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objectplace stability fix
Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this. But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list. So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory. ... Oops. Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list. Hooray, you can use NiGHTS objectplace again if you really want to.
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6fd3036112
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55f0e5cab5
1 changed files with 22 additions and 1 deletions
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@ -880,12 +880,33 @@ static boolean OP_HeightOkay(player_t *player, UINT8 ceiling)
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static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean ceiling)
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static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean ceiling)
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{
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{
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mapthing_t *mt;
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mapthing_t *mt = mapthings;
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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LUA_InvalidateMapthings();
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LUA_InvalidateMapthings();
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#endif
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#endif
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mapthings = Z_Realloc(mapthings, ++nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
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mapthings = Z_Realloc(mapthings, ++nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
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// as Z_Realloc can relocate mapthings, quickly go through thinker list and correct
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// the spawnpoints of any objects that have them to the new location
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if (mt != mapthings)
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{
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thinker_t *th;
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mobj_t *mo;
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo = (mobj_t *)th;
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// get offset from mt, which points to old mapthings, then add new location
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if (mo->spawnpoint)
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mo->spawnpoint = (mo->spawnpoint - mt) + mapthings;
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}
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}
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mt = (mapthings+nummapthings-1);
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mt = (mapthings+nummapthings-1);
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mt->type = type;
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mt->type = type;
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