ZVISION: Make ScriptManager::changeLocation delay the actual change until the end of the frame

This prevents memory corruption since changeLocation could be called in the middle of
a Puzzle list iteration and changeLocation clears all the Puzzle lists.
This commit is contained in:
richiesams 2013-08-10 17:31:57 -05:00
parent dd11566ffd
commit 2565f96c55
2 changed files with 38 additions and 3 deletions

View File

@ -33,7 +33,7 @@
namespace ZVision {
ScriptManager::ScriptManager(ZVision *engine) : _engine(engine) {}
ScriptManager::ScriptManager(ZVision *engine) : _engine(engine), _changeLocation(false) {}
void ScriptManager::initialize() {
parseScrFile("universe.scr", true);
@ -42,6 +42,11 @@ void ScriptManager::initialize() {
void ScriptManager::update(uint deltaTimeMillis) {
updateNodes(deltaTimeMillis);
checkPuzzleCriteria();
if (_changeLocation) {
changeLocationIntern();
_changeLocation = false;
}
}
void ScriptManager::createReferenceTable() {
@ -178,6 +183,19 @@ void ScriptManager::addActionNode(const Common::SharedPtr<ActionNode> &node) {
}
void ScriptManager::changeLocation(char world, char room, char node, char view, uint32 x) {
_nextLocation.world = world;
_nextLocation.room = room;
_nextLocation.node = node;
_nextLocation.view = view;
_nextLocation.x = x;
_changeLocation = true;
}
void ScriptManager::changeLocationIntern() {
assert(_nextLocation.world != 0);
debug("Changing location to: %c %c %c %c %u", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view, _nextLocation.x);
// Clear all the containers
_referenceTable.clear();
_puzzlesToCheck.clear();
@ -186,16 +204,21 @@ void ScriptManager::changeLocation(char world, char room, char node, char view,
_activeControls.clear();
// Parse into puzzles and controls
Common::String fileName = Common::String::format("%c%c%c%c.scr", world, room, node, view);
Common::String fileName = Common::String::format("%c%c%c%c.scr", _nextLocation.world, _nextLocation.room, _nextLocation.node, _nextLocation.view);
parseScrFile(fileName);
// Create the puzzle reference table
createReferenceTable();
// Add all the puzzles to the stack to be checked
// Add all the local puzzles to the stack to be checked
for (Common::List<Puzzle>::iterator iter = _activePuzzles.begin(); iter != _activePuzzles.end(); iter++) {
_puzzlesToCheck.push(&(*iter));
}
// Add all the global puzzles to the stack to be checked
for (Common::List<Puzzle>::iterator iter = _globalPuzzles.begin(); iter != _globalPuzzles.end(); iter++) {
_puzzlesToCheck.push(&(*iter));
}
}
} // End of namespace ZVision

View File

@ -39,6 +39,14 @@ namespace ZVision {
class ZVision;
class ActionNode;
struct Location {
char world;
char room;
char node;
char view;
uint32 x;
};
class ScriptManager {
public:
ScriptManager(ZVision *engine);
@ -64,6 +72,9 @@ private:
/** Holds the currently active controls */
Common::List<Common::SharedPtr<Control> > _activeControls;
Location _nextLocation;
bool _changeLocation;
public:
void initialize();
@ -79,6 +90,7 @@ public:
private:
void createReferenceTable();
void changeLocationIntern();
void updateNodes(uint deltaTimeMillis);
void checkPuzzleCriteria();