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[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


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