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Aquaria/BBGE/SkeletalSprite.h
fgenesis 9e2c640b51 attempt to fix crash when loading a saved game on a map with an already collected health upgrade
This problem might have been introduced in 06270eaac0 but not sure.
The crash could happen due to a use-after-free memory access:
When deleting an entity with skel in postInit(), deletion would be
delayed by 1 frame because that is how entity_delete() works.
During deletion, RenderObject::children were removed and deleted
but SkeletalSprite::bones still had those pointers.
Additionally an object would delete its children in onUpdate() after
safeKill(), and still proceed to run scripts, which would then possibly
access freed memory too.
This fix causes children to not be deleted until we're out of the update()
cycle, and instead delete children together with the root object.
2022-07-18 23:00:22 +02:00

307 lines
6.8 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SKELETALSPRITE_H
#define SKELETALSPRITE_H
#include "Quad.h"
#include "SimpleIStringStream.h"
#include <map>
// for 2d system only
enum AnimationCommand
{
AC_PRT_LOAD =0,
AC_PRT_START ,
AC_PRT_STOP ,
AC_SEGS_START ,
AC_FRM_SHOW ,
AC_SND_PLAY ,
AC_SEGS_STOP,
AC_SET_PASS,
AC_RESET_PASS
};
class ParticleEffect;
class SkeletalSprite;
class Bone : public CollideQuad
{
friend class SkeletalSprite;
public:
Bone();
virtual ~Bone();
void setAnimated(int a);
enum {
ANIM_NONE = 0,
ANIM_POS = 1,
ANIM_ROT = 2,
ANIM_ALL = 10
};
void createStrip(bool vert, int num);
Quad* addFrame(const std::string &gfx);
void showFrame(int i);
void destroy();
std::string gfx;
std::string name;
size_t boneIdx;
int pidx, rbp;
std::string prt;
std::vector<Vector> changeStrip;
bool generateCollisionMask;
bool enableCollision;
int animated;
Vector originalScale;
bool canCollide() const;
void addSegment(Bone *b);
ParticleEffect *getEmitter(unsigned slot) const;
int segmentChain;
void updateSegments();
void updateSegment(Bone *b, const Vector &diff);
SkeletalSprite *skeleton;
void setSegmentProps(int minDist, int maxDist, bool reverse);
Vector segmentOffset;
bool stripVert;
bool fileRenderQuad;
bool selectable;
int originalRenderPass; // stores the render pass originally set in the XML file. For AC_RESET_PASS.
void spawnParticlesFromCollisionMask(const char *p, unsigned intv, int layer, float rotz = 0);
Vector getCollisionMaskNormal(size_t index);
virtual void renderCollision(const RenderState& rs) const OVERRIDE;
protected:
std::vector<ParticleEffect*> emitters;
int minDist, maxDist, reverse;
std::vector<Bone*> segments;
public:
std::vector<Vector> collisionMask;
std::vector<Vector> transformedCollisionMask;
float collisionMaskRadius;
};
class BoneCommand
{
public:
bool parse(Bone *b, SimpleIStringStream &is);
void run();
AnimationCommand command;
Bone *b;
int slot;
std::string file;
};
class BoneKeyframe
{
public:
BoneKeyframe() : idx(0), x(0), y(0), rot(0), sx(1), sy(1), doScale(0) {}
size_t idx;
int x, y, rot;
float sx, sy;
bool doScale;
std::vector<Vector> strip;
};
class SkeletalKeyframe
{
public:
SkeletalKeyframe()
{
lerpType = 0;
t = 0;
}
int lerpType;
float t;
std::string sound;
std::vector<BoneKeyframe> keyframes;
BoneKeyframe *getBoneKeyframe(size_t idx);
std::string cmd;
std::vector<BoneCommand> commands;
void copyAllButTime(SkeletalKeyframe *copy);
};
class Animation
{
public:
Animation();
std::string name;
typedef std::vector <SkeletalKeyframe> Keyframes;
Keyframes keyframes;
SkeletalKeyframe *getKeyframe(size_t key);
SkeletalKeyframe *getLastKeyframe();
SkeletalKeyframe *getFirstKeyframe();
SkeletalKeyframe *getPrevKeyframe(float t);
SkeletalKeyframe *getNextKeyframe(float t);
void cloneKey(size_t key, float toffset);
void deleteKey(size_t key);
void reorderKeyframes();
float getAnimationLength();
size_t getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
size_t getNumKeyframes();
void reverse();
bool resetPassOnEnd;
};
class SkeletalSprite;
class AnimationLayer
{
public:
//----
AnimationLayer();
void setSkeletalSprite(SkeletalSprite *s);
Animation *getCurrentAnimation();
void animate(const std::string &animation, int loop);
void update(float dt);
void updateBones();
void stopAnimation();
float getAnimationLength();
bool createTransitionAnimation(const std::string& anim, float time);
void playAnimation(int idx, int loop);
void playCurrentAnimation(int loop);
void enqueueAnimation(const std::string& anim, int loop);
float transitionAnimate(std::string anim, float time, int loop);
void setTimeMultiplier(float t);
bool isAnimating();
bool contains(const Bone *b) const;
void resetPass();
//----
float fallThru;
float fallThruSpeed;
std::string name;
std::vector<int> ignoreBones;
std::vector<int> includeBones;
SkeletalSprite *s;
SkeletalKeyframe *lastNewKey;
float timer;
int loop;
Animation blendAnimation;
std::string enqueuedAnimation;
int enqueuedAnimationLoop;
//float timeMultiplier;
//HACK: should be a lerped float
InterpolatedVector timeMultiplier;
float animationLength;
size_t currentAnimation;
bool animating;
};
class SkeletalSprite : public RenderObject
{
public:
SkeletalSprite();
virtual ~SkeletalSprite();
virtual void destroy();
void loadSkeletal(const std::string &fn);
bool saveSkeletal(const std::string &fn);
void loadSkin(const std::string &fn);
Bone *getBoneByIdx(size_t idx);
Bone *getBoneByName(const std::string &name);
void animate(const std::string &animation, int loop = 0, int layer=0);
void setTime(float time, size_t layer=0);
void updateBones();
void playCurrentAnimation(int loop=0, int layer=0);
void stopAnimation(int layer=0);
void stopAllAnimations();
float transitionAnimate(const std::string& anim, float time, int loop=0, int layer=0);
bool isAnimating(int layer=0);
void setTimeMultiplier(float t, int layer=0);
Bone* getSelectedBone(bool mouseBased = true);
Animation *getCurrentAnimation(size_t layer=0);
void nextAnimation();
void prevAnimation();
void lastAnimation();
void firstAnimation();
void updateSelectedBoneColor();
void setFreeze(bool f);
Animation *getAnimation(const std::string& anim);
std::vector<Animation> animations;
std::vector<Bone*> bones;
inline size_t getSelectedBoneIdx(void) { return selectedBone; }
void setSelectedBone(int b);
void selectPrevBone();
void selectNextBone();
bool isLoaded();
size_t getNumAnimLayers() const { return animLayers.size(); }
AnimationLayer* getAnimationLayer(size_t l);
size_t getBoneIdx(Bone *b);
void toggleBone(size_t idx, int v);
void setAnimationKeyNotify(RenderObject *r);
std::string filenameLoaded;
static std::string animationPath, skinPath, secondaryAnimationPath;
static void clearCache();
protected:
bool frozen;
RenderObject *animKeyNotify;
bool loaded;
size_t selectedBone;
friend class AnimationLayer;
std::vector<AnimationLayer> animLayers;
Bone* initBone(int idx, std::string gfx, int pidx, bool rbp=false, std::string name="", float cr=0, bool fh=false, bool fv=false);
void deleteBones();
void onUpdate(float dt);
};
#endif