 16 bits of r will already be used and can therefor not be passed to - * CHANCE16I. One can only send the high 16 bits to CHANCE16I. - * - * @param a The numerator of the fraction, see CHANCE16 - * @param b The denominator of the fraction, see CHANCE16 - * @param r The variable to save the randomize-number from Random() - * @return True in (a/b) percent - */ -#define CHANCE16R(a, b, r) CHANCE16I(a, b, r = Random()) - -/** - * Checks if a given randomize-number is below a given probability. - * - * This macro is used to check if the given probability by the fraction of (a/b) - * is greater than low 16 bits of the given randomize-number v. - * - * Do not use this function twice on the same random 16 bits as it will yield - * the same result. One can use a random number for two calls to CHANCE16I, - * where one call sends the low 16 bits and the other the high 16 bits. - * - * @param a The numerator of the fraction, see CHANCE16 - * @param b The denominator of the fraction, see CHANCE16 - * @param r The given randomize-number - * @return True if v is less or equals (a/b) - */ -static inline bool CHANCE16I(const uint a, const uint b, const uint32 r) -{ - return (uint16)r < (uint16)((65536 * a) / b); -} - #define for_each_bit(_i, _b) \ for (_i = 0; _b != 0; _i++, _b >>= 1) \
--- a/src/road_cmd.cpp +++ b/src/road_cmd.cpp @@ -1243,7 +1243,7 @@ if (t->road_build_months != 0 && (DistanceManhattan(t->xy, tile) < 8 || grp != 0) && GetRoadTileType(tile) == ROAD_TILE_NORMAL && CountBits(GetAllRoadBits(tile)) > 1 ) { - if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && CHANCE16(1, 40)) { + if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && Chance16(1, 40)) { StartRoadWorks(tile); SndPlayTileFx(SND_21_JACKHAMMER, tile);
--- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -1989,7 +1989,7 @@ if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.flags & OF_NON_STOP && - !CHANCE16(1, 20)) { + !Chance16(1, 20)) { return; }
--- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -406,7 +406,7 @@ if ((hs->building_flags & BUILDING_IS_ANIMATED) && house_id < NEW_HOUSE_OFFSET && !LiftHasDestination(tile) && - CHANCE16(1, 2)) + Chance16(1, 2)) AddAnimatedTile(tile); t = GetTownByTile(tile); @@ -731,14 +731,14 @@ * maybe terraform some. */ desired_slope = (dir == DIAGDIR_NW || dir == DIAGDIR_SE) ? SLOPE_NW : SLOPE_NE; if (desired_slope != cur_slope && ComplementSlope(desired_slope) != cur_slope) { - if (CHANCE16(1, 8)) { + if (Chance16(1, 8)) { CommandCost res = CMD_ERROR; - if (!_generating_world && CHANCE16(1, 10)) { + if (!_generating_world && Chance16(1, 10)) { /* Note: Do not replace " ^ 0xF" with ComplementSlope(). The slope might be steep. */ - res = DoCommand(tile, CHANCE16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0, + res = DoCommand(tile, Chance16(1, 16) ? cur_slope : cur_slope ^ 0xF, 0, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_TERRAFORM_LAND); } - if (CmdFailed(res) && CHANCE16(1, 3)) { + if (CmdFailed(res) && Chance16(1, 3)) { /* We can consider building on the slope, though. */ goto no_slope; } @@ -1002,7 +1002,7 @@ DiagDirection source_dir = ReverseDiagDir(target_dir); - if (CHANCE16(1, 4)) { + if (Chance16(1, 4)) { /* Randomize a new target dir */ do target_dir = RandomDiagDir(); while (target_dir == source_dir); } @@ -1096,7 +1096,7 @@ /* Allow a house at the edge. 60% chance or * always ok if no road allowed. */ rcmd = DiagDirToRoadBits(target_dir); - allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || CHANCE16(6, 10)); + allow_house = (!IsRoadAllowedHere(house_tile, target_dir) || Chance16(6, 10)); break; } @@ -1104,7 +1104,7 @@ /* Build a house, but not if there already is a house there. */ if (!IsTileType(house_tile, MP_HOUSE)) { /* Level the land if possible */ - if (CHANCE16(1, 6)) LevelTownLand(house_tile); + if (Chance16(1, 6)) LevelTownLand(house_tile); /* And build a house. * Set result to -1 if we managed to build it. */ @@ -1778,7 +1778,7 @@ uint32 r = Random(); construction_stage = TOWN_HOUSE_COMPLETED; - if (CHANCE16(1, 7)) construction_stage = GB(r, 0, 2); + if (Chance16(1, 7)) construction_stage = GB(r, 0, 2); if (construction_stage == TOWN_HOUSE_COMPLETED) { ChangePopulation(t, hs->population); @@ -2155,7 +2155,7 @@ 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) {
--- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2015,7 +2015,7 @@ 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 @@ 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 @@ } 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 @@ if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.dest != depot->index && - !CHANCE16(3, 16)) { + !Chance16(3, 16)) { return; }
--- a/src/tree_cmd.cpp +++ b/src/tree_cmd.cpp @@ -543,7 +543,7 @@ }; 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 @@ } 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); } }
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -1264,7 +1264,7 @@ } 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 @@ /* 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 */