Lines Matching refs:ptile

72 bool not_placed(const struct tile *ptile)  in not_placed()  argument
74 return !pmap(ptile); in not_placed()
80 void map_set_placed(struct tile *ptile) in map_set_placed() argument
82 pmap(ptile) = TRUE; in map_set_placed()
88 void map_unset_placed(struct tile *ptile) in map_unset_placed() argument
90 pmap(ptile) = FALSE; in map_unset_placed()
98 whole_map_iterate(ptile) { in set_all_ocean_tiles_placed()
99 if (is_ocean_tile(ptile)) { in set_all_ocean_tiles_placed()
100 map_set_placed(ptile); in set_all_ocean_tiles_placed()
108 void set_placed_near_pos(struct tile *ptile, int dist) in set_placed_near_pos() argument
110 square_iterate(ptile, dist, tile1) { in set_placed_near_pos()
124 bool (*filter)(const struct tile *ptile, in adjust_int_map_filtered() argument
131 whole_map_iterate_filtered(ptile, data, filter) { in adjust_int_map_filtered()
133 minval = int_map[tile_index(ptile)]; in adjust_int_map_filtered()
134 maxval = int_map[tile_index(ptile)]; in adjust_int_map_filtered()
136 maxval = MAX(maxval, int_map[tile_index(ptile)]); in adjust_int_map_filtered()
137 minval = MIN(minval, int_map[tile_index(ptile)]); in adjust_int_map_filtered()
156 whole_map_iterate_filtered(ptile, data, filter) { in adjust_int_map_filtered()
157 int_map[tile_index(ptile)] -= minval; in adjust_int_map_filtered()
158 frequencies[int_map[tile_index(ptile)]]++; in adjust_int_map_filtered()
168 whole_map_iterate_filtered(ptile, data, filter) { in adjust_int_map_filtered()
169 int_map[tile_index(ptile)] = frequencies[int_map[tile_index(ptile)]]; in adjust_int_map_filtered()
205 whole_map_iterate(ptile) { in smooth_int_map()
208 axis_iterate(ptile, pnear, i, 2, axe) { in smooth_int_map()
215 target_map[tile_index(ptile)] = (float)N / D; in smooth_int_map()
256 whole_map_iterate(ptile) { in recalculate_lake_surrounders()
257 const struct terrain *pterrain = tile_terrain(ptile); in recalculate_lake_surrounders()
258 Continent_id cont = tile_continent(ptile); in recalculate_lake_surrounders()
265 adjc_iterate(ptile, tile2) { in recalculate_lake_surrounders()
287 static void assign_continent_flood(struct tile *ptile, bool is_land, int nr) in assign_continent_flood() argument
292 fc_assert_ret(ptile != NULL); in assign_continent_flood()
294 pterrain = tile_terrain(ptile); in assign_continent_flood()
296 fc_assert_ret(tile_continent(ptile) == 0 in assign_continent_flood()
302 tile_list_append(tlist, ptile); in assign_continent_flood()
393 whole_map_iterate(ptile) { in regenerate_lakes()
394 struct terrain *pterrain = tile_terrain(ptile); in regenerate_lakes()
395 Continent_id here = tile_continent(ptile); in regenerate_lakes()
406 tile_change_terrain(ptile, lake_for_ocean[frozen][-here-1]); in regenerate_lakes()
453 whole_map_iterate(ptile) { in assign_continent_numbers()
454 tile_set_continent(ptile, 0); in assign_continent_numbers()
458 whole_map_iterate(ptile) { in assign_continent_numbers()
459 const struct terrain *pterrain = tile_terrain(ptile); in assign_continent_numbers()
461 if (tile_continent(ptile) != 0) { in assign_continent_numbers()
475 assign_continent_flood(ptile, TRUE, game.map.num_continents); in assign_continent_numbers()
481 assign_continent_flood(ptile, FALSE, -game.map.num_oceans); in assign_continent_numbers()
566 static int real_distance_to_land(const struct tile *ptile, int max) in real_distance_to_land() argument
568 square_dxy_iterate(ptile, max, atile, dx, dy) { in real_distance_to_land()
580 static struct terrain *most_adjacent_ocean_type(const struct tile *ptile) in most_adjacent_ocean_type() argument
591 adjc_iterate(ptile, atile) { in most_adjacent_ocean_type()
614 whole_map_iterate(ptile) { in smooth_water_depth()
615 if (terrain_type_terrain_class(tile_terrain(ptile)) != TC_OCEAN) { in smooth_water_depth()
619 dist = real_distance_to_land(ptile, OCEAN_DIST_MAX); in smooth_water_depth()
624 terrain_has_flag(tile_terrain(ptile), TER_FROZEN)); in smooth_water_depth()
625 if (NULL != ocean && ocean != tile_terrain(ptile)) { in smooth_water_depth()
628 terrain_rule_name(tile_terrain(ptile)), in smooth_water_depth()
629 terrain_rule_name(ocean), TILE_XY(ptile)); in smooth_water_depth()
630 tile_set_terrain(ptile, ocean); in smooth_water_depth()
636 whole_map_iterate(ptile) { in smooth_water_depth()
637 if (terrain_type_terrain_class(tile_terrain(ptile)) != TC_OCEAN) { in smooth_water_depth()
641 ocean = most_adjacent_ocean_type(ptile); in smooth_water_depth()
642 if (NULL != ocean && ocean != tile_terrain(ptile)) { in smooth_water_depth()
645 terrain_rule_name(tile_terrain(ptile)), in smooth_water_depth()
646 terrain_rule_name(ocean), TILE_XY(ptile)); in smooth_water_depth()
647 tile_set_terrain(ptile, ocean); in smooth_water_depth()