scummvm/engines/grim/emi/layer.cpp
Christian Krause b186c21f85 EMI: Fix wrap around of Layers/Frames
This patch makes sure, that Layer::_frame is smaller than numLayers
of the bitmap in order to prevent out-of-bounds access to
BitmapData::_layers.
2015-05-16 10:39:08 +02:00

84 lines
2.2 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/str.h"
#include "engines/grim/emi/layer.h"
#include "engines/grim/bitmap.h"
namespace Grim {
Layer::Layer() : _filename(""), _sortOrder(0), _frame(0), _bitmap(nullptr) {
}
Layer::Layer(const Common::String &filename, int sortOrder) : _filename(filename), _sortOrder(sortOrder), _frame(0) {
_bitmap = Bitmap::create(filename);
}
Layer::~Layer() {
delete _bitmap;
}
void Layer::draw() {
_bitmap->drawLayer(_frame);
}
void Layer::setFrame(int frame) {
int numframes = _bitmap->getNumLayers();
if (frame >= numframes || frame < 0) {
warning("Layer::setFrame: invalid frame number: %d, numLayers: %d", frame, numframes);
return;
}
_frame = frame;
}
void Layer::setSortOrder(int order) {
_sortOrder = order;
}
void Layer::advanceFrame(int num) {
_frame += num;
int numframes = _bitmap->getNumLayers();
_frame %= numframes;
}
void Layer::saveState(SaveGame *state) {
if (_bitmap) {
state->writeBool(true);
state->writeString(_bitmap->getFilename());
} else {
state->writeBool(false);
}
state->writeLESint32(_frame);
state->writeLESint32(_sortOrder);
}
void Layer::restoreState(SaveGame *state) {
bool hasBitmap = state->readBool();
if (hasBitmap)
_bitmap = Bitmap::create(state->readString());
_frame = state->readLESint32();
_sortOrder = state->readLESint32();
}
}