[Freeciv-Dev] Re: Need more city names?
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Hi,
now that Falk's patch does away with the lack of city-names, may I suggest
three tiny changes (patch to recent CVS + Falk's "more citynames" patch):
- The rename dialog now actually suggests a new name (if you wish to retain
the old name, you can just press cancel anyways).
- Try to create shorter names for new cities first.
- Make the ai rename any city it conquers (I find this creates less of a
mess in games with several ai players; what do others think?)
Dan
>>><<<
--- freeciv/client/citydlg.c
+++ freeciv/client/citydlg.c
@@ -866,7 +866,7 @@
input_dialog_create(pdialog->shell,
"shellrenamecity",
"What should we rename the city to?",
- pdialog->pcity->name,
+
city_name_suggestion(&game.players[pdialog->pcity->owner]),
(void*)rename_city_callback, (XtPointer)pdialog,
(void*)rename_city_callback, (XtPointer)0);
}
--- freeciv/common/city.c
+++ freeciv/common/city.c
@@ -420,7 +420,7 @@
tempname[++c] = citynames[p + 1];
} while(tempname[c] != '\n');
tempname[c] = 0;
- if (strlen(tempname) < 16 && !game_find_city_by_name(tempname))
+ if (strlen(tempname) < 9+i/100 && !game_find_city_by_name(tempname))
return tempname;
}
--- freeciv/server/unithand.c
+++ freeciv/server/unithand.c
@@ -1042,6 +1042,8 @@
light_square(pplayer, x+pnewcity->x-2, y+pnewcity->y-2, 0);
}
}
+ strcpy(pnewcity->name, city_name_suggestion(pplayer));
+ /* rename the city */
}
/* maybe should auto_arr or otherwise reset ->worked? -- Syela */
>>><<<
--
Daniel_Deckers@xxxxxxxxxxxxxxxxxxxxx
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