some more derefActorSafe -> derefActor changes; found out why in COMI o6_getActorRoom is called with param 0

svn-id: r7860
This commit is contained in:
Max Horn 2003-05-23 13:42:12 +00:00
parent c333b6d6ec
commit 94f0b7f4a7

View File

@ -1182,15 +1182,21 @@ void Scumm_v6::o6_getActorMoving() {
void Scumm_v6::o6_getActorRoom() {
int act = pop();
Actor *a = derefActorSafe(act, "o6_getActorRoom");
if (!a) {
// FIXME: We got called with act = 0. This happens *a lot* in COMI.
// But why? Is that just normal, or due to a bug in ScummVM?
//warning("Invalid actor %d in o6_getActorRoom", act);
if (act == 0) {
// This case occurs at the very least in COMI. That's because in COMI's script 28,
// there is a check which looks as follows:
// if (((VAR_TALK_ACTOR != 0) && (VAR_HAVE_MSG == 1)) &&
// (getActorRoom(VAR_TALK_ACTOR) == VAR_ROOM))
// Due to the way this is represented in bytecode, the engine cannot
// short circuit. Hence, even thought this would be perfectly fine code
// in C/C++, here it can (and does) lead to getActorRoom(0) being
// invoked. We silently ignore this.
push(0);
return;
}
Actor *a = derefActor(act, "o6_getActorRoom");
push(a->room);
}
@ -2004,9 +2010,9 @@ void Scumm_v6::o6_drawBox() {
void Scumm_v6::o6_wait() {
switch (fetchScriptByte()) {
case 168:{
Actor *a = derefActorSafe(pop(), "o6_wait");
Actor *a = derefActor(pop(), "o6_wait");
int offs = (int16)fetchScriptWord();
if (a && a->isInCurrentRoom() && a->moving) {
if (a->isInCurrentRoom() && a->moving) {
_scriptPointer += offs;
o6_breakHere();
}
@ -2048,9 +2054,9 @@ void Scumm_v6::o6_wait() {
break;
case 226:{ /* wait until actor drawn */
int actnum = pop();
Actor *a = derefActorSafe(actnum, "o6_wait:226");
Actor *a = derefActor(actnum, "o6_wait:226");
int offs = fetchScriptWordSigned();
if (a && a->isInCurrentRoom() && a->needRedraw) {
if (a->isInCurrentRoom() && a->needRedraw) {
_scriptPointer += offs;
o6_breakHere();
}
@ -2058,9 +2064,9 @@ void Scumm_v6::o6_wait() {
}
case 232:{ /* wait until actor stops turning */
int actnum = pop();
Actor *a = derefActorSafe(actnum, "o6_wait:232");
Actor *a = derefActor(actnum, "o6_wait:232");
int offs = fetchScriptWordSigned();
if (a && a->isInCurrentRoom() && a->moving & MF_TURN) {
if (a->isInCurrentRoom() && a->moving & MF_TURN) {
_scriptPointer += offs;
o6_breakHere();
}