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[Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)
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[Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)

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To: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Mon, 25 Mar 2002 01:51:45 -0800 (PST)

--- "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx> wrote:
> On Sun, 24 Mar 2002, Raahul Kumar wrote:
> > This cleans up unit move rate by getting rid of struct player *pplayer and
> > replacing val with move_rate. I've also made it return a static int, and
> > introduced an assert and -1 return value for errors.
> 
>  /***************************************************************
> -...
> +Unit move rate calculates the move rate of the unit taking into
> +account the penalty for reduced hitpoints(affects sea and land units
> 
> Nitpick:                                  ^--space
> 

Sharp eyes.

> +  default:
> +    assert(0);
> +    exit(1);
> +    move_rate = -1;
> 
> No, never exit(1) when the game can be continued in a playable state!
>

Playable???? The only possible way for a negative move cost to exist means
memory has been overwritten. I think it's better to exit with a log message
than continue with an unpredictably buggy program. I don't want Freeciv to be
some sort of security hole.
 
> And if you must exit, first call freelog(LOG_FATAL, ...) for a proper
> error message, and then do exit(EXIT_FAILURE).
> 

Yikes. You are right. New patches will be sent. What should I say in the error
message? Illegal move cost should never be reached.

> Other than that, I think the patch is very good and should go in.
> 

Decided to join the AI crew have you? Resistance is futile. You will be
assimilated. ;).

Nasrudin walked into a teahouse and declaimed, "The moon is more useful
than the sun."  "Why?", he was asked.  "Because at night we need the
light more."


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