Re: [Freeciv-Dev] (PR#39876) fix soft restart; load game freelog translation; re-order early load

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39876 >

Committed S2_1 revision 13993.

Found S2_1 patch in PR#15609, ported for S2_2.

Committed S2_2 revision 13994.
Committed trunk revision 13995.



Index: server/srv_main.c
===
--- server/srv_main.c   (revision 13993)
+++ server/srv_main.c   (working copy)
@@ -2116,13 +2116,22 @@
   /* Free all the treaties that were left open when game finished. */
   free_treaties();
 
+  /* Free the vision data, without sending updates. */
   players_iterate(pplayer) {
 unit_list_iterate(pplayer->units, punit) {
+  /* don't bother using vision_clear_sight() */
+  vision_layer_iterate(v) {
+punit->server.vision->radius_sq[v] = -1;
+  } vision_layer_iterate_end;
   vision_free(punit->server.vision);
   punit->server.vision = NULL;
 } unit_list_iterate_end;
 
 city_list_iterate(pplayer->cities, pcity) {
+  /* don't bother using vision_clear_sight() */
+  vision_layer_iterate(v) {
+pcity->server.vision->radius_sq[v] = -1;
+  } vision_layer_iterate_end;
   vision_free(pcity->server.vision);
   pcity->server.vision = NULL;
 } city_list_iterate_end;
Index: server/savegame.c
===
--- server/savegame.c   (revision 13993)
+++ server/savegame.c   (working copy)
@@ -140,46 +140,40 @@
  * we let any map data type to be empty, and just print an
  * informative warning message about it.
  */
-#define LOAD_MAP_DATA(ch, nat_y, ptile,
\
- SECFILE_LOOKUP_LINE, SET_XY_CHAR) \
-{   \
-  int _nat_x, _nat_y;  \
-\
-  bool _warning_printed = FALSE;\
-  for (_nat_y = 0; _nat_y < map.ysize; _nat_y++) { \
-const int nat_y = _nat_y;  \
-const char *_line = (SECFILE_LOOKUP_LINE);  \
-\
-if (!_line || strlen(_line) != map.xsize) { \
-  if (!_warning_printed) {  \
-/* TRANS: Error message. */ \
-freelog(LOG_ERROR, _("The save file contains incomplete "   \
-"map data.  This can happen with old saved "\
-"games, or it may indicate an invalid saved "   \
-"game file.  Proceed at your own risk."));  \
-if(!_line) {\
-  /* TRANS: Error message. */   \
-  freelog(LOG_ERROR, _("Reason: line not found"));  \
-} else {\
-  /* TRANS: Error message. */   \
-  freelog(LOG_ERROR, _("Reason: line too short "\
-  "(expected %d got %lu"), map.xsize,   \
-  (unsigned long) strlen(_line));   \
-}   \
-/* Do not translate.. */\
-freelog(LOG_ERROR, "secfile_lookup_line='%s'",  \
-#SECFILE_LOOKUP_LINE);  \
-_warning_printed = TRUE;\
-  } \
-  continue; \
-}   \
-for (_nat_x = 0; _nat_x < map.xsize; _nat_x++) {   \
-  const char ch = _line[_nat_x];\
-  struct tile *ptile = native_pos_to_tile(_nat_x, _nat_y); \
-\
-  (SET_XY_CHAR);\
-}   \
-  } \
+#define LOAD_MAP_DATA(ch, nat_y, ptile,
\
+ SECFILE_LOOKUP_LINE, SET_XY_CHAR) \
+{  \
+  int _nat_x, _nat_y;  

[Freeciv-Dev] (PR#39876) fix soft restart; load game freelog translation; re-order early load

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39876 >

I'm committing this immediately, as it fixes a bug in soft restart
introduced by PR#39862.  It also addresses some other issues for 2.1.1.

In particular, there are loading error messages that should be LOG_VERBOSE
(and therefore untranslated), while there is a LOG_ERROR that arguably
*should* be translated.  And grammar fixed!  Heck, I've even seen that
message, so it actually is seen from time to time by users

I re-ordered a few secfile lookups to be grouped with others of the same
section.  It just makes reading the code easier (and may be a step in the
direction of single-pass game loading).

I removed a game.version test against 1.3.0 that can never be false, as it
checked earlier for 1.9.0.

Moreover, as I compared 2.1 with 2.2, I found that most of these old tests
had already been eliminated in 2.1!  Therefore, will be bringing 2.2 up to
2.1 standards

Index: server/srv_main.c
===
--- server/srv_main.c   (revision 13992)
+++ server/srv_main.c   (working copy)
@@ -2108,13 +2108,22 @@
   /* Free all the treaties that were left open when game finished. */
   free_treaties();
 
+  /* Free the vision data, without sending updates. */
   players_iterate(pplayer) {
 unit_list_iterate(pplayer->units, punit) {
+  /* don't bother using vision_clear_sight() */
+  vision_layer_iterate(v) {
+punit->server.vision->radius_sq[v] = -1;
+  } vision_layer_iterate_end;
   vision_free(punit->server.vision);
   punit->server.vision = NULL;
 } unit_list_iterate_end;
 
 city_list_iterate(pplayer->cities, pcity) {
+  /* don't bother using vision_clear_sight() */
+  vision_layer_iterate(v) {
+pcity->server.vision->radius_sq[v] = -1;
+  } vision_layer_iterate_end;
   vision_free(pcity->server.vision);
   pcity->server.vision = NULL;
 } city_list_iterate_end;
Index: server/savegame.c
===
--- server/savegame.c   (revision 13992)
+++ server/savegame.c   (working copy)
@@ -140,46 +140,40 @@
  * we let any map data type to be empty, and just print an
  * informative warning message about it.
  */
-#define LOAD_MAP_DATA(ch, nat_y, ptile,
\
- SECFILE_LOOKUP_LINE, SET_XY_CHAR) \
-{   \
-  int _nat_x, _nat_y;  \
-\
-  bool _warning_printed = FALSE;\
-  for (_nat_y = 0; _nat_y < map.ysize; _nat_y++) { \
-const int nat_y = _nat_y;  \
-const char *_line = (SECFILE_LOOKUP_LINE);  \
-\
-if (!_line || strlen(_line) != map.xsize) { \
-  if (!_warning_printed) {  \
-/* TRANS: Error message. */ \
-freelog(LOG_ERROR, _("The save file contains incomplete "   \
-"map data.  This can happen with old saved "\
-"games, or it may indicate an invalid saved "   \
-"game file.  Proceed at your own risk."));  \
-if(!_line) {\
-  /* TRANS: Error message. */   \
-  freelog(LOG_ERROR, _("Reason: line not found"));  \
-} else {\
-  /* TRANS: Error message. */   \
-  freelog(LOG_ERROR, _("Reason: line too short "\
-  "(expected %d got %lu"), map.xsize,   \
-  (unsigned long) strlen(_line));   \
-}   \
-/* Do not translate.. */\
-freelog(LOG_ERROR, "secfile_lookup_line='%s'",  \
-#SECFILE_LOOKUP_LINE);  \
-_warning_printed = TRUE;\
-  } \
-  continue; \
-}   \
-for (_nat_x = 0; _nat_x < map.xsize; _nat_x++) {   \
-  const char ch = _line[_nat_x];

Re: [Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities

2007-11-20 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39541 >

On 11/20/07, William Allen Simpson <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39541 >
>
> Daniel Markstedt wrote:
> > Do diplomats behave differently in civ1/civ2 rulesets than in default?
> >
> Not as far as I can tell (looked at 2.1).  Is designated the initial
> "explorer" in civ1, but that's not a feature in traditional game.
>
> Anyway, looks good.  Are you sure all the translations will be done?
>

Patches for S2_1 and S2_2; trunk will need a different one altogether
since diplomat units have been dumbed down there. Preferably, the
abilities part should be automatically generated instead.

Can't guarantee that _all_ translations will be updated. It depends on
who's reading the i18n list.

 ~Daniel



dipl_spy_helptext_S2_1.diff
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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >

On 11/20/07, William Allen Simpson <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39748 >
>
> Erik Johansson wrote:
> > Elephants are towering animals trained for war and powerful shock
> > troops, but have bad defense against all units.
> >
> Elephants are towering animals trained for war that are often used as
> powerful shock troops, but defend poorly against most other units.
>
> Why are these only in civ2 and not default?
>

This is an age-old balancing decision I think. Environmentalism,
Fundamentalism, Fanatics, Crusaders, and Solar Plant are also omitted
in default.

 ~Daniel



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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Erik Johansson

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >

On Nov 20, 2007 3:03 PM, William Allen Simpson
<[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39748 >
>
> Erik Johansson wrote:
> > Elephants are towering animals trained for war and powerful shock
> > troops, but have bad defense against all units.
> >
> Elephants are towering animals trained for war that are often used as
> powerful shock troops, but defend poorly against most other units.

Actually I thought of using "other" it sounds better,  but they really
are very bad at defense. (Btw pikemens doesn't have pikemen flag in
CivII, which is correct I think.)

> Why are these only in civ2 and not default?

I think they are called cirkus units in LT games because they are useless.. ;-)



-- 
/emj



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Re: [Freeciv-Dev] (PR#16162) 2.1.0b1: help call crashes civclient

2007-11-20 Thread Christian Knoke

http://bugs.freeciv.org/Ticket/Display.html?id=16162 >

Du schriebst am 20. Nov um 06:55 Uhr:
> 
> http://bugs.freeciv.org/Ticket/Display.html?id=16162 >
> 
> I cannot reproduce.  The messages say there is a backtrace attached, but 
> nothing in RT.  Anybody?

http://bugs.freeciv.org/Ticket/Attachment/115906/75953/bug

Christian

-- 
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* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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[Freeciv-Dev] (PR#39445) 2.1.0b4-gtk2 (Slackware) Help/Technology resizing

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39445 >

I cannot reproduce.  Running 2.1.0 on MacOS 10.3.9, the default 
window size is nearly perfect, and the window itself resizes.

Anybody?


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[Freeciv-Dev] (PR#16162) 2.1.0b1: help call crashes civclient

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=16162 >

I cannot reproduce.  The messages say there is a backtrace attached, but 
nothing in RT.  Anybody?


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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >

Erik Johansson wrote:
> Elephants are towering animals trained for war and powerful shock
> troops, but have bad defense against all units.
> 
Elephants are towering animals trained for war that are often used as
powerful shock troops, but defend poorly against most other units.

Why are these only in civ2 and not default?



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[Freeciv-Dev] (PR#39875) default theme scroll bar thumbs are hard to see

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39875 >

$subject



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Re: [Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities

2007-11-20 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39541 >

Daniel Markstedt wrote:
> Do diplomats behave differently in civ1/civ2 rulesets than in default?
> 
Not as far as I can tell (looked at 2.1).  Is designated the initial
"explorer" in civ1, but that's not a feature in traditional game.

Anyway, looks good.  Are you sure all the translations will be done?



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[Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities

2007-11-20 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39541 >

Diplomat helptext is less wordy and more concise. Spy helptext only
lists her unique abilities.

Do diplomats behave differently in civ1/civ2 rulesets than in default?

 ~Daniel


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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Erik Johansson

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >

On Nov 20, 2007 12:04 PM, Christian Knoke <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39748 >
>
>
> > > > SVN 04 OCT 2007 2.0.99
> > > >
> > > > #: data/civ2/units.ruleset:694
> > > > msgid ""
> > > > "Elephants are towering animals trained for war, but are easily
> > > dispersed if "
> > > > "caught off guard."
> > > >
> > > > not very helpful for players
>
> > Alright, what about this one?
>
> Elephants are towering animals trained for war and powerful shock
> troops, but have a bad defence.

Elephants are towering animals trained for war and powerful shock
troops, but have bad defense against all units.


-- 
/emj



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Re: [Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Christian Knoke

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >


> > > SVN 04 OCT 2007 2.0.99
> > >
> > > #: data/civ2/units.ruleset:694
> > > msgid ""
> > > "Elephants are towering animals trained for war, but are easily
> > dispersed if "
> > > "caught off guard."
> > >
> > > not very helpful for players

> Alright, what about this one?

Elephants are towering animals trained for war and powerful shock
troops, but have a bad defence.

Christian


-- 
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* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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[Freeciv-Dev] (PR#39787) Ubuntu don't redistribute stdsounds

2007-11-20 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39787 >

http://packages.ubuntu.com/hardy/games/freeciv-sound-standard

I get the feeling this issue has been resolved. ;)

 ~Daniel

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[Freeciv-Dev] (PR#39748) elephant help text

2007-11-20 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39748 >

> [dmarks - Sun Oct 07 04:14:25 2007]:
> 
> On 10/4/07, Christian Knoke <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=39748 >
> >
> >
> > SVN 04 OCT 2007 2.0.99
> >
> > #: data/civ2/units.ruleset:694
> > msgid ""
> > "Elephants are towering animals trained for war, but are easily
> dispersed if "
> > "caught off guard."
> >
> > not very helpful for players
> >
> > Christian
> >
> 
> Please do suggest a better one.
> 
>  ~Daniel
> 
> 
> 

Alright, what about this one?

 ~Daniel


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