[Scummvm-cvs-logs] SF.net SVN: scummvm: [29950] scummvm/trunk/engines/lure/room.cpp

dreammaster at users.sourceforge.net dreammaster at users.sourceforge.net
Sat Dec 22 12:34:10 CET 2007


Revision: 29950
          http://scummvm.svn.sourceforge.net/scummvm/?rev=29950&view=rev
Author:   dreammaster
Date:     2007-12-22 03:34:10 -0800 (Sat, 22 Dec 2007)

Log Message:
-----------
Bugfix to not allow animation fast forward when restoring a game - it was causing occasional crashes due to tick handlers referencing animations not yet loaded (it's only meant to be done during room changes)

Modified Paths:
--------------
    scummvm/trunk/engines/lure/room.cpp

Modified: scummvm/trunk/engines/lure/room.cpp
===================================================================
--- scummvm/trunk/engines/lure/room.cpp	2007-12-22 11:24:29 UTC (rev 29949)
+++ scummvm/trunk/engines/lure/room.cpp	2007-12-22 11:34:10 UTC (rev 29950)
@@ -583,15 +583,19 @@
 
 	loadRoomHotspots();
 
-	if ((_roomData->exitTime != 0xffff) && (_roomData->exitTime != 0)) {
-		// If time has passed, animation ticks needed before room is displayed
-		int numSeconds = (g_system->getMillis() - _roomData->exitTime) / 1000;
-		if (numSeconds > 300) numSeconds = 300;
+	if (leaveFlag) {
+		// A previous room has been left - check if there are any seconds worth 
+		// of animations that need to be done in 'fast forward'
+		if ((_roomData->exitTime != 0xffff) && (_roomData->exitTime != 0)) {
+			// If time has passed, animation ticks needed before room is displayed
+			int numSeconds = (g_system->getMillis() - _roomData->exitTime) / 1000;
+			if (numSeconds > 300) numSeconds = 300;
 
-		game.preloadFlag() = true;
-		while (numSeconds-- > 0)
-			game.tick();
-		game.preloadFlag() = false;
+			game.preloadFlag() = true;
+			while (numSeconds-- > 0)
+				game.tick();
+			game.preloadFlag() = false;
+		}
 	}
 
 	game.tick();


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