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[Freeciv-Dev] (PR#6624) Disband city cleanup
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[Freeciv-Dev] (PR#6624) Disband city cleanup

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Subject: [Freeciv-Dev] (PR#6624) Disband city cleanup
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Fri, 24 Oct 2003 05:55:46 -0700
Reply-to: rt@xxxxxxxxxxxxxx

This cleans up the disband_city() function. The text message was
misleading, and I strongly disliked the "save our units" behaviour, which
teleported all supported units off the map and into our closest
neighbouring city.

  - Per

Index: server/cityturn.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/cityturn.c,v
retrieving revision 1.230
diff -u -r1.230 cityturn.c
--- server/cityturn.c   2003/10/13 07:10:15     1.230
+++ server/cityturn.c   2003/10/24 12:51:39
@@ -1371,7 +1371,7 @@
 }
 
 /**************************************************************************
- Disband a city into the built unit, supported by the closest city.
+  Disband a city into the built unit, supported by the closest city.
 **************************************************************************/
 static bool disband_city(struct city *pcity)
 {
@@ -1385,21 +1385,13 @@
   if (!rcity) {
     /* What should we do when we try to disband our only city? */
     notify_player_ex(pplayer, x, y, E_CITY_CANTBUILD,
-                    _("Game: %s can't build %s yet, "
-                    "and we can't disband our only city."),
-                    pcity->name, unit_name(pcity->currently_building));
+                    _("Game: We can't disband our only city."));
     return FALSE;
   }
 
   (void) create_unit(pplayer, x, y, pcity->currently_building,
                     do_make_unit_veteran(pcity, pcity->currently_building),
                     pcity->id, -1);
-
-  /* Shift all the units supported by pcity (including the new unit)
-   * to rcity.  transfer_city_units does not make sure no units are
-   * left floating without a transport, but since all units are
-   * transferred this is not a problem. */
-  transfer_city_units(pplayer, pplayer, &pcity->units_supported, rcity, pcity, 
-1, TRUE);
 
   notify_player_ex(pplayer, x, y, E_UNIT_BUILD,
                   _("Game: %s is disbanded into %s."), 

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