ACCESS: Fix freeing player sprites when the scene changes

This commit is contained in:
Paul Gilbert 2014-08-20 20:22:35 -04:00
parent 5870b18e17
commit 4e5eb04e47
5 changed files with 12 additions and 13 deletions

View file

@ -293,9 +293,6 @@ void AnimationManager::freeAnimationData() {
}
void AnimationManager::clearTimers() {
for (uint i = 0; i < _animationTimers.size(); ++i)
delete _animationTimers[i];
_animationTimers.clear();
}

View file

@ -155,8 +155,7 @@ void Player::load() {
}
void Player::loadSprites(const Common::String &name) {
delete _playerSprites1;
_playerSprites = nullptr;
freeSprites();
const byte *data = _vm->_files->loadFile(name);
_playerSprites1 = new SpriteResource(_vm, data, _vm->_files->_filesize,
@ -164,7 +163,8 @@ void Player::loadSprites(const Common::String &name) {
}
void Player::freeSprites() {
delete _playerSprites;
delete _playerSprites1;
_playerSprites1 = nullptr;
_playerSprites = nullptr;
}

View file

@ -88,17 +88,17 @@ void Room::doRoom() {
doCommands();
// DOROOMFLASHBACK jump point
if (_function == 1) {
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else if (_function == 2) {
} else if (_function == FN_CLEAR2) {
clearRoom();
return;
} else if (_function == 3) {
} else if (_function == FN_RELOAD) {
reloadRoom1();
reloadFlag = true;
break;
} else if (_function == 4) {
} else if (_function == FN_BREAK) {
break;
}
@ -108,7 +108,7 @@ void Room::doRoom() {
_function = 0;
roomLoop();
if (_function == 1) {
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else {
@ -122,7 +122,7 @@ void Room::doRoom() {
_function = 0;
roomLoop();
if (_function == 1) {
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else {

View file

@ -58,6 +58,8 @@ public:
}
};
enum Function { FN_NONE = 0, FN_CLEAR1 = 1, FN_CLEAR2 = 2, FN_RELOAD = 3, FN_BREAK = 4 };
class Room: public Manager {
private:
void roomLoop();

View file

@ -303,7 +303,7 @@ void Scripts::cmdNewRoom() {
if (roomNumber != CURRENT_ROOM)
_vm->_player->_roomNumber = roomNumber;
_vm->_room->_function = 1;
_vm->_room->_function = FN_CLEAR1;
_vm->freeChar();
_vm->_converseMode = 0;
cmdRetPos();