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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Fixed crashes due to invalid ptrs during advmap objects fadeout;

This commit is contained in:
Fay 2015-02-20 23:19:16 +01:00
parent 6ac00873b9
commit 9034a9d873
2 changed files with 29 additions and 10 deletions

View File

@ -205,7 +205,7 @@ STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SD
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(auto & elem : hlp.objects)
if(elem.obj->id == hid)
if(elem.obj && elem.obj->id == hid)
{
elem.rect = r;
return;
@ -216,7 +216,7 @@ STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
if(hlp.objects[h].obj->id == hid)
if(hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
{
hlp.objects.erase(hlp.objects.begin()+h);
return;
@ -239,7 +239,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
for(auto & elem : tile.objects)
if(elem.obj->id == details.id)
if(elem.obj && elem.obj->id == details.id)
hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
if(!hero) //still nothing...

View File

@ -812,9 +812,17 @@ void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const Terra
fade->draw(targetSurf, nullptr, &r2);
continue;
}
logGlobal->errorStream() << "Fading map object with missing fade anim : " << object.fadeAnimKey;
continue;
}
const CGObjectInstance * obj = object.obj;
if (!obj)
{
logGlobal->errorStream() << "Stray map object that isn't fading";
continue;
}
if (!graphics->getDef(obj))
processDef(obj->appearance);
if (!graphics->getDef(obj) && !obj->appearance.animationFile.empty())
@ -1176,6 +1184,7 @@ bool CMapHandler::updateObjectsFade()
{
if ((*objIter).fadeAnimKey == (*iter).first)
{
logAnim->traceStream() << "Fade anim finished for obj at " << pos << "; remaining: " << (fadeAnims.size() - 1);
if (anim->fadingMode == CFadeAnimation::EMode::OUT)
objs.erase(objIter); // if this was fadeout, remove the object from the map
else
@ -1184,7 +1193,6 @@ bool CMapHandler::updateObjectsFade()
}
}
iter = fadeAnims.erase(iter);
logAnim->traceStream() << "Fade anim finished, remaining: " << fadeAnims.size();
}
}
@ -1194,6 +1202,7 @@ bool CMapHandler::updateObjectsFade()
bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
{
SDL_Surface * fadeBitmap;
assert(obj.obj);
auto objData = normalBlitter->findObjectBitmap(obj.obj, 0);
if (objData.objBitmap)
@ -1219,6 +1228,9 @@ bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true);
fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);
obj.fadeAnimKey = fadeAnimCounter;
logAnim->traceStream() << "Fade anim started for obj " << obj.obj->ID
<< " at " << pos << "; anim count: " << fadeAnims.size();
return true;
}
@ -1284,17 +1296,20 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
{
for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
{
for(size_t x=0; x < ttiles[i][j][k].objects.size(); x++)
auto &objs = ttiles[i][j][k].objects;
for(size_t x=0; x < objs.size(); x++)
{
if (ttiles[i][j][k].objects[x].obj->id == obj->id)
if (objs[x].obj && objs[x].obj->id == obj->id)
{
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
{
if (!startObjectFade(ttiles[i][j][k].objects[x], false, int3(i, j, k)))
ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
if (startObjectFade(objs[x], false, int3(i, j, k)))
objs[x].obj = nullptr;
else
objs.erase(objs.begin() + x);
}
else
ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
objs.erase(objs.begin() + x);
break;
}
}
@ -1474,7 +1489,7 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
const TerrainTile &t = map->getTile(pos);
for(auto & elem : tt.objects)
{
if(elem.obj->ID == Obj::HOLE) //Hole
if(elem.obj && elem.obj->ID == Obj::HOLE) //Hole
{
out = elem.obj->getObjectName();
return;
@ -1567,6 +1582,10 @@ TerrainTile2::TerrainTile2()
bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
{
if (!a)
return true;
if (!b)
return false;
if (a->appearance.printPriority != b->appearance.printPriority)
return a->appearance.printPriority > b->appearance.printPriority;