[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Heroes] [ heroes-Bugs-932037 ] [0.29c] Player lives are lost between le
From: |
SourceForge.net |
Subject: |
[Heroes] [ heroes-Bugs-932037 ] [0.29c] Player lives are lost between levels |
Date: |
Thu, 08 Apr 2004 21:20:23 -0000 |
Bugs item #932037, was opened at 2004-04-08 21:15
Message generated for change (Tracker Item Submitted) made by Item Submitter
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=107982&aid=932037&group_id=7982
Category: game play
Group: reproducible
Status: Open
Resolution: None
Priority: 5
Submitted By: Jerome Zago (agt)
Assigned to: Nobody/Anonymous (nobody)
Summary: [0.29c] Player lives are lost between levels
Initial Comment:
DESCRIPTION
Player lives and scores are lost between levels.
This bug didn't affect heroes 0.21.
NOTES
This bug affect other modes like Quest. It also affects
Two Player.
Death Match mode isn't affected by the life problem,
since player lives are always reset to 9.
STEPS TO REPRODUCE
- One Player / Time & Cash mode
- Complete the Level : Lives are fine
- Go to the new Level : Life doesn't display (actually it
is 0)
TRACE
# First level
heroes: -- play game --
heroes: load random level
heroes: loading level:
/usr/local/share/heroes/levels//niv037.lvl
heroes: size=(32,32) wrap=(1f,1f) tile=level03
soundtrack=HEROES03
heroes: loading
/usr/local/share/heroes/tilesets/level03.glz
heroes: Initialize rendering data
heroes: initialize variables and maps associated to
the level, (mode 3).
heroes: initialize player 0
[...]
heroes: player 3 is driven by standard AI for Time
Ca$h
heroes: AGT: leaving state_init: 9 lives
eroes: introduce game
heroes: game main loop
heroes: initialize player 2
[...]
heroes: position player 1
heroes: unloading level
heroes: Uninitialize rendering data
heroes: AGT: entering state_free: 8 lives
heroes: AGT: leaving state_free: 8 lives
# Second level
heroes: -- play game --
heroes: load random level
heroes: loading level:
/usr/local/share/heroes/levels//niv014.lvl
heroes: size=(20,20) wrap=(ffffffff,ffffffff) tile=level01
soundtrack=HEROES01
heroes: loading
/usr/local/share/heroes/tilesets/level01.glz
heroes: Initialize rendering data
heroes: initialize variables and maps associated to
the level, (mode 3).
heroes: initialize player 0
[...]
heroes: player 3 is driven by standard AI for Time
Ca$h
heroes: AGT: leaving state_init: 0 lives
As you can see from the last line of the trace, the
number of lives is wrong when exiting state_init() for
the second level.
I think this is because state_free() frees state->private,
unfortulately this space is used in state_init() to store
player information, like the number of lives and the
score.
Therefore is it a 0.29c design problem ? What do you
think ?
----------------------------------------------------------------------
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=107982&aid=932037&group_id=7982
-------------------------------------------------------
This SF.Net email is sponsored by: IBM Linux Tutorials
Free Linux tutorial presented by Daniel Robbins, President and CEO of
GenToo technologies. Learn everything from fundamentals to system
administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Heroes] [ heroes-Bugs-932037 ] [0.29c] Player lives are lost between levels,
SourceForge.net <=