URL:
http://gna.org/bugs/?18086
Summary: comparison is always false due to limited range of
data type
Project: Freeciv
Submitted by: akfaew
Submitted on: Sat 30 Apr 2011 08:30:27 AM GMT
Category: None
Follow-up Comment #1, bug #18086 (project freeciv):
This is a bug! I'm woundering why you get an error message and I never did
see it? Do you use special compiler options or the default ones for debug?
Which gcc / distribution do you use?
Some background: I had citizens equal to short int but
Follow-up Comment #1, bug #18081 (project freeciv):
Could you check how many of such calls exists (with NULL for message). I
think it would be best, if these calls are corrected. You never know if
similar checks will not be included in gcc for linux ...
Follow-up Comment #2, bug #18081 (project freeciv):
How many such calls? Hundereds. Maybe the __printf__ assertion can be moved
to a lower level and the fc_assert defines should include a test: fmt == NULL
? : fmt or something instead.
Follow-up Comment #2, bug #18086 (project freeciv):
Standard compile with --disable-nls. I don't use debug since warnings are
treated as errors and I get hundereds of warnings from those NULLS in
printfs.
[12:11:pts/10][dude@hopek:~:74] gcc --version
gcc (GCC) 4.2.1 20070719 [FreeBSD]
Follow-up Comment #3, bug #18081 (project freeciv):
This is just terrible, if I change NULL to I get:
warning: zero-length printf format string
I propose, in fc_assert_fail and similar change
if (NULL != message) {
into
if (NOMSG != message) {
where NOMSG is some define, like (void*)0x1.
Follow-up Comment #3, bug #18086 (project freeciv):
692 void city_repair_size(struct city *pcity, citizens change)
I think error is in that change is of type citizens in the first place. I
would try to change it to int.
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Reply to
Follow-up Comment #4, bug #18081 (project freeciv):
Check out attached patch
(file #12929)
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Additional Item Attachment:
File name: noprintfassertfail.diffSize:1 KB
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Follow-up Comment #4, bug #18086 (project freeciv):
692 void city_repair_size(struct city *pcity, citizens change)
I think error is in that change is of type citizens in the
first place. I would try to change it to int.
Yes; I think this is that I have done for the function citizens_add()
Follow-up Comment #3, bug #18085 (project freeciv):
Maybe enable construction bridge over the lake terrain is solution, but only
one tile over the lake. Nothing two tiles or crosswise / diagonally.
Example:
''p+p'' = plain - lake - plain
''rbr'' = road - bridge - road
Enable = north/south -
Follow-up Comment #4, bug #18085 (project freeciv):
Specials are buffalo, coal, fish, etc.
No, those are resources stored to map.res??? in recent versions (in older
versions there could be only two types of resources for each terrain type and
those were stored as resource1 and resource2 in
Follow-up Comment #5, bug #18086 (project freeciv):
Also here:
vision_site_size_set found in ./common/vision.c:
134: void vision_site_size_set(struct vision_site *psite, citizens size)
135: {
136: fc_assert_ret(psite != NULL);
137: fc_assert_ret(size = MAX_CITY_SIZE);
138:
Follow-up Comment #5, bug #18081 (project freeciv):
Missed one call
(file #12930)
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Additional Item Attachment:
File name: sanitycheck.c Size:0 KB
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Reply to
Follow-up Comment #5, bug #18085 (project freeciv):
But shouldn't you be doing it in freeciv map editor anyway?
What should I do in freeciv map editor anyway? Place and remove rivers?
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Reply to this item at:
Follow-up Comment #6, bug #18085 (project freeciv):
This is a bit complicated and I'm not explaining all the alternatives now.
I'll just explain the most probable way the river information is stored in
your scenarios. Test this, and if it doesn't work we'll check other
alternatives.
River
Follow-up Comment #7, bug #18085 (project freeciv):
River information is topmost bit in spe01_ maps. So, any tile with value
higher than or equal to 8 has river in it (possible hex values being
0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f). If value is less than 8, just add 8 to get
same specials as
Follow-up Comment #1, bug #18087 (project freeciv):
Oh there is so much stack abuse in freeciv. Is it OK if I post patch to each
file as a separate diff and message?
(file #12933)
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Additional Item Attachment:
File name:
Follow-up Comment #2, bug #18087 (project freeciv):
The problem with my previous patch is that it will take up that space
forever, which is also wrong. I think this needs to be done with malloc and
free. I won't continue with this today and will wait for some feedback.
Disregard startpos.c.diff
URL:
http://gna.org/bugs/?18088
Summary: Chat tab has white background when using a dark GTK
theme
Project: Freeciv
Submitted by: None
Submitted on: Sat 30 Apr 2011 02:27:47 PM UTC
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?18089
Summary: Want Left and middle click support to scroll
minimap
Project: Freeciv
Submitted by: None
Submitted on: Sat 30 Apr 2011 02:41:36 PM UTC
Category: client
Severity: 2
URL:
http://gna.org/bugs/?18091
Summary: Entry missing in effects.ruleset
Project: Freeciv
Submitted by: None
Submitted on: Sat 30 Apr 2011 02:56:21 PM UTC
Category: rulesets
Severity: 4 - Important
Follow-up Comment #3, bug #18087 (project freeciv):
The attached patch manages to get me thru the segfaults. (It's a cat of small
diffs, gna only allows max 4 uploads)
Now there are problems with assertions:
1: in dbv_init() [bitvector.c::57]: assertion 'bits 0 bits 512 * 1024'
failed.
1:
URL:
http://gna.org/bugs/?18092
Summary: Fix some defines
Project: Freeciv
Submitted by: akfaew
Submitted on: Sat 30 Apr 2011 03:43:37 PM GMT
Category: None
Severity: 3 - Normal
Priority:
Follow-up Comment #8, bug #18085 (project freeciv):
Is it possible to associate river with letter or symbol in the
tXXX layer?
t)errain layer contains base terrain. Rivers are specials that can appear on
top of such base terrains. So no, you cannot define rivers in terrain layer
(though civ1
Follow-up Comment #1, bug #18089 (project freeciv):
Actually, left click on on the minimap currently performs a goto for the
active unit(s). It's kind of annoying, actually, since you can't really be
sure where you are clicking at that resolution. But you'd have to convince
the community to
Follow-up Comment #9, bug #18085 (project freeciv):
Thanks for reply.
Are you limiting yourself to creating maps usable with default ruleset, or
are you prepared to create custom rulesets to support them?
Default and custom rulesets.
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