Follow-up Comment #4, patch #6945 (project freeciv): bool terrain_is_too_flat(struct tile *ptile, + int thill, int my_height);
This probably belongs in the tile.h file since it takes a tile parameter. (tile_is_too_flat ?) struct terrain *pick_terrain(enum mapgen_terrain_property target, + enum mapgen_terrain_property prefer, + enum mapgen_terrain_property avoid); How about terrain.h for the above ? Regarding the macros, I will change it, but a decent compiler will optimize the extra instances away via common subexpression elimination. I added a check for <150 players to have clustering enabled, in case the default isn't reset. It's possible in CivIII to corner the market on a resource with one or two carefully placed cities and force other players to negotiate. Does it use more server resources if the max number of players is left at 150 ? I added a check to bypass the clustering iterations if there aren't any specified. What about map generators as a shared library ?(or separate executable) that can be dumped from memory once map generation is complete ? _______________________________________________________ Reply to this item at: <http://gna.org/patch/?6945> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev