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Feature #374 » 0043-Unhardcode-wld.map-from-city_map_to_tile.patch

main - Marko Lindqvist, 03/29/2024 05:34 PM

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ai/default/daicity.c
struct city *pcity)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
log_base(LOG_EMERGENCY,
"Emergency in %s (%s, angry%d, unhap%d food%d, prod%d)",
......
pcity->surplus[O_FOOD],
pcity->surplus[O_SHIELD]);
city_tile_iterate(city_map_radius_sq_get(pcity), pcenter, atile) {
city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, atile) {
struct city *acity = tile_worked(atile);
if (acity && acity != pcity && city_owner(acity) == city_owner(pcity)) {
......
{
adv_want want = 0;
int prod[O_LAST], bonus[O_LAST], waste[O_LAST];
const struct civ_map *nmap = &(wld.map);
memset(prod, 0, O_LAST * sizeof(*prod));
if (NULL != pimprove
......
/* The below calculation mostly duplicates get_worked_tile_output().
* We do this only for buildings that we know may change tile
* outputs. */
city_tile_iterate(city_map_radius_sq_get(acity), acenter, ptile) {
city_tile_iterate(nmap, city_map_radius_sq_get(acity), acenter, ptile) {
if (tile_worked(ptile) == acity) {
output_type_iterate(o) {
prod[o] += city_tile_output(acity, ptile, celebrating, o);
ai/default/daisettler.c
bool handicap = has_handicap(pplayer, H_MAP);
struct adv_data *adv = adv_data_get(pplayer, NULL);
struct cityresult *result;
const struct civ_map *nmap = &(wld.map);
fc_assert_ret_val(adv != NULL, NULL);
fc_assert_ret_val(center != NULL, NULL);
......
result->city_radius_sq = city_map_radius_sq_get(pcity);
city_tile_iterate_index(result->city_radius_sq, result->tile, ptile,
city_tile_iterate_index(nmap, result->city_radius_sq, result->tile, ptile,
cindex) {
int tindex = tile_index(ptile);
int reserved = citymap_read(ptile);
ai/tex/texaicity.c
struct texai_tile_state state = { .uw_max = 0, .uw_max_base = 0, .worst_worked = FC_INFINITY,
.orig_worst_worked = 0, .old_worst_worked = FC_INFINITY };
struct unit_list *units = NULL;
const struct civ_map *nmap = &(wld.map);
switch (limit) {
case TWTL_CURRENT_UNITS:
......
break;
}
city_tile_iterate_index(city_map_radius_sq_get(pcity), city_tile(pcity),
city_tile_iterate_index(nmap, city_map_radius_sq_get(pcity), city_tile(pcity),
ptile, cindex) {
texai_tile_worker_task_select(pplayer, pcity, ptile, cindex, units,
&worked, &unworked, &state, limit);
client/agents/cma_core.c
connection_do_buffer(&client.conn);
/* Remove all surplus workers */
city_tile_iterate_skip_free_worked(city_radius_sq, pcenter, ptile, idx,
x, y) {
city_tile_iterate_skip_free_worked(&(wld.map), city_radius_sq, pcenter,
ptile, idx, x, y) {
if (tile_worked(ptile) == pcity
&& !result->worker_positions[idx]) {
log_apply_result("Removing worker at {%d,%d}.", x, y);
......
/* Set workers */
/* FIXME: This code assumes that any toggled worker will turn into a
* DEFAULT_SPECIALIST! */
city_tile_iterate_skip_free_worked(city_radius_sq, pcenter, ptile, idx,
city_tile_iterate_skip_free_worked(&(wld.map), city_radius_sq, pcenter, ptile, idx,
x, y) {
if (NULL == tile_worked(ptile)
&& result->worker_positions[idx]) {
client/citydlg_common.c
city_radius_sq = city_map_radius_sq_get(pcity);
fc_assert(is_valid_city_coords(city_radius_sq, city_x, city_y));
ptile = city_map_to_tile(city_tile(pcity), city_radius_sq,
ptile = city_map_to_tile(&(wld.map), city_tile(pcity), city_radius_sq,
city_x, city_y);
if (NULL == ptile) {
return 0;
client/gui-gtk-3.22/citydlg.c
struct city *pcity = pdialog->pcity;
popup_workertask_dlg(pdialog->pcity,
city_map_to_tile(pcity->tile, city_map_radius_sq_get(pcity),
city_map_to_tile(&(wld.map), pcity->tile,
city_map_radius_sq_get(pcity),
city_x, city_y));
}
}
client/gui-gtk-4.0/citydlg.c
struct city *pcity = pdialog->pcity;
popup_workertask_dlg(pdialog->pcity,
city_map_to_tile(pcity->tile, city_map_radius_sq_get(pcity),
city_map_to_tile(&(wld.map), pcity->tile,
city_map_radius_sq_get(pcity),
city_x, city_y));
}
client/gui-gtk-5.0/citydlg.c
struct city *pcity = pdialog->pcity;
popup_workertask_dlg(pdialog->pcity,
city_map_to_tile(pcity->tile, city_map_radius_sq_get(pcity),
city_map_to_tile(&(wld.map), pcity->tile,
city_map_radius_sq_get(pcity),
city_x, city_y));
}
client/gui-qt/citydlg.cpp
return;
}
ptile = city_map_to_tile(mcity->tile, city_map_radius_sq_get(mcity),
ptile = city_map_to_tile(&(wld.map), mcity->tile, city_map_radius_sq_get(mcity),
city_x, city_y);
pterr = tile_terrain(ptile);
for_terr.kind = VUT_TERRAIN;
client/mapview_common.c
closest_city = NULL;
/* Check within maximum (squared) city radius */
city_tile_iterate(max_rad, ptile, tile1) {
city_tile_iterate(&(wld.map), max_rad, ptile, tile1) {
pcity = tile_city(tile1);
if (pcity
&& (NULL == client.conn.playing
......
if (!game.scenario.prevent_new_cities) {
/* Check within maximum (squared) city radius */
city_tile_iterate(max_rad, ptile, tile1) {
city_tile_iterate(&(wld.map), max_rad, ptile, tile1) {
unit_list_iterate(tile1->units, psettler) {
if ((NULL == client.conn.playing
|| unit_owner(psettler) == client.conn.playing)
client/packhand.c
} else if (city_owner(pcity) != powner) {
/* Remember what were the worked tiles. The server won't
* send them to us again. */
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity),
city_tile_iterate_skip_free_worked(&(wld.map), city_map_radius_sq_get(pcity),
ptile, pworked, _index, _x, _y) {
if (pcity == tile_worked(pworked)) {
if (NULL == worked_tiles) {
......
} else if (city_owner(pcity) != powner) {
/* Remember what were the worked tiles. The server won't
* send to us again. */
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), ptile,
city_tile_iterate_skip_free_worked(&(wld.map), city_map_radius_sq_get(pcity), ptile,
pworked, _index, _x, _y) {
if (pcity == tile_worked(pworked)) {
if (NULL == worked_tiles) {
common/aicore/citymap.c
**************************************************************************/
void citymap_turn_init(struct player *pplayer)
{
/* The citymap is reinitialized at the start of ever turn. This includes
const struct civ_map *nmap = &(wld.map);
/* The citymap is reinitialized at the start of ever turn. This includes
* a call to realloc, which only really matters if this is the first turn
* of the game (but it's easier than a separate function to do this). */
citymap = fc_realloc(citymap, MAP_INDEX_SIZE * sizeof(*citymap));
......
city_list_iterate(pother->cities, pcity) {
struct tile *pcenter = city_tile(pcity);
/* reserve at least the default (squared) city radius */
city_tile_iterate(MAX(city_map_radius_sq_get(pcity),
/* Reserve at least the default (squared) city radius */
city_tile_iterate(nmap, MAX(city_map_radius_sq_get(pcity),
CITY_MAP_DEFAULT_RADIUS_SQ),
pcenter, ptile) {
struct city *pwork = tile_worked(ptile);
......
if (unit_is_cityfounder(punit)
&& punit->server.adv->task == AUT_BUILD_CITY) {
/* use default (squared) city radius */
city_tile_iterate(CITY_MAP_DEFAULT_RADIUS_SQ, punit->goto_tile,
/* Use default (squared) city radius */
city_tile_iterate(nmap, CITY_MAP_DEFAULT_RADIUS_SQ, punit->goto_tile,
ptile) {
if (citymap[tile_index(ptile)] >= 0) {
citymap[tile_index(ptile)]++;
......
**************************************************************************/
void citymap_reserve_city_spot(struct tile *ptile, int id)
{
const struct civ_map *nmap = &(wld.map);
#ifdef FREECIV_DEBUG
log_citymap("id %d reserving (%d, %d), was %d",
id, TILE_XY(ptile), citymap[tile_index(ptile)]);
......
/* Tiles will now be "reserved" by actual workers, so free excess
* reservations. Also mark tiles for city overlapping, or 'crowding'.
* Uses the default city map size / squared city radius. */
city_tile_iterate(CITY_MAP_DEFAULT_RADIUS_SQ, ptile, ptile1) {
city_tile_iterate(nmap, CITY_MAP_DEFAULT_RADIUS_SQ, ptile, ptile1) {
if (citymap[tile_index(ptile1)] == -id) {
citymap[tile_index(ptile1)] = 0;
}
......
**************************************************************************/
void citymap_free_city_spot(struct tile *ptile, int id)
{
city_tile_iterate(CITY_MAP_DEFAULT_RADIUS_SQ, ptile, ptile1) {
const struct civ_map *nmap = &(wld.map);
city_tile_iterate(nmap, CITY_MAP_DEFAULT_RADIUS_SQ, ptile, ptile1) {
if (citymap[tile_index(ptile1)] == -(id)) {
citymap[tile_index(ptile1)] = 0;
} else if (citymap[tile_index(ptile1)] > 0) {
common/aicore/cm.c
{
struct cm_tile_type type;
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
/* add all the fields into the lattice */
tile_type_init(&type); /* init just once */
/* Add all the fields into the lattice */
tile_type_init(&type); /* Init just once */
city_tile_iterate_index(city_map_radius_sq_get(pcity), pcenter, ptile,
city_tile_iterate_index(nmap, city_map_radius_sq_get(pcity), pcenter, ptile,
ctindex) {
if (is_free_worked(pcity, ptile)) {
continue;
} else if (city_can_work_tile(pcity, ptile)) {
compute_tile_production(pcity, ptile, &type); /* clobbers type */
tile_type_lattice_add(lattice, &type, ctindex); /* copy type if needed */
compute_tile_production(pcity, ptile, &type); /* Clobbers type */
tile_type_lattice_add(lattice, &type, ctindex); /* Copy type if needed */
}
} city_tile_iterate_index_end;
......
int production[],
int check_choice, bool negative_ok)
{
struct partial_solution solnplus; /* will be soln, plus some tiles */
struct partial_solution solnplus; /* Will be soln, plus some tiles */
const struct civ_map *nmap = &(wld.map);
/* Production is whatever the solution produces, plus the
most possible of each kind of production the idle workers could
produce */
if (soln->idle == 1) {
/* Then the total solution is soln + this new worker. So we know the
/* Then the total solution is soln + this new worker. So we know the
production exactly, and can shortcut the later code. */
const struct cm_tile_type *ptype = tile_type_get(state, check_choice);
......
output_type_iterate(stat_index) {
int base = production[stat_index];
city_tile_iterate(city_map_radius_sq_get(pcity), pcenter, ptile) {
city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, ptile) {
if (is_free_worked(pcity, ptile)) {
base += city_tile_output(pcity, ptile, is_celebrating, stat_index);
}
......
citizens workers = city_size;
int food_needed = city_granary_size(city_size) - pcity->food_stock;
int min_turns;
const struct civ_map *nmap = &(wld.map);
city_map_iterate(city_radius_sq, cindex, x, y) {
struct tile *ptile = city_map_to_tile(pcity->tile, city_radius_sq, x, y);
struct tile *ptile = city_map_to_tile(nmap, pcity->tile, city_radius_sq, x, y);
if (!ptile) {
continue;
}
......
const struct city *pcity, bool *workers_map)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
/* clear worker positions */
/* Clear worker positions */
memset(result->worker_positions, 0,
sizeof(*result->worker_positions)
* city_map_tiles(result->city_radius_sq));
city_tile_iterate_index(result->city_radius_sq, pcenter, ptile, ctindex) {
city_tile_iterate_index(nmap, result->city_radius_sq, pcenter, ptile, ctindex) {
if (workers_map == NULL) {
/* use the main map */
/* Use the main map */
struct city *pwork = tile_worked(ptile);
result->worker_positions[ctindex] = (NULL != pwork && pwork == pcity);
......
}
} city_tile_iterate_index_end;
/* copy the specialist counts */
/* Copy the specialist counts */
specialist_type_iterate(spec) {
result->specialists[spec] = pcity->specialists[spec];
} specialist_type_iterate_end;
/* find the surplus production numbers */
/* Find the surplus production numbers */
get_city_surplus(pcity, result->surplus,
&result->disorder, &result->happy);
/* this is a valid result, in a sense */
/* This is a valid result, in a sense */
result->found_a_valid = TRUE;
}
......
void cm_print_city(const struct city *pcity)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
log_test("cm_print_city(city %d=\"%s\")", pcity->id, city_name_get(pcity));
log_test(" size=%d, specialists=%s",
city_size_get(pcity), specialists_string(pcity->specialists));
log_test(" workers at:");
city_tile_iterate_index(city_map_radius_sq_get(pcity), pcenter, ptile,
city_tile_iterate_index(nmap, city_map_radius_sq_get(pcity), pcenter, ptile,
cindex) {
struct city *pwork = tile_worked(ptile);
common/city.c
Finds the map position for a given city map coordinate of a certain
city. Returns true if the map position found is real.
**************************************************************************/
struct tile *city_map_to_tile(const struct tile *city_center,
struct tile *city_map_to_tile(const struct civ_map *nmap,
const struct tile *city_center,
int city_radius_sq, int city_map_x,
int city_map_y)
{
......
tile_x += CITY_ABS2REL(city_map_x);
tile_y += CITY_ABS2REL(city_map_y);
return map_pos_to_tile(&(wld.map), tile_x, tile_y);
return map_pos_to_tile(nmap, tile_x, tile_y);
}
/**********************************************************************//**
......
void citylog_map_workers(enum log_level level, struct city *pcity)
{
int *city_map_data = NULL;
const struct civ_map *nmap = &(wld.map);
fc_assert_ret(pcity != NULL);
......
sizeof(*city_map_data));
city_map_iterate(city_map_radius_sq_get(pcity), cindex, x, y) {
struct tile *ptile = city_map_to_tile(city_tile(pcity),
struct tile *ptile = city_map_to_tile(nmap,
city_tile(pcity),
city_map_radius_sq_get(pcity),
x, y);
city_map_data[cindex] = (ptile && tile_worked(ptile) == pcity)
......
bool city_exists_within_max_city_map(const struct tile *ptile,
bool may_be_on_center)
{
city_tile_iterate(CITY_MAP_MAX_RADIUS_SQ, ptile, ptile1) {
const struct civ_map *nmap = &(wld.map);
city_tile_iterate(nmap, CITY_MAP_MAX_RADIUS_SQ, ptile, ptile1) {
if (may_be_on_center || !same_pos(ptile, ptile1)) {
if (tile_city(ptile1)) {
return TRUE;
......
bool is_celebrating = base_city_celebrating(pcity);
#endif
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
memset(output, 0, O_LAST * sizeof(*output));
city_tile_iterate_index(city_map_radius_sq_get(pcity), pcenter, ptile,
city_tile_iterate_index(nmap, city_map_radius_sq_get(pcity), pcenter, ptile,
city_tile_index) {
if (workers_map == NULL) {
struct city *pwork = tile_worked(ptile);
......
{
bool is_celebrating = base_city_celebrating(pcity);
int radius_sq = city_map_radius_sq_get(pcity);
const struct civ_map *nmap = &(wld.map);
/* initialize tile_cache if needed */
/* Initialize tile_cache if needed */
if (pcity->tile_cache == NULL || pcity->tile_cache_radius_sq == -1
|| pcity->tile_cache_radius_sq != radius_sq) {
pcity->tile_cache = fc_realloc(pcity->tile_cache,
......
/* Any unreal tiles are skipped - these values should have been memset
* to 0 when the city was created. */
city_tile_iterate_index(radius_sq, pcity->tile, ptile, city_tile_index) {
city_tile_iterate_index(nmap, radius_sq, pcity->tile, ptile, city_tile_index) {
output_type_iterate(o) {
(pcity->tile_cache[city_tile_index]).output[o]
= city_tile_output(pcity, ptile, is_celebrating, o);
common/city.h
* _city_tile is the center of the (possible) city.
* (_index) will be the city tile index in the interval
* [0, city_map_tiles(_radius_sq)] */
#define city_tile_iterate_index(_radius_sq, _city_tile, _tile, \
#define city_tile_iterate_index(_nmap, _radius_sq, _city_tile, _tile, \
_index) { \
city_map_iterate_outwards_radius_sq_index(CITY_MAP_CENTER_RADIUS_SQ, \
_radius_sq, _index, _x, _y) \
struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
struct tile *_tile = city_map_to_tile(_nmap, _city_tile, _radius_sq, \
_x, _y); \
if (NULL != _tile) {
......
} city_map_iterate_outwards_radius_sq_index_end;
/* simple extension to skip is_free_worked() tiles. */
#define city_tile_iterate_skip_free_worked(_radius_sq, _city_tile, \
_tile, _index, _x, _y) { \
city_map_iterate(_radius_sq, _index, _x, _y) { \
if (!is_free_worked_index(_index)) { \
struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
_x, _y); \
#define city_tile_iterate_skip_free_worked(_nmap, _radius_sq, _city_tile, \
_tile, _index, _x, _y) { \
city_map_iterate(_radius_sq, _index, _x, _y) { \
if (!is_free_worked_index(_index)) { \
struct tile *_tile = city_map_to_tile(_nmap, _city_tile, _radius_sq, \
_x, _y); \
if (NULL != _tile) {
#define city_tile_iterate_skip_free_worked_end \
......
/* Does the same thing as city_tile_iterate_index(), but keeps the city
* coordinates hidden. */
#define city_tile_iterate(_radius_sq, _city_tile, _tile) { \
const struct tile *_center##_tile = _city_tile; \
city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
_radius_sq, _x, _y) \
struct tile *_tile = city_map_to_tile(_center##_tile, _radius_sq, \
_x, _y); \
#define city_tile_iterate(_nmap, _radius_sq, _city_tile, _tile) { \
const struct tile *_center##_tile = _city_tile; \
city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
_radius_sq, _x, _y) \
struct tile *_tile = city_map_to_tile(_nmap, _center##_tile, _radius_sq, \
_x, _y); \
if (NULL != _tile) {
#define city_tile_iterate_end \
......
} \
}
/* output type functions */
/* Output type functions */
const char *get_output_identifier(Output_type_id output);
const char *get_output_name(Output_type_id output);
......
void add_specialist_output(const struct city *pcity, int *output);
void set_city_production(struct city *pcity);
/* properties */
/* Properties */
const char *city_name_get(const struct city *pcity);
void city_name_set(struct city *pcity, const char *new_name);
......
const struct tile *city_center,
const struct tile *map_tile);
struct tile *city_map_to_tile(const struct tile *city_center,
struct tile *city_map_to_tile(const struct civ_map *nmap,
const struct tile *city_center,
int city_radius_sq, int city_map_x,
int city_map_y);
common/game.c
{
struct tile *pcenter = city_tile(pcity);
struct player *powner = city_owner(pcity);
const struct civ_map *nmap = &(wld.map);
if (NULL != powner) {
/* always unlink before clearing data */
/* Always unlink before clearing data */
city_list_remove(powner->cities, pcity);
}
......
nation_rule_name(nation_of_player(powner)),
city_name_get(pcity));
city_tile_iterate(city_map_radius_sq_get(pcity), pcenter, ptile) {
city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, ptile) {
if (tile_worked(ptile) == pcity) {
tile_set_worked(ptile, NULL);
}
common/improvement.c
static bool impr_provides_buildable_extras(const struct city *pcity,
const struct impr_type *pimprove)
{
const struct civ_map *nmap = &(wld.map);
/* Fast check */
if (!pimprove->allows_extras) {
......
extra_type_iterate(pextra) {
if (requirement_needs_improvement(pimprove, &pextra->reqs)) {
city_tile_iterate(city_map_radius_sq_get(pcity),
city_tile_iterate(nmap, city_map_radius_sq_get(pcity),
city_tile(pcity), ptile) {
if (player_can_build_extra(pextra, city_owner(pcity), ptile)) {
return TRUE;
common/metaknowledge.c
static bool is_tile_seen_city(const struct player *pow_player,
const struct city *target_city)
{
const struct civ_map *nmap = &(wld.map);
/* Don't know the city radius. */
if (!can_player_see_city_internals(pow_player, target_city)) {
return FALSE;
}
/* A tile of the city is unseen */
city_tile_iterate(city_map_radius_sq_get(target_city),
city_tile_iterate(nmap, city_map_radius_sq_get(target_city),
city_tile(target_city), ptile) {
if (!tile_is_seen(ptile, pow_player)) {
return FALSE;
common/player.c
}
/*******************************************************************//**
Return true iff x,y is inside any of the player's city map.
Return true iff tile is inside any of the player's city map.
***********************************************************************/
bool player_in_city_map(const struct player *pplayer,
const struct tile *ptile)
{
city_tile_iterate(CITY_MAP_MAX_RADIUS_SQ, ptile, ptile1) {
const struct civ_map *nmap = &(wld.map);
city_tile_iterate(nmap, CITY_MAP_MAX_RADIUS_SQ, ptile, ptile1) {
struct city *pcity = tile_city(ptile1);
if (pcity
common/requirements.c
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_extra(ptile, pextra)) {
return TRI_YES;
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_extra(ptile, pextra)) {
return TRI_YES;
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
if (tile_has_extra(ptile, pextra)) {
return TRI_YES;
......
return TRI_MAYBE;
}
if (pterrain != NULL) {
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_terrain(ptile) == pterrain) {
return TRI_YES;
......
if (pterrain != NULL) {
enum fc_tristate ret;
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_terrain(ptile) == pterrain) {
return TRI_YES;
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
if (tile_terrain(ptile) == pterrain) {
return TRI_YES;
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_road_flag(ptile, roadflag)) {
return TRI_YES;
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_road_flag(ptile, roadflag)) {
return TRI_YES;
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
if (tile_has_road_flag(ptile, roadflag)) {
return TRI_YES;
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_extra_flag(ptile, extraflag)) {
return TRI_YES;
......
if (!context->city) {
return TRI_MAYBE;
}
city_tile_iterate(city_map_radius_sq_get(context->city),
city_tile_iterate(nmap, city_map_radius_sq_get(context->city),
city_tile(context->city), ptile) {
if (tile_has_extra_flag(ptile, extraflag)) {
return TRI_YES;
......
if (trade_partner == NULL) {
ret = TRI_MAYBE;
} else {
city_tile_iterate(city_map_radius_sq_get(trade_partner),
city_tile_iterate(nmap, city_map_radius_sq_get(trade_partner),
city_tile(trade_partner), ptile) {
if (tile_has_extra_flag(ptile, extraflag)) {
return TRI_YES;
common/traderoutes.c
int tile_trade[city_map_tiles(radius_sq)];
size_t size = 0;
bool is_celebrating = base_city_celebrating(pcity);
const struct civ_map *nmap = &(wld.map);
if (pcity->tile == NULL) {
return 0;
}
city_map_iterate(radius_sq, cindex, cx, cy) {
struct tile *ptile = city_map_to_tile(pcity->tile, radius_sq, cx, cy);
struct tile *ptile = city_map_to_tile(nmap, pcity->tile, radius_sq, cx, cy);
if (ptile == NULL) {
continue;
server/advisors/autoworkers.c
struct tile *pcenter = city_tile(pcity);
/* Try to work near the city */
city_tile_iterate_index(city_map_radius_sq_get(pcity), pcenter, ptile,
city_tile_iterate_index(nmap, city_map_radius_sq_get(pcity), pcenter, ptile,
cindex) {
bool consider = TRUE;
bool in_use = (tile_worked(ptile) == pcity);
server/advisors/infracache.c
Do all tile improvement calculations and cache them for later.
These values are used in settler_evaluate_improvements() so this function
must be called before doing that. Currently this is only done when handling
must be called before doing that. Currently this is only done when handling
auto-settlers or when the AI contemplates building worker units.
**************************************************************************/
void initialize_infrastructure_cache(struct player *pplayer)
{
const struct civ_map *nmap = &(wld.map);
city_list_iterate(pplayer->cities, pcity) {
struct tile *pcenter = city_tile(pcity);
int radius_sq = city_map_radius_sq_get(pcity);
......
} aw_transform_action_iterate_end;
} city_map_iterate_end;
city_tile_iterate_index(radius_sq, pcenter, ptile, cindex) {
city_tile_iterate_index(nmap, radius_sq, pcenter, ptile, cindex) {
adv_city_worker_act_set(pcity, cindex, ACTIVITY_MINE,
adv_calc_plant(pcity, ptile));
adv_city_worker_act_set(pcity, cindex, ACTIVITY_IRRIGATE,
server/citytools.c
void city_map_update_all(struct city *pcity)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), pcenter,
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity), pcenter,
ptile, _index, _x, _y) {
/* Bypass city_map_update_tile_now() for efficiency */
city_map_update_tile_direct(ptile, FALSE);
......
****************************************************************************/
bool city_map_update_radius_sq(struct city *pcity)
{
fc_assert_ret_val(pcity != nullptr, FALSE);
int city_tiles_old, city_tiles_new;
int city_radius_sq_old = city_map_radius_sq_get(pcity);
int city_radius_sq_new = game.info.init_city_radius_sq
+ get_city_bonus(pcity, EFT_CITY_RADIUS_SQ);
const struct civ_map *nmap = &(wld.map);
/* Check minimum / maximum allowed city radii */
city_radius_sq_new = CLIP(CITY_MAP_MIN_RADIUS_SQ, city_radius_sq_new,
......
/* Remove workers from the tiles removed rom the city map */
city_map_iterate_radius_sq(city_radius_sq_new, city_radius_sq_old,
city_x, city_y) {
struct tile *ptile = city_map_to_tile(city_tile(pcity),
struct tile *ptile = city_map_to_tile(nmap, city_tile(pcity),
city_radius_sq_old, city_x,
city_y);
......
/* Add workers to free city tiles */
if (workers > 0) {
int radius_sq = city_map_radius_sq_get(pcity);
city_map_iterate_without_index(radius_sq, city_x, city_y) {
struct tile *ptile = city_map_to_tile(city_tile(pcity), radius_sq,
struct tile *ptile = city_map_to_tile(nmap, city_tile(pcity), radius_sq,
city_x, city_y);
if (ptile && !is_free_worked(pcity, ptile)
server/cityturn.c
}
/**********************************************************************//**
Rearrange workers according to a cm_result struct. The caller must make
Rearrange workers according to a cm_result struct. The caller must make
sure that the result is valid.
**************************************************************************/
void apply_cmresult_to_city(struct city *pcity,
const struct cm_result *cmr)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
/* Now apply results */
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), pcenter,
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity), pcenter,
ptile, idx, x, y) {
struct city *pwork = tile_worked(ptile);
......
{
struct tile *pcenter = city_tile(pcity);
int want = change;
const struct civ_map *nmap = &(wld.map);
fc_assert_ret_val(0 < change, 0);
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), pcenter,
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity), pcenter,
ptile, _index, _x, _y) {
if (0 < want && tile_worked(ptile) == pcity) {
city_map_update_empty(pcity, ptile);
......
struct tile *pcenter = city_tile(pcity);
struct player *powner = city_owner(pcity);
const struct impr_type *pimprove = pcity->production.value.building;
const struct civ_map *nmap = &(wld.map);
if (!city_can_grow_to(pcity, city_size_get(pcity) + 1)) {
/* Need improvement */
......
* make new citizens into scientists or taxmen -- Massimo */
/* Ignore food if no square can be worked */
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), pcenter,
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity), pcenter,
ptile, _index, _x, _y) {
if (tile_worked(ptile) != pcity /* quick test */
if (tile_worked(ptile) != pcity /* Quick test */
&& city_can_work_tile(pcity, ptile)) {
have_square = TRUE;
}
......
struct tile *pcenter = city_tile(pcity);
int city_radius_sq = city_map_radius_sq_get(pcity);
int k = 100;
const struct civ_map *nmap = &(wld.map);
while (k > 0) {
/* place pollution on a random city tile */
/* Place pollution on a random city tile */
int cx, cy;
int tile_id = fc_rand(city_map_tiles(city_radius_sq));
struct extra_type *pextra;
......
city_tile_index_to_xy(&cx, &cy, tile_id, city_radius_sq);
/* Check for a real map position */
if (!(ptile = city_map_to_tile(pcenter, city_radius_sq, cx, cy))) {
if (!(ptile = city_map_to_tile(nmap, pcenter, city_radius_sq, cx, cy))) {
continue;
}
......
const char *nation_from, *nation_to;
struct city *rcity = NULL;
int to_id = pcity_to->id;
const struct civ_map *nmap = &(wld.map);
if (!pcity_from || !pcity_to) {
return FALSE;
......
ptile_from = city_tile(pcity_from);
ptile_to = city_tile(pcity_to);
/* check food supply in the receiver city */
/* Check food supply in the receiver city */
if (game.server.mgr_foodneeded) {
bool migration = FALSE;
if (pcity_to->surplus[O_FOOD] >= game.info.food_cost) {
migration = TRUE;
} else {
/* check if there is a free tile for the new citizen which, when worked,
/* Check if there is a free tile for the new citizen which, when worked,
* leads to zero or positive food surplus for the enlarged city */
int max_food_tile = -1; /* no free tile */
city_tile_iterate(city_map_radius_sq_get(pcity_to),
city_tile_iterate(nmap, city_map_radius_sq_get(pcity_to),
city_tile(pcity_to), ptile) {
if (city_can_work_tile(pcity_to, ptile)
&& tile_worked(ptile) != pcity_to) {
......
**************************************************************************/
void city_tc_effect_refresh(struct player *pplayer)
{
const struct civ_map *nmap = &(wld.map);
city_list_iterate(pplayer->cities, pcity) {
bool changed = FALSE;
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity),
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity),
city_tile(pcity), ptile, idx, x, y) {
if (ptile->worked == pcity
&& get_city_tile_output_bonus(pcity, ptile, NULL, EFT_TILE_WORKABLE) <= 0) {
server/generator/startpos.c
int *tile_value = NULL;
int min_goodies_per_player = 1500;
int total_goodies = 0;
/* this is factor is used to maximize land used in extreme little maps */
/* This is factor is used to maximize land used in extreme little maps */
float efactor = player_count() / map_size_checked() / 4;
bool failure = FALSE;
bool is_tmap = temperature_is_initialized();
const struct civ_map *nmap = &(wld.map);
if (wld.map.num_continents < 1) {
/* Currently we can only place starters on land terrain, so fail
......
tile_value_aux = fc_calloc(MAP_INDEX_SIZE, sizeof(*tile_value_aux));
tile_value = fc_calloc(MAP_INDEX_SIZE, sizeof(*tile_value));
/* get the tile value */
/* Get the tile value */
whole_map_iterate(&(wld.map), value_tile) {
tile_value_aux[tile_index(value_tile)] = get_tile_value(value_tile);
} whole_map_iterate_end;
/* select the best tiles */
/* Select the best tiles */
whole_map_iterate(&(wld.map), value_tile) {
int this_tile_value = tile_value_aux[tile_index(value_tile)];
int lcount = 0, bcount = 0;
/* check all tiles within the default city radius */
city_tile_iterate(CITY_MAP_DEFAULT_RADIUS_SQ, value_tile, ptile1) {
/* Check all tiles within the default city radius */
city_tile_iterate(nmap, CITY_MAP_DEFAULT_RADIUS_SQ, value_tile, ptile1) {
if (this_tile_value > tile_value_aux[tile_index(ptile1)]) {
lcount++;
} else if (this_tile_value < tile_value_aux[tile_index(ptile1)]) {
......
}
tile_value[tile_index(value_tile)] = 100 * this_tile_value;
} whole_map_iterate_end;
/* get an average value */
/* Get an average value */
smooth_int_map(tile_value, TRUE);
initialize_isle_data();
server/maphand.c
struct player *pfrom, struct player *pdest)
{
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
buffer_shared_vision(pdest);
city_tile_iterate(city_map_radius_sq_get(pcity), pcenter, ptile) {
city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, ptile) {
give_tile_info_from_player_to_player(pfrom, pdest, ptile);
} city_tile_iterate_end;
server/sanitycheck.c
int delta;
int citizen_count = 0;
struct tile *pcenter = city_tile(pcity);
const struct civ_map *nmap = &(wld.map);
SANITY_CITY(pcity, city_size_get(pcity) >= 1);
city_tile_iterate_skip_free_worked(city_map_radius_sq_get(pcity), pcenter,
ptile, _index, _x, _y) {
city_tile_iterate_skip_free_worked(nmap, city_map_radius_sq_get(pcity), pcenter,
ptile, _index, _x, _y) {
if (tile_worked(ptile) == pcity) {
citizen_count++;
}
server/savegame/savegame2.c
int nat_x, nat_y;
citizens size;
const char *stylename;
const struct civ_map *nmap = &(wld.map);
sg_warn_ret_val(secfile_lookup_int(loading->file, &nat_x, "%s.x", citystr),
FALSE, "%s", secfile_error());
......
pcity->style = city_style(pcity);
}
pcity->server.synced = FALSE; /* must re-sync with clients */
pcity->server.synced = FALSE; /* Must re-sync with clients */
/* Initialise list of city improvements. */
for (i = 0; i < ARRAY_SIZE(pcity->built); i++) {
......
city_freeze_workers(pcity);
/* load new savegame with variable (squared) city radius and worked
/* Load new savegame with variable (squared) city radius and worked
* tiles map */
int radius_sq
......
citystr);
city_map_radius_sq_set(pcity, radius_sq);
city_tile_iterate(CITY_MAP_MAX_RADIUS_SQ, city_tile(pcity), ptile) {
city_tile_iterate(nmap, CITY_MAP_MAX_RADIUS_SQ, city_tile(pcity), ptile) {
if (loading->worked_tiles[ptile->index] == pcity->id) {
if (sq_map_distance(ptile, pcity->tile) > radius_sq) {
log_sg("[%s] '%s' (%d, %d) has worker outside current radius "
......
}
#ifdef FREECIV_DEBUG
/* set this tile to unused; a check for not resetted tiles is
/* Set this tile to unused; a check for not resetted tiles is
* included in game_load_internal() */
loading->worked_tiles[ptile->index] = -1;
#endif /* FREECIV_DEBUG */
server/savegame/savegame3.c
int partner;
int want;
int tmp_int;
const struct civ_map *nmap = &(wld.map);
sg_warn_ret_val(secfile_lookup_int(loading->file, &nat_x, "%s.x", citystr),
FALSE, "%s", secfile_error());
......
citystr);
city_map_radius_sq_set(pcity, radius_sq);
city_tile_iterate(CITY_MAP_MAX_RADIUS_SQ, city_tile(pcity), ptile) {
city_tile_iterate(nmap, CITY_MAP_MAX_RADIUS_SQ, city_tile(pcity), ptile) {
if (loading->worked_tiles[ptile->index] == pcity->id) {
if (sq_map_distance(ptile, pcity->tile) > radius_sq) {
log_sg("[%s] '%s' (%d, %d) has worker outside current radius "
server/score.c
static void build_landarea_map(struct claim_map *pcmap)
{
bv_player *claims = fc_calloc(MAP_INDEX_SIZE, sizeof(*claims));
const struct civ_map *nmap = &(wld.map);
memset(pcmap, 0, sizeof(*pcmap));
......
city_list_iterate(pplayer->cities, pcity) {
struct tile *pcenter = city_tile(pcity);
city_tile_iterate(city_map_radius_sq_get(pcity), pcenter, tile1) {
city_tile_iterate(nmap, city_map_radius_sq_get(pcity), pcenter, tile1) {
BV_SET(claims[tile_index(tile1)], player_index(city_owner(pcity)));
} city_tile_iterate_end;
} city_list_iterate_end;
} players_iterate_end;
whole_map_iterate(&(wld.map), ptile) {
whole_map_iterate(nmap, ptile) {
struct player *owner = nullptr;
bv_player *pclaim = &claims[tile_index(ptile)];
(1-1/3)