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[Freeciv-Dev] Re: (PR#19574) Choosing a unit collapses client
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[Freeciv-Dev] Re: (PR#19574) Choosing a unit collapses client

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To: lakatoszoltan@xxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#19574) Choosing a unit collapses client
From: "Marko Lindqvist" <cazfi74@xxxxxxxxx>
Date: Wed, 16 Aug 2006 10:49:12 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=19574 >

Guest wrote:
> 
> I send magic ruleset (this is not the final version).
> 
> There is a tileset in the archive, because at me server did not started 
> without tileset from client window (from command line server starts 
> with this ruleset well). But this problem perhaps disappears later.
> I suggest to set tileset to "magic" at client before starting server, 
> and then it works.
> 
> There is also a savefile. If you load it, and click on any coastal 
> city, choose "Turtle" unit to produce. Client crashes 100%.
> As I tried, this happens with all units after "Vampire" in 
> units.ruleset.

  Problem appears when rulesets define more units than buildings.

  Fix attached.


  - ML

diff -Nurd -X.diff_ignore freeciv/client/citydlg_common.c 
freeciv/client/citydlg_common.c
--- freeciv/client/citydlg_common.c     2006-08-16 20:42:30.369253500 +0300
+++ freeciv/client/citydlg_common.c     2006-08-16 20:40:26.055317500 +0300
@@ -803,7 +803,7 @@
          && pcity->owner == game.player_ptr
          && pcity->turn_founded != game.info.turn
          && !pcity->did_buy
-         && !impr_flag(pcity->production.value, IF_GOLD)
+         && (pcity->production.is_unit || !impr_flag(pcity->production.value, 
IF_GOLD))
          && !(pcity->production.is_unit && pcity->anarchy != 0)
          && city_buy_cost(pcity) > 0);
 }

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