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[Freeciv-Dev] Re: (PR#6473) 0-turn ceasefire?
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[Freeciv-Dev] Re: (PR#6473) 0-turn ceasefire?

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Subject: [Freeciv-Dev] Re: (PR#6473) 0-turn ceasefire?
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 12 Oct 2003 18:46:44 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Jason Short wrote:
> When you agree to a ceasefire, it starts off lasting 16 turns.  Then it 
> drops down to 0 turns (one turn at a time, of course).
> 
> Having a 0-turn ceasefire doesn't make much sense.  But this is what the 
> players dialog shows.

Patch attached.

It seems this 0-turn thing must be intentional.  But this seems to be a 
bug to me.  What's the deal?  Per?

If you have 1 turn left in your ceasefire, this should mean the 
ceasefire expires next turn.  And giving the warning _2_ turns before it 
expires doesn't seem right either.

jason

Index: server/srv_main.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/srv_main.c,v
retrieving revision 1.140
diff -u -r1.140 srv_main.c
--- server/srv_main.c   2003/10/12 10:58:45     1.140
+++ server/srv_main.c   2003/10/13 01:44:42
@@ -398,7 +398,7 @@
                          "out that the cease-fire with %s will run out soon."),
                        player2->name);
          break;
-       case -1:
+       case 0:
          notify_player(player1,
                        _("Game: The cease-fire with %s has "
                          "run out. You are now neutral towards the %s."),

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