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[Freeciv-Dev] Re: (PR#4044) Revised multiple veteran patch
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[Freeciv-Dev] Re: (PR#4044) Revised multiple veteran patch

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To: james.blewitt@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4044) Revised multiple veteran patch
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 2 Sep 2003 11:04:50 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Sep 02, 2003 at 10:58:04AM -0700, Guest wrote:
> 
> [per - Mon Jun  9 08:49:03 2003]:
> 
> > On Sun, 8 Jun 2003, Rafa³ Bursig wrote:
> > > 2) MAX_VET_LEVELS is hardcoded via #define in shared.h
> > > It should be configurable via ruleset's files
> > 
> > MAX_VET_LEVELS is not the number of veteran levels - this is already 
> set
> > by the ruleset - but it is the maximum number of veteran levels 
> supported
> > by the code. This can't, for obvious reasons, be in the ruleset...
> > 
> > > 3) NONE spy can't escape.
> > >
> > >    struct city *spyhome = find_city_by_id (pdiplomat->homecity);
> > >    if (!spyhome) {
> > >      send_unit_info (pplayer, pdiplomat);
> > >      freelog(LOG_ERROR, "Bug in diplomat_escape: Unhomed Spy.");
> > >      return;
> > >    }
> > >
> > > in this case "spyhome" should be capital or (if Palace is destroyed)
> > > first city on list or nerrest friendly city.
> > 
> > Right. Also, if we don't have any cities (also theoretically 
> possible), it
> > should simply die, without any error message (it is not an error
> > situation).
> > 
> >   - Per
> > 
> How about Spy in a hut? How about city was destroyed while spy
> was out. (Same turn as city was destroyed, spy still exists.)

Easier, think of screnarios with units without homecities.

But that case doesn't happen in the current game, so we don't have to
care about that in the code.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.



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