(svn r20734) -Codechange: Rename GetScaledIndustryProbability() to GetScaledIndustryGenerationProbability().

This commit is contained in:
alberth 2010-09-04 11:16:40 +00:00
parent 2d30613c3a
commit 03f7733f83

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@ -1840,11 +1840,11 @@ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
/**
* Compute the appearance probability for an industry during map creation.
* @param it Industrytype to compute for
* @param force_at_least_one Returns whether at least one instance should be forced on map creation
* @return relative probability for the industry to appear
* @param it Industry type to compute.
* @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation.
* @return Relative probability for the industry to appear.
*/
static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one)
static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
{
const IndustrySpec *ind_spc = GetIndustrySpec(it);
uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
@ -1909,7 +1909,7 @@ void GenerateIndustries()
uint num_forced = 0;
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it);
industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
total_prob += industry_probs[it];
if (force_at_least_one[it]) num_forced++;
}