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[Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)
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[Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)

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To: rf13@xxxxxxxxxxxxxxxxxxxxxx, Christian Knoke <ChrisK@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Buggy Diplomatic State (PR#1146)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Tue, 18 Dec 2001 16:06:59 +0000 (GMT)

 --- Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx> wrote: 
> On Sun, Dec 16, 2001 at 02:47:26PM -0800, Christian Knoke wrote:
> > CVS 16 DEC 2001 Linux i386 GTK
> > 
> > In a game with several AI's, some already contacted,
> > others not, player report shows correctly "No contact" or "War",
> > resp.
> > 
> > After save and reload of the game it shows all "War".
> 
> Same as 957.

Here is a fix.  Please test.

G.

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? rfile1
? rfile2
? saves
? server/gotohand_mod.c
Index: server/savegame.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/savegame.c,v
retrieving revision 1.41
diff -u -r1.41 savegame.c
--- server/savegame.c   2001/12/11 16:48:49     1.41
+++ server/savegame.c   2001/12/18 15:41:46
@@ -1690,7 +1690,7 @@
 ***************************************************************/
 void game_load(struct section_file *file)
 {
-  int i, o;
+  int i;
   enum server_states tmp_server_state;
   char *savefile_options;
   char *string;
@@ -1980,24 +1980,6 @@
        player map we do this afterwards */
     for(i=0; i<game.nplayers; i++) {
       player_map_load(&game.players[i], i, file); 
-    }
-    /* FIXME: This is a kluge to keep the AI working for the moment. */
-    /*        When the AI is taught to handle diplomacy, remove this. */
-    for (i = 0; i < game.nplayers; i++) {
-      struct player *pplayer = get_player(i);
-      if (pplayer->ai.control) {
-       for (o = 0; o < game.nplayers; o++) {
-         struct player *pother = get_player(o);
-         if (pplayer != pother) {
-           pplayer->diplstates[pother->player_no].type =
-             pother->diplstates[pplayer->player_no].type =
-             DS_WAR;
-           pplayer->diplstates[pother->player_no].turns_left =
-             pother->diplstates[pplayer->player_no].turns_left =
-             16;
-         }
-       }
-      }
     }
 
     /* We do this here since if the did it in player_load, player 1

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