mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
FULLPIPE: Fix memory leaks and ownership problems with Behavior objects
This commit is contained in:
parent
384d68b679
commit
d07e9a0cf1
@ -39,12 +39,6 @@ BehaviorManager::~BehaviorManager() {
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}
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void BehaviorManager::clear() {
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for (uint i = 0; i < _behaviors.size(); i++) {
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for (int j = 0; j < _behaviors[i]->_animsCount; j++)
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delete _behaviors[i]->_behaviorAnims[j];
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delete _behaviors[i];
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}
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_behaviors.clear();
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}
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@ -54,8 +48,6 @@ void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
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clear();
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_scene = sc;
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BehaviorInfo *behinfo;
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GameVar *behvar = var->getSubVarByName("BEHAVIOR");
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if (!behvar)
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return;
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@ -65,20 +57,17 @@ void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
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for (GameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) {
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debugC(3, kDebugBehavior, "BehaviorManager::initBehavior. subVar %s", transCyrillic(subvar->_varName));
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if (subvar->_varName == "AMBIENT") {
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behinfo = new BehaviorInfo;
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behinfo->initAmbientBehavior(subvar, sc);
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_behaviors.push_back(behinfo);
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_behaviors.push_back(BehaviorInfo());
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_behaviors.back().initAmbientBehavior(subvar, sc);
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} else {
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StaticANIObject *ani = sc->getStaticANIObject1ByName(subvar->_varName, -1);
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if (ani) {
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for (uint i = 0; i < sc->_staticANIObjectList1.size(); i++) {
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if (((StaticANIObject *)sc->_staticANIObjectList1[i])->_id == ani->_id) {
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behinfo = new BehaviorInfo;
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behinfo->initObjectBehavior(subvar, sc, ani);
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behinfo->_ani = (StaticANIObject *)sc->_staticANIObjectList1[i];
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_behaviors.push_back(behinfo);
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_behaviors.push_back(BehaviorInfo());
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BehaviorInfo &behinfo = _behaviors.back();
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behinfo.initObjectBehavior(subvar, sc, ani);
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behinfo._ani = sc->_staticANIObjectList1[i];
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}
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}
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}
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@ -92,35 +81,37 @@ void BehaviorManager::updateBehaviors() {
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debugC(6, kDebugBehavior, "BehaviorManager::updateBehaviors()");
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for (uint i = 0; i < _behaviors.size(); i++) {
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BehaviorInfo *beh = _behaviors[i];
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BehaviorInfo &beh = _behaviors[i];
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if (!beh->_ani) {
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beh->_counter++;
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if (beh->_counter >= beh->_counterMax)
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updateBehavior(beh, beh->_behaviorAnims[0]);
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if (!beh._ani) {
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beh._counter++;
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if (beh._counter >= beh._counterMax)
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updateBehavior(beh, beh._behaviorAnims[0]);
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continue;
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}
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if (beh->_ani->_movement || !(beh->_ani->_flags & 4) || (beh->_ani->_flags & 2)) {
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beh->_staticsId = 0;
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if (beh._ani->_movement || !(beh._ani->_flags & 4) || (beh._ani->_flags & 2)) {
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beh._staticsId = 0;
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continue;
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}
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if (beh->_ani->_statics->_staticsId == beh->_staticsId) {
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beh->_counter++;
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if (beh->_counter >= beh->_counterMax) {
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if (beh->_subIndex >= 0 && !(beh->_flags & 1) && beh->_ani->_messageQueueId <= 0)
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updateStaticAniBehavior(beh->_ani, beh->_counter, beh->_behaviorAnims[beh->_subIndex]);
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if (beh._ani->_statics->_staticsId == beh._staticsId) {
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beh._counter++;
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if (beh._counter >= beh._counterMax) {
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if (beh._subIndex >= 0 && !(beh._flags & 1) && beh._ani->_messageQueueId <= 0) {
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assert(beh._ani);
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updateStaticAniBehavior(*beh._ani, beh._counter, beh._behaviorAnims[beh._subIndex]);
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}
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}
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} else {
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beh->_staticsId = beh->_ani->_statics->_staticsId;
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beh->_counter = 0;
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beh->_subIndex = -1;
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beh._staticsId = beh._ani->_statics->_staticsId;
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beh._counter = 0;
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beh._subIndex = -1;
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for (int j = 0; j < beh->_animsCount; j++)
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if (beh->_behaviorAnims[j]->_staticsId == beh->_staticsId) {
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beh->_subIndex = j;
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for (int j = 0; j < beh._animsCount; j++)
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if (beh._behaviorAnims[j]._staticsId == beh._staticsId) {
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beh._subIndex = j;
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break;
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}
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@ -128,51 +119,51 @@ void BehaviorManager::updateBehaviors() {
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}
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}
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void BehaviorManager::updateBehavior(BehaviorInfo *behaviorInfo, BehaviorAnim *entry) {
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debugC(7, kDebugBehavior, "BehaviorManager::updateBehavior() moves: %d", entry->_movesCount);
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for (int i = 0; i < entry->_movesCount; i++) {
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BehaviorMove *bhi = entry->_behaviorMoves[i];
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if (!(bhi->_flags & 1)) {
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if (bhi->_flags & 2) {
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MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
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void BehaviorManager::updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &entry) {
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debugC(7, kDebugBehavior, "BehaviorManager::updateBehavior() moves: %d", entry._behaviorMoves.size());
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for (uint i = 0; i < entry._behaviorMoves.size(); i++) {
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BehaviorMove &bhi = entry._behaviorMoves[i];
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if (!(bhi._flags & 1)) {
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if (bhi._flags & 2) {
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MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
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mq->sendNextCommand();
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bhi->_flags &= 0xFFFFFFFD;
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} else if (behaviorInfo->_counter >= bhi->_delay && bhi->_percent && g_fp->_rnd.getRandomNumber(32767) <= entry->_behaviorMoves[i]->_percent) {
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MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
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bhi._flags &= 0xFFFFFFFD;
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} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_fp->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
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MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
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mq->sendNextCommand();
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behaviorInfo->_counter = 0;
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behaviorInfo._counter = 0;
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}
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}
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}
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}
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void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorAnim *bhe) {
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debugC(6, kDebugBehavior, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic(ani->_objectName));
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void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, const BehaviorAnim &beh) {
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debugC(6, kDebugBehavior, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic(ani._objectName));
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MessageQueue *mq = 0;
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if (bhe->_flags & 1) {
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if (beh._flags & 1) {
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uint rnd = g_fp->_rnd.getRandomNumber(32767);
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uint runPercent = 0;
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for (int i = 0; i < bhe->_movesCount; i++) {
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if (!(bhe->_behaviorMoves[i]->_flags & 1) && bhe->_behaviorMoves[i]->_percent) {
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if ((rnd >= runPercent && rnd <= runPercent + bhe->_behaviorMoves[i]->_percent) || i == bhe->_movesCount - 1) {
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mq = new MessageQueue(bhe->_behaviorMoves[i]->_messageQueue, 0, 1);
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for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
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if (!(beh._behaviorMoves[i]._flags & 1) && beh._behaviorMoves[i]._percent) {
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if ((rnd >= runPercent && rnd <= runPercent + beh._behaviorMoves[i]._percent) || i == beh._behaviorMoves.size() - 1) {
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mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
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break;
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}
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runPercent += bhe->_behaviorMoves[i]->_percent;
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runPercent += beh._behaviorMoves[i]._percent;
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}
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}
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} else {
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for (int i = 0; i < bhe->_movesCount; i++) {
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if (!(bhe->_behaviorMoves[i]->_flags & 1) && delay >= bhe->_behaviorMoves[i]->_delay) {
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if (bhe->_behaviorMoves[i]->_percent) {
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if (g_fp->_rnd.getRandomNumber(32767) <= bhe->_behaviorMoves[i]->_percent) {
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mq = new MessageQueue(bhe->_behaviorMoves[i]->_messageQueue, 0, 1);
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for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
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if (!(beh._behaviorMoves[i]._flags & 1) && delay >= beh._behaviorMoves[i]._delay) {
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if (beh._behaviorMoves[i]._percent) {
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if (g_fp->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
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mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
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break;
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}
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}
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@ -181,8 +172,8 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, B
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}
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if (mq) {
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mq->setParamInt(-1, ani->_odelay);
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mq->chain(ani);
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mq->setParamInt(-1, ani._odelay);
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mq->chain(&ani);
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}
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}
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@ -202,25 +193,25 @@ bool BehaviorManager::setBehaviorEnabled(StaticANIObject *obj, int aniId, int qu
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void BehaviorManager::setFlagByStaticAniObject(StaticANIObject *ani, int flag) {
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for (uint i = 0; i < _behaviors.size(); i++) {
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BehaviorInfo *beh = _behaviors[i];
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BehaviorInfo &beh = _behaviors[i];
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if (ani == beh->_ani) {
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if (ani == beh._ani) {
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if (flag)
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beh->_flags &= 0xfffffffe;
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beh._flags &= 0xfffffffe;
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else
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beh->_flags |= 1;
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beh._flags |= 1;
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}
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}
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}
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BehaviorMove *BehaviorManager::getBehaviorMoveByMessageQueueDataId(StaticANIObject *ani, int id1, int id2) {
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for (uint i = 0; i < _behaviors.size(); i++) {
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if (_behaviors[i]->_ani == ani) {
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for (uint j = 0; j < _behaviors[i]->_behaviorAnims.size(); j++) {
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if (_behaviors[i]->_behaviorAnims[j]->_staticsId == id1) {
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for (int k = 0; k < _behaviors[i]->_behaviorAnims[j]->_movesCount; k++) {
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if (_behaviors[i]->_behaviorAnims[j]->_behaviorMoves[k]->_messageQueue->_dataId == id2)
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return _behaviors[i]->_behaviorAnims[j]->_behaviorMoves[k];
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if (_behaviors[i]._ani == ani) {
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for (uint j = 0; j < _behaviors[i]._behaviorAnims.size(); j++) {
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if (_behaviors[i]._behaviorAnims[j]._staticsId == id1) {
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for (uint k = 0; k < _behaviors[i]._behaviorAnims[j]._behaviorMoves.size(); k++) {
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if (_behaviors[i]._behaviorAnims[j]._behaviorMoves[k]._messageQueue->_dataId == id2)
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return &_behaviors[i]._behaviorAnims[j]._behaviorMoves[k];
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}
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}
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}
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@ -231,14 +222,13 @@ BehaviorMove *BehaviorManager::getBehaviorMoveByMessageQueueDataId(StaticANIObje
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}
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void BehaviorInfo::clear() {
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_ani = NULL;
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_ani = nullptr;
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_staticsId = 0;
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_counter = 0;
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_counterMax = 0;
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_flags = 0;
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_subIndex = 0;
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_animsCount = 0;
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_behaviorAnims.clear();
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}
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@ -249,20 +239,18 @@ void BehaviorInfo::initAmbientBehavior(GameVar *var, Scene *sc) {
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_animsCount = 1;
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_counterMax = -1;
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BehaviorAnim *bi = new BehaviorAnim();
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_behaviorAnims.push_back(BehaviorAnim());
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BehaviorAnim &bi = _behaviorAnims.back();
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_behaviorAnims.push_back(bi);
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bi->_movesCount = var->getSubVarsCount();
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bi->_behaviorMoves = (BehaviorMove **)calloc(bi->_movesCount, sizeof(BehaviorMove *));
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for (int i = 0; i < bi->_movesCount; i++) {
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int movesCount = var->getSubVarsCount();
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bi._behaviorMoves.reserve(movesCount);
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for (int i = 0; i < movesCount; i++) {
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int delay;
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bi->_behaviorMoves[i] = new BehaviorMove(var->getSubVarByIndex(i), sc, &delay);
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bi._behaviorMoves.push_back(BehaviorMove(var->getSubVarByIndex(i), sc, &delay));
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BehaviorMove &move = bi._behaviorMoves.back();
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if (bi->_behaviorMoves[i]->_delay <_counterMax)
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_counterMax = bi->_behaviorMoves[i]->_delay;
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if (move._delay < _counterMax)
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_counterMax = move._delay;
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}
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}
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@ -293,7 +281,7 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
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for (int i = 0; i < _animsCount; i++) {
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int maxDelay = 0;
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_behaviorAnims.push_back(new BehaviorAnim(var->getSubVarByIndex(i), sc, ani, &maxDelay));
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_behaviorAnims.push_back(BehaviorAnim(var->getSubVarByIndex(i), sc, ani, &maxDelay));
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if (maxDelay < _counterMax)
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_counterMax = maxDelay;
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@ -302,38 +290,34 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
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BehaviorAnim::BehaviorAnim() {
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_staticsId = 0;
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_movesCount = 0;
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_flags = 0;
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_behaviorMoves = NULL;
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}
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BehaviorAnim::BehaviorAnim(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) {
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_staticsId = 0;
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_movesCount = 0;
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*minDelay = 0xffffffff;
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int totalPercent = 0;
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_flags = 0;
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_behaviorMoves = 0;
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Statics *st = ani->getStaticsByName(var->_varName);
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if (st)
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_staticsId = st->_staticsId;
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_movesCount = var->getSubVarsCount();
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if (_movesCount) {
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_behaviorMoves = (BehaviorMove **)calloc(_movesCount, sizeof(BehaviorMove *));
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for (int i = 0; i < _movesCount; i++) {
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int movesCount = var->getSubVarsCount();
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if (movesCount) {
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_behaviorMoves.reserve(movesCount);
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for (int i = 0; i < movesCount; i++) {
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GameVar *subvar = var->getSubVarByIndex(i);
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int delay = 0;
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_behaviorMoves[i] = new BehaviorMove(subvar, sc, &delay);
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_behaviorMoves.push_back(BehaviorMove(subvar, sc, &delay));
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BehaviorMove &move = _behaviorMoves.back();
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totalPercent += delay;
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if (_behaviorMoves[i]->_delay < *minDelay)
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*minDelay = _behaviorMoves[i]->_delay;
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if (move._delay < *minDelay)
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*minDelay = move._delay;
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}
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if (!*minDelay && totalPercent == 1000)
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@ -36,9 +36,8 @@ struct BehaviorMove {
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struct BehaviorAnim {
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int _staticsId;
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int _movesCount;
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int _flags;
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BehaviorMove **_behaviorMoves;
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Common::Array<BehaviorMove> _behaviorMoves;
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BehaviorAnim();
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BehaviorAnim(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
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@ -52,7 +51,7 @@ struct BehaviorInfo {
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int _flags;
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int _subIndex;
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int _animsCount;
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Common::Array<BehaviorAnim *> _behaviorAnims;
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Common::Array<BehaviorAnim> _behaviorAnims;
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BehaviorInfo() { clear(); }
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@ -62,7 +61,7 @@ struct BehaviorInfo {
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};
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class BehaviorManager : public CObject {
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Common::Array<BehaviorInfo *> _behaviors;
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Common::Array<BehaviorInfo> _behaviors;
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Scene *_scene;
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bool _isActive;
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@ -75,8 +74,8 @@ class BehaviorManager : public CObject {
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void initBehavior(Scene *scene, GameVar *var);
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void updateBehaviors();
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void updateBehavior(BehaviorInfo *behaviorInfo, BehaviorAnim *entry);
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void updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorAnim *beh);
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void updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &entry);
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void updateStaticAniBehavior(StaticANIObject &ani, int delay, const BehaviorAnim &beh);
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bool setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag);
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