@ -656,38 +656,38 @@ void GenerateLandscape(void)
uint32 r ;
if ( _opt . landscape = = LT_HILLY ) {
i = ( ( Random ( ) & 0x7F ) + 950 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( Random ( ) & 0x7F ) + 950 ) ;
do {
GenerateTerrain ( 2 , 0 ) ;
} while ( - - i ) ;
r = Random ( ) ;
flag = ( r & 3 ) | 4 ;
i = ( ( ( r > > 16 ) & 0x7F ) + 450 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( ( r > > 16 ) & 0x7F ) + 450 ) ;
do {
GenerateTerrain ( 4 , flag ) ;
} while ( - - i ) ;
} else if ( _opt . landscape = = LT_DESERT ) {
i = ( ( Random ( ) & 0x7F ) + 170 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( Random ( ) & 0x7F ) + 170 ) ;
do {
GenerateTerrain ( 0 , 0 ) ;
} while ( - - i ) ;
r = Random ( ) ;
flag = ( r & 3 ) | 4 ;
i = ( ( ( r > > 16 ) & 0xFF ) + 1700 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( ( r > > 16 ) & 0xFF ) + 1700 ) ;
do {
GenerateTerrain ( 0 , flag ) ;
} while ( - - i ) ;
flag ^ = 2 ;
i = ( ( Random ( ) & 0x7F ) + 410 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( Random ( ) & 0x7F ) + 410 ) ;
do {
GenerateTerrain ( 3 , flag ) ;
} while ( - - i ) ;
} else {
i = ( ( Random ( ) & 0x7F ) + ( 3 - _opt . diff . quantity_sea_lakes ) * 256 + 100 ) * LANDSCAPE_SIZE_FACTOR ;
i = ScaleByMapSize ( ( Random ( ) & 0x7F ) + ( 3 - _opt . diff . quantity_sea_lakes ) * 256 + 100 ) ;
do {
GenerateTerrain ( _opt . diff . terrain_type , 0 ) ;
} while ( - - i ) ;