[Scummvm-git-logs] scummvm master -> 578f9d2e5c754e49750ac854404f553790555926
bonki
bonki at users.noreply.github.com
Sat Mar 17 21:06:41 CET 2018
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
578f9d2e5c TUCKER: Fix incorrect transition of Lola animation
Commit: 578f9d2e5c754e49750ac854404f553790555926
https://github.com/scummvm/scummvm/commit/578f9d2e5c754e49750ac854404f553790555926
Author: Adrian Frühwirth (bonki at users.noreply.github.com)
Date: 2018-03-17T21:00:33+01:00
Commit Message:
TUCKER: Fix incorrect transition of Lola animation
The original game unconditionally reads into _sprC02Table[] in
updateSprite() which results in out-of-bounds reads when a sprite's
_state is -1. To make sure that sprites update correctly under all
circumstances we always reset a sprite's animation data when it is
disabled (_state == -1). This most prominently fixes a bug where
Lola's transition from dancing -> sitting happens too late.
Fixes Trac#6644.
Changed paths:
engines/tucker/tucker.cpp
diff --git a/engines/tucker/tucker.cpp b/engines/tucker/tucker.cpp
index 56247a1..5cd0f4a 100644
--- a/engines/tucker/tucker.cpp
+++ b/engines/tucker/tucker.cpp
@@ -2948,7 +2948,15 @@ void TuckerEngine::updateSprite(int i) {
_spritesTable[i]._animationFrame = 1;
}
if (_spritesTable[i]._state < 0 || !_sprC02Table[_spritesTable[i]._state]) {
-// warning("Invalid state %d for sprite %d location %d", _spritesTable[i].state, i, _locationNum);
+ // WORKAROUND
+ // The original game unconditionally reads into _sprC02Table[] below which
+ // results in out-of-bounds reads when _spritesTable[i]._state == -1.
+ // We reset the sprite's animation data in this case so sprite updates
+ // are triggered correctly. This most prominently fixes a bug where Lola's
+ // transition from dancing -> sitting happens too late.
+ // This fixes Trac#6644.
+ _spritesTable[i]._animationData = nullptr;
+ _spritesTable[i]._firstFrame = 0;
return;
}
_spritesTable[i]._animationData = _sprC02Table[_spritesTable[i]._state];
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