bugBattle for Wesnoth - Bugs: bug #16111, default gold carryover is used...

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bug #16111: default gold carryover is used when proceeding to next scenario after loading savegame created in linger mode

Submitted by:  Anonymissimus <anonymissimus>
Submitted on:  Fri Jun 4 00:11:19 2010  
Category: BugSeverity: 3 - Normal
Priority: 5 - NormalItem Group: WML
Status: FixedPrivacy: Public
Assigned to: Anonymissimus <anonymissimus>Open/Closed: Closed
Release: 1.8.2Operating System: win xp

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Sun Oct 23 22:57:10 2011, SVN revision 51601:

write and reload endlevel data when saving in linger mode (fix for bug #16111)

There obviously existed an [endlevel] tag in the savegame at some time
but it must have been lost. Added read and write method
to struct end_level_data.

(Browse SVN revision 51601)

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.
Sun Oct 23 00:00:55 2011, comment #4:

The reason seems that the endlevel data is basically saved nowhere. Thus it's of course lost when reloading the linger mode save. Without reloading a savegame, such as directly progressing to the next scenario, the end level data struct doesn't get reinitialized so the values written into it by the [endlevel] tag are retained.

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.
Thu Oct 20 17:26:37 2011, comment #3:

Other bugs in the series are bug #18827, bug #15545, bug #18828 and possibly bug #15226.

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.
Fri Jun 4 00:21:47 2010, comment #2:

I give up...the bold part of the formula in the first post should be enclosed by * signs.

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.
Fri Jun 4 00:16:29 2010, comment #1:

...the formula again...

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.
Fri Jun 4 00:11:19 2010, original submission:

Attached is my testcampaign stripped down for this.
The scenario is ended with this
When advancing directly, it works fine. But save in linger mode, reload that save and then proceed: Start gold is 100, although there's [side]gold=0.
100 = floor((3 gold per turn*8 turns finished early+102 gold left)*80/100)
Probably related to bug #15545.

Anonymissimus <anonymissimus>
Project MemberIn charge of this item.


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Attach File(s):

Attached Files
file #9239:  Testcampaign.zip added by anonymissimus (3kB - application/zip)


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    Follow 4 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Mon Nov 7 17:42:30 2011anonymissimusOpen/ClosedOpen=>Closed
    Sun Oct 23 22:58:01 2011anonymissimusStatusNone=>Fixed
    Sat Oct 22 22:12:12 2011anonymissimusAssigned toNone=>anonymissimus
    Fri Jun 4 00:11:20 2010anonymissimusAttached File-=>Added Testcampaign.zip, #9239
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