Feature #1052 » 0021-Unhardcode-wld.map-from-city_choose_build_default.patch
ai/default/daisettler.c | ||
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saved_owner = tile_owner(result->tile);
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saved_claimer = tile_claimer(result->tile);
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tile_set_owner(result->tile, pplayer, result->tile); /* Temporarily */
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city_choose_build_default(pcity); /* ?? */
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city_choose_build_default(nmap, pcity); /* ?? */
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virtual_city = TRUE;
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}
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common/city.c | ||
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/**********************************************************************//**
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Always tile_set_owner(ptile, pplayer) sometime before this!
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**************************************************************************/
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void city_choose_build_default(struct city *pcity)
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void city_choose_build_default(const struct civ_map *nmap, struct city *pcity)
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{
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const struct civ_map *nmap = &(wld.map);
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if (NULL == city_tile(pcity)) {
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/* When a "dummy" city is created with no tile, then choosing a build
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* target could fail. This currently might happen during map editing.
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common/city.h | ||
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bool city_can_grow_to(const struct city *pcity, int pop_size);
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bool city_can_change_build(const struct city *pcity);
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void city_choose_build_default(struct city *pcity);
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void city_choose_build_default(const struct civ_map *nmap, struct city *pcity);
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/* Textual representation of buildings */
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server/citytools.c | ||
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struct city *pcity;
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const citizens old_content_citizens = player_content_citizens(pplayer);
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const citizens old_angry_citizens = player_angry_citizens(pplayer);
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const struct civ_map *nmap = &(wld.map);
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log_debug("create_city() %s", name);
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... | ... | |
adv_city_alloc(pcity);
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tile_set_owner(ptile, pplayer, ptile); /* temporarily */
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city_choose_build_default(pcity);
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tile_set_owner(ptile, pplayer, ptile); /* Temporarily */
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city_choose_build_default(nmap, pcity);
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pcity->id = identity_number();
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fc_allocate_mutex(&game.server.mutexes.city_list);
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