[gamecode] Fix handling of undefined builtins

The setup of the function descriptor for undefined builtins was
incomplete and led to the progs running code at address 0. It didn't end
well.
This commit is contained in:
Bill Currie 2022-02-14 14:28:19 +09:00
parent db8cf68ef3
commit 4d491a444d
2 changed files with 3 additions and 4 deletions

View file

@ -1898,7 +1898,7 @@ struct progs_s {
struct hashtab_s *builtin_hash;
struct hashtab_s *builtin_num_hash;
struct biblock_s *builtin_blocks;
pr_int_t bi_no_function;
builtin_t *bi_no_function;
unsigned bi_next;
unsigned (*bi_map) (progs_t *pr, unsigned binum);
///@}

View file

@ -121,7 +121,7 @@ PR_RegisterBuiltins (progs_t *pr, builtin_t *builtins, void *data)
bi->name = "invalid function";
bi->proc = bi_no_function;
bi->binum = builtin_next (pr);
pr->bi_no_function = bi->binum;
pr->bi_no_function = bi;
DARRAY_APPEND (pr->builtin_blocks, bi);
Hash_AddElement (pr->builtin_num_hash, bi);
}
@ -212,9 +212,8 @@ PR_RelocateBuiltins (progs_t *pr)
if (!bi) {
Sys_Printf ("PR_RelocateBuiltins: %s: undefined builtin %s\n",
pr->progs_name, bi_name);
desc->first_statement = -pr->bi_no_function;
bi = pr->bi_no_function;
bad = 1;
continue;
}
desc->first_statement = -bi->binum;
}