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b186c21f85
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.
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/str.h"
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#include "engines/grim/emi/layer.h"
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#include "engines/grim/bitmap.h"
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namespace Grim {
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Layer::Layer() : _filename(""), _sortOrder(0), _frame(0), _bitmap(nullptr) {
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}
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Layer::Layer(const Common::String &filename, int sortOrder) : _filename(filename), _sortOrder(sortOrder), _frame(0) {
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_bitmap = Bitmap::create(filename);
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}
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Layer::~Layer() {
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delete _bitmap;
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}
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void Layer::draw() {
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_bitmap->drawLayer(_frame);
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}
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void Layer::setFrame(int frame) {
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int numframes = _bitmap->getNumLayers();
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if (frame >= numframes || frame < 0) {
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warning("Layer::setFrame: invalid frame number: %d, numLayers: %d", frame, numframes);
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return;
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}
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_frame = frame;
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}
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void Layer::setSortOrder(int order) {
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_sortOrder = order;
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}
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void Layer::advanceFrame(int num) {
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_frame += num;
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int numframes = _bitmap->getNumLayers();
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_frame %= numframes;
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}
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void Layer::saveState(SaveGame *state) {
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if (_bitmap) {
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state->writeBool(true);
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state->writeString(_bitmap->getFilename());
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} else {
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state->writeBool(false);
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}
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state->writeLESint32(_frame);
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state->writeLESint32(_sortOrder);
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}
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void Layer::restoreState(SaveGame *state) {
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bool hasBitmap = state->readBool();
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if (hasBitmap)
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_bitmap = Bitmap::create(state->readString());
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_frame = state->readLESint32();
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_sortOrder = state->readLESint32();
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}
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}
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