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[Freeciv-Dev] Re: Natural City Names (PR#1059)
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[Freeciv-Dev] Re: Natural City Names (PR#1059)

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Cc: <bugs@xxxxxxxxxxxxxxxxxxx>, FreeCiv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Natural City Names (PR#1059)
From: Cameron Morland <cjmorlan@xxxxxxxxxxxx>
Date: Sun, 11 Nov 2001 17:58:58 -0500 (EST)
Reply-to: <cameron@xxxxxxxxxx>

La 2001-11-11, Cameron Morland skribis:

> La 2001-11-11, Gaute B Strokkenes skribis:
>
> > On Sun, 11 Nov 2001, cameron@xxxxxxxxxx wrote:
> > >> > +  if(is_real_tile(x, y)) {
> > >>
> > >> Make it an assert.
> > >
> > > Done.
> >
> > Are you sure?  It doesn't look like it.
>
> Oops, I confused my sets of files. Fixed.

Now I get an assertion failed as soon as the game starts. Any idea why?

2: Tar-Ancalimë has been added as an AI-controlled player.
2: AI is controlling the Dunedan ruled by Tar-Ancalimë.
Tar-Ancalimë is now easy.
civserver: maphand.c:742: show_area: Assertion `is_normal_map_pos((x),(
y))' failed.
Aborted

The attached patch has this problem. Any idea what's going on?

While I was at it, it was kinda silly to loop through each terrain
type checking if it's equal to the tile of the new city. I removed the
unneeded 'for' loop.

+----------------------------------------------------------
| PGP http://www.eng.uwaterloo.ca/student/cjmorlan/pgp.txt
| cjmorland@xxxxxxxxxxxx
|
| Whenever there is a conflict between human rights
| and property rights, human rights must prevail.
|     --Abraham Lincoln
+----------------------------------------------------------

Attachment: natural_citynames-code.diff
Description: Text document


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