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[Freeciv-Dev] Re: (PR#12332) client compile problems
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[Freeciv-Dev] Re: (PR#12332) client compile problems

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To: infyquest@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#12332) client compile problems
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 25 Feb 2005 00:38:44 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12332 >

Vijay Kiran Kamuju wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12332 >
> 
> you have to apply similar thing (turn_done to phase_done) to
> {gui-win32, gui-gtk, gui-mui} (change in the plydlg.c), gui-sdl
> (change in gui_main.c)

The only cases I can find are in gui-sdl.  Frankly anywhere the GUIs use 
this value is probably in error.  gui-xaw for instance should be using 
the plrdlg_common functions and shouldn't need to access the value directly.

-jason

Index: client/gui-sdl/gui_main.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-sdl/gui_main.c,v
retrieving revision 1.51
diff -u -r1.51 gui_main.c
--- client/gui-sdl/gui_main.c   14 Feb 2005 17:52:56 -0000      1.51
+++ client/gui-sdl/gui_main.c   25 Feb 2005 08:30:07 -0000
@@ -408,7 +408,7 @@
   if (get_client_state() == CLIENT_GAME_RUNNING_STATE) {
 
     if (game.player_ptr->is_connected && game.player_ptr->is_alive
-       && !game.player_ptr->turn_done) {
+       && !game.player_ptr->phase_done) {
       int i, is_waiting, is_moving;
 
       for (i = 0, is_waiting = 0, is_moving = 0; i < game.nplayers; i++)
Index: client/gui-sdl/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-sdl/plrdlg.c,v
retrieving revision 1.13
diff -u -r1.13 plrdlg.c
--- client/gui-sdl/plrdlg.c     2 Nov 2003 20:50:30 -0000       1.13
+++ client/gui-sdl/plrdlg.c     25 Feb 2005 08:30:07 -0000
@@ -214,7 +214,7 @@
          state = _("AI");
         } else {
           if (pPlayer->is_connected) {
-            if (pPlayer->turn_done) {
+            if (pPlayer->phase_done) {
               state = _("done");
             } else {
               state = _("moving");
@@ -654,7 +654,7 @@
        state = _("AI");
       } else {
         if (pPlayer->is_connected) {
-          if (pPlayer->turn_done) {
+          if (pPlayer->phase_done) {
            state = _("done");
           } else {
            state = _("moving");

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