[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread akfaew

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
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

typedef.*citizens found in ../common/fc_types.h:
   107: typedef unsigned char citizens;

cityturn.c:696: warning: comparison is always false due to limited range of
data type
cityturn.c:699: warning: comparison is always false due to limited range of
data type
cityturn.c:829: warning: comparison is always true due to limited range of
data type
cityturn.c:829: warning: comparison is always true due to limited range of
data type

Indeed:
692 void city_repair_size(struct city *pcity, citizens change)
693 {
694   if (change  0) {
695 pcity-specialists[DEFAULT_SPECIALIST] += change;
696   } else if (change  0) {




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[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread anonymous

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 changed it to unsigned
char to save RAM. This should be no problem as the number of citizens can't be
negative. For a change in the number, the corresponding argument is positive
or negative. Thus it must be another data type. Could you check the handling
in the function to change the city size? I think, there I do such an cast.
Similar code would be needed here.

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[Freeciv-Dev] [bug #18081] warning: null format string

2011-04-30 Thread anonymous

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 ...

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[Freeciv-Dev] [bug #18081] warning: null format string

2011-04-30 Thread akfaew

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.

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[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread akfaew

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]
Copyright (C) 2007 Free Software Foundation, Inc.
[12:11:pts/10][dude@hopek:~:75] uname -a
FreeBSD hopek.jasminek.net 8.1-RELEASE FreeBSD 8.1-RELEASE #0: Mon Jul 19
02:55:53 UTC 2010
r...@almeida.cse.buffalo.edu:/usr/obj/usr/src/sys/GENERIC  i386

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[Freeciv-Dev] [bug #18081] warning: null format string

2011-04-30 Thread akfaew

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.

After that all calls with NULL will be change to NOMSG or EMPTYSTR or
whatever.

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[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread Marko Lindqvist

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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[Freeciv-Dev] [bug #18081] warning: null format string

2011-04-30 Thread akfaew

Follow-up Comment #4, bug #18081 (project freeciv):

Check out attached patch

(file #12929)
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[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread anonymous

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() and
city_size_add() (I'm not sure about the names).

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

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 - east/west
Not Enable = northwest/southeast - northeast/southwest

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

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 specials). Specials in current
versions are roads, railroads, irrigation, mines, pollution, fallout and
rivers.

I'll investigate the source code today to figure out how to modify savegame
in text editor to place (or remove) rivers. But shouldn't you be doing it in
freeciv map editor anyway?

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[Freeciv-Dev] [bug #18086] comparison is always false due to limited range of data type

2011-04-30 Thread akfaew

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: 
   139:   psite-size = size;
   140: }


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[Freeciv-Dev] [bug #18081] warning: null format string

2011-04-30 Thread akfaew

Follow-up Comment #5, bug #18081 (project freeciv):

Missed one call

(file #12930)
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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

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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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

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 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 before + river.

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

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 before + river.

I don't know how to explain this, but I know how to create the rivers in the
map. Value 2 has river in the nXXX layer. The attach file is check.

First question: 

Is it possible to associate river with letter or symbol in the tXXX layer?

No? No problem. 

Second question:

Is it possible to enable construction road over the lake terrain?

(file #12932)
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[Freeciv-Dev] [bug #18087] server segfault on a map with 1.3M tiles

2011-04-30 Thread akfaew

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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[Freeciv-Dev] [bug #18087] server segfault on a map with 1.3M tiles

2011-04-30 Thread akfaew

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 please.

[MAP_INDEX_SIZE] found in ./server/score.c:
   162:   bv_player claims[MAP_INDEX_SIZE];
[MAP_INDEX_SIZE] found in ./server/savegame2.c:
  2763: int known[lines][MAP_INDEX_SIZE], j, p, l;
  2815:   int known[lines][MAP_INDEX_SIZE], j, l, p;
[MAP_INDEX_SIZE] found in ./server/savegame.c:
  1296: int known[MAP_INDEX_SIZE];
  1536:   int known[MAP_INDEX_SIZE];
[MAP_INDEX_SIZE] found in ./server/generator/startpos.c:
   206: int tile_value_aux[MAP_INDEX_SIZE];
   207: int tile_value[MAP_INDEX_SIZE];
[MAP_INDEX_SIZE] found in ./server/generator/utilities.c:
   193:   int alt_int_map[MAP_INDEX_SIZE];
[MAP_INDEX_SIZE] found in ./server/advisors/autosettlers.c:
   622:   struct settlermap state[MAP_INDEX_SIZE];
[MAP_INDEX_SIZE] found in ./common/map.c:
  1081: int count = 0, positions[MAP_INDEX_SIZE];

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[Freeciv-Dev] [bug #18088] Chat tab has white background when using a dark GTK theme

2011-04-30 Thread anonymous

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
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: n...@email.net
 Open/Closed: Open
 Release: 2.2.5
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I am using vanilla freeciv-2.2.5 compiled on 32-bit Slackware Linux 13.37.
I'm using a custom dark GTK theme (Cillop-Midnite) that's being set by
GTK2_RC_FILES env variable. When freeciv-gtk starts, it honors the theme, but
there are a few places that keep a white background:

1. Start freeciv-gtk - Load saved game - choose a game, press OK - the log
window has a white background

2. In-game, the Chat tab has a white background as well.

I suspect this happens because freeciv might be using hardcoded background
values in these places (I don't have skills to inspect the source code
myself).

Also, in-game going to Game-Options-Local Client and explicitly changing
the theme to Cillop-Midnite still heeps that Chat background white. It stays
white even after I save options and restart the game.

Note: the email is fake (I'm not using email at all).




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[Freeciv-Dev] [bug #18089] Want Left and middle click support to scroll minimap

2011-04-30 Thread anonymous

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 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: sft...@yahoo.com
 Open/Closed: Open
 Release: 2.2.5
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

Want Left and middle click support to scroll minimap.
Only right click is accepted to scroll in minimap.
I want Left and/or middle click to work too. Because some players are used to
Left click on minimap to see that location (from other RTS games)
Tuhin.




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[Freeciv-Dev] [bug #18091] Entry missing in effects.ruleset

2011-04-30 Thread anonymous

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
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: sft...@yahoo.com
 Open/Closed: Open
 Release: 2.2.5
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

In effects.ruleset , entry for communism is missing in
effect_empire_size_step.
Following is the part copied over from effects.ruleset.
Communism should be in [effect_empire_size_step_3] and the total step should
be 5 after adding communism.


[effect_empire_size_step_1]
name= Empire_Size_Step
value   = 10
reqs=
{ type,   name,  range
  Gov, Despotism, Player
}

[effect_empire_size_step_2]
name= Empire_Size_Step
value   = 12
reqs=
{ type,   name,  range
  Gov, Monarchy, Player
}

[effect_empire_size_step_3]
name= Empire_Size_Step
value   = 14
reqs=
{ type,   name,  range
  Gov, Republic,  Player
}

[effect_empire_size_step_4]
name= Empire_Size_Step
value   = 16
reqs=
{ type,   name,  range
  Gov, Democracy, Player
}




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[Freeciv-Dev] [bug #18087] server segfault on a map with 1.3M tiles

2011-04-30 Thread akfaew

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: Please report this message at http://gna.org/projects/freeciv/

/* Maximal size of a dynamic bitvector; for the map known bitvector it must
   be larger than the biggest possible map size (approx. MAP_MAX_SIZE *
1000)
   Use a large value to be on the save side (512kbits = 64kb). */
#define MAX_DBV_LENGTH 512 * 1024

So why isn't it defined to be MAP_MAX_SIZE * 1000? And is this define really
necessary? These are the only occurrences:

./utility/bitvector.c:#define MAX_DBV_LENGTH 512 * 1024
./utility/bitvector.c:  than 0 and lower than the maximal size given by
MAX_DBV_LENGTH. The
./utility/bitvector.c:  fc_assert_ret(bits  0  bits  MAX_DBV_LENGTH);
./utility/bitvector.c:  fc_assert_ret(bits  0  bits  MAX_DBV_LENGTH);

I bumped it (and fixed a potential bug):
-#define MAX_DBV_LENGTH 512 * 1024
+#define MAX_DBV_LENGTH (2048 * 1024)

I call this win, because now my server is killed by the OS because of lack of
memory :) The server allocated 400MB and client 200MB before being killed.

(file #12935)
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[Freeciv-Dev] [bug #18092] Fix some defines

2011-04-30 Thread akfaew

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: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

These defines have the potential for a bug or at least a misleading error
message.



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File Attachments:


---
Date: Sat 30 Apr 2011 03:43:37 PM GMT  Name: aiferry.c  Size: 898B   By:
akfaew

http://gna.org/bugs/download.php?file_id=12936
---
Date: Sat 30 Apr 2011 03:43:37 PM GMT  Name: bitvector.c  Size: 641B   By:
akfaew

http://gna.org/bugs/download.php?file_id=12937
---
Date: Sat 30 Apr 2011 03:43:37 PM GMT  Name: improvement.h  Size: 677B   By:
akfaew

http://gna.org/bugs/download.php?file_id=12938
---
Date: Sat 30 Apr 2011 03:43:37 PM GMT  Name: stdinhand.c  Size: 686B   By:
akfaew

http://gna.org/bugs/download.php?file_id=12939

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread Marko Lindqvist

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 used to have rivers as separate terrain type, not as modification
to existing terrains)

 Is it possible to enable construction road over the lake terrain?
No, you can't have roads on oceanic terrains.

btw Are you limiting yourself to creating maps usable with default ruleset,
or are you prepared to create custom rulesets to support them?

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[Freeciv-Dev] [bug #18089] Want Left and middle click support to scroll minimap

2011-04-30 Thread David Lowe

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 give up on that use of the left click before you can reassign
scrolling to it - i expect that won't be easy to do.

Let me humbly offer another suggestion, though i'm not entirely sure it is
feasible - particularly across multiple GUIs.  How about if the cursor is over
the minimap then the keyboard arrows could be used to scroll the minimap?  I'm
not sure, however, if GTK et al will allow us to steal the focus in this
fashion.

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[Freeciv-Dev] [bug #18085] River and Map Format

2011-04-30 Thread J. M. Gorbach

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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