Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2001:
[Freeciv-Dev] Re: [PATCH] Re: All cities have trade of 0 (PR#1070)
Home

[Freeciv-Dev] Re: [PATCH] Re: All cities have trade of 0 (PR#1070)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Petr Baudis <pasky@xxxxxxxxxxx>
Cc: Alan Schmitt <alan.schmitt@xxxxxxxx>, Reinier Post <rp@xxxxxxxxxx>, Steve.Kay@xxxxxxxxxx, freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] Re: All cities have trade of 0 (PR#1070)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 23 Nov 2001 21:59:35 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Fri, Nov 23, 2001 at 08:35:01PM +0100, Petr Baudis wrote:
> > I like this. This would not depend on Masonry since also your first
> > palace was build without it. I accept a patch which does this and make
> > it changeable by a server variable.
> Done, it seems it even works :-).

>  /**************************************************************************
> -Locate the city where the players palace is located, (NULL Otherwise) 
> +Move the palace into random city, when our capital was conquered.
> +**************************************************************************/
> +void move_palace(struct player *pplayer, struct city *pfrom)
> +{
> +  int size;
> +  struct city *pnewcity;
> +
> +  size = city_list_size(&pplayer->cities);

> +  if (size <= 1)
> +    return; /* we can't choose from anything */

Can this function called after the player looses its city? Then we can
assert that we have at least one city which have to get the palace.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Despite all the medical advances of the 20th century, the mortality 
  rate remains unchanged at 1 death per person."


[Prev in Thread] Current Thread [Next in Thread]