[Scummvm-cvs-logs] SF.net SVN: scummvm:[51311] scummvm/trunk/engines/agi
sev at users.sourceforge.net
sev at users.sourceforge.net
Mon Jul 26 16:22:00 CEST 2010
Revision: 51311
http://scummvm.svn.sourceforge.net/scummvm/?rev=51311&view=rev
Author: sev
Date: 2010-07-26 14:21:59 +0000 (Mon, 26 Jul 2010)
Log Message:
-----------
AGI: Fix crash on exit thanks to valgrind
Modified Paths:
--------------
scummvm/trunk/engines/agi/agi.cpp
scummvm/trunk/engines/agi/sprite.cpp
scummvm/trunk/engines/agi/view.cpp
Modified: scummvm/trunk/engines/agi/agi.cpp
===================================================================
--- scummvm/trunk/engines/agi/agi.cpp 2010-07-26 14:21:18 UTC (rev 51310)
+++ scummvm/trunk/engines/agi/agi.cpp 2010-07-26 14:21:59 UTC (rev 51311)
@@ -343,7 +343,7 @@
// clear view table
for (i = 0; i < MAX_VIEWTABLE; i++)
- memset(&_game.viewTable[i], 0, sizeof(VtEntry));
+ memset(&_game.viewTable[i], 0, sizeof(struct VtEntry));
initWords();
Modified: scummvm/trunk/engines/agi/sprite.cpp
===================================================================
--- scummvm/trunk/engines/agi/sprite.cpp 2010-07-26 14:21:18 UTC (rev 51310)
+++ scummvm/trunk/engines/agi/sprite.cpp 2010-07-26 14:21:59 UTC (rev 51311)
@@ -245,7 +245,7 @@
// WORKAROUND (see ScummVM bug #1945716)
// When set.view command is called, current code cannot detect this situation while updating
// Thus we force removal of the old sprite
- if (s->v->viewReplaced) {
+ if (s->v && s->v->viewReplaced) {
commitBlock(xPos, yPos, xPos + xSize, yPos + ySize);
s->v->viewReplaced = false;
}
@@ -679,6 +679,7 @@
s.xSize = c->width;
s.ySize = c->height;
s.buffer = (uint8 *)malloc(s.xSize * s.ySize);
+ s.v = 0;
objsSaveArea(&s);
blitCel(x1, y1, 15, c, _vm->_game.views[n].agi256_2);
Modified: scummvm/trunk/engines/agi/view.cpp
===================================================================
--- scummvm/trunk/engines/agi/view.cpp 2010-07-26 14:21:18 UTC (rev 51310)
+++ scummvm/trunk/engines/agi/view.cpp 2010-07-26 14:21:59 UTC (rev 51311)
@@ -157,8 +157,7 @@
return errNoLoopsInView;
// allocate memory for all views
- _game.views[n].loop = (ViewLoop *)
- calloc(_game.views[n].numLoops, sizeof(ViewLoop));
+ _game.views[n].loop = (ViewLoop *)calloc(_game.views[n].numLoops, sizeof(ViewLoop));
if (_game.views[n].loop == NULL)
return errNotEnoughMemory;
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