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author | Martin Kiewitz | 2017-02-24 00:54:40 +0100 |
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committer | Martin Kiewitz | 2017-02-24 00:54:40 +0100 |
commit | be763b59aa44c126ace6f0b8854d3ebc2ff62d37 (patch) | |
tree | c93af4749469dbb3e580b72b52809efdef443ac3 /engines/agi | |
parent | 9dd0cd51d5b243700ccbd154e1d91ddb84c307c2 (diff) | |
download | scummvm-rg350-be763b59aa44c126ace6f0b8854d3ebc2ff62d37.tar.gz scummvm-rg350-be763b59aa44c126ace6f0b8854d3ebc2ff62d37.tar.bz2 scummvm-rg350-be763b59aa44c126ace6f0b8854d3ebc2ff62d37.zip |
AGI: act on exitAllLogics in testIfCode (fixes bug #9707)
Thanks waltervn for finding this one.
Was a regression caused by the timer heuristic for detecting
bad script code. When the heuristic identified being in an
inner timer loop, it told ScummVM to sleep + process events.
During that time a restore can get triggered by the user via GMM.
When that happens, the restore is executed immediately.
When still being inside testIfCode(), it may happen that execution
goes beyond the end of the current logic incl. error/crash.
TODO: maybe better change GMM as a whole for AGI, that restores are
always processed in a delayed way after main loop got processed
once?
Diffstat (limited to 'engines/agi')
-rw-r--r-- | engines/agi/agi.h | 2 | ||||
-rw-r--r-- | engines/agi/op_test.cpp | 17 |
2 files changed, 13 insertions, 6 deletions
diff --git a/engines/agi/agi.h b/engines/agi/agi.h index 46d0a341df..2294593427 100644 --- a/engines/agi/agi.h +++ b/engines/agi/agi.h @@ -867,7 +867,7 @@ public: void unloadLogic(int16 logicNr); int runLogic(int16 logicNr); void debugConsole(int, int, const char *); - int testIfCode(int); + bool testIfCode(int16 logicNr); void executeAgiCommand(uint8, uint8 *); private: diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp index b4bf38b8a2..6afddf844a 100644 --- a/engines/agi/op_test.cpp +++ b/engines/agi/op_test.cpp @@ -376,7 +376,7 @@ uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) { return true; } -int AgiEngine::testIfCode(int lognum) { +bool AgiEngine::testIfCode(int16 logicNr) { AgiGame *state = &_game; uint8 op; uint8 p[16]; @@ -387,8 +387,8 @@ int AgiEngine::testIfCode(int lognum) { int result = true; while (!(shouldQuit() || _restartGame) && !endTest) { - if (_debug.enabled && (_debug.logic0 || lognum)) - debugConsole(lognum, lTEST_MODE, NULL); + if (_debug.enabled && (_debug.logic0 || logicNr)) + debugConsole(logicNr, lTEST_MODE, NULL); op = *(code + ip++); memmove(p, (code + ip), 16); @@ -419,6 +419,13 @@ int AgiEngine::testIfCode(int lognum) { default: // Evaluate the command and skip the rest of the instruction _opCodesCond[op].functionPtr(state, this, p); + if (state->exitAllLogics) { + // required even here, because of at least the timer heuristic + // which when triggered waits a bit and processes ScummVM events and user may therefore restore a saved game + // fixes bug #9707 + // TODO: maybe delay restoring the game instead, when GMM is used? + return true; + } skipInstruction(op); // NOT mode is enabled only for one instruction @@ -457,8 +464,8 @@ int AgiEngine::testIfCode(int lognum) { else ip += READ_LE_UINT16(code + ip) + 2; - if (_debug.enabled && (_debug.logic0 || lognum)) - debugConsole(lognum, 0xFF, result ? "=true" : "=false"); + if (_debug.enabled && (_debug.logic0 || logicNr)) + debugConsole(logicNr, 0xFF, result ? "=true" : "=false"); return result; } |