[Freeciv-Dev] [bug #14035] pf_fuel_map finishes on infinite loop

2009-08-06 Thread pepeto

URL:
  http://gna.org/bugs/?14035

 Summary: pf_fuel_map finishes on infinite loop
 Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 09:26
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Similar to bug #13742.  If a fueled unit is in the middle of anywhere, a
client goto causes an infinite recursion of the function update_last_part()
before crashing.




___

File Attachments:


---
Date: Thursday 07/30/2009 at 09:26  Name: trunk_client_pf_fuel_map_loop.diff 
Size: 2kB   By: pepeto

http://gna.org/bugs/download.php?file_id=6306
---
Date: Thursday 07/30/2009 at 09:26  Name: S2_1_client_pf_fuel_map_loop.diff 
Size: 2kB   By: pepeto

http://gna.org/bugs/download.php?file_id=6307

___

Reply to this item at:

  http://gna.org/bugs/?14035

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-08-06 Thread Hendrik Maryns

URL:
  http://gna.org/bugs/?14036

 Summary: Game gets into infinite loop after last city taken
by enemy
 Project: Freeciv
Submitted by: hamaryns
Submitted on: Donnerstag 30.07.2009 um 11:35
Category: None
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

If an enemy takes your last city (normally you’d break off before that,
right, since you see it is hopeless), the last turn never comes to an end and
the game becomes unresponsive.  You see the other AI players going on (the
year stays the same, but they evolve quite fast beyond it, funnily), but you
cannot do anything.




___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread pepeto

URL:
  http://gna.org/bugs/?14037

 Summary: unit_change_homecity_handling() teleports units
 Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 13:08
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

When I was reading the bug #14017 report, I noticed with surprise that units
changing homecity were teleported to this location.  This behaviour has been
added at revision 10398 for PR#12950 in a patch by Per.  This change is not
documented or explained and it seems that Per doesn't remember why he did
that.

After checking, the function unit_change_homecity_handling() is called by 2
ways:
* handle_unit_change_homecity(): so the unit needs to be at homecity tile.
* transfer_unit(): in this case, the unit doesn't need to be at the homecity
tile.  But also, transfer doesn't mean teleport, the function header only
says: Change home city of a unit with verbose output.

This bug is also the cause of the PR#34672.





___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1210] Prevents client goto infinite recursions

2009-08-06 Thread pepeto

URL:
  http://gna.org/patch/?1210

 Summary: Prevents client goto infinite recursions
 Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 09:59
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

To prevent the client to have infinite recursions of update_last_part (see
bug #13742 and #14035), the attached patch stops the recursion and warn with
a log message an error occured.  It makes only 1 warning per goto, else, you
get very fast 300 similar error messages.

Patch for S2_1 and trunk.




___

File Attachments:


---
Date: Thursday 07/30/2009 at 09:59  Name: warn_instead_of_crash.diff  Size:
2kB   By: pepeto

http://gna.org/patch/download.php?file_id=6308

___

Reply to this item at:

  http://gna.org/patch/?1210

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1207] pft_fill_utype_*_parameter functions

2009-08-06 Thread Marko Lindqvist

Follow-up Comment #1, patch #1207 (project freeciv):

Fixed compiler warning

(file #6309)
___

Additional Item Attachment:

File name: PftFillUtype_1207.diff Size:16 KB


___

Reply to this item at:

  http://gna.org/patch/?1207

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13958] View traderoutes always shows 0/4 for cities of other players

2009-08-06 Thread Marko Lindqvist

Follow-up Comment #1, bug #13958 (project freeciv):

You should probably use client_is_global_observer() instead of checking if
client.conn.playing == NULL.

___

Reply to this item at:

  http://gna.org/bugs/?13958

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14035] pf_fuel_map finishes on infinite loop

2009-08-06 Thread Marko Lindqvist

Follow-up Comment #1, bug #14035 (project freeciv):

How can I reproduce this bug?

___

Reply to this item at:

  http://gna.org/bugs/?14035

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14035] pf_fuel_map finishes on infinite loop

2009-08-06 Thread pepeto

Follow-up Comment #2, bug #14035 (project freeciv):

Test with this stealth fighter.

(file #6310)
___

Additional Item Attachment:

File name: civgame-T000-Y4000BCm.sav.bz2  Size:10 KB


___

Reply to this item at:

  http://gna.org/bugs/?14035

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1188] proposed menu and command key revamp

2009-08-06 Thread John Keller

Follow-up Comment #11, patch #1188 (project freeciv):

OK, I'll get patches together and put each one in a separate ticket, so that
they can be reviewed independently.

 - Civilization has general settings affecting your whole
 civilization, yet it is next to last menu. I would move it
 second after Game.

I agree that might seem a little odd at first, but its commands affect game
controls, rather than elements of the game itself (views, lists, etc - the
exception is revolution, but tough to say where else to put it at the
moment).

This has worked well for e.g. Photoshop, Illustrator, Flash (development),
which offer palettes and other controls in a similar spot. I've used those
apps regularly, and think it works well overall. But I admit that my same
experience that led me to bring this arrangement in Freeciv may have clouded
my judgment. :-)

 - Edit is not usually needed at all - I would move it after
 all the menus used in normal play, just before Help.

I tried to follow the generally accepted order of menus (File, Edit, View,
Select, Window = Civilization, Help). But this Edit menu is also more
vestigial than useful.

Once the menus are converted to GtkUIManager, it'll be possible to change
top-level items. Then edit mode can gain more menu items, better/more
shortcuts (no conflicts with game menus). That would allow the edit mode
commands to disappear from Edit, and it would make sense to move the others
out and remove Edit completely.

I see this revamp as the start of an iterative process, focusing on unit
management this round. I didn't clean up the other menus as much, because the
final arrangement isn't yet clear in my head and I wanted to avoid too much
moving around during future steps.

That said, I'm more than happy to make your two changes to the patches if you
still see fit. I just wanted to explain my thoughts a bit, in case that showed
a bit more method to my madness... :-)

___

Reply to this item at:

  http://gna.org/patch/?1188

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1201] Setting to control distance of traderoutes.

2009-08-06 Thread Marko Lindqvist

Update of patch #1201 (project freeciv):

  Status:None = Done   
 Open/Closed:Open = Closed 

___

Follow-up Comment #8:

Committed with capability string bump. If you don't want to include
capability string changes to patches (it would quite often cause patch not to
apply cleanly), at least mention need for bump in the ticket to ensure that
committer remembers to do one.

___

Reply to this item at:

  http://gna.org/patch/?1201

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13763] gtk assertion VALID_ITER failed when detaching

2009-08-06 Thread Marko Lindqvist

Update of bug #13763 (project freeciv):

  Status:None = Fixed  
 Assigned to:   mbook = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?13763

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1205] Named user unit type flags

2009-08-06 Thread Marko Lindqvist

Update of patch #1205 (project freeciv):

  Status:None = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?1205

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14040] AI should use scientists when there is no research

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14040

 Summary: AI should use scientists when there is no research
 Project: Freeciv
Submitted by: None
Submitted on: Friday 07/31/2009 at 04:09 CEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: mt.kine...@gmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

The AI does not utilize scientists instead of workers, even when they are
producing 0 bulbs, and will continue producing no research throughout the
game. This is particularly a problem with the scenario maps, as I find it
particularly hard to generate trade on them (as does the AI too) otherwise.
Even if one city had to take a hit to growth, the game doesn't go anywhere
with no research...

I attached a saved game to show this.

This is using the trunk version. Hard, Experimental, and Cheating AI levels
are used in this savegame (UN is cheating, us and china are experimental, and
almost everyone else is hard)



___

File Attachments:


---
Date: Friday 07/31/2009 at 04:09 CEST  Name: civgame-T059-Y975BCm.sav.bz2 
Size: 117kB   By: None

http://gna.org/bugs/download.php?file_id=6312

___

Reply to this item at:

  http://gna.org/bugs/?14040

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14041] Lojbanistani city names all lowercase

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14041

 Summary: Lojbanistani city names all lowercase
 Project: Freeciv
Submitted by: None
Submitted on: Friday 07/31/2009 at 05:08 CEST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: mt.kine...@gmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Currently all of Lojbanistan's (fictional nation) cities start with a lower
case letter, unlike the rest of Freeciv's cities. I don't know if this was
intended, but it stands out against the rest of Freeciv (plus it was an easy
fix, which I've attached).

Since it is a made-up language, I capitalized all the separate words, but I
didn't make it up so I don't know if its right, but it just didn't seem right
lowercase. I left the leader's names lowercase because they seem to be
people's usernames (??) 



___

File Attachments:


---
Date: Friday 07/31/2009 at 05:08 CEST  Name: lojbanistani.ruleset.diff  Size:
1kB   By: None

http://gna.org/bugs/download.php?file_id=6313

___

Reply to this item at:

  http://gna.org/bugs/?14041

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #14037 (project freeciv):

So this is not the wanted behaviour? I thought it strange,
that the boot in gna #14017 was teleported to an (inland)
city.

What would be possible action which result in a change of
the homecity of a unit?

1. unit is in a city and it should be the new homecity
   = unit stays in this city

2. unit is bribed; homecity should be changed to the
   nearest city of the new owner?
   = unit stays there it is

3. a city is disbanded due to building a settler unit
   = change homecity of the units supported by this city
  to the nearest city (or kill all units?)
   = units stay there they are (or the next possible tile
  _within_ city radius there it can survive) this is
  important for allied units!
   = to far away units (from the old or new homecity?)
  are killed

4. a city is disbanded due to migration
   = like 3.

5. a city is bribed
   = that happens to the units? [never done this]
   = units supported by this city and at the city tile
  are also bribed (at the cost to the bride cost?)
   = units supported by this city change homecity to
  the nearest city 
   = units allied to the old owner are scattered within
  the city radius (like partisans)

Is this list correct? Are there actions missing?


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread pepeto

Follow-up Comment #2, bug #14037 (project freeciv):

6. city is taken by combat.
= there is no more units in the city tile.
= supported units change homecity to the nearest city (but are not
teleported to there).

However, for the the buf #14017, it would be very strange a boot could be
supported by an inland city.


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #14037 (project freeciv):

Thanks for action 6! Do you know other possible action,
where units are rehomed / teleported?

 However, for the the buf #14017, it would be very
 strange a boot could be supported by an inland city.

This is the reason for the allert in gna #14017. The
patch I send would kill such a unit.

Marko asked that to do with gameloss units in this case
as it would end the game for this player. I did never
use such a unit and don't know that should be done.
Should the gameless unit only be killed by an attack?

Does the gameloss unit has a homecity? If not, the problem
would be solved as this unit would only be influenced by
action 5. - is would be scattered within the city radius.
I think, if there is no place there the unit can survive
the gameloss unit is destroyed and the game is lost for
this player.


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1210] Prevents client goto infinite recursions

2009-08-06 Thread pepeto

Follow-up Comment #1, patch #1210 (project freeciv):

Version 2, works with any goto part.


(file #6316)
___

Additional Item Attachment:

File name: warn_instead_of_crash2.diffSize:1 KB


___

Reply to this item at:

  http://gna.org/patch/?1210

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread pepeto

Follow-up Comment #4, bug #14037 (project freeciv):

Actually, what I think is that units would change homecity not to the nearest
city, but at the nearest city every of this units can be rehomed (then if the
nearest city is inland, boats will be attached to the next coastal city).  If
a unit cannot be attached to any city of the player, then it would get killed,
including the gameloss unit.

And yes, a gameloss unit can have homecity.


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13889] Attempt to move unit with 0 move rate crashes client

2009-08-06 Thread pepeto

Follow-up Comment #1, bug #13889 (project freeciv):

The attached patch does:
* Checks before dividing by zero.
* pf_map_iterate() (or pf_next() in S2_1) always returns FALSE when the unit
doesn't have move_rate.


(file #6317, file #6318)
___

Additional Item Attachment:

File name: trunk_pf_null_move_rate.diff   Size:4 KB
File name: S2_1_pf_null_move_rate.diffSize:4 KB


___

Reply to this item at:

  http://gna.org/bugs/?13889

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13889] Attempt to move unit with 0 move rate crashes client

2009-08-06 Thread Marko Lindqvist

Update of bug #13889 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?13889

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #5, bug #14037 (project freeciv):

so the rehoming of units would look like the following (return code says if
the unit survives):

foreach unit of the city {
  if the city is disbanded (case 3. and 4.) {
if unit can not survive at the old city tile {
  check in dist 1 for a field there the unit can survive (no enemy units;
ocean for boots)

  if such a tile is found {
move unit there
  } else {
disband unit
return FALSE
  }
}
  }

  search own city nearest (max dist?) to the unit! there the unit can survive
(i.e. coastal cities for boots)

  if a city is found {
rehome unit
return TRUE
  } else {
disband unit
return FALSE
  }
}


the gameless unit wouldn't be a special case. I think both cases there this
unit would be disbanded are valid reasons to lose the game:

* no tile in radius 1 around the disbanded city there the gameloss unit can
survive
* no city (in max dist) there the gameloss unit can survive


the maximal distance could be a game / ruleset option

special case 5. has to be checked in the code for bribing a city


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14015] add illness information to gui-win32

2009-08-06 Thread Marko Lindqvist

Update of bug #14015 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?14015

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14004] Client should show plague risk as 0 when illness disabled

2009-08-06 Thread Marko Lindqvist

Update of bug #14004 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?14004

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1208] City warmap alternative

2009-08-06 Thread Marko Lindqvist

Update of patch #1208 (project freeciv):

  Status:None = Done   
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?1208

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14031] Multiple units unload all crash

2009-08-06 Thread Marko Lindqvist

Update of bug #14031 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?14031

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14045] autoconf 2.64 AC_REQUIRE 'AC_PATH_XTRA' warning

2009-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?14045

 Summary: autoconf 2.64 AC_REQUIRE 'AC_PATH_XTRA' warning
 Project: Freeciv
Submitted by: cazfi
Submitted on: Saturday 08/01/2009 at 01:59
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

When using autoconf 2.64 I get warning:

configure.ac:548: warning: AC_REQUIRE: `AC_PATH_XTRA' was expanded before it
was required





___

Reply to this item at:

  http://gna.org/bugs/?14045

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1210] Prevents client goto infinite recursions

2009-08-06 Thread Marko Lindqvist

Update of patch #1210 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/patch/?1210

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1211] command key revamp (see also patch #1188)

2009-08-06 Thread John Keller

URL:
  http://gna.org/patch/?1211

 Summary: command key revamp (see also patch #1188)
 Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-sdl
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

Patch to ensure that SDL client uses same command keys as GTK client and the
information in the global helpdata.txt. (GTK changes in patch #1188)

* new command keys
* consistent text with key and across clients
* patch for helpdata.txt in patch #1188

Please note: This patch contains changes to translatable strings, so
update-po should be run after the patch is applied.



___

File Attachments:


---
Date: Saturday 08/01/2009 at 15:19  Name: keys_sdl_r15860_v01.diff  Size:
21kB   By: jkeller

http://gna.org/patch/download.php?file_id=6319

___

Reply to this item at:

  http://gna.org/patch/?1211

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1188] proposed menu and command key revamp

2009-08-06 Thread John Keller

Follow-up Comment #12, patch #1188 (project freeciv):

I just submitted patches for the other clients:
* patch #1211: SDL
* patch #1212: Windows native
* patch #1213: XAW

These three bring the same changes to other clients as the files in this
patch:
* file #6194: (apply first) menu.c.01_reorg.diff
* file #6197: menu.c.02_accels_revised.diff
* file #6195: helpdata.txt.diff

After all patches are applied, update-po should be run to catch the changes
to translatable strings.

___

Reply to this item at:

  http://gna.org/patch/?1188

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1212] command key revamp (see also patch #1188)

2009-08-06 Thread John Keller

URL:
  http://gna.org/patch/?1212

 Summary: command key revamp (see also patch #1188)
 Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-win32
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

Patch to ensure that Windows native client uses same command keys as GTK
client and the information in the global helpdata.txt. (GTK changes in
patch #1188)

* new command keys
* consistent text with key and across clients
* patch for helpdata.txt in patch #1188

Please note: This patch contains changes to translatable strings, so
update-po should be run after the patch is applied.



___

File Attachments:


---
Date: Saturday 08/01/2009 at 15:19  Name: keys_win32_r15860_v01.diff  Size:
6kB   By: jkeller

http://gna.org/patch/download.php?file_id=6320

___

Reply to this item at:

  http://gna.org/patch/?1212

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1213] command key revamp (see also patch #1188)

2009-08-06 Thread John Keller

URL:
  http://gna.org/patch/?1213

 Summary: command key revamp (see also patch #1188)
 Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-xaw
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

Patch to ensure that XAW client uses same command keys as GTK client and the
information in the global helpdata.txt. (GTK changes in patch #1188)

* new command keys
* consistent text with key and across clients
* patch for helpdata.txt in patch #1188

Please note: This patch contains changes to translatable strings, so
update-po should be run after the patch is applied.



___

File Attachments:


---
Date: Saturday 08/01/2009 at 15:19  Name: keys_xaw_r15860_v01.diff  Size: 8kB
  By: jkeller

http://gna.org/patch/download.php?file_id=6321

___

Reply to this item at:

  http://gna.org/patch/?1213

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1212] command key revamp (see also patch #1188)

2009-08-06 Thread Marko Lindqvist

Update of patch #1212 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/patch/?1212

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1213] command key revamp (see also patch #1188)

2009-08-06 Thread Marko Lindqvist

Update of patch #1213 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/patch/?1213

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1211] command key revamp (see also patch #1188)

2009-08-06 Thread Marko Lindqvist

Update of patch #1211 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/patch/?1211

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14045] autoconf 2.64 AC_REQUIRE 'AC_PATH_XTRA' warning

2009-08-06 Thread Marko Lindqvist

Update of bug #14045 (project freeciv):

Category:None = bootstrap  
  Status:None = Ready For Test 

___

Follow-up Comment #1:

Fix

(file #6324)
___

Additional Item Attachment:

File name: CheckACPATHXTRAForXawClient_14045.diff Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?14045

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13861] [Patch] Ruins

2009-08-06 Thread Marko Lindqvist

Update of bug #13861 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?13861

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14050] Bases with vision capability lose vision when game saved loaded

2009-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?14050

 Summary: Bases with vision capability lose vision when game
saved  loaded
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:09
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

$subject




___

Reply to this item at:

  http://gna.org/bugs/?14050

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14050] Bases with vision capability lose vision when game saved loaded

2009-08-06 Thread Marko Lindqvist

Update of bug #14050 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Fix

(file #6328)
___

Additional Item Attachment:

File name: VisionBaseLoadFix_14050.diff   Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?14050

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14051] Game loading tries to use is_new_game before it is loaded

2009-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?14051

 Summary: Game loading tries to use is_new_game before it is
loaded
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:39
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

When loading saved game, game.info.is_new_game is being used before it is
determined. Fix attached.



___

File Attachments:


---
Date: Sunday 08/02/2009 at 01:39  Name: NplayersLoadFix.diff  Size: 799B  
By: cazfi

http://gna.org/bugs/download.php?file_id=6327

___

Reply to this item at:

  http://gna.org/bugs/?14051

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1215] Base can see partially invisible units

2009-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1215

 Summary: Base can see partially invisible units
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:01
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

___

Details:

This patch adds support for bases to have vision in invisible layer too.



___

File Attachments:


---
Date: Sunday 08/02/2009 at 01:01  Name: BaseInvisVision.diff  Size: 12kB  
By: cazfi

http://gna.org/patch/download.php?file_id=6326

___

Reply to this item at:

  http://gna.org/patch/?1215

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] Mailing List

2009-08-06 Thread Matthias Pfafferodt
Am Sunday 05 July 2009 03:05:04 schrieb Matthias Pfafferodt:
 Am Saturday 04 July 2009 18:10:58 schrieb Matthias Pfafferodt:
  Hello,
 
  does the list has hickups? I'm missing some emails about comments to
  patches on gna since Thursday. The newest mail in the email archive is
  also from Thursday
  (https://mail.gna.org/public/freeciv-dev/2009-07/threads.html). I hope
  this Email will find its way.
 
  Matthias

 OK, I now got around 40 mails for Freeciv-Dev ... seems to be a problem at
 gna.org?
This is a test mail ...

Does this problem repeats itself at each start of a new month? Again no mails 
since Friday?

-- 
Matthias Pfafferodt - http://www.mapfa.de
Matthias.Pfafferodt at mapfa.de

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14053] CRASH:gdk_x11_atom_to_xatom_for_display: assertion `atom != GDK_NONE' failed

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14053

 Summary: CRASH:gdk_x11_atom_to_xatom_for_display: assertion
`atom != GDK_NONE' failed
 Project: Freeciv
Submitted by: None
Submitted on: Sunday 08/02/2009 at 12:28 CEST
Category: None
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

System: Linux 2.6.29.6-213.fc11.i686.PAE #1 SMP Tue Jul 7 20:59:29 EDT 2009
i686
X Vendor: The X.Org Foundation
X Vendor Release: 10601901
Selinux: Enforcing
Accessibility: Disabled
GTK+ Theme: Nodoka
Icon Theme: Fedora
GTK+ Modules: canberra-gtk-module, pk-gtk-module, gnomebreakpad

Memory status: size: 180559872 vsize: 180559872 resident: 151093248 share:
11657216 rss: 151093248 rss_rlim: 18446744073709551615
CPU usage: start_time: 1249189991 rtime: 10772 utime: 9859 stime: 913
cutime:0 cstime: 1 timeout: 0 it_real_value: 0 frequency: 100

Backtrace was generated from '/home/fc/client/freeciv-gtk2'

[?1034h[Thread debugging using libthread_db enabled]
0x00bb2424 in __kernel_vsyscall ()
#0  0x00bb2424 in __kernel_vsyscall ()
#1  0x007abd43 in __waitpid_nocancel () from /lib/libc.so.6
#2  0x0097d8ff in g_spawn_sync () from /lib/libglib-2.0.so.0
#3  0x0097dc0c in g_spawn_command_line_sync () from /lib/libglib-2.0.so.0
#4  0x002483cc in ?? () from /usr/lib/gtk-2.0/modules/libgnomebreakpad.so
#5  0x00248dc2 in ?? () from /usr/lib/gtk-2.0/modules/libgnomebreakpad.so
#6  signal handler called
#7  0x00bb2424 in __kernel_vsyscall ()
#8  0x007397c1 in raise () from /lib/libc.so.6
#9  0x0073b092 in abort () from /lib/libc.so.6
#10 0x007328ee in __assert_fail () from /lib/libc.so.6
#11 0x0814fd26 in real_die (file=0x8173cdc nation.c, line=262, 
format=0x8173d60 bad nation) at shared.c:758
#12 0x080f14ed in nation_of_player (pplayer=0x8235198) at nation.c:262
#13 0x080a8175 in objbind_get_value_from_object (ob=value optimized out, 
op=0xc5bf268) at editprop.c:1538
#14 0x080a8596 in property_page_set_store_value (pp=0xc5be4a0, op=0x6, 
ob=0x51b4, iter=0xbfcb97e0) at editprop.c:4503
#15 0x080b0417 in property_page_object_changed (pp=0xc5be4a0, 
object_id=value optimized out, removed=value optimized out)
at editprop.c:5066
#16 0x08098ced in editgui_notify_object_changed (objtype=3, object_id=1, 
remove=false) at editgui.c:1857
#17 0x0807b70b in handle_player_info (pinfo=0x0) at packhand.c:1977
#18 0x0807e562 in client_handle_packet (type=PACKET_PROCESSING_STARTED, 
packet=0x6) at packhand_gen.c:128
#19 0x0805b169 in client_packet_input (packet=0xf816390, type=39)
at client_main.c:491
#20 0x0805f743 in input_from_server (fd=5) at clinet.c:391
#21 0x04e9de7c in ?? () from /usr/lib/libgdk-x11-2.0.so.0
#22 0x0097b77b in ?? () from /lib/libglib-2.0.so.0
#23 0x00944cf8 in g_main_context_dispatch () from /lib/libglib-2.0.so.0
#24 0x00948370 in ?? () from /lib/libglib-2.0.so.0
#25 0x009487df in g_main_loop_run () from /lib/libglib-2.0.so.0
#26 0x0761e029 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0
#27 0x08058079 in ui_main (argc=1, argv=0xbfcb9ed4) at gui_main.c:1796
#28 0x0805b679 in client_main (argc=1, argv=0xbfcb9ed4) at client_main.c:446
#29 0x0805731b in main (argc=1, argv=0xbfcb9ed4) at gui_main.c:1626

Thread 1 (Thread 0xb7f9b9a0 (LWP 20916)):
#0  0x00bb2424 in __kernel_vsyscall ()
No symbol table info available.
#1  0x007abd43 in __waitpid_nocancel () from /lib/libc.so.6
No symbol table info available.
#2  0x0097d8ff in g_spawn_sync () from /lib/libglib-2.0.so.0
No symbol table info available.
#3  0x0097dc0c in g_spawn_command_line_sync () from /lib/libglib-2.0.so.0
No symbol table info available.
#4  0x002483cc in ?? () from /usr/lib/gtk-2.0/modules/libgnomebreakpad.so
No symbol table info available.
#5  0x00248dc2 in ?? () from /usr/lib/gtk-2.0/modules/libgnomebreakpad.so
No symbol table info available.
#6  signal handler called
No symbol table info available.
#7  0x00bb2424 in __kernel_vsyscall ()
No symbol table info available.
#8  0x007397c1 in raise () from /lib/libc.so.6
No symbol table info available.
#9  0x0073b092 in abort () from /lib/libc.so.6
No symbol table info available.
#10 0x007328ee in __assert_fail () from /lib/libc.so.6
No symbol table info available.
#11 0x0814fd26 in real_die (file=0x8173cdc nation.c, line=262, 
format=0x8173d60 bad nation) at shared.c:758
__PRETTY_FUNCTION__ = real_die
#12 0x080f14ed in nation_of_player (pplayer=0x8235198) at nation.c:262
__PRETTY_FUNCTION__ = nation_of_player
#13 0x080a8175 in objbind_get_value_from_object (ob=value optimized out, 
op=0xc5bf268) at editprop.c:1538
pplayer = value optimized out
objtype = value optimized out
propid = 35

[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread pepeto

Follow-up Comment #6, bug #14037 (project freeciv):

There are 2 functions to don't confuse: transfer_unit() and
unit_change_homecity_hanling().  In unit_change_homecity_hanling(), only a
homecity change would be performed.  So only the moving code would be
removed.  The other stuff is a part of the bug #14017.

But, to answer you, I don't think in any case an unit have to be moved.  For
me the transfer_unit() would take only the unit argument and look like:

if find a new possible homecity {
  change_homecity();
  return TRUE;
} else {
  wipe_up();
  return FALSE;
}


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14054] Autosettler behaviour makes engineers move far too far and take too long

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14054

 Summary: Autosettler behaviour makes engineers move far too
far and take too long
 Project: Freeciv
Submitted by: None
Submitted on: Sunday 02/08/09 at 18:10 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Here's an example: suppose I've got two large continents and I've managed to
connect them by a land bridge. The whole lot is connected by railway and I
have a large number of engineer units.

During the autosettler movement phase we see lots of engineeers moving from
continent A to continent B, and also lots of engineers moving from continent
B to continent A! It looks like each engineer selects the global best
location to go to, in order. It would be much better if the best global
locations were considered simultaniously and then the nearest engineer sent
to each one. This would result in far less movement and thus far far less
time spent during the autosettler phase watching engineers shuttle back and
forth. As it is, it can end up taking several minutes for the engineers to
make their moves.

So the suggestion is to change the algorithm so that autosettler moves are
considered simultaniously rather than in turn. Engineers that are in
connected segments of railway should be treated as a block. If there are N
engineers in a segment of railway then select the N best locations for them
to move to. Select which engineers to send to each such location so as to
(approximately) minimise the total distance moved.

The point is we do not change which locations we move engineers to, we just
change how we pick which engineers to go where.




___

Reply to this item at:

  http://gna.org/bugs/?14054

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14055] autosettler does not irrigate city square

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14055

 Summary: autosettler does not irrigate city square
 Project: Freeciv
Submitted by: None
Submitted on: Sunday 02/08/09 at 18:18 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

The autosettler behaviour does not improve the city square itself with
irrigation or farmland. Even when there are engineers sitting idle (having
improved every square around a city) they still do not decide to irrigate the
city square. One must take manual control of engineers and improve the city
square manually. Surely it should be a high priorty to improve the city
square since it is always used.

This is with freeciv 2.1.8.




___

Reply to this item at:

  http://gna.org/bugs/?14055

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #14017] server crash when transferring a boat due to citizen migration

2009-08-06 Thread Jordi Negrevernis i Font

En/na Matthias Pfafferodt ha escrit:

Follow-up Comment #4, bug #14017 (project freeciv):

good question - I never played a game with a
gameloss unit. Should the unit teleported to
a random place? try the next city? the capital?
  

   I did not resolve the issue with the gameloss unit...

   But, at least, it does not crash the server...

   I divided the list of units in two packs, the sea units and the 
others...


   Hope it helps...

Index: server/cityturn.c
===
--- server/cityturn.c	(revision 15866)
+++ server/cityturn.c	(working copy)
@@ -32,6 +32,7 @@
 #include game.h
 #include government.h
 #include map.h
+#include movement.h
 #include player.h
 #include specialist.h
 #include tech.h
@@ -2328,7 +2329,7 @@
   struct tile *ptile_from, *ptile_to;
   const char *name_from, *name_to, *nation_from, *nation_to;
   char saved_name_from[MAX_LEN_NAME];
-  struct city *rcity = NULL;
+  struct city *rcity = NULL, *rseacity = NULL;
 
   if (!pcity_from || !pcity_to) {
 return FALSE;
@@ -2409,17 +2410,64 @@
 /* find closest city other of the same player than pcity_from */
 rcity = find_closest_owned_city(pplayer_from, ptile_from,
 FALSE, pcity_from);
+/* find closest city near sea */
+rseacity = find_closest_owned_city(pplayer_from, ptile_from,
+TRUE, pcity_from);
 
-if (rcity) {
-  /* transfer all units to the closest city */
-  transfer_city_units(pplayer_from, pplayer_from,
-  pcity_from-units_supported, rcity, pcity_from,
-  -1, TRUE);
-  remove_city(pcity_from);
+if (rcity || rseacity) {
+  if (rcity == rseacity) {
 
-  notify_player(pplayer_from, ptile_from, E_CITY_LOST,
-_(%s was disbanded by its citizens.),
-saved_name_from);
+/* transfer all units to the closest city */
+transfer_city_units(pplayer_from, pplayer_from,
+pcity_from-units_supported, rcity, pcity_from,
+-1, TRUE);
+  }
+  else {
+	/* split the unit list in sea and non-sea units */
+
+struct unit_list *non_sea_units = unit_list_new();
+struct unit_list *sea_units = unit_list_new();
+
+	unit_list_iterate_safe(pcity_from-units_supported, punit)
+	  if (is_sailing_unit(punit)) {
+	unit_list_append(sea_units, punit);
+	  }
+	  else {
+	unit_list_append(non_sea_units, punit);
+	  }
+	unit_list_iterate_safe_end;
+
+/* transfer non-sea units to the closest city */
+	if ((unit_list_size(non_sea_units)  0)  (rcity != NULL)) {
+  transfer_city_units(pplayer_from, pplayer_from,
+  non_sea_units, rcity, pcity_from,
+  -1, TRUE);
+	} else {
+	  unit_list_iterate_safe(non_sea_units, punit)
+	wipe_unit(punit);
+	  unit_list_iterate_safe_end;
+	}
+
+/* transfer sea units to the closest sea city */
+	if ((unit_list_size(sea_units)  0)  (rseacity != NULL)) {
+  transfer_city_units(pplayer_from, pplayer_from,
+  sea_units, rseacity, pcity_from,
+  -1, TRUE);
+	} else {
+	  unit_list_iterate_safe(sea_units, punit)
+	wipe_unit(punit);
+	  unit_list_iterate_safe_end;
+	}
+
+  }
+
+	/* remove the city */
+remove_city(pcity_from);
+
+notify_player(pplayer_from, ptile_from, E_CITY_LOST,
+  _(%s was disbanded by its citizens.),
+  saved_name_from);
+
 } else {
   /* it's the only city of the nation */
   return FALSE;
___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13928] Don't navigate through unaccessible territorial waters

2009-08-06 Thread pepeto

Follow-up Comment #1, bug #13928 (project freeciv):

Those patches fix the problem.

A new callback is added in the pf_parameter (can_invade_tile) to determine if
the player can access this tile.  It is not set if the unit isn't military.

In common/player.[ch] is defined the usual callback:
player_can_invade_tile().

In common/movement.c, the function test_unit_move_to_tile() also points to
the new function player_can_invade_tile() to unsure the rules are same in all
sides.


(file #6329, file #6330)
___

Additional Item Attachment:

File name: S2_1_pf_non_invade.diffSize:5 KB
File name: trunk_pf_non_invade.diff   Size:5 KB


___

Reply to this item at:

  http://gna.org/bugs/?13928

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14055] autosettler does not irrigate city square

2009-08-06 Thread pepeto

Follow-up Comment #1, bug #14055 (project freeciv):

I have to admit I don't know the current implementation of the ruleset with
this the city irrigations rules.  But, in standard rules, city gets
automatically the irrigation and the farmland bonus.  It is not needed to
make infrastructure on the city tile.


___

Reply to this item at:

  http://gna.org/bugs/?14055

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14017] server crash when transferring a boat due to citizen migration

2009-08-06 Thread Jordi Negrevernis i Font

Follow-up Comment #5, bug #14017 (project freeciv):

I did a better patch that does split the transfer of units in two packs: the
sea ones and the others...

Hope you like it ;-)

BTW, which is the way to send patches to the bug tracker?... because i send a
message to freeciv-dev@gna.org and the system just eat it!!


(file #6337)
___

Additional Item Attachment:

File name: sea_units_migration.diff   Size:3 KB


___

Reply to this item at:

  http://gna.org/bugs/?14017

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14061] 'set minplayers 0' is needed for autogames

2009-08-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?14061

 Summary: 'set minplayers 0' is needed for autogames
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 04.08.2009 um 09:15
Category: docs
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

update the documentation for autogames (see summary)




___

File Attachments:


---
Date: Dienstag 04.08.2009 um 09:15  Name:
0001--set-minplayers-0-is-needed-for-autogames.patch  Size: 905B   By:
syntron

http://gna.org/bugs/download.php?file_id=6338

___

Reply to this item at:

  http://gna.org/bugs/?14061

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14063] no recursive calls to reset

2009-08-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?14063

 Summary: no recursive calls to reset
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 04.08.2009 um 09:34
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

as reset also reads the script it needs a check
for recursive calls

try it with the following script:

-- test.serv ---
set aifill 1
reset




___

File Attachments:


---
Date: Dienstag 04.08.2009 um 09:34  Name:
0001-no-recursive-calls-to-reset.patch  Size: 4kB   By: syntron

http://gna.org/bugs/download.php?file_id=6340

___

Reply to this item at:

  http://gna.org/bugs/?14063

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev



[Freeciv-Dev] [bug #14017] server crash when transferring a boat due to citizen migration

2009-08-06 Thread Marko Lindqvist

Follow-up Comment #6, bug #14017 (project freeciv):

 BTW, which is the way to send patches to the bug tracker?...
 because i send a message to freeciv-dev@gna.org and the system
 just eat it!!

Mailing lists seem to be down at the moment (since last Wednesday, in fact).
But even when mailing lists are functioning, you can't send patches to
tracker through it, but you have to add them from tracker web interface. Just
like you did.

As for the patch itself, I'm sorry to say that it's just wrong. Problem is
more generic than sea units teleporting to land cities. It's something like
unit without BuildAnywhere unit class flag teleports to city in, and
surrounded with, non-native tiles. In custom ruleset this may affect units
other than sea units, or some sea units are not affected.

___

Reply to this item at:

  http://gna.org/bugs/?14017

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14063] no recursive calls to reset

2009-08-06 Thread Marko Lindqvist

Update of bug #14063 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?14063

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14061] 'set minplayers 0' is needed for autogames

2009-08-06 Thread Marko Lindqvist

Update of bug #14061 (project freeciv):

 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?14061

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1189] [Patch] Allow airlifts to allied cities

2009-08-06 Thread Joel Kenny

Follow-up Comment #5, patch #1189 (project freeciv):

Don't know how that happened. Fixed.

(file #6348)
___

Additional Item Attachment:

File name: airlift_allied_city_3.patchSize:0 KB


___

Reply to this item at:

  http://gna.org/patch/?1189

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14069] Update helptext to use trademindist

2009-08-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?14069

 Summary: Update helptext to use trademindist
 Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 05.08.2009 um 18:59
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

see summary



___

File Attachments:


---
Date: Mittwoch 05.08.2009 um 18:59  Name:
0001-Update-helptext-to-use-trademindist.patch  Size: 1kB   By: syntron

http://gna.org/bugs/download.php?file_id=6349

___

Reply to this item at:

  http://gna.org/bugs/?14069

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14070] Helptext for F_SHIELD2GOLD

2009-08-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?14070

 Summary: Helptext for F_SHIELD2GOLD
 Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 05.08.2009 um 19:54
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Add helptext for F_SHIELD2GOLD. It should name
the advance / government it needs ...



___

File Attachments:


---
Date: Mittwoch 05.08.2009 um 19:54  Name:
0001-Helptext-for-F_SHIELD2GOLD.patch  Size: 1kB   By: syntron

http://gna.org/bugs/download.php?file_id=6350

___

Reply to this item at:

  http://gna.org/bugs/?14070

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14072] Helptext for EFT_MIGRATION_PCT

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #14072 (project freeciv):

fix missing space

(file #6353)
___

Additional Item Attachment:

File name: 0001-Helptext-for-EFT_MIGRATION_PCT.patch Size:1 KB


___

Reply to this item at:

  http://gna.org/bugs/?14072

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14079] cleanup of reestablish_city_trade_routes()

2009-08-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?14079

 Summary: cleanup of reestablish_city_trade_routes()
 Project: Freeciv
Submitted by: syntron
Submitted on: Donnerstag 06.08.2009 um 14:09
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

several for() loops are used to reestablish the trade routes
for a city. Combine all into the existing function for that.



___

File Attachments:


---
Date: Donnerstag 06.08.2009 um 14:09  Name:
0001-cleanup-of-reestablish_city_trade_routes.patch  Size: 4kB   By: syntron

http://gna.org/bugs/download.php?file_id=6358

___

Reply to this item at:

  http://gna.org/bugs/?14079

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14017] server crash when transferring a boat due to citizen migration

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #7, bug #14017 (project freeciv):

  check if unit can exist at the new tile in 
  transfer_unit(); if not delete the unit 
 
 What about gameloss units? 

I home the patch in #14037 solves this?

___

Reply to this item at:

  http://gna.org/bugs/?14017

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13861] [Patch] Ruins

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #13861 (project freeciv):

tried it - nice to know there the forgotten city are ;-)

___

Reply to this item at:

  http://gna.org/bugs/?13861

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #7, bug #14037 (project freeciv):

rework changing of homecity / rehome of units and cities

* rename transfer_unit() to rehome_unit()
* merge transfer_city() and transfer_city_units()
* no more teleport of units!

some definitions for different functions:

unit_change_homecity_handling():
- change homecity of the unit
- takes care of owner
- does NOT move the unit
handle_unit_change_homecity():
- change homecity of a unit
- only checks if unit exists
- calls unit_change_homecity_handling()
ai_unit_make_homecity():
- calls handle_unit_change_homecity()
execute_orders():
- calls handle_unit_change_homecity()
transfer_city():
- transfers a city from one player to another
- units further away than distance given by kill_outside are killed
- possibility to also transfer all units to the new owner
- default: transfer only units at the city tile
- search new homecity for all supported units not on the city tile
unit_enter_city():
- call to transfer_city()
remove_city()
- rehome all units and kill the city
rehome_unit()
- change homecity of unit to another city of the player
- the current homecity is NOT considered

 
 But, to answer you, I don't think in any case an unit have to  be moved.
For me the transfer_unit() would take only the unit  argument and look like:

 
 if find a new possible homecity { 
  change_homecity(); 
  return TRUE; 
  } else { 
  wipe_up(); 
  return FALSE; 
  } 

I decided to change it to a homeless unit. If no possible homecity can be
found, the current homecity is the last city of this player ...

This patch also solves bug #14017

(file #6360)
___

Additional Item Attachment:

File name: 0001-rework-changing-of-homecity-rehome-of-units-and-ci.patch
Size:33 KB


___

Reply to this item at:

  http://gna.org/bugs/?14037

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14041] Lojbanistani city names all lowercase

2009-08-06 Thread anonymous

Follow-up Comment #1, bug #14041 (project freeciv):

Lojban is written almost entirely with lower-case letters
[http://en.wikipedia.org/wiki/Lojban#Phonology_and_Orthography] so it was
probably intentional.

___

Reply to this item at:

  http://gna.org/bugs/?14041

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14081] City unable to build sewer system

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14081

 Summary: City unable to build sewer system
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:32 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: abarc...@u.washington.edu
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

The city of Sheresi (Egypt) is marked with a red X and reports that it needs
an improvement to grow.  When I examine the existing infrastructure, the
sewer system is indeed not present.  However, the sewer system also does not
appear in the production list.  If 'Show Future Targets' is selected, it is
possible to add the sewer system to the worklist, but when it is on the top
of the worklist it is converted to the previous target, as if it was already
built or was missing a dependency.  An aqueduct shows in the list of existing
improvements.  Quitting FreeCiv and restarting the game had no effect.

Freeciv version 2.1.9 gui-gtk-2.0
Linux 2.6.30 #1 SMP x86_64 x86_64 x86_64 GNU/Linux



___

File Attachments:


---
Date: Thursday 08/06/2009 at 19:32 CEST  Name: egyptians.sav.gz  Size: 96kB  
By: None
Saved game demonstrating problem
http://gna.org/bugs/download.php?file_id=6363

___

Reply to this item at:

  http://gna.org/bugs/?14081

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14082] civclient crashes or hangs when caravan/freight enters city

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14082

 Summary: civclient crashes or hangs when caravan/freight
enters city
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:49 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: abarc...@u.washington.edu
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

When a caravan or freight arrives at a city, the box with the action to be
taken sometimes hangs or crashes immediately.  When it hangs it does not
recover, and it is necessary to opt to stop waiting for it.  This is
happening when I am playing a game on a local machine against only AI
players, and it only started happening with the most recent update (prior to
that, the biggest cause of crashes was conquering a city).  It happens
frequently enough that I have started sending caravans to points outside of
cities, and saving before I have them enter cities.  In a typical game, it
will happen once or twice.  I have not been able to observe any pattern to
the crashes. 

Freeciv version 2.1.9 gui-gtk-2.0
Linux #1 SMP x86_64 x86_64 x86_64 GNU/Linux




___

Reply to this item at:

  http://gna.org/bugs/?14082

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14083] city resets resource use without governor enabled

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14083

 Summary: city resets resource use without governor enabled
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:55 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: abarc...@u.washington.edu
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

I have observed that sometimes a city will change from using the resource
squares I have selected, even if (a) the governor is not enabled (for that
city or for neighboring cities), (b) there is no competition with other
cities for resources, and (c) the city has not grown.  In some games I have
found that I need to reset a city's resources every single turn, which is of
course not much fun.  Inevitably the change is from production to food.

I do not have an example saved at the moment, but the next time I notice this
happening, I will create an example file.  It doesn't happen in every game,
nor with every city.

Freeciv version 2.1.9 gui-gtk-2.0
Linux #1 SMP x86_64 x86_64 x86_64 GNU/Linux





___

Reply to this item at:

  http://gna.org/bugs/?14083

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14084] wish: autoexplore route around peaceful territory

2009-08-06 Thread anonymous

URL:
  http://gna.org/bugs/?14084

 Summary: wish: autoexplore route around peaceful territory
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:59 CEST
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: abarc...@u.washington.edu
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

It would be nice if autoexplore for non-explorer units (such as vessels)
would respect peace agreements by simply going around territory rather than
requiring manual intervention.




___

Reply to this item at:

  http://gna.org/bugs/?14084

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #14081] City unable to build sewer system

2009-08-06 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #14081 (project freeciv):

I checked your savegame. You have to research Sanitation to be allowed to
build the sewer system ...

Happy gaming!

___

Reply to this item at:

  http://gna.org/bugs/?14081

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev