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- Ensure that only actor with positive SpawnIDs get added to the SpawnableThings map, so there will
be no conflicts with recently-added named arguments for spawnable things on UDMF maps. - Change the SpawnableThings array into a map, so there is no longer any particular upper limit on an actor's SpawnID. Also fixes a possible exploit, since an actor's SpawnID was never checked to make sure it was within range. SVN r3959 (trunk)
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3c54047b9f
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5 changed files with 40 additions and 30 deletions
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@ -141,7 +141,7 @@ void FActorInfo::StaticInit ()
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void FActorInfo::StaticSetActorNums ()
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{
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memset (SpawnableThings, 0, sizeof(SpawnableThings));
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SpawnableThings.Clear();
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DoomEdMap.Empty ();
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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@ -162,7 +162,7 @@ void FActorInfo::RegisterIDs ()
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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if (SpawnID != 0)
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if (SpawnID > 0)
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{
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SpawnableThings[SpawnID] = cls;
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if (cls != Class)
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@ -2283,13 +2283,9 @@ int DLevelScript::ThingCount (int type, int stringid, int tid, int tag)
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int count = 0;
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bool replacemented = false;
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if (type >= MAX_SPAWNABLES)
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if (type > 0)
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{
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return 0;
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}
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else if (type > 0)
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{
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kind = SpawnableThings[type];
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kind = P_GetSpawnableType(type);
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if (kind == NULL)
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return 0;
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}
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@ -155,8 +155,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheigh
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//
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// [RH] P_THINGS
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//
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#define MAX_SPAWNABLES (256)
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extern const PClass *SpawnableThings[MAX_SPAWNABLES];
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extern TMap<int, const PClass *> SpawnableThings;
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bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog, int newtid);
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, angle_t angle,
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@ -76,12 +76,7 @@ void ATeleportFog::PostBeginPlay ()
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void P_SpawnTeleportFog(fixed_t x, fixed_t y, fixed_t z, int spawnid)
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{
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const PClass *fog=NULL;
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if (spawnid > 0 && spawnid < MAX_SPAWNABLES && SpawnableThings[spawnid] != NULL)
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{
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fog = SpawnableThings[spawnid];
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}
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const PClass *fog = P_GetSpawnableType(spawnid);
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if (fog == NULL)
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{
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@ -46,8 +46,8 @@
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#include "templates.h"
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#include "g_level.h"
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// List of spawnable things for the Thing_Spawn and Thing_Projectile specials.
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const PClass *SpawnableThings[MAX_SPAWNABLES];
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// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
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TMap<int, const PClass *> SpawnableThings;
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static FRandom pr_leadtarget ("LeadTarget");
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@ -494,23 +494,43 @@ const PClass *P_GetSpawnableType(int spawnnum)
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return PClass::FindClass(spawnname);
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}
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}
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else if (spawnnum < countof(SpawnableThings))
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else
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{ // A numbered arg from a Hexen or UDMF map
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return SpawnableThings[spawnnum];
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const PClass **type = SpawnableThings.CheckKey(spawnnum);
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if (type != NULL)
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{
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return *type;
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}
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}
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return NULL;
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}
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CCMD (dumpspawnables)
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{
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int i;
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typedef TMap<int, const PClass *>::Pair SpawnablePair;
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for (i = 0; i < MAX_SPAWNABLES; i++)
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{
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if (SpawnableThings[i] != NULL)
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{
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Printf ("%d %s\n", i, SpawnableThings[i]->TypeName.GetChars());
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}
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}
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static int STACK_ARGS SpawnableSort(const void *a, const void *b)
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{
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return (*((SpawnablePair **)a))->Key - (*((SpawnablePair **)b))->Key;
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}
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CCMD (dumpspawnables)
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{
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TMapIterator<int, const PClass *> it(SpawnableThings);
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SpawnablePair *pair, **allpairs;
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int i = 0;
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// Sort into numerical order, since their arrangement in the map can
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// be in an unspecified order.
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allpairs = new TMap<int, const PClass *>::Pair *[SpawnableThings.CountUsed()];
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while (it.NextPair(pair))
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{
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allpairs[i++] = pair;
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}
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qsort(allpairs, i, sizeof(*allpairs), SpawnableSort);
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for (int j = 0; j < i; ++j)
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{
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pair = allpairs[j];
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Printf ("%d %s\n", pair->Key, pair->Value->TypeName.GetChars());
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}
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delete[] allpairs;
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}
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