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[Freeciv-Dev] Re: PATCH: fix for smooth_map (PR#991)
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[Freeciv-Dev] Re: PATCH: fix for smooth_map (PR#991)

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: PATCH: fix for smooth_map (PR#991)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 5 Oct 2001 23:23:12 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Fri, Oct 05, 2001 at 04:51:25PM -0400, Jason Dorje Short wrote:
> Raimar Falke wrote:
> > 
> > On Fri, Oct 05, 2001 at 12:15:26PM -0700, jdorje@xxxxxxxxxxxxxxxxxxxxx 
> > wrote:
> 
> > > -    a += hmap(x, my);
> > > -    a += hmap(mx, y);
> > > +    /* what about a new macro, adjc_nearest_iterate? */
> > > +    for (dir=0; dir<8; dir++) {
> > > +      int dx, dy, x2, y2;
> > > +      DIRSTEP(dx, dy, dir); /* can't use MAPSTEP */
> > > +      x2 = x + dx, y2 = y + dy;
> > > +      nearest_real_pos(&x2, &y2);
> > 
> > What about taking a real adjc_iterate macro and count the real tiles?
> > Substitute "/10" by this count. Both methods (your patch and ignoring
> > un-real tiles) aren't wrong. They just differ. And we have already
> > changed the output of this method.
> 
> This would result in less smoothness at the poles - not necessarily bad,
> but I see no reason for it.

The code above is ugly.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Are you saying that you actually used the Classpath Java AWT classes in 
  addition to the GTK peers and got them to display something?
  Wow.  That's way better than I did and I wrote the code!"
    -- Aaron M. Renn in the classpath mailing list


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