(svn r2574) Fix: AnimatedTile leak in town_cmd.c (this one has probably been here since day 1)
--- a/town_cmd.c Fri Jul 15 15:09:52 2005 +0000
+++ b/town_cmd.c Fri Jul 15 16:29:30 2005 +0000
@@ -71,14 +71,14 @@
#include "table/town_land.h"
-static void TownDrawTileProc1(TileInfo *ti)
+static void TownDrawHouseLift(TileInfo *ti)
{
AddChildSpriteScreen(0x5A3, 0xE, 0x3C - (_m[ti->tile].owner&0x7F));
}
typedef void TownDrawTileProc(TileInfo *ti);
static TownDrawTileProc * const _town_draw_tile_procs[1] = {
- TownDrawTileProc1
+ TownDrawHouseLift
};
@@ -159,7 +159,14 @@
if (_tick_counter & 3)
return;
- assert(_m[tile].m4 == 4 || _m[tile].m4 == 5);
+ // If the house is not one with a lift anymore, then stop this animating.
+ // Not exactly sure when this happens, but probably when a house changes.
+ // Before this was just a return...so it'd leak animated tiles..
+ // That bug seems to have been here since day 1??
+ if (!(_housetype_extra_flags[_m[tile].m4] & 0x20)) {
+ DeleteAnimatedTile(tile);
+ return;
+ }
if (!((old=_m[tile].owner)&0x80)) {
_m[tile].owner |= 0x80;
@@ -2085,5 +2092,3 @@
const ChunkHandler _town_chunk_handlers[] = {
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
};
-
-