Bug#502657: netmaze: rendering problems and segfaults

2008-10-21 Thread Steve Cotton
The rendering problems are caused by trigtab.h assuming 32-bit longs. It's a fixed-point trigonometry table which encodes negative numbers as 0xff.. values. I bodged it with s/0xf/0xf/g , which made the game playable. However it appears to be a very basic death-match first-person sho

Bug#502657: netmaze: rendering problems and segfaults

2008-10-21 Thread Tim Retout
wall_pcoll is the wall collision code. The player's x and y coordinates are stored in an int - the netmaze code assumes an int is 4 bytes. On 64 bit architectures, when a player hits a wall, everything blows up. It might be possible to change some int types for int32_t types, but given the render

Bug#502657: netmaze: rendering problems and segfaults

2008-10-18 Thread Dmitri Gribenko
Package: netmaze Version: 0.81+jpg0.82-12 Severity: grave Justification: renders package unusable Netmaze displays welcome screen normally, then I press 1 and I see [1]. If I press arrow keys randomly, after a while I get a segfault somewhere in wall_pcoll(): Program received signal SIGSEGV, Segm