[Freeciv-Dev] Re: (PR#3380) Popup city button for captured city causes c
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Jason Short wrote:
> [guest - Tue Feb 11 04:13:30 2003]:
>
>
>>If one of your cities is captured, and you select the "... conquered ...
>>and looted ..." in the message box, then press the Popup City button,
>>you'll get something like:
>>
>>civclient: citydlg_common.c:319: get_city_citizen_types: Assertion `i ==
>>pcity->size' failed.
>>Aborted (core dumped)
>>
>>Feb 7 cvs, gtk2 client on Red Hat 8. Savegame attached; join as kenn.
> What should the behavior here be?
> 2. The city dialog does not popup.
Patch attached. Note that this might fail in some cases (allies, cities
we have spies in, etc.). Most of these features aren't implemented yet;
I don't know if it will have any problems with the current code.
jason
Index: client/messagewin_common.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/messagewin_common.c,v
retrieving revision 1.10
diff -u -r1.10 messagewin_common.c
--- client/messagewin_common.c 2002/12/18 19:05:21 1.10
+++ client/messagewin_common.c 2003/02/17 03:22:51
@@ -199,11 +199,14 @@
center_tile_mapcanvas(x, y);
}
- if (pcity) {
+ if (pcity && city_owner(pcity) == game.player_ptr) {
/* If the event was the city being destroyed, pcity will be NULL
- * and we'd better not try to pop it up. In this case, it would
- * be better if the popup button weren't highlighted at all, but
- * that's OK. */
+ * and we'd better not try to pop it up. It's also possible that
+ * events will happen on enemy cities; we generally don't want to pop
+ * those dialogs up either (although it's hard to be certain).
+ *
+ * In both cases, it would be better if the popup button weren't
+ * highlighted at all - this is left up to the GUI. */
popup_city_dialog(pcity, FALSE);
}
}
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