scummvm/engines/fullpipe/statics.h
Colin Snover a8b635e4cd FULLPIPE: Fix leaks of DynamicPhases
I am not entirely sure this is a correct fix for these leaks;
there is still the issue of the last member of _dynamicPhases being
invalidated and not removed sometime before the destruction of
Movement. Also, some of the items in this array are not actually
owned by Movement so deleting them will cause double-frees or
use-after-frees. It may be the case that a second list should be
maintained instead containing only the objects that are created
internally within Movement. Further testing will tell for sure.
2017-11-18 22:35:12 +01:00

265 lines
6.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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.
*
*/
#ifndef FULLPIPE_STATICS_H
#define FULLPIPE_STATICS_H
#include "fullpipe/gfx.h"
namespace Fullpipe {
class ExCommand;
class StepArray : public CObject {
int _currPointIndex;
PointList _points;
bool _isEos;
public:
StepArray();
void clear();
int getCurrPointIndex() const { return _currPointIndex; }
int getPointsCount() const { return _points.size(); }
Common::Point getCurrPoint() const;
Common::Point getPoint(int index, int offset) const;
bool gotoNextPoint();
void insertPoints(const PointList &points);
};
class StaticPhase : public Picture {
public:
int16 _initialCountdown;
int16 _countdown;
int16 _field_68;
int16 _field_6A;
Common::ScopedPtr<ExCommand> _exCommand;
public:
StaticPhase();
virtual bool load(MfcArchive &file);
ExCommand *getExCommand() { return _exCommand.get(); }
};
class DynamicPhase : public StaticPhase {
public:
int _someX;
int _someY;
Common::Rect _rect;
int16 _field_7C;
int16 _field_7E;
int _dynFlags;
public:
DynamicPhase();
DynamicPhase(DynamicPhase *src, bool reverse);
virtual bool load(MfcArchive &file);
int getDynFlags() { return _dynFlags; }
};
class Statics : public DynamicPhase {
public:
int16 _staticsId;
Common::String _staticsName;
Picture _picture;
public:
Statics();
Statics(Statics *src, bool reverse);
virtual bool load(MfcArchive &file);
virtual void init();
Statics *getStaticsById(int itemId);
Common::Point getSomeXY() const;
Common::Point getCenter() const;
};
class StaticANIObject;
class Movement : public GameObject {
public:
Common::Point _somePoint;
int _lastFrameSpecialFlag;
int _flipFlag;
int _updateFlag1;
Statics *_staticsObj1;
Statics *_staticsObj2;
int _mx;
int _my;
int _m2x;
int _m2y;
int _field_50;
int _counterMax;
int _counter;
/** a confusing mix of owned and unowned items */
Common::Array<DynamicPhase *> _dynamicPhases;
int _field_78;
PointList _framePosOffsets;
Movement *_currMovement;
int _field_84;
DynamicPhase *_currDynamicPhase;
int _field_8C;
int _currDynamicPhaseIndex;
int _field_94;
public:
Movement();
virtual ~Movement();
Movement(Movement *src, StaticANIObject *ani);
Movement(Movement *src, int *flag1, int flag2, StaticANIObject *ani);
virtual bool load(MfcArchive &file);
bool load(MfcArchive &file, StaticANIObject *ani);
Common::Point getCurrDynamicPhaseXY() const;
Common::Point getCenter() const;
Dims getDimensionsOfPhase(int phaseIndex) const;
Common::Point calcSomeXY(int idx, int dynidx);
void initStatics(StaticANIObject *ani);
void updateCurrDynamicPhase();
void setAlpha(int alpha);
void setDynamicPhaseIndex(int index);
DynamicPhase *getDynamicPhaseByIndex(int idx);
int calcDuration();
int countPhasesWithFlag(int maxidx, int flag);
void removeFirstPhase();
bool gotoNextFrame(void (*_callback1)(int, Common::Point *point, int, int), void (*callback2)(int *));
bool gotoPrevFrame();
void gotoFirstFrame();
void gotoLastFrame();
void loadPixelData();
void freePixelData();
void draw(bool flipFlag, int angle);
};
class StaticANIObject : public GameObject {
public:
Movement *_movement;
Statics *_statics;
int _shadowsOn;
int16 _field_30;
int16 _field_32;
int _field_34;
int _initialCounter;
void (*_callback1)(int, Common::Point *point, int, int);
void (*_callback2)(int *);
/** items in list are owned */
Common::Array<Movement *> _movements;
/** items in list are owned */
Common::Array<Statics *> _staticsList;
StepArray _stepArray;
int16 _field_96;
int _messageQueueId;
int _messageNum;
int _animExFlag;
int _counter;
int _someDynamicPhaseIndex;
public:
int16 _sceneId;
public:
StaticANIObject();
virtual ~StaticANIObject();
StaticANIObject(StaticANIObject *src);
virtual bool load(MfcArchive &file);
void setOXY(int x, int y);
Statics *getStaticsById(int id);
Statics *getStaticsByName(const Common::String &name);
Movement *getMovementById(int id);
int getMovementIdById(int itemId) const;
Movement *getMovementByName(const Common::String &name);
Common::Point getCurrDimensions() const;
Common::Point getSomeXY() const;
void clearFlags();
void setFlags40(bool state);
bool isIdle();
void setAlpha(int alpha);
void deleteFromGlobalMessageQueue();
bool queueMessageQueue(MessageQueue *msg);
void restartMessageQueue(MessageQueue *msg);
MessageQueue *getMessageQueue();
bool trySetMessageQueue(int msgNum, int qId);
void startMQIfIdle(int qId, int flag);
void initMovements();
void loadMovementsPixelData();
void freeMovementsPixelData();
void preloadMovements(MovTable *mt);
void setSomeDynamicPhaseIndex(int val) { _someDynamicPhaseIndex = val; }
void adjustSomeXY();
bool startAnim(int movementId, int messageQueueId, int dynPhaseIdx);
bool startAnimEx(int movid, int parId, int flag1, int flag2);
void startAnimSteps(int movementId, int messageQueueId, int x, int y, const PointList &points, int someDynamicPhaseIndex);
void hide();
void show1(int x, int y, int movementId, int mqId);
void show2(int x, int y, int movementId, int mqId);
void playIdle();
void update(int counterdiff);
Statics *addReverseStatics(Statics *ani);
void draw();
void draw2();
/** ownership of returned object is transferred to caller */
MovTable *countMovements();
Common::Point *calcStepLen(Common::Point *p);
void setSpeed(int speed);
void updateStepPos();
void stopAnim_maybe();
Common::Point *calcNextStep(Common::Point *point);
MessageQueue *changeStatics1(int msgNum);
void changeStatics2(int objId);
bool getPixelAtPos(int x, int y, uint32 *pixel, bool hitOnly = false);
bool isPixelHitAtPos(int x, int y);
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_STATICS_H */