Commit Graph
1766 Commits
Author SHA1 Message Date
David Fioramonti ccd46b7db9 FULLPIPE: Use degree conversion common math funcs
Swapped out the #define ANGLE(X) function that did degrees
to radians.

I have made everything doubles in the angle calculation.
2018-07-03 23:08:48 +01:00
Gabriel Corona 39c2477fbe FULLPIPE: fix URI
The previous URI spawns many useless subshells on the POSIX backend
through (harmless) shell command injection.
2018-05-24 01:08:28 +02:00
Eugene Sandulenko ae2637e36e FULLPIPE: Properly reserve arrays when deserializing. Pointed by whiterandrek 2018-05-21 22:32:24 +02:00
David Fioramonti 1ff0aba6c4 FULLPIPE: Reduce duplicate header includes
Remove duplicate headers in two files and ordered
the headers similar to other fullpipe files.
2018-05-05 06:58:47 +02:00
Bastien Bouclet 91c8f2df7d FULLPIPE: Remove useless AD include 2018-05-01 12:48:05 +02:00
Adrian Frühwirth 00e59a3122 ALL: Load savegame thumbnail only when necessary
This commit introduces the following changes:

1. Graphics::loadThumbnail()

   Now returns a boolean and takes a new argument skipThumbnail which
   defaults to false. In case of true, loadThumbnail() reads past the
   thumbnail data in the input stream instead of actually loading the
   thumbnail. This simplifies savegame handling where, up until now,
   many engines always read the whole savegame metadata (including
   the thumbnail) and then threw away the thumbnail when not needed
   (which is in almost all cases, the most common exception being
   MetaEngine::querySaveMetaInfos() which is responsible for loading
   savegame metadata for displaying it in the GUI launcher.

2. readSavegameHeader()

   Engines which already implement such a method (name varies) now take
   a new argument skipThumbnail (default: true) which is passed
   through to loadThumbnail(). This means that the default case for
   readSavegameHeader() is now _not_ loading the thumbnail from a
   savegame and just reading past it. In those cases, e.g.
   querySaveMetaInfos(), where we actually are interested in loading
   the thumbnail readSavegameHeader() needs to explicitely be called
   with skipThumbnail == false.

   Engines whose readSavegameHeader() (name varies) already takes an
   argument loadThumbnail have been adapted to have a similar
   prototype and semantics.
   I.e. readSaveHeader(in, loadThumbnail, header) now is
   readSaveHeader(in, header, skipThumbnail).

3. Error handling

   Engines which previously did not check the return value of
   readSavegameHeader() (name varies) now do so ensuring that possibly
   broken savegames (be it a broken thumbnail or something else) don't
   make it into the GUI launcher list in the first place.
2018-04-07 09:26:20 +02:00
Eugene Sandulenko 5c77858aee FULLPIPE: Remove unneeded variable 2018-03-28 12:07:10 +02:00
dm33tri c8cdaef918 FULLPIPE: fix #10321 "Hardlock when stepping onto stool"
Scene 22 now doesn't freeze when pulling lever with stool under it
2018-03-26 21:00:16 +02:00
Adrian Frühwirth c750a8e6be FULLPIPE: Fix playtime not being read from savegames
Fixes Trac#10394.
2018-03-24 23:38:36 +01:00
Adrian Frühwirth abe9f0fa15 FULLPIPE: Use zero playtime when filling dummy header
This is a tad more meaningful than a random value, especially should we
for some reason use dummy header information to actually set playtime in
the future.
2018-03-24 23:38:34 +01:00
Eugene Sandulenko 6d59ecdd41 FULLPIPE: Load gameobj.h 2017-12-08 23:57:48 +01:00
Eugene Sandulenko 7724e51936 FULLPIPE: Added debug output for GameObject 2017-12-08 23:57:48 +01:00
Eugene Sandulenko 1408ffc427 FULLPIPE: Better debug output for movement 2017-12-08 23:57:48 +01:00
Eugene Sandulenko c728c29857 FULLPIPE: More debug output to loading 2017-12-08 23:57:48 +01:00
Eugene Sandulenko 20fb25d58a FULLPIPE: Renames in ExCommand 2017-12-03 23:04:58 +01:00
Eugene Sandulenko 26747d0400 FULLPIPE: Added more debug output to the class loading 2017-12-03 23:04:58 +01:00
Eugene Sandulenko 1f2290cd30 FULLPIPE: Fix bug #10317: Save game metadata is missing 2017-12-02 00:53:57 +01:00
Eugene Sandulenko cd516b93ef FULLPIPE: Fix bug #10325: New game does not put back already picked up items 2017-12-01 23:16:09 +01:00
Eugene Sandulenko cee6a336f2 FULLPIPE: Fix bug #9673: Unable to move after loading a save from the title screen 2017-12-01 22:43:16 +01:00
Eugene Sandulenko 8f8b2ed003 FULLPIPE: Fix bug #9672: "Several inventory items highlighted at the same time" 2017-12-01 19:58:11 +01:00
Eugene Sandulenko 19d3e3d103 FULLPIPE: Properly cleanup menu after quitting 2017-11-27 22:24:33 +01:00
Eugene Sandulenko a5ab1cd293 FULLPIPE: Attempt to crash when calling paletteless scenes 2017-11-27 21:20:24 +01:00
Bastien Bouclet 1e593a4e69 FULLPIPE: Fix out of bounds string access
abe1c65d62 changed _trackName from a char * to a Common::String,
but still tried to access the null terminator byte.
2017-11-26 08:51:36 +01:00
Bastien Bouclet 0bd2e53cd4 FULLPIPE: Fix handleInteraction for non static ani objects
cce851d1af introduced a check to allow only static ani objects. However
after this change, only part of the pipes for vertical movement were
interactive.
This change aims to restore functionality for the other object types
while still preventing the invalid casts.
2017-11-26 08:51:36 +01:00
Bastien Bouclet 694990e712 FULLPIPE: Fix big picture array indexing
Fixes #10322.
2017-11-21 19:43:28 +01:00
Bastien Bouclet 183571f7c2 FULLPIPE: Fix loading inventory items from saves
In C++ the function parameter evaluation order is undefined. The count
property was being read first from the stream, instead of the itemId.

Fixes #10324.
2017-11-20 20:22:32 +01:00
Colin Snover 2cc79fe9c8 FULLPIPE: Fix memory leaks restoring save games 2017-11-18 22:35:12 +01:00
Colin Snover e40b4a348a FULLPIPE: Fix memory leaks of arcade keys
Fixes Trac#9657.
2017-11-18 22:35:12 +01:00
Colin Snover a5060cf378 FULLPIPE: Remove manual memory management and fix in-game save/load 2017-11-18 22:35:12 +01:00
Colin Snover d0efcb7ad5 FULLPIPE: Fix use-after-free in ModalMainMenu
Pointers to objects which are invalidated when the scene gets
unloaded may continue to be accessed if a mouse hover event is
dispatched to the ModalMainMenu.
2017-11-18 22:35:12 +01:00
Colin Snover 8808817d56 FULLPIPE: Fix memory leaks of MessageQueues when clearing GlobalMessageQueueList 2017-11-18 22:35:12 +01:00
Colin Snover 2be96457b9 FULLPIPE: Make list item ownership comments more consistent 2017-11-18 22:35:12 +01:00
Colin Snover 0cc3d8f05d FULLPIPE: Fix leaks of ExCommands loaded from an archive
Nearly every construction of an ExCommand in the engine sets flag
2 of _excFlags. It may even be that the remaining ones that don't
are themselves bugs. This flag is needed in order for an ExCommand
to be cleaned up when its parent MessageQueue is deleted.
2017-11-18 22:35:12 +01:00
Colin Snover dcf8f588c7 FULLPIPE: Remove unnecessary member array clear in destructor 2017-11-18 22:35:12 +01:00
Colin Snover bd07925134 FULLPIPE: Fix leaks of MessageQueues 2017-11-18 22:35:12 +01:00
Colin Snover 51b19e97c8 FULLPIPE: Fix memory leaks of Interactions 2017-11-18 22:35:12 +01:00
Colin Snover c9327f2985 FULLPIPE: Fix memory leaks of PreloadItems 2017-11-18 22:35:12 +01:00
Colin Snover 7323bef77b FULLPIPE: Remove manual memory management of use list 2017-11-18 22:35:12 +01:00
Colin Snover 54f8cf55ea FULLPIPE: Fix memory leaks of InventoryPoolItem 2017-11-18 22:35:12 +01:00
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
Colin Snover cef4d77877 FULLPIPE: Fix memory leaks of MctlItems in MctlCompound 2017-11-18 22:35:12 +01:00
Colin Snover c7b1f6b26c FULLPIPE: Clarify ownership of DynamicPhase::_exCommand 2017-11-18 22:35:12 +01:00
Colin Snover a6fc77ec65 FULLPIPE: Clarify ownership of pointer arrays in StaticANIObject 2017-11-18 22:35:12 +01:00
Colin Snover 4cc64c4139 FULLPIPE: Fix memory leaks in PictureObject, Background 2017-11-18 22:35:12 +01:00
Colin Snover a2e2569347 FULLPIPE: Use flag enum 2017-11-18 22:35:12 +01:00
Colin Snover 7232f67fe9 FULLPIPE: Fix memory leak of graph nodes and lists 2017-11-18 22:35:12 +01:00
Colin Snover a475cec2aa FULLPIPE: Remove unnecessary constructors
These appear to be default member-wise copy constructors or POD
constructors that zero all members. I suspect that quite a few
pointer-taking constructors are actually supposed to be
copy-constructors but since they don't all just do default
member-wise copies I do not feel confident in changing them without
verifying that there are not separate copy constructors in the
disassembly, and I don't have the database for this game.
2017-11-18 22:35:12 +01:00
Colin Snover 715d4bd76a FULLPIPE: Fix memory leaks, ownership issues with various point lists 2017-11-18 22:35:12 +01:00
Colin Snover 6a13592633 FULLPIPE: Disable some unused code paths 2017-11-18 22:35:12 +01:00
Colin Snover d2249a1bed FULLPIPE: Annotate ownership rule of MfcArchive::readClass 2017-11-18 22:35:12 +01:00