URL:
<http://gna.org/bugs/?22173>
Summary: check_victory broken inside draw.
Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 10 Jun 2014 18:45:01 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: None of the others
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.13-dev
Operating System: win7
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Details:
when check_vicotry in the case (the stackstrace) shown below, it wrongly
calsulates that the current side has won, since this is only the case when fog
is on i assume the reason is that gameboard_.units() only contains visible
units in this case.
i ovserved this on version 03021c04828a87f389a93a437a516f7d1a5d2a8a (doesn't
mean it's related on this commit)
Stacktrace:
wesnoth.exe!play_controller::check_victory() Zeile 1389 C++
wesnoth.exe!synced_context::run_in_synced_context(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
commandname, const config & data, bool use_undo, bool show, bool
store_in_replay,
boost::function2<void,std::basic_string<char,std::char_traits<char>,std::allocator<char>
> const &,bool> error_handler) Zeile 75 C++
wesnoth.exe!synced_context::run_in_synced_context_if_not_already(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
commandname, const config & data, bool use_undo, bool show,
boost::function2<void,std::basic_string<char,std::char_traits<char>,std::allocator<char>
> const &,bool> error_handler) Zeile 85 + 0x28 Bytes C++
wesnoth.exe!game_events::wml_func_do_command(const
game_events::queued_event
& __formal, const vconfig & cfg) Zeile 691 + 0x8e Bytes C++
wesnoth.exe!cfun_wml_action(lua_State * L) Zeile 4149 + 0x1c Bytes
C++
wesnoth.exe!luaD_precall(lua_State * L, lua_TValue * func, int
nresults)
Zeile 336 C++
wesnoth.exe!luaV_execute(lua_State * L) Zeile 714 + 0x26 Bytes C++
wesnoth.exe!f_call(lua_State * L, void * ud) Zeile 914 + 0x5a Bytes
C++
wesnoth.exe!luaD_rawrunprotected(lua_State * L, void (lua_State *, void
*)*
f, void * ud) Zeile 149 + 0x23 Bytes C++
wesnoth.exe!luaD_pcall(lua_State * L, void (lua_State *, void *)* func,
void
* u, int old_top, int ef) Zeile 607 + 0x1d Bytes C++
wesnoth.exe!lua_pcallk(lua_State * L, int nargs, int nresults, int
errfunc,
int ctx, int (lua_State *)* k) Zeile 940 + 0x1d Bytes C++
wesnoth.exe!luaW_pcall(lua_State * L, int nArgs, int nRets, bool
allow_wml_error) Zeile 318 + 0x1b Bytes C++
wesnoth.exe!`anonymous namespace'::lua_report_generator::generate()
Zeile
3590 + 0xe Bytes C++
wesnoth.exe!reports::generate_report(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > & name,
bool only_static) Zeile 1607 C++
wesnoth.exe!display::refresh_report(const
std::basic_string<char,std::char_traits<char>,std::allocator<char> > &
report_name, const config * new_cfg) Zeile 2746 + 0x2c Bytes C++
wesnoth.exe!game_display::draw_sidebar() Zeile 394 + 0x9 Bytes C++
wesnoth.exe!display::draw(bool update, bool force) Zeile 2505 C++
wesnoth.exe!controller_base::play_slice(bool is_delay_enabled) Zeile
275 C++
wesnoth.exe!playsingle_controller::play_human_turn() Zeile 862 C++
wesnoth.exe!playsingle_controller::play_side() Zeile 729 + 0x10 Bytes
C++
wesnoth.exe!playsingle_controller::play_turn() Zeile 662 + 0x17 Bytes
C++
_______________________________________________________
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