[Freeciv-Dev] Re: (PR#8749) Scenario fixes
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=8749 >
Here's a new version of my patch. I replaced find_nation_by_name with
find_nation_by_name_orig.
jason
? eff
? flags
? data/flags
Index: common/map.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/map.h,v
retrieving revision 1.183
diff -u -r1.183 map.h
--- common/map.h 16 May 2004 19:07:35 -0000 1.183
+++ common/map.h 17 May 2004 23:19:52 -0000
@@ -140,7 +140,10 @@
struct tile *tiles;
/* Only used by server. */
- struct map_position *start_positions; /* allocated at runtime */
+ struct start_position {
+ int x, y;
+ Nation_Type_id nation; /* May be NO_NATION_SELECTED. */
+ } *start_positions; /* allocated at runtime */
};
enum topo_flag {
Index: common/nation.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/nation.c,v
retrieving revision 1.37
diff -u -r1.37 nation.c
--- common/nation.c 15 Sep 2003 16:51:07 -0000 1.37
+++ common/nation.c 17 May 2004 23:19:52 -0000
@@ -68,7 +68,7 @@
if(mystrcasecmp(name, get_nation_name (i)) == 0)
return i;
- return -1;
+ return NO_NATION_SELECTED;
}
/***************************************************************
Index: server/gamehand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/gamehand.c,v
retrieving revision 1.132
diff -u -r1.132 gamehand.c
--- server/gamehand.c 14 May 2004 11:04:22 -0000 1.132
+++ server/gamehand.c 17 May 2004 23:19:52 -0000
@@ -91,107 +91,64 @@
}
/****************************************************************************
- Swap two map positions.
-****************************************************************************/
-static void swap_map_positions(struct map_position *a,
- struct map_position *b)
-{
- struct map_position tmp;
-
- tmp = *a;
- *a = *b;
- *b = tmp;
-}
-
-/****************************************************************************
- Get the start position for the given player.
-****************************************************************************/
-static struct map_position get_start_position(struct player *pplayer,
- int *start_pos)
-{
- if (map.fixed_start_positions) {
- return map.start_positions[start_pos[pplayer->player_no]];
- } else {
- return map.start_positions[pplayer->player_no];
- }
-}
-
-/****************************************************************************
Initialize a new game: place the players' units onto the map, etc.
****************************************************************************/
void init_new_game(void)
{
- Nation_Type_id start_pos[MAX_NUM_PLAYERS];
+#define NO_START_POS -1
+ int start_pos[game.nplayers];
+ bool pos_used[map.num_start_positions];
+ int i, num_used = 0;
+
init_game_id();
/* Shuffle starting positions around so that they match up with the
* desired players. */
- if (!map.fixed_start_positions) {
- /* With non-fixed starting positions, just randomize the order. This
- * avoids giving an advantage to lower-numbered players. */
- assert(game.nplayers == map.num_start_positions);
- players_iterate(pplayer) {
- swap_map_positions(&map.start_positions[pplayer->player_no],
- &map.start_positions[myrand(game.nplayers)]);
- } players_iterate_end;
- } else {
- /* In a scenario, choose starting positions by nation. If there are too
- * few starts for number of nations, assign to nations with specific
- * starts first, then assign the rest to random from remainder. (It
- * would be better to label start positions by nation etc, but this will
- * do for now.)
- *
- * NOTE: map.num_start_positions may be very high.
- *
- * FIXME: this method is broken since it assumes nations have a constant
- * id, which is generally not true. */
- const int npos = map.num_start_positions;
- int nrem = npos, player_no;
- bool *pos_used = fc_calloc(map.num_start_positions, sizeof(*pos_used));
-
- /* Match nation 0 to starting position 0, and so on. This needs an
- * explicit for loop to guarantee the proper ordering. */
- assert(game.nplayers <= map.num_start_positions);
- for (player_no = 0; player_no < game.nplayers; player_no++) {
- Nation_Type_id nation = game.players[player_no].nation;
-
- if (nation < npos) {
- start_pos[player_no] = nation;
- pos_used[nation] = TRUE;
- nrem--;
- } else {
- start_pos[player_no] = NO_NATION_SELECTED;
+
+ /* First set up some data fields. */
+ for (i = 0; i < map.num_start_positions; i++) {
+ pos_used[i] = FALSE;
+ }
+ players_iterate(pplayer) {
+ start_pos[pplayer->player_no] = NO_START_POS;
+ } players_iterate_end;
+
+ /* Second, assign a nation to a start position for that nation. */
+ players_iterate(pplayer) {
+ for (i = 0; i < map.num_start_positions; i++) {
+ assert(pplayer->nation != NO_NATION_SELECTED);
+ if (pplayer->nation == map.start_positions[i].nation) {
+ start_pos[pplayer->player_no] = i;
+ pos_used[i] = TRUE;
+ num_used++;
}
}
+ } players_iterate_end;
- /* Now randomize the unchosen nations. */
- players_iterate(pplayer) {
- if (start_pos[pplayer->player_no] == NO_NATION_SELECTED) {
- int j, k;
-
- assert(nrem > 0);
- k = myrand(nrem);
- for (j = 0; j < npos; j++) {
- if (!pos_used[j] && (0 == k--)) {
- start_pos[pplayer->player_no] = j;
- pos_used[j] = TRUE;
- nrem--;
+ /* Third, assign players randomly to the remaining start positions. */
+ players_iterate(pplayer) {
+ if (start_pos[pplayer->player_no] == NO_START_POS) {
+ int which = myrand(map.num_start_positions - num_used);
+
+ for (i = 0; i < map.num_start_positions; i++) {
+ if (!pos_used[i]) {
+ if (which == 0) {
+ start_pos[pplayer->player_no] = i;
+ pos_used[i] = TRUE;
+ num_used++;
break;
}
+ which--;
}
- assert(start_pos[pplayer->player_no] != NO_NATION_SELECTED);
}
- } players_iterate_end;
-
- /* The starting positions are now stored in the start_pos array, and
- * may be accessed via the get_start_position function. */
-
- free(pos_used);
- }
+ }
+ assert(start_pos[pplayer->player_no] != NO_START_POS);
+ } players_iterate_end;
/* Loop over all players, creating their initial units... */
players_iterate(pplayer) {
- struct map_position pos = get_start_position(pplayer, start_pos);
+ struct start_position pos
+ = map.start_positions[start_pos[pplayer->player_no]];
/* Place the first unit. */
assert(game.settlers > 0);
@@ -201,7 +158,8 @@
/* Place all other units. */
players_iterate(pplayer) {
int i, x, y;
- struct map_position p = get_start_position(pplayer, start_pos);
+ struct start_position p
+ = map.start_positions[start_pos[pplayer->player_no]];
for (i = 1; i < (game.settlers + game.explorer); i++) {
do {
Index: server/mapgen.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/mapgen.c,v
retrieving revision 1.132
diff -u -r1.132 mapgen.c
--- server/mapgen.c 20 Apr 2004 20:10:38 -0000 1.132
+++ server/mapgen.c 17 May 2004 23:19:53 -0000
@@ -1252,6 +1252,7 @@
islands[(int)map_get_continent(x, y)].starters--;
map.start_positions[data.count].x = x;
map.start_positions[data.count].y = y;
+ map.start_positions[data.count].nation = NO_NATION_SELECTED;
freelog(LOG_DEBUG, "Adding %d,%d as starting position %d.",
x, y, data.count);
data.count++;
Index: server/savegame.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/savegame.c,v
retrieving revision 1.150
diff -u -r1.150 savegame.c
--- server/savegame.c 15 May 2004 22:41:37 -0000 1.150
+++ server/savegame.c 17 May 2004 23:19:53 -0000
@@ -302,8 +302,23 @@
while (i < game.max_players
&& (pos = secfile_lookup_int_default(file, -1,
"map.r%dsx", i)) != -1) {
+ char *nation = secfile_lookup_str_default(file, NULL, "map.r%dsnation",
+ i);
+
map.start_positions[i].x = pos;
map.start_positions[i].y = secfile_lookup_int(file, "map.r%dsy", i);
+
+ if (nation) {
+ /* This will fall back to NO_NATION_SELECTED if the string doesn't
+ * match any nation. */
+ map.start_positions[i].nation = find_nation_by_name_orig(nation);
+ } else {
+ /* Old-style nation ordering is useless to us because the nations
+ * have been reordered. Just ignore it and order the nations
+ * randomly. */
+ map.start_positions[i].nation = NO_NATION_SELECTED;
+ }
+
i++;
}
@@ -466,6 +481,12 @@
for (i=0; i<map.num_start_positions; i++) {
secfile_insert_int(file, map.start_positions[i].x, "map.r%dsx", i);
secfile_insert_int(file, map.start_positions[i].y, "map.r%dsy", i);
+
+ if (map.start_positions[i].nation != NO_NATION_SELECTED) {
+ const char *nation = get_nation_name(map.start_positions[i].nation);
+
+ secfile_insert_str(file, nation, "map.r%dsnation", i);
+ }
}
}
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, (continued)
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Mike Kaufman, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Mike Kaufman, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/15
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Per Inge Mathisen, 2004/05/16
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes, Jason Short, 2004/05/17
- [Freeciv-Dev] Re: (PR#8749) Scenario fixes,
Jason Short <=
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