FULLPIPE: Fix memory leaks and ownership problems with Behavior objects

This commit is contained in:
Colin Snover 2017-11-14 16:51:17 -06:00 committed by Eugene Sandulenko
parent 384d68b679
commit d07e9a0cf1
2 changed files with 86 additions and 103 deletions

View File

@ -39,12 +39,6 @@ BehaviorManager::~BehaviorManager() {
}
void BehaviorManager::clear() {
for (uint i = 0; i < _behaviors.size(); i++) {
for (int j = 0; j < _behaviors[i]->_animsCount; j++)
delete _behaviors[i]->_behaviorAnims[j];
delete _behaviors[i];
}
_behaviors.clear();
}
@ -54,8 +48,6 @@ void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
clear();
_scene = sc;
BehaviorInfo *behinfo;
GameVar *behvar = var->getSubVarByName("BEHAVIOR");
if (!behvar)
return;
@ -65,20 +57,17 @@ void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
for (GameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) {
debugC(3, kDebugBehavior, "BehaviorManager::initBehavior. subVar %s", transCyrillic(subvar->_varName));
if (subvar->_varName == "AMBIENT") {
behinfo = new BehaviorInfo;
behinfo->initAmbientBehavior(subvar, sc);
_behaviors.push_back(behinfo);
_behaviors.push_back(BehaviorInfo());
_behaviors.back().initAmbientBehavior(subvar, sc);
} else {
StaticANIObject *ani = sc->getStaticANIObject1ByName(subvar->_varName, -1);
if (ani) {
for (uint i = 0; i < sc->_staticANIObjectList1.size(); i++) {
if (((StaticANIObject *)sc->_staticANIObjectList1[i])->_id == ani->_id) {
behinfo = new BehaviorInfo;
behinfo->initObjectBehavior(subvar, sc, ani);
behinfo->_ani = (StaticANIObject *)sc->_staticANIObjectList1[i];
_behaviors.push_back(behinfo);
_behaviors.push_back(BehaviorInfo());
BehaviorInfo &behinfo = _behaviors.back();
behinfo.initObjectBehavior(subvar, sc, ani);
behinfo._ani = sc->_staticANIObjectList1[i];
}
}
}
@ -92,35 +81,37 @@ void BehaviorManager::updateBehaviors() {
debugC(6, kDebugBehavior, "BehaviorManager::updateBehaviors()");
for (uint i = 0; i < _behaviors.size(); i++) {
BehaviorInfo *beh = _behaviors[i];
BehaviorInfo &beh = _behaviors[i];
if (!beh->_ani) {
beh->_counter++;
if (beh->_counter >= beh->_counterMax)
updateBehavior(beh, beh->_behaviorAnims[0]);
if (!beh._ani) {
beh._counter++;
if (beh._counter >= beh._counterMax)
updateBehavior(beh, beh._behaviorAnims[0]);
continue;
}
if (beh->_ani->_movement || !(beh->_ani->_flags & 4) || (beh->_ani->_flags & 2)) {
beh->_staticsId = 0;
if (beh._ani->_movement || !(beh._ani->_flags & 4) || (beh._ani->_flags & 2)) {
beh._staticsId = 0;
continue;
}
if (beh->_ani->_statics->_staticsId == beh->_staticsId) {
beh->_counter++;
if (beh->_counter >= beh->_counterMax) {
if (beh->_subIndex >= 0 && !(beh->_flags & 1) && beh->_ani->_messageQueueId <= 0)
updateStaticAniBehavior(beh->_ani, beh->_counter, beh->_behaviorAnims[beh->_subIndex]);
if (beh._ani->_statics->_staticsId == beh._staticsId) {
beh._counter++;
if (beh._counter >= beh._counterMax) {
if (beh._subIndex >= 0 && !(beh._flags & 1) && beh._ani->_messageQueueId <= 0) {
assert(beh._ani);
updateStaticAniBehavior(*beh._ani, beh._counter, beh._behaviorAnims[beh._subIndex]);
}
}
} else {
beh->_staticsId = beh->_ani->_statics->_staticsId;
beh->_counter = 0;
beh->_subIndex = -1;
beh._staticsId = beh._ani->_statics->_staticsId;
beh._counter = 0;
beh._subIndex = -1;
for (int j = 0; j < beh->_animsCount; j++)
if (beh->_behaviorAnims[j]->_staticsId == beh->_staticsId) {
beh->_subIndex = j;
for (int j = 0; j < beh._animsCount; j++)
if (beh._behaviorAnims[j]._staticsId == beh._staticsId) {
beh._subIndex = j;
break;
}
@ -128,51 +119,51 @@ void BehaviorManager::updateBehaviors() {
}
}
void BehaviorManager::updateBehavior(BehaviorInfo *behaviorInfo, BehaviorAnim *entry) {
debugC(7, kDebugBehavior, "BehaviorManager::updateBehavior() moves: %d", entry->_movesCount);
for (int i = 0; i < entry->_movesCount; i++) {
BehaviorMove *bhi = entry->_behaviorMoves[i];
if (!(bhi->_flags & 1)) {
if (bhi->_flags & 2) {
MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
void BehaviorManager::updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &entry) {
debugC(7, kDebugBehavior, "BehaviorManager::updateBehavior() moves: %d", entry._behaviorMoves.size());
for (uint i = 0; i < entry._behaviorMoves.size(); i++) {
BehaviorMove &bhi = entry._behaviorMoves[i];
if (!(bhi._flags & 1)) {
if (bhi._flags & 2) {
MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
mq->sendNextCommand();
bhi->_flags &= 0xFFFFFFFD;
} else if (behaviorInfo->_counter >= bhi->_delay && bhi->_percent && g_fp->_rnd.getRandomNumber(32767) <= entry->_behaviorMoves[i]->_percent) {
MessageQueue *mq = new MessageQueue(bhi->_messageQueue, 0, 1);
bhi._flags &= 0xFFFFFFFD;
} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_fp->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
mq->sendNextCommand();
behaviorInfo->_counter = 0;
behaviorInfo._counter = 0;
}
}
}
}
void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorAnim *bhe) {
debugC(6, kDebugBehavior, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic(ani->_objectName));
void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, const BehaviorAnim &beh) {
debugC(6, kDebugBehavior, "BehaviorManager::updateStaticAniBehavior(%s)", transCyrillic(ani._objectName));
MessageQueue *mq = 0;
if (bhe->_flags & 1) {
if (beh._flags & 1) {
uint rnd = g_fp->_rnd.getRandomNumber(32767);
uint runPercent = 0;
for (int i = 0; i < bhe->_movesCount; i++) {
if (!(bhe->_behaviorMoves[i]->_flags & 1) && bhe->_behaviorMoves[i]->_percent) {
if ((rnd >= runPercent && rnd <= runPercent + bhe->_behaviorMoves[i]->_percent) || i == bhe->_movesCount - 1) {
mq = new MessageQueue(bhe->_behaviorMoves[i]->_messageQueue, 0, 1);
for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
if (!(beh._behaviorMoves[i]._flags & 1) && beh._behaviorMoves[i]._percent) {
if ((rnd >= runPercent && rnd <= runPercent + beh._behaviorMoves[i]._percent) || i == beh._behaviorMoves.size() - 1) {
mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
break;
}
runPercent += bhe->_behaviorMoves[i]->_percent;
runPercent += beh._behaviorMoves[i]._percent;
}
}
} else {
for (int i = 0; i < bhe->_movesCount; i++) {
if (!(bhe->_behaviorMoves[i]->_flags & 1) && delay >= bhe->_behaviorMoves[i]->_delay) {
if (bhe->_behaviorMoves[i]->_percent) {
if (g_fp->_rnd.getRandomNumber(32767) <= bhe->_behaviorMoves[i]->_percent) {
mq = new MessageQueue(bhe->_behaviorMoves[i]->_messageQueue, 0, 1);
for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
if (!(beh._behaviorMoves[i]._flags & 1) && delay >= beh._behaviorMoves[i]._delay) {
if (beh._behaviorMoves[i]._percent) {
if (g_fp->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
break;
}
}
@ -181,8 +172,8 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject *ani, int delay, B
}
if (mq) {
mq->setParamInt(-1, ani->_odelay);
mq->chain(ani);
mq->setParamInt(-1, ani._odelay);
mq->chain(&ani);
}
}
@ -202,25 +193,25 @@ bool BehaviorManager::setBehaviorEnabled(StaticANIObject *obj, int aniId, int qu
void BehaviorManager::setFlagByStaticAniObject(StaticANIObject *ani, int flag) {
for (uint i = 0; i < _behaviors.size(); i++) {
BehaviorInfo *beh = _behaviors[i];
BehaviorInfo &beh = _behaviors[i];
if (ani == beh->_ani) {
if (ani == beh._ani) {
if (flag)
beh->_flags &= 0xfffffffe;
beh._flags &= 0xfffffffe;
else
beh->_flags |= 1;
beh._flags |= 1;
}
}
}
BehaviorMove *BehaviorManager::getBehaviorMoveByMessageQueueDataId(StaticANIObject *ani, int id1, int id2) {
for (uint i = 0; i < _behaviors.size(); i++) {
if (_behaviors[i]->_ani == ani) {
for (uint j = 0; j < _behaviors[i]->_behaviorAnims.size(); j++) {
if (_behaviors[i]->_behaviorAnims[j]->_staticsId == id1) {
for (int k = 0; k < _behaviors[i]->_behaviorAnims[j]->_movesCount; k++) {
if (_behaviors[i]->_behaviorAnims[j]->_behaviorMoves[k]->_messageQueue->_dataId == id2)
return _behaviors[i]->_behaviorAnims[j]->_behaviorMoves[k];
if (_behaviors[i]._ani == ani) {
for (uint j = 0; j < _behaviors[i]._behaviorAnims.size(); j++) {
if (_behaviors[i]._behaviorAnims[j]._staticsId == id1) {
for (uint k = 0; k < _behaviors[i]._behaviorAnims[j]._behaviorMoves.size(); k++) {
if (_behaviors[i]._behaviorAnims[j]._behaviorMoves[k]._messageQueue->_dataId == id2)
return &_behaviors[i]._behaviorAnims[j]._behaviorMoves[k];
}
}
}
@ -231,14 +222,13 @@ BehaviorMove *BehaviorManager::getBehaviorMoveByMessageQueueDataId(StaticANIObje
}
void BehaviorInfo::clear() {
_ani = NULL;
_ani = nullptr;
_staticsId = 0;
_counter = 0;
_counterMax = 0;
_flags = 0;
_subIndex = 0;
_animsCount = 0;
_behaviorAnims.clear();
}
@ -249,20 +239,18 @@ void BehaviorInfo::initAmbientBehavior(GameVar *var, Scene *sc) {
_animsCount = 1;
_counterMax = -1;
BehaviorAnim *bi = new BehaviorAnim();
_behaviorAnims.push_back(BehaviorAnim());
BehaviorAnim &bi = _behaviorAnims.back();
_behaviorAnims.push_back(bi);
bi->_movesCount = var->getSubVarsCount();
bi->_behaviorMoves = (BehaviorMove **)calloc(bi->_movesCount, sizeof(BehaviorMove *));
for (int i = 0; i < bi->_movesCount; i++) {
int movesCount = var->getSubVarsCount();
bi._behaviorMoves.reserve(movesCount);
for (int i = 0; i < movesCount; i++) {
int delay;
bi->_behaviorMoves[i] = new BehaviorMove(var->getSubVarByIndex(i), sc, &delay);
bi._behaviorMoves.push_back(BehaviorMove(var->getSubVarByIndex(i), sc, &delay));
BehaviorMove &move = bi._behaviorMoves.back();
if (bi->_behaviorMoves[i]->_delay <_counterMax)
_counterMax = bi->_behaviorMoves[i]->_delay;
if (move._delay < _counterMax)
_counterMax = move._delay;
}
}
@ -293,7 +281,7 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
for (int i = 0; i < _animsCount; i++) {
int maxDelay = 0;
_behaviorAnims.push_back(new BehaviorAnim(var->getSubVarByIndex(i), sc, ani, &maxDelay));
_behaviorAnims.push_back(BehaviorAnim(var->getSubVarByIndex(i), sc, ani, &maxDelay));
if (maxDelay < _counterMax)
_counterMax = maxDelay;
@ -302,38 +290,34 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
BehaviorAnim::BehaviorAnim() {
_staticsId = 0;
_movesCount = 0;
_flags = 0;
_behaviorMoves = NULL;
}
BehaviorAnim::BehaviorAnim(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) {
_staticsId = 0;
_movesCount = 0;
*minDelay = 0xffffffff;
int totalPercent = 0;
_flags = 0;
_behaviorMoves = 0;
Statics *st = ani->getStaticsByName(var->_varName);
if (st)
_staticsId = st->_staticsId;
_movesCount = var->getSubVarsCount();
if (_movesCount) {
_behaviorMoves = (BehaviorMove **)calloc(_movesCount, sizeof(BehaviorMove *));
for (int i = 0; i < _movesCount; i++) {
int movesCount = var->getSubVarsCount();
if (movesCount) {
_behaviorMoves.reserve(movesCount);
for (int i = 0; i < movesCount; i++) {
GameVar *subvar = var->getSubVarByIndex(i);
int delay = 0;
_behaviorMoves[i] = new BehaviorMove(subvar, sc, &delay);
_behaviorMoves.push_back(BehaviorMove(subvar, sc, &delay));
BehaviorMove &move = _behaviorMoves.back();
totalPercent += delay;
if (_behaviorMoves[i]->_delay < *minDelay)
*minDelay = _behaviorMoves[i]->_delay;
if (move._delay < *minDelay)
*minDelay = move._delay;
}
if (!*minDelay && totalPercent == 1000)

View File

@ -36,9 +36,8 @@ struct BehaviorMove {
struct BehaviorAnim {
int _staticsId;
int _movesCount;
int _flags;
BehaviorMove **_behaviorMoves;
Common::Array<BehaviorMove> _behaviorMoves;
BehaviorAnim();
BehaviorAnim(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
@ -52,7 +51,7 @@ struct BehaviorInfo {
int _flags;
int _subIndex;
int _animsCount;
Common::Array<BehaviorAnim *> _behaviorAnims;
Common::Array<BehaviorAnim> _behaviorAnims;
BehaviorInfo() { clear(); }
@ -62,7 +61,7 @@ struct BehaviorInfo {
};
class BehaviorManager : public CObject {
Common::Array<BehaviorInfo *> _behaviors;
Common::Array<BehaviorInfo> _behaviors;
Scene *_scene;
bool _isActive;
@ -75,8 +74,8 @@ class BehaviorManager : public CObject {
void initBehavior(Scene *scene, GameVar *var);
void updateBehaviors();
void updateBehavior(BehaviorInfo *behaviorInfo, BehaviorAnim *entry);
void updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorAnim *beh);
void updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &entry);
void updateStaticAniBehavior(StaticANIObject &ani, int delay, const BehaviorAnim &beh);
bool setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag);