URL:
  <http://gna.org/bugs/?18631>

                 Summary: lua error in the test scenario (#1)
                 Project: Battle for Wesnoth
            Submitted by: anonymissimus
            Submitted on: Sa 10 Sep 2011 12:53:56 GMT
                Category: Bug
                Severity: 3 - Normal
                Priority: 5 - Normal
              Item Group:  None of the others
                  Status: None
                 Privacy: Public
             Assigned to: thonsew
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: trunk
        Operating System: win xp

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Details:

At the start of the test scenario there is a new "lua" error. Originally
found by Espreon. It is triggered by the call to [modify_unit], meaning
wesnoth.set_variable, and most likely caused by new token stuff:
++
        [modify_unit]
            [filter]
                x,y=14,6
            [/filter]
            [object]
                [effect]
                    apply_to=image_mod
                   
add="PAL(FFDC02,EA9752,C4793A,C35029,6B2C29,A34C29,D5561F,343424,353624,BF5746
> BCBCBC,7D7D7D,5E5E5E,434343,232323,3B3B3B,494949,232323,232323,484848)"
                [/effect]
            [/object]
            [attack]
            [/attack]
            [attack]
                name=lightning
                description="lightning"
                icon=attacks/lightning.png
                # Testcase for custom attack types and ranges
                type=electrical
                range=very_long
                [specials]
                    {WEAPON_SPECIAL_MAGICAL}
                [/specials]
                damage=14
                number=4
            [/attack]
        [/modify_unit]
--

It happens exactly upon setting the [chance_to_hit]description= variable.
Possibly because that's a translatable string or because of the line break
involved, see the definition of WEAPON_SPECIAL_MAGICAL in core.
Here's a call stack until the point it throws the error:

>       wesnoth.exe!config::check_valid()  Line 66      C++
        wesnoth.exe!config::child_count(const n_token::t_token & key={...})  
Line
460     C++
        wesnoth.exe!variable_info::init(const n_token::t_token & varname={...},
bool force_valid=true)  Line 728 + 0x14 bytes   C++
        wesnoth.exe!variable_info::variable_info(const n_token::t_token &
varname={...}, bool force_valid=true, variable_info::TYPE
validation_type=TYPE_UNSPECIFIED)  Line 834 + 0x11 bytes        C++
        wesnoth.exe!intf_set_variable(lua_State * L=0x0830d028)  Line 1404 + 
0x10
bytes   C++
        wesnoth.exe!luaD_precall(lua_State * L=0x0830d028, lua_TValue *
func=0x058e23d8, int nresults=0)  Line 323 + 0x16 bytes C++
        wesnoth.exe!luaV_execute(lua_State * L=0x0830d028, int nexeccalls=7)  
Line
590 + 0x14 bytes        C++
        wesnoth.exe!luaD_call(lua_State * L=0x0830d028, lua_TValue *
func=0x0c867220, int nResults=0)  Line 381 + 0xb bytes  C++
        wesnoth.exe!f_call(lua_State * L=0x0830d028, void * ud=0x0012493c)  Line
800 + 0x16 bytes        C++
        wesnoth.exe!luaD_rawrunprotected(lua_State * L=0x0830d028, void 
(lua_State
*, void *)* f=0x026fdea0, void * ud=0x0012493c)  Line 122 + 0x11 bytes  C++
        wesnoth.exe!luaD_pcall(lua_State * L=0x0830d028, void (lua_State *, void
*)* func=0x026fdea0, void * u=0x0012493c, int old_top=32, int ef=16)  Line 467
+ 0x11 bytes    C++
        wesnoth.exe!lua_pcall(lua_State * L=0x0830d028, int nargs=1, int
nresults=0, int errfunc=-3)  Line 821 + 0x20 bytes      C++
        wesnoth.exe!luaW_pcall(lua_State * L=0x0830d028, int nArgs=1, int 
nRets=0,
bool allow_wml_error=true)  Line 450 + 0x1a bytes       C++
        wesnoth.exe!LuaKernel::run_wml_action(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
cmd="command", const vconfig & cfg={...}, const game_events::queued_event &
ev={...})  Line 3883 + 0xf bytes        C++
        wesnoth.exe!game_events::handle_event_commands(const
game_events::queued_event & event_info={...}, const vconfig & cfg={...})  Line
3257    C++
        wesnoth.exe!game_events::event_handler::handle_event(const
game_events::queued_event & event_info={...})  Line 3251 + 0x3d bytes   C++
        wesnoth.exe!process_event(game_events::event_handler & handler={...}, 
const
game_events::queued_event & ev={...})  Line 3217        C++
        wesnoth.exe!game_events::pump()  Line 3558 + 0x13 bytes C++
        wesnoth.exe!game_events::fire(const n_token::t_token & event={...}, 
const
game_events::entity_location & loc1={...}, const game_events::entity_location
& loc2={...}, const config & data={...})  Line 3488     C++
        wesnoth.exe!events::console_handler::do_event()  Line 3608 + 0xc8
bytes   C++

        
wesnoth.exe!events::map_command_handler<events::console_handler>::dispatch(std::basic_string<char,std::char_traits<char>,std::allocator<char>
> cmd="throw error")  Line 2024 + 0x12 bytes    C++
        wesnoth.exe!events::menu_handler::do_command(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
str="throw error")  Line 3115   C++
        wesnoth.exe!play_controller::enter_textbox()  Line 892  C++
        wesnoth.exe!play_controller::process_focus_keydown_event(const 
SDL_Event &
event={...})  Line 1033 C++
        wesnoth.exe!controller_base::handle_event(const SDL_Event & 
event={...}) 
Line 62 + 0x1a bytes    C++
        wesnoth.exe!events::pump()  Line 380 + 0x35 bytes       C++
        wesnoth.exe!controller_base::play_slice(bool is_delay_enabled=true)  
Line
198     C++
        wesnoth.exe!playsingle_controller::play_human_turn()  Line 721  C++
        wesnoth.exe!playsingle_controller::play_side(const unsigned int
team_index=1, bool save=true)  Line 645 + 0x12 bytes    C++
        wesnoth.exe!playsingle_controller::play_turn(bool save=true)  Line 599 +
0x21 bytes      C++
        wesnoth.exe!playsingle_controller::play_scenario(const
std::pair<config::const_child_iterator,config::const_child_iterator> &
story=({i_={...} }, {i_={...} }), bool skip_replay=false)  Line 400 + 0x1a
bytes   C++
        wesnoth.exe!playsingle_scenario(const config & game_config={...}, const
config * level=0x0012e654, display & disp={...}, game_state &
state_of_game={...}, const
std::pair<config::const_child_iterator,config::const_child_iterator> &
story=({i_={...} }, {i_={...} }), bool skip_replay=false, end_level_data &
end_level={...})  Line 130 + 0x14 bytes C++
        wesnoth.exe!play_game(display & disp={...}, game_state & 
gamestate={...},
const config & game_config={...}, io_type_t io_type=IO_NONE, bool
skip_replay=false)  Line 365 + 0x28 bytes       C++

        
wesnoth.exe!game_controller::launch_game(game_controller_abstract::RELOAD_GAME_DATA
reload=NO_RELOAD_DATA)  Line 1264 + 0x4b bytes  C++
        wesnoth.exe!do_gameloop(int argc=3, char * * argv=0x0012fe90)  Line 567 
+
0x2d bytes      C++
        wesnoth.exe!SDL_main(int argc=3, char * * argv=0x0012fe90)  Line 621 + 
0xd
bytes   C++
        wesnoth.exe!_main()  + 0xf5 bytes       C
        wesnoth.exe!_WinMain@16()  + 0xae bytes C
        wesnoth.exe!__tmainCRTStartup()  Line 547 + 0x2c bytes  C
        wesnoth.exe!WinMainCRTStartup()  Line 371       C





    _______________________________________________________

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