[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]
On Mon, Nov 26, 2001 at 04:03:44PM +0100, Petr Baudis wrote:
> > > > +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.
> > Yes, we can.
> Hmm, looks like you wait for the patch with assertion included :-).
> Here it goes.
I made some changes:
- add GAME_*_SAVEPALACE
- rewrote build_free_palace to
* recalculate all cities
* send the city infos
* send a message
- changed the place where build_free_palace is called
- shortened the short description to be less than 42 chars
- changed SSET_META to SSET_RULES_FLEXIBLE
It all started very innocent: some changes here, some changes there
and at the end I have rewritten the patch. Mhh.
Please test/review.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
1) Customers cause problems.
2) Marketing is trying to create more customers.
Therefore:
3) Marketing is evil.
save_palace2.diff
Description: Text document
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] Re: [PATCH] Re: All cities have trade of 0 (PR#1070),
Raimar Falke <=
|
|