(svn r2574) Fix: AnimatedTile leak in town_cmd.c (this one has probably been here since day 1)

This commit is contained in:
ludde 2005-07-15 16:29:30 +00:00
parent a069876725
commit 20e60e5411
1 changed files with 10 additions and 5 deletions

View File

@ -71,14 +71,14 @@ typedef struct DrawTownTileStruct {
#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 @@ static void AnimateTile_Town(TileIndex tile)
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 @@ void AfterLoadTown(void)
const ChunkHandler _town_chunk_handlers[] = {
{ 'CITY', Save_TOWN, Load_TOWN, CH_ARRAY | CH_LAST},
};