Re: [Freeciv-Dev] Re: Generated files

2007-02-11 Thread Per I. Mathisen

On Sat, 10 Feb 2007, Jason Short wrote:

I figure people nowadays are more likely to have python on their system
than autotools, and they need autotools to make use of a repository
check out.


So you want the generated files to be distributed with 'make dist' but
not included in SVN?


Yes, precisely.

   - Per

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Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain

2007-02-11 Thread Per I. Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 

On Sat, 10 Feb 2007, Marko Lindqvist wrote:
 Is the coastline check at the end of a (goto) move or performed for
 every step a trireme might take?

 Every step.

 This is too harsh for triremes.

It is a bit harsh.

 They can transport units to other islands only if there is one or two 
 ocean tiles in between.

But this is not quite right. During testing I usually managed to find 
neighbouring islands easily. Maybe this was an artefact of the map 
generator and map seed I was using, but it is as clear cut as you make it 
sound.

Do you find it unacceptable as a step on the way to deep ocean?

   - Per



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[Freeciv-Dev] (PR#35690) [rulsets] Inca nation improvements

2007-02-11 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35690 

$subject

Sent to me by guestmania (with edits).

 ~Daniel



inca_cities.diff
Description: Binary data
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[Freeciv-Dev] (PR#35695) human SDL client theme

2007-02-11 Thread Christian Prochaska

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 

This is a new theme for the SDL client, called human. It was created
by Hogne Håskjold and is based on the deluxe2 theme and the Ubuntu
human theme. It was one of Hogne's goals to replace any remaining
images with uncertain origin and I think it's safe now to put this theme
into SVN and ship it with Freeciv. The autoconf patches to get the theme
installed together with the SDL client are attached, too, and I'd really
love to see this theme shipped with the beta3 release :-)
Index: configure.ac
===
--- configure.ac	(Revision 12610)
+++ configure.ac	(Arbeitskopie)
@@ -721,6 +721,9 @@
 	  data/civ2/Makefile
 	  data/scenario/Makefile
 	  data/nation/Makefile
+	  data/themes/Makefile
+	  data/themes/gui-sdl/Makefile
+	  data/themes/gui-sdl/human/Makefile
 	  utility/Makefile
 	  utility/ftwl/Makefile
 	  dependencies/Makefile
Index: data/themes/gui-sdl/human/Makefile.am
===
--- data/themes/gui-sdl/human/Makefile.am	(Revision 0)
+++ data/themes/gui-sdl/human/Makefile.am	(Revision 0)
@@ -0,0 +1,36 @@
+## Process this file with automake to produce Makefile.in
+
+## Override automake so that make install puts these in proper place:
+pkgdatadir = $(datadir)/$(PACKAGE)/themes/gui-sdl/human
+
+pkgdata_DATA =  	\
+	Vera.ttf		\
+	backgrounds.themespec 	\
+	bg.png			\
+	bg2.png			\
+	city.png		\
+	city.spec		\
+	city_fist.png		\
+	city_fist.spec		\
+	colors.themespec	\
+	dip_icons.png		\
+	dip_icons.spec		\
+	icons.png		\
+	icons.spec		\
+	options_bg.png		\
+	small_theme_buttons.png		\
+	small_theme_buttons.spec	\
+	tech_tree.png		\
+	tech_tree.spec		\
+	theme.themespec		\
+	theme_boxs.png		\
+	theme_boxs.spec		\
+	theme_buttons.png	\
+	theme_buttons.spec	\
+	theme_orders_buttons.png	\
+	theme_orders_buttons.spec	\
+	theme_scrolls.png	\
+	theme_scrolls.spec	\
+	world.png
+
+EXTRA_DIST = $(pkgdata_DATA)
Index: data/themes/gui-sdl/Makefile.am
===
--- data/themes/gui-sdl/Makefile.am	(Revision 0)
+++ data/themes/gui-sdl/Makefile.am	(Revision 0)
@@ -0,0 +1,3 @@
+## Process this file with automake to produce Makefile.in
+
+SUBDIRS = human
Index: data/themes/Makefile.am
===
--- data/themes/Makefile.am	(Revision 0)
+++ data/themes/Makefile.am	(Revision 0)
@@ -0,0 +1,5 @@
+## Process this file with automake to produce Makefile.in
+
+if CLIENT_GUI_SDL
+SUBDIRS = gui-sdl
+endif
Index: data/Makefile.am
===
--- data/Makefile.am	(Revision 12610)
+++ data/Makefile.am	(Arbeitskopie)
@@ -50,7 +50,7 @@
 	default.serv
 
 if CLIENT
-CLIENTDATADIRS = amplio misc flags isotrident trident isophex stdsounds
+CLIENTDATADIRS = amplio misc flags isotrident trident isophex stdsounds themes
 else
 CLIENTDATADIRS = 
 endif
Index: client/gui-sdl/themes.c
===
--- client/gui-sdl/themes.c	(Revision 12610)
+++ client/gui-sdl/themes.c	(Arbeitskopie)
@@ -26,7 +26,7 @@
 #include themes_common.h
 #include themes_g.h
 
-char gui_sdl_theme_name[512] = deluxe2;
+char gui_sdl_theme_name[512] = human;
 
 /*
   Loads a gui-sdl theme directory/theme_name
Index: configure.ac
===
--- configure.ac	(Revision 12617)
+++ configure.ac	(Arbeitskopie)
@@ -733,6 +733,9 @@
 	  data/civ2/Makefile
 	  data/scenario/Makefile
 	  data/nation/Makefile
+	  data/themes/Makefile
+	  data/themes/gui-sdl/Makefile
+	  data/themes/gui-sdl/human/Makefile
 	  utility/Makefile
 	  utility/ftwl/Makefile
 	  dependencies/Makefile
Index: data/themes/gui-sdl/human/Makefile.am
===
--- data/themes/gui-sdl/human/Makefile.am	(Revision 0)
+++ data/themes/gui-sdl/human/Makefile.am	(Revision 0)
@@ -0,0 +1,36 @@
+## Process this file with automake to produce Makefile.in
+
+## Override automake so that make install puts these in proper place:
+pkgdatadir = $(datadir)/$(PACKAGE)/themes/gui-sdl/human
+
+pkgdata_DATA =  	\
+	Vera.ttf		\
+	backgrounds.themespec 	\
+	bg.png			\
+	bg2.png			\
+	city.png		\
+	city.spec		\
+	city_fist.png		\
+	city_fist.spec		\
+	colors.themespec	\
+	dip_icons.png		\
+	dip_icons.spec		\
+	icons.png		\
+	icons.spec		\
+	options_bg.png		\
+	small_theme_buttons.png		\
+	small_theme_buttons.spec	\
+	tech_tree.png		\
+	tech_tree.spec		\
+	theme.themespec		\
+	theme_boxs.png		\
+	theme_boxs.spec		\
+	theme_buttons.png	\
+	theme_buttons.spec	\
+	theme_orders_buttons.png	\
+	theme_orders_buttons.spec	\
+	theme_scrolls.png	\
+	theme_scrolls.spec	\
+	world.png
+
+EXTRA_DIST = $(pkgdata_DATA)
Index: data/themes/gui-sdl/Makefile.am

[Freeciv-Dev] (PR#35695) human SDL client theme

2007-02-11 Thread Christian Prochaska

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 

 [cproc - So 11. Feb 2007, 11:19:05]:
 
 And here the theme. For some reason RT lost the attachment.
 

RT keeps losing it, but you can download it here:
http://web.inf.tu-dresden.de/~s3564543/freeciv-sdl/human_theme-2007-02-11.tar.bz2


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Re: [Freeciv-Dev] Aircraft and fuel

2007-02-11 Thread Per I. Mathisen

On Sat, 10 Feb 2007, Jason Short wrote:

One weird situation is if you fly a bomber out from a carrier to hit a
spot 12 tiles away...then move the carrier in the other direction 9 (or
however many is the maximum) tiles.  Then at the start of the next turn
(it does happen at the start right?) the bomber gets automatically
returned to the carrier even though it's now 20 tiles away.  This would
seem just a bit odd to the player.


Indeed. However, the opposite solution, to let the aircraft fail to return 
because you accidentially moved your carrier out of range, would be nasty.


One solution could be to require a carrier that launches aircraft to stay 
put where it is until your next turn. Real life carriers do not move out 
of an area while its aircraft are still flying missions there...



A technical problem is that the return point is sometimes a city, a
unit, or just a tile.  And if it is a unit there is limited transporting
capacity and it's possible when the plane tries to return it finds that
the carrier is full.


Yes. I wrote code for this, and it gets rather complicated due to all 
the possible corner cases:


/***
  Return or relocate aircraft (and other UCF_RETURN_TO_BASE class units).
  Function returns FALSE if unit died for some reason.
  1) Try using goto coordinates.
  2) Try to return to a carrier.
  3) Try returning to last city.
  4) Look for anywhere in range.
/
static bool player_return_to_base(struct player *pplayer, struct unit *punit)
{
  /* 1) Goto coordinates set, try to relocate to new base. */
  if (punit-goto_tile) {
struct unit *carrier = find_transport_from_tile(punit, punit-goto_tile);

if (real_map_distance(punit-tile, punit-goto_tile)
  (unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE
 !is_non_allied_unit_tile(punit-goto_tile, pplayer)
 (carrier || can_unit_survive_at_tile(punit, punit-goto_tile))) {
  if (move_unit(punit, punit-goto_tile, 0)) {
punit-goto_tile = NULL;
if (carrier) {
  put_unit_onto_transporter(punit, carrier);
}
return TRUE;
  } else {
return FALSE;
  }
} else {
  /* Invalidate goto */
  notify_player(pplayer, punit-tile, E_UNIT_ORDERS,
_(Your %s could not relocate to target base.),
unit_name(punit-type));
  punit-goto_tile = NULL;
}
  }

  if (punit-base.unit != -1 || punit-base.tile != punit-tile) {
struct unit *carrier = find_unit_by_id(punit-base.unit);

/* 2) Return to mobile base (carrier). If carrier moves out of range,
 * we still allow it to land on it for convenience and ease of mind. */
if (carrier  could_unit_load(punit, carrier)) {
  if (move_unit(punit, carrier-tile, 0)) {
put_unit_onto_transporter(punit, carrier);
return TRUE;
  } else {
return FALSE;
  }
}
/* 3) Return to fixed base (terrain base). If base is set, we can by
 * definition reach it, unless it was destroyed. */
if (punit-base.tile
 !is_non_allied_unit_tile(punit-base.tile, pplayer)
 can_unit_survive_at_tile(punit, punit-base.tile)) {
  return move_unit(punit, punit-base.tile, 0);
}
/* Invalidate return */
notify_player(pplayer, punit-tile, E_UNIT_ORDERS,
  _(Your %s could not return to base.),
  unit_name(punit-type));
punit-base.unit = -1;
punit-base.tile = NULL;
  }

  /* 4) Ooops - lost our base! Search for a new base to land on. First
   * we check the tile we stand on, then any other possible bases. */
  if (can_unit_survive_at_tile(punit, punit-tile)) {
return TRUE; /* one lucky bastard! */
  } else {
struct unit *carrier = find_transport_from_tile(punit, punit-tile);

if (carrier) {
  put_unit_onto_transporter(punit, carrier);
  return TRUE; /* should be a rare occurance, but possible */
}
  }
  players_iterate(aplayer) {
if (!pplayers_allied(pplayer, aplayer)) {
  continue;
}
city_list_iterate(aplayer-cities, pcity) {
  if (real_map_distance(punit-tile, pcity-tile)
(unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE
   !is_non_allied_unit_tile(pcity-tile, pplayer)
   can_unit_survive_at_tile(punit, pcity-tile)) {
notify_player(pplayer, pcity-tile, E_UNIT_ORDERS,
  _(Your %s made an emergency relocation to %s.),
  unit_name(punit-type), pcity-name);
return move_unit(punit, pcity-tile, 0);
  }
} city_list_iterate_end;
unit_list_iterate(aplayer-units, carrier) {
  if (could_unit_load(punit, carrier)
   real_map_distance(punit-tile, carrier-tile)
   (unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE
   !is_non_allied_unit_tile(carrier-tile, pplayer)) 

Re: [Freeciv-Dev] Releases

2007-02-11 Thread Daniel Markstedt

On 2/11/07, Jason Short [EMAIL PROTECTED] wrote:

I know I haven't done any work lately, but since nobody has yet taken
over my job of making releases I suppose I had best get back to it.

The next step for 2.1 is another beta release.  It's been an absurd 6
months since the last one.

Also, it looks like 2.0 has enough fixes to justify a 2.0.9 release.
This should also be easy to do - the main things to be done are updating
of news (see NEWS-2.0.9 on freeciv wikia) and the ChangeLog.

Hopefully these can both be done tomorrow (Sunday).  Anyone who objects,
speak up now.  Anyone who can assist, be around on IRC.

-jason

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Nice to see you around Jason! If you want someone to pick up the
glove, you might want to name your successor! ;)

I'm very much for new releases. I just started a NEWS page for beta3
that probably should be checked for accuracy.

BTW, let's keep the front page news story as brief as possible. It's
already quite cluttered. Detailed release notes should IMO go in the
NEWS page, while win32 and OSX builds should be separate news stories.

~Daniel

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Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain

2007-02-11 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 

On 2/11/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 

 On 2/11/07, Per I. Mathisen [EMAIL PROTECTED] wrote:
 
  On Sat, 10 Feb 2007, Marko Lindqvist wrote:
   They can transport units to other islands only if there is one or two
   ocean tiles in between.
 
  But this is not quite right. During testing I usually managed to find
  neighbouring islands easily. Maybe this was an artefact of the map
  generator and map seed I was using, but it is as clear cut as you make it
  sound.

  Well, if your testing shows that it's not too much of a problem...
 I'm not happy with this, but I can accept it. Have you tested with
 different landmass settings?

  Do you find it unacceptable as a step on the way to deep ocean?

  Actually, I wonder if there is much point in making temporary
 solutions when final solution is already so close. But then again, it
 might be a long time before we get that gfx.


  - ML


If we request it, I'm sure Eleazar could produce the missing graphics
quite easily.

http://forum.freeciv.org/viewtopic.php?t=1846

 ~Daniel



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[Freeciv-Dev] Crossporting changes from the war client

2007-02-11 Thread Per Inge Mathisen
The last four emails I have sent on this topic have mysteriously 
disappeared before arriving at the list. Maybe they were thought to be 
spam? Please read it in RT instead: 
http://bugs.freeciv.org/Ticket/Display.html?id=35691


I really do not like overzealous spam filters :(

 - Per

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[Freeciv-Dev] (PR#35708) [Patch] Triremes cannot enter Deep Ocean

2007-02-11 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35708 

 Untested patch to limit Triremes to Ocean tiles. Applies on top of
Deep Ocean patch #34265.
 Also, Triremes do not get move bonus from Nuclear Power.


 - ML

diff -Nurd -X.diff_ignore freeciv/data/default/effects.ruleset freeciv/data/default/effects.ruleset
--- freeciv/data/default/effects.ruleset	2006-07-17 23:56:23.0 +0300
+++ freeciv/data/default/effects.ruleset	2007-02-11 15:48:11.0 +0200
@@ -886,6 +886,15 @@
   UnitClass, Sea, Local
 }
 
+[effect_coastal_defense_trireme]
+name	= Defend_Bonus
+value	= 100
+reqs	=
+{ type, name, range
+  Building, Coastal Defense, City
+  UnitClass, Trireme, Local
+}
+
 [effect_colosseum]
 name	= Make_Content
 value	= 3
@@ -1248,6 +1257,24 @@
   UnitClass, Sea, Local
 }
 
+[effect_port_facility_trireme]
+name	= Veteran_Build
+value	= 1
+reqs	=
+{ type, name, range
+  Building, Port Facility, City
+  UnitClass, Trireme, Local
+}
+
+[effect_port_facility_trireme_1]
+name	= HP_Regen
+value	= 100
+reqs	=
+{ type, name, range
+  Building, Port Facility, City
+  UnitClass, Trireme, Local
+}
+
 [effect_power_plant]
 name	= Output_Bonus
 value	= 25
@@ -1681,6 +1708,24 @@
   UnitClass, Sea, Local
 }
 
+[effect_lighthouse_trireme_move]
+name	= Move_Bonus
+value	= 1
+reqs	=
+{ type, name, range
+  Building, Lighthouse, Player
+  UnitClass, Trireme, Local
+}
+
+[effect_lighthouse_trireme_veteran]
+name	= Veteran_Build
+value	= 1
+reqs	=
+{ type, name, range
+  Building, Lighthouse, Player
+  UnitClass, Trireme, Local
+}
+
 [effect_magellans_expedition]
 name	= Move_Bonus
 value	= 2
@@ -1690,6 +1735,15 @@
   UnitClass, Sea, Local
 }
 
+[effect_magellan_trireme]
+name	= Move_Bonus
+value	= 2
+reqs	=
+{ type, name, range
+  Building, Magellan's Expedition, Player
+  UnitClass, Trireme, Local
+}
+
 [effect_manhattan_project]
 name	= Enable_Nuke
 value	= 1
diff -Nurd -X.diff_ignore freeciv/data/default/terrain.ruleset freeciv/data/default/terrain.ruleset
--- freeciv/data/default/terrain.ruleset	2007-02-11 15:49:08.0 +0200
+++ freeciv/data/default/terrain.ruleset	2007-02-11 15:45:13.0 +0200
@@ -520,7 +520,7 @@
 warmer_drier_result  = no
 cooler_wetter_result = no
 cooler_drier_result  = no
-native_to= Sea, Air, Missile, Helicopter
+native_to= Sea, Trireme, Air, Missile, Helicopter
 flags= Oceanic, NoPollution, UnsafeCoast, NoCities
 property_ocean_depth = 30
 helptext	 = _(\
diff -Nurd -X.diff_ignore freeciv/data/default/units.ruleset freeciv/data/default/units.ruleset
--- freeciv/data/default/units.ruleset	2007-01-30 01:10:56.0 +0200
+++ freeciv/data/default/units.ruleset	2007-02-11 15:49:55.0 +0200
@@ -100,6 +100,13 @@
 hp_loss_pct   = 0
 flags = TerrainSpeed, DamageSlows
 
+[unitclass_trireme]
+name  = _(Trireme)
+move_type = Sea
+min_speed = 2
+hp_loss_pct   = 0
+flags = TerrainSpeed, DamageSlows
+
 [unitclass_heli]
 name  = _(Helicopter)
 move_type = Both
@@ -1187,7 +1194,7 @@
 
 [unit_trireme]
 name  = _(Trireme)
-class = Sea
+class = Trireme
 tech_req  = Map Making
 obsolete_by   = Caravel
 graphic   = u.trireme
@@ -1211,7 +1218,7 @@
 uk_food   = 0
 uk_gold   = 0
 cargo = Land
-flags = Trireme, BadCityDefender
+flags = BadCityDefender
 roles = Ferryboat
 
 [unit_caravel]
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Re: [Freeciv-Dev] Aircraft and fuel

2007-02-11 Thread Benedict Adamson

Per Inge Mathisen wrote:
...
I suggest instead of fuel, we add the rule that all aircraft 
automatically return to the airfield/city/carrier that the unit visited 
last at the start of your turn. That is, when you use an aircraft, it 
stays in the air until your next turn/phase, allowing other players a 
chance to shoot it down (of course, this is exploitable by attacking in 
the last second in simultaneous movement mode, but I have given up 
trying to make that mode fair).

...

That would make aircraft more like a kind of artillery shell, allowing a 
unit (aircraft carrier) to attack at range rather than only adjacent 
tiles. A more extreme solution would be to eliminate the aircraft 
entirely, in the same way that the game does not record artillery shells 
or other ammunition. The aircraft unit would instead represent the 
airfield the squadron is using, which unlike other units can attack 
units that are not adjacent.


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[Freeciv-Dev] (PR#35707) [SDL client] closing the client window is treated as a crash

2007-02-11 Thread Christian Prochaska

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35707 

 [dmarks - So 11. Feb 2007, 13:39:48]:
 
 Any version of the SDL client on OSX or WinXP:
 
 Quitting the SDL client by clicking the X button in the title bar, is
 treated as a crash by the OS.
 
 OSX's terminal gives outputs Abort trap while WinXP shows its
 'report crash' dialog.
 
  ~Daniel
 

Patch attached (and committed). 

Index: client/gui-sdl/gui_main.c
===
--- client/gui-sdl/gui_main.c	(Revision 12617)
+++ client/gui-sdl/gui_main.c	(Arbeitskopie)
@@ -602,7 +602,7 @@
   switch (Main.event.type) {
 
 case SDL_QUIT:
-  abort();
+  return MAX_ID;
 break;
 
 case SDL_KEYUP:
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Re: (PR#14490) Re: [Freeciv-Dev] (PR#33914) Bug Report

2007-02-11 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=14490 

On 1/18/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 On 1/18/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  1: In file beta2.sav.gz, there is no entry in the registry for 
  c7.ai.urgency (or
  the entries are out of order.)

  I think problem is that worklist length varies between cities.
 Untested patch attached.

 This version saves as many worklist items as longest worklist
contains (previous version saved MAX_LEN_WORKLIST).


 - ML

diff -Nurd -X.diff_ignore freeciv/client/options.c freeciv/client/options.c
--- freeciv/client/options.c	2007-01-20 01:44:42.0 +0200
+++ freeciv/client/options.c	2007-02-11 18:48:33.0 +0200
@@ -627,7 +627,7 @@
   if (game.player_ptr) {
 for(i = 0; i  MAX_NUM_WORKLISTS; i++){
   if (client.worklists[i].is_valid) {
-	worklist_save(sf, client.worklists[i],
+	worklist_save(sf, client.worklists[i], client.worklists[i].length,
 		  worklists.worklist%d, i);
   }
 }
diff -Nurd -X.diff_ignore freeciv/common/worklist.c freeciv/common/worklist.c
--- freeciv/common/worklist.c	2007-01-19 16:20:07.0 +0200
+++ freeciv/common/worklist.c	2007-02-11 18:39:35.0 +0200
@@ -272,7 +272,7 @@
   path and ... give the prefix to load from, printf-style.
 /
 void worklist_save(struct section_file *file, struct worklist *pwl,
-		   const char *path, ...)
+   int max_length, const char *path, ...)
 {
   char path_str[1024];
   int i;
@@ -299,4 +299,13 @@
 secfile_insert_str(file, name,
 		   %s.wl_value%d, path_str, i);
   }
+
+  assert(max_length = MAX_LEN_WORKLIST);
+
+  /* We want to keep savegame in tabular format, so each line has to be
+   * of equal length. Fill table up to maximum worklist size. */
+  for (i = pwl-length ; i  max_length; i++) {
+secfile_insert_bool(file, false, %s.wl_is_unit%d, path_str, i);
+secfile_insert_str(file, , %s.wl_value%d, path_str, i);
+  }
 }
diff -Nurd -X.diff_ignore freeciv/common/worklist.h freeciv/common/worklist.h
--- freeciv/common/worklist.h	2006-07-17 23:56:46.0 +0300
+++ freeciv/common/worklist.h	2007-02-11 18:44:00.0 +0200
@@ -53,8 +53,8 @@
 		   const char *path, ...)
   fc__attribute((__format__ (__printf__, 3, 4)));
 void worklist_save(struct section_file *file, struct worklist *pwl,
-		   const char *path, ...)
-  fc__attribute((__format__ (__printf__, 3, 4)));
+   int max_length, const char *path, ...)
+  fc__attribute((__format__ (__printf__, 4, 5)));
 
 /* Iterate over all entries in the worklist. */
 #define worklist_iterate(worklist, prod)\
diff -Nurd -X.diff_ignore freeciv/server/savegame.c freeciv/server/savegame.c
--- freeciv/server/savegame.c	2007-01-27 22:24:18.0 +0200
+++ freeciv/server/savegame.c	2007-02-11 18:43:19.0 +0200
@@ -2691,6 +2691,7 @@
   char invs[A_LAST+1];
   struct player_spaceship *ship = plr-spaceship;
   struct ai_data *ai = ai_data_get(plr);
+  int wlist_max_length = 0;
 
   secfile_insert_str(file, plr-name, player%d.name, plrno);
   secfile_insert_str(file, plr-username, player%d.username, plrno);
@@ -3007,6 +3008,14 @@
   unit_list_iterate_end;
 
   i = -1;
+
+  /* First determine lenght of longest worklist */
+  city_list_iterate(plr-cities, pcity) {
+if (pcity-worklist.length  wlist_max_length) {
+  wlist_max_length = pcity-worklist.length;
+}
+  } city_list_iterate_end;
+
   city_list_iterate(plr-cities, pcity) {
 int j, x, y;
 char citymap_buf[CITY_MAP_SIZE * CITY_MAP_SIZE + 1];
@@ -3147,7 +3156,8 @@
 secfile_insert_str(file, impr_buf,
 		   player%d.c%d.improvements_new, plrno, i);
 
-worklist_save(file, pcity-worklist, player%d.c%d, plrno, i);
+worklist_save(file, pcity-worklist, wlist_max_length,
+  player%d.c%d, plrno, i);
 
 /* FIXME: remove this when the urgency is properly recalculated. */
 secfile_insert_int(file, pcity-ai.urgency,
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Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain

2007-02-11 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 

Per I. Mathisen wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 
 
 On Sun, 11 Feb 2007, Marko Lindqvist wrote:
 Have you tested with different landmass settings?
 
 No, but I will do that before committing anything.
 
 Do you find it unacceptable as a step on the way to deep ocean?
 Actually, I wonder if there is much point in making temporary
 solutions when final solution is already so close. But then again, it
 might be a long time before we get that gfx.
 
 The temporary solution itself is very small. The big change is ripping out 
 the dangerous position related code, which would be done in any case.
 
 However, if we are to simplify the path finding code, we need the 
 dangerous position code cleaned up or removed first, and I would rather 
 not have that wait more than necessary.

This is a fine step for the development branch on the way to deep ocean.
 All it means is that we are committed to fixing up deep ocean before
the next release.

-jason



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Re: [Freeciv-Dev] (PR#34265) [Patch] Deep ocean

2007-02-11 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=34265 

On 2/12/07, Daniel Markstedt [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=34265 

 new version by Eleazar


Didn't intend to send a 426K image to the mailing list. Sorry about
that. Anyhow, this terrain2.png contains the deep ocean shoreline
tiles that were missing before.

 ~Daniel



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Re: [Freeciv-Dev] 2.0.9

2007-02-11 Thread Daniel Markstedt

On 2/12/07, Jason Short [EMAIL PROTECTED] wrote:

I have built 2.0.9 and uploaded it to ftp.freeciv.org and sourceforge.

I can't add information about it to the pages since I don't have
sufficient access at wikia.  If someone could update the VERSION and
NEWS templates that would be good (as would giving me access to do so).

I'm going to wait until tomorrow for beta3.  There may be some other
patches that can be committed to S2_1 in the meantime.

-jason



A work well done Jason!

You are now sysop+bureaucrat on the English wiki. Let me know if you
want to get admin access to the localized ones too.

~Daniel

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Re: [Freeciv-Dev] (PR#35695) human SDL client theme

2007-02-11 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 

On 2/12/07, Jason Dorje Short [EMAIL PROTECTED] wrote:

(...)

 If we are SURE that the graphics are all GPL and attributed, then I see
 no problem with putting it straight in.

 -jason



Here's a replacement for Rafal's city_fist drawn in Inkscape. Unlike
the old version, it is anti-aliased. I don't know if that will cause
problems somewhere. Fact is, I haven't seen this in use while playing.
Where is it supposed to show up?

 ~Daniel



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