[Freeciv-Dev] [bug #17972] Freeland: rivers / roads / railways are not behind the forests / jungles / mountains

2011-04-09 Thread Peter Arbor

Follow-up Comment #2, bug #17972 (project freeciv):

In attachment default tilesets tested with my pacth

(file #12821)
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File name: default-tilesets-with-patch.tar.gz Size:912 KB


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[Freeciv-Dev] [bug #18005] in dbv_isset() [bitvector.c::120]: assertion 'pdbv-vec != ((void *)0)' failed.

2011-04-09 Thread Jacob Nevins

Follow-up Comment #4, bug #18005 (project freeciv):

Here's a backtrace of my reproduction case (trunk r19594 + patch #2627). I
haven't analysed it yet.


#0  0x7fd09fb667bb in raise (sig=value optimised out)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No locals.
#1  0x0056a86f in fc_assert_fail (file=0x5d70ed bitvector.c, 
function=0x5d725e dbv_isset, line=120, assertion=value optimised out,

message=0x0) at log.c:491
level = LOG_FATAL
#2  0x0057fd9e in dbv_isset (pdbv=value optimised out, 
bit=value optimised out) at bitvector.c:120
__FUNCTION__ = dbv_isset
#3  0x00562923 in tile_get_known (ptile=0x8d03a90,
pplayer=0x76872c0)
at tile.c:388
No locals.
#4  0x004c306a in base_city_can_work_tile (restriction=0x76872c0, 
pcity=0x8d75bb0, ptile=0x8d03a90) at city.c:1325
powner = 0x76872c0
city_map_x = 5
city_map_y = 5
#5  0x004386ca in find_city_or_settler_near_tile (ptile=0x8cfe1b0, 
punit=0x7fff426988b8) at mapview_common.c:2227
tile1 = value optimised out
_x = 5
_y = 10
_x_y_index = 75
closest_city = 0x0
pcity = value optimised out
closest_settler = value optimised out
best_settler = 0x270
__FUNCTION__ = find_city_or_settler_near_tile
#6  0x0045a94b in fill_city_overlays_sprite_array (
t=value optimised out, sprs=value optimised out, 
layer=value optimised out, ptile=0x8cfe1b0, pedge=value optimised
out, 
pcorner=value optimised out, punit=0x0, pcity=0x0, citymode=0x0)
at tilespec.c:3738
pwork = 0x0
city_x = 0
NUM_CITY_COLORS = value optimised out
psettler = value optimised out
city_y = 16282160
#7  fill_sprite_array (t=value optimised out, sprs=value optimised out, 
layer=value optimised out, ptile=0x8cfe1b0, pedge=value optimised
out, 
pcorner=value optimised out, punit=0x0, pcity=0x0, citymode=0x0)
at tilespec.c:4641
tileno = value optimised out
tspecial_near = {{vec =  00}, {vec =  00}, {vec =  00}, {
vec =  00}, {vec =  00}, {vec =  00b}, {vec =  00}, {
vec =  00}}
tspecial = {vec =  00}
tterrain_near = {0x92f478, 0x92f478, 0x92f478, 0x92f478, 0x92f478, 
  0x92f478, 0x92f478, 0x92f478}
pterrain = value optimised out
owner = value optimised out
__FUNCTION__ = fill_sprite_array
#8  0x0043c0f9 in put_one_element (pcanvas=0xf87230, 
layer=value optimised out, ptile=0x8cfe1b0, pedge=value optimised
out, 
pcorner=value optimised out, punit=value optimised out, pcity=0x0, 
canvas_x=-68, canvas_y=0, citymode=0x0) at mapview_common.c:952
tile_sprs = {{foggable = false, sprite = 0x5c20440, offset_x = 0, 
offset_y = -24}, {foggable = false, sprite = 0x3db4cb0, 
offset_x = 19, offset_y = -6}, {foggable = false, 
sprite = 0xffb2c0, offset_x = 0, offset_y = -24}, {
foggable = false, sprite = 0x1495ef0, offset_x = 0, 
offset_y = -24}, {foggable = false, sprite = 0x1495f30, 
offset_x = 0, offset_y = -24}, {foggable = false, 
sprite = 0x1495ef0, offset_x = 0, offset_y = -24}, {
foggable = false, sprite = 0x1495ef0, offset_x = 0, 
offset_y = -24}, {foggable = false, sprite = 0xfa9a50, 
offset_x = 0, offset_y = 0}, {foggable = 152, 
sprite = 0x7fd0a42f54e0, offset_x = -47098187, offset_y = 0}, {
foggable = 34, sprite = 0x0, offset_x = -1540521528, 
offset_y = 32720}, {foggable = 5, sprite = 0x0, offset_x = 1, 
offset_y = 0}, {foggable = 228, sprite = 0xf0, 
offset_x = 1114213168, offset_y = 32767}, {foggable = false, 
sprite = 0x7fd0a42d98d0, offset_x = 1114213544, offset_y =
32767}, 
  {foggable = 87, sprite = 0xe943b264, offset_x = -1542425513, 
offset_y = 32720}, {foggable = false, sprite = 0x3a50ec9, 
offset_x = 36, offset_y = 0}, {foggable = 44, sprite = 0x0, 
offset_x = 1114213168, offset_y = 32767}, {foggable = 224, 
sprite = 0x7fd0a2f7bab8, offset_x = -2147483648, offset_y = 0},
{
foggable = false, sprite = 0x9f378d0, offset_x = 2, offset_y =
0}, 
  {foggable = 16, sprite = 0x7fd0a42ee000, offset_x = -1540399104, 
offset_y = 32720}, {foggable = false, sprite = 0x0, 
offset_x = -1540396640, offset_y = 32720}, {foggable = 115, 
sprite = 0x7fd0a2f7bed8, offset_x = -1556416024, 
offset_y = 32720}, {foggable = false, sprite = 0x10029, 
offset_x = -1542408303, offset_y = 32720}, {foggable = 5, 
sprite = 0x7fd0a42f6358, offset_x = 1114213600, offset_y =
32767}, 
  {foggable = false, sprite = 0x7fff42698d08, offset_x = -1540399104,

offset_y = 32720}, {foggable = 100, sprite = 

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-09 Thread Brandon J. Van Every

Follow-up Comment #8, bug #17970 (project freeciv):

I now have beta4 on Windows.  I have seen an AI Worker run away before I
could launch a queued attack.


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