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[Freeciv-Dev] Re: package_dumb_city and palaces
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[Freeciv-Dev] Re: package_dumb_city and palaces

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To: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Cc: Freeciv-Dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: package_dumb_city and palaces
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Sun, 8 Dec 2002 19:16:56 +0100

On Sun, Dec 08, 2002 at 11:01:24AM -0600, Mike Kaufman wrote:
> On Sun, Dec 08, 2002 at 05:33:40PM +0100, Raimar Falke wrote:
> > On Sun, Dec 08, 2002 at 09:36:34AM -0600, Mike Kaufman wrote:
> > > 
> > > surely I'm not reading this correctly...
> > > 
> > > It's true that everytime you get a short_city packet, you are informed if
> > > the enemy city is the capital??? If so, why and where do you access this
> > > information in the client?
> > > 
> > > server/citytools.c:1394
> > > 
> > >   if (pcity && pcity->id == pdcity->id && city_got_building(pcity,
> > >                                                             B_PALACE))
> > >     packet->capital = TRUE;
> > >   else
> > >     packet->capital = FALSE;
> > 
> > >From client/gui-gtk/inteldlg.c:intel_create_dialog()
> > 
> >   pcity = find_palace(p);
> >   my_snprintf(buf, sizeof(buf), _("Capital: %s"),
> >               (!pcity)?_("(Unknown)"):pcity->name);
> > 
> > This is the one which did first come to mind.
> 
> ok, but does this not require an embassy? with the above code, you can tell
> if a city has a capital simply by seeing it (the tile). (you don't need 
> embassies or diplomats). Is this desired behavior?

Yes looks like you found a cheating loophole.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Make it idiot-proof and someone will make a better idiot."



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