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leaks.txt
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leaks.txt
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diff --git a/GRPG/game.cpp b/GRPG/game.cpp
index d1e5c83..6cefe3e 100644
--- a/GRPG/game.cpp
+++ b/GRPG/game.cpp
@@ -118,8 +118,8 @@ void Game::initialize(HWND hw)
drawManager = new DrawManager();
drawManager->initialize(this,viewport);
- mapLoader = new MapLoader();
- mapLoader->initialize(this);
+ //mapLoader = new MapLoader();
+ //mapLoader->initialize(this);
personLoader = new PersonLoader();
diff --git a/GRPG/grpg.cpp b/GRPG/grpg.cpp
index eab8f7e..c2e47f5 100755
--- a/GRPG/grpg.cpp
+++ b/GRPG/grpg.cpp
@@ -43,7 +43,7 @@ void Grpg::initialize(HWND hwnd)
Game::initialize(hwnd); // throws GameError
Skill::setupAllSkills();
- mapLoader->loadData();
+ //mapLoader->loadData();
// Set viewport
viewport->setX(startLocation.x);
@@ -89,8 +89,8 @@ void Grpg::initialize(HWND hwnd)
drawManager->addObject(player,3);
drawManager->addObject(ui, 999);
// Load and display map, start spawners
- mapLoader->setVictim(player);
- mapLoader->loadMap();
+ //mapLoader->setVictim(player);
+ //mapLoader->loadMap();
player->setX(startLocation.x);
player->setY(startLocation.y);
@@ -98,23 +98,23 @@ void Grpg::initialize(HWND hwnd)
leftMouseWasDown = input->getMouseLButton();
rightMouseWasDown = input->getMouseRButton();
- InventoryItem* y = new InventoryItem(itemLoader->getItem(0), 9);
- Entity* e = new Entity();
- e->initialize(this, y, true);//anchored if its an inventory
+// InventoryItem* y = new InventoryItem(itemLoader->getItem(0), 9);
+// Entity* e = new Entity();
+// e->initialize(this, y, true);//anchored if its an inventory
//y->initialize(this, true);
- player->getInventory()->addEntityInventoryItem(e);
+ //player->getInventory()->addEntityInventoryItem(e);
//ml free
//Object test
//CRIME SCENE
- InventoryItem* x = new InventoryItem(itemLoader->getItem(0), 9);
- Entity* newObj = new Entity();
- newObj->initialize(this, x, false);
+// InventoryItem* x = new InventoryItem(itemLoader->getItem(0), 9);
+// Entity* newObj = new Entity();
+// newObj->initialize(this, x, false);
//x->initialize(this, false);
- newObj->setX(startLocation.x);
- newObj->setY(startLocation.y);
- drawManager->addObject(newObj, 1);
+// newObj->setX(startLocation.x);
+// newObj->setY(startLocation.y);
+ //drawManager->addObject(newObj, 1);
//END SCENE
return;
}
@@ -215,7 +215,7 @@ void Grpg::update()
}
}
//CRIME SCENE/MEMORY LEAK
- mapLoader->update();
+ //mapLoader->update();
//CRIME SCENE/MEMORY LEAK
drawManager->updateAll(frameTime);
NO LEAK at UI
NO LEAK at drawManager
NO LEAK at Skills
NO LEAK at PersonLoader load all npc
NO LEAK at ItemLoader load all items
Removing Player ADDS LEAKS
Later: NO LEAKS at Player (After commenting out Inventory management code)
LEAKS at Inventory
LEAKS at Maploader (duh)
NO LEAKS At Maploader loading
mapLoader->loadMap(); LEAKS
NO LEAK on typing in messages for player to say
NO LEAK for commands (PRO)