- added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.)

This commit is contained in:
Christoph Oelckers 2016-12-02 12:06:49 +01:00
parent 82c2670617
commit f9441cd9d9
17 changed files with 160 additions and 136 deletions

View file

@ -261,7 +261,7 @@ bool AInventory::SpecialDropAction (AActor *dropper)
DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(dropper, AActor);
PARAM_OBJECT_NOT_NULL(dropper, AActor);
ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
}
@ -429,7 +429,7 @@ bool AInventory::HandlePickup (AInventory *item)
DEFINE_ACTION_FUNCTION(AInventory, HandlePickup)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->HandlePickup(item));
}
@ -1416,7 +1416,7 @@ bool AInventory::TryPickup (AActor *&toucher)
DEFINE_ACTION_FUNCTION(AInventory, TryPickup)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_POINTER(toucher, AActor*);
PARAM_POINTER_NOT_NULL(toucher, AActor*);
ACTION_RETURN_BOOL(self->TryPickup(*toucher));
}
@ -1434,7 +1434,7 @@ bool AInventory::TryPickupRestricted (AActor *&toucher)
DEFINE_ACTION_FUNCTION(AInventory, TryPickupRestricted)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_POINTER(toucher, AActor*);
PARAM_POINTER_NOT_NULL(toucher, AActor*);
ACTION_RETURN_BOOL(self->TryPickupRestricted(*toucher));
}
@ -1613,7 +1613,7 @@ void AInventory::AttachToOwner (AActor *other)
DEFINE_ACTION_FUNCTION(AInventory, AttachToOwner)
{
PARAM_SELF_PROLOGUE(AInventory);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
self->AttachToOwner(other);
return 0;
}

View file

@ -363,7 +363,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
DEFINE_ACTION_FUNCTION(_PlayerInfo, UndoPlayerMorph)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_POINTER(player, player_t);
PARAM_POINTER_NOT_NULL(player, player_t);
PARAM_INT_DEF(unmorphflag);
PARAM_BOOL_DEF(force);
ACTION_RETURN_BOOL(P_UndoPlayerMorph(self, player, unmorphflag, force));

View file

@ -265,6 +265,7 @@ DEFINE_ACTION_FUNCTION(DSpotState, GetSpotState)
FSpotList *DSpotState::FindSpotList(PClassActor *type)
{
if (type == nullptr) return nullptr;
for(unsigned i = 0; i < SpotLists.Size(); i++)
{
if (SpotLists[i].Type == type) return &SpotLists[i];
@ -404,7 +405,7 @@ void ASpecialSpot::Destroy()
DEFINE_ACTION_FUNCTION(AActor, A_SpawnSingleItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (cls, AActor);
PARAM_CLASS_NOT_NULL(cls, AActor);
PARAM_INT_DEF (fail_sp)
PARAM_INT_DEF (fail_co)
PARAM_INT_DEF (fail_dm)

View file

@ -247,7 +247,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckClass)
PARAM_BOOL_DEF (match_superclass);
self = COPY_AAPTR(self, pick_pointer);
if (self == NULL)
if (self == nullptr || checktype == nullptr)
{
ret->SetInt(false);
}

View file

@ -461,7 +461,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
DEFINE_ACTION_FUNCTION(DCeiling, CreateCeiling)
{
PARAM_PROLOGUE;
PARAM_POINTER(sec, sector_t);
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_INT(type);
PARAM_POINTER(ln, line_t);
PARAM_FLOAT(speed);

View file

@ -1307,6 +1307,11 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
double mindist;
DAngle fov;
if (other == nullptr)
{
return false;
}
if (params != NULL)
{
maxdist = params->maxDist;
@ -3095,7 +3100,7 @@ void A_FaceTarget(AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_Face)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(faceto, AActor)
PARAM_OBJECT_NOT_NULL(faceto, AActor)
PARAM_ANGLE_DEF(max_turn)
PARAM_ANGLE_DEF(max_pitch)
PARAM_ANGLE_DEF(ang_offset)
@ -3323,15 +3328,6 @@ AInventory *P_DropItem (AActor *source, PClassActor *type, int dropamount, int c
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, DoDropItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_INT(amt);
PARAM_INT(chance);
ACTION_RETURN_OBJECT(P_DropItem(self, cls, amt, chance));
}
//============================================================================
//
// P_TossItem

View file

@ -495,7 +495,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
DEFINE_ACTION_FUNCTION(DFloor, CreateFloor)
{
PARAM_PROLOGUE;
PARAM_POINTER(sec, sector_t);
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_INT(floortype);
PARAM_POINTER(ln, line_t);
PARAM_FLOAT(speed);

View file

@ -1639,7 +1639,7 @@ void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage
DEFINE_ACTION_FUNCTION(AActor, PoisonMobj)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT_NOT_NULL(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_INT(duration);

View file

@ -4513,6 +4513,7 @@ DEFINE_ACTION_FUNCTION(AActor, LineAttack)
PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
int acdmg;
if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
auto puff = P_LineAttack(self, angle, distance, pitch, damage, damageType, puffType, flags, victim, &acdmg);
if (numret > 0) ret[0].SetPointer(puff, ATAG_OBJECT);
if (numret > 1) ret[1].SetInt(acdmg), numret = 2;
@ -4716,7 +4717,7 @@ DEFINE_ACTION_FUNCTION(_FTranslatedLineTarget, TraceBleed)
{
PARAM_SELF_STRUCT_PROLOGUE(FTranslatedLineTarget);
PARAM_INT(damage);
PARAM_OBJECT(missile, AActor);
PARAM_OBJECT_NOT_NULL(missile, AActor);
P_TraceBleed(damage, self, missile);
return 0;

View file

@ -1193,7 +1193,7 @@ IMPLEMENT_CLASS(DBlockThingsIterator, false, false);
DEFINE_ACTION_FUNCTION(DBlockThingsIterator, Create)
{
PARAM_PROLOGUE;
PARAM_OBJECT(origin, AActor);
PARAM_OBJECT_NOT_NULL(origin, AActor);
PARAM_FLOAT_DEF(radius);
PARAM_BOOL_DEF(ignore);
ACTION_RETURN_OBJECT(new DBlockThingsIterator(origin, radius, ignore));

View file

@ -751,7 +751,7 @@ void AActor::AddInventory (AInventory *item)
DEFINE_ACTION_FUNCTION(AActor, AddInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->AddInventory(item);
return 0;
}
@ -819,7 +819,7 @@ bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
DEFINE_ACTION_FUNCTION(AActor, Inventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->UseInventory(item));
}
@ -854,7 +854,7 @@ void AActor::RemoveInventory(AInventory *item)
DEFINE_ACTION_FUNCTION(AActor, RemoveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
self->RemoveInventory(item);
return 0;
}
@ -1009,7 +1009,7 @@ bool AActor::UseInventory (AInventory *item)
DEFINE_ACTION_FUNCTION(AActor, UseInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_BOOL(self->UseInventory(item));
}
@ -1042,7 +1042,7 @@ AInventory *AActor::DropInventory (AInventory *item)
DEFINE_ACTION_FUNCTION(AActor, DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(item, AInventory);
PARAM_OBJECT_NOT_NULL(item, AInventory);
ACTION_RETURN_OBJECT(self->DropInventory(item));
}
@ -1263,7 +1263,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt
DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
PARAM_BOOL_DEF(changetarget);
PARAM_BOOL_DEF(resethealth);
self->CopyFriendliness(other, changetarget, resethealth);
@ -1486,7 +1486,7 @@ void AActor::Touch (AActor *toucher)
DEFINE_ACTION_FUNCTION(AActor, Touch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(toucher, AActor);
PARAM_OBJECT_NOT_NULL(toucher, AActor);
self->Touch(toucher);
return 0;
}
@ -2000,7 +2000,7 @@ bool AActor::CanSeek(AActor *target) const
DEFINE_ACTION_FUNCTION(AActor, CanSeek)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(target, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
ACTION_RETURN_BOOL(self->CanSeek(target));
}
@ -4669,7 +4669,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
DEFINE_ACTION_FUNCTION(AActor, Spawn)
{
PARAM_PROLOGUE;
PARAM_CLASS(type, AActor);
PARAM_CLASS_NOT_NULL(type, AActor);
PARAM_FLOAT_DEF(x);
PARAM_FLOAT_DEF(y);
PARAM_FLOAT_DEF(z);
@ -5656,6 +5656,8 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
AActor *puff;
DVector3 pos = pos1;
if (pufftype == nullptr) return nullptr;
if (!(flags & PF_NORANDOMZ)) pos.Z += pr_spawnpuff.Random2() / 64.;
puff = Spawn(pufftype, pos, ALLOW_REPLACE);
if (puff == NULL) return NULL;
@ -6163,7 +6165,7 @@ foundone:
DEFINE_ACTION_FUNCTION(AActor, HitWater)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(sec, sector_t);
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
@ -6383,7 +6385,7 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner)
DEFINE_ACTION_FUNCTION(AActor, PlaySpawnSound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(missile, AActor);
PARAM_OBJECT_NOT_NULL(missile, AActor);
P_PlaySpawnSound(missile, self);
return 0;
}
@ -6415,47 +6417,11 @@ DEFINE_ACTION_FUNCTION(AActor, GetDefaultSpeed)
//
//---------------------------------------------------------------------------
AActor *P_SpawnMissile (AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
}
AActor *P_SpawnMissileZ (AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == NULL)
{
return NULL;
}
return P_SpawnMissileXYZ (source->PosAtZ(z), source, dest, type);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
}
AActor *P_SpawnMissileXYZ (DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn, AActor *owner)
{
if (source == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
return nullptr;
}
if (dest == NULL)
@ -6530,19 +6496,56 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileXYZ)
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_OBJECT(dest, AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_BOOL_DEF(check);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileXYZ(DVector3(x,y,z), self, dest, type, check, owner));
}
AActor *P_SpawnMissile(AActor *source, AActor *dest, PClassActor *type, AActor *owner)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosPlusZ(32 + source->GetBobOffset()), source, dest, type, true, owner);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissile(self, dest, type, owner));
}
AActor *P_SpawnMissileZ(AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == nullptr)
{
return nullptr;
}
return P_SpawnMissileXYZ(source->PosAtZ(z), source, dest, type);
}
DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZ)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZ(self, z, dest, type));
}
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type)
{
if (source == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
return nullptr;
}
AActor *th = Spawn (type, source->PosPlusZ(32.), ALLOW_REPLACE);
@ -6568,7 +6571,7 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(dest, AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
PARAM_OBJECT_DEF(owner, AActor);
ACTION_RETURN_OBJECT(P_OldSpawnMissile(self, owner, dest, type));
@ -6586,7 +6589,7 @@ DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, double vz)
{
if (source == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
}
@ -6595,14 +6598,18 @@ AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, do
AActor *P_SpawnMissileAngleZ (AActor *source, double z, PClassActor *type, DAngle angle, double vz)
{
if (type == nullptr)
{
return nullptr;
}
return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type));
}
AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
{
if (source == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
return nullptr;
}
DAngle an;
double dist;
@ -6626,7 +6633,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZAimed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(z);
PARAM_OBJECT(dest, AActor);
PARAM_OBJECT_NOT_NULL(dest, AActor);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(P_SpawnMissileZAimed(self, z, dest, type));
}
@ -6643,9 +6650,9 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnMissileZAimed)
AActor *P_SpawnMissileAngleZSpeed (AActor *source, double z,
PClassActor *type, DAngle angle, double vz, double speed, AActor *owner, bool checkspawn)
{
if (source == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
return nullptr;
}
AActor *mo;
@ -6689,9 +6696,9 @@ AActor *P_SpawnSubMissile(AActor *source, PClassActor *type, AActor *target)
{
AActor *other = Spawn(type, source->Pos(), ALLOW_REPLACE);
if (other == NULL)
if (source == nullptr || type == nullptr)
{
return NULL;
return nullptr;
}
other->target = target;
@ -6723,7 +6730,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(cls, AActor);
PARAM_OBJECT(target, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
ACTION_RETURN_OBJECT(P_SpawnSubMissile(self, cls, target));
}
/*
@ -6753,6 +6760,11 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
bool nofreeaim, bool noautoaim, int aimflags)
{
if (source == nullptr || type == nullptr)
{
return nullptr;
}
static const double angdiff[3] = { -5.625, 5.625, 0 };
DAngle an = angle;
DAngle pitch;
@ -6760,10 +6772,6 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
AActor *defaultobject = GetDefaultByType(type);
DAngle vrange = nofreeaim ? 35. : 0.;
if (source == NULL)
{
return NULL;
}
if (!pLineTarget) pLineTarget = &scratch;
if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
{
@ -6910,7 +6918,7 @@ bool AActor::IsTeammate (AActor *other)
DEFINE_ACTION_FUNCTION(AActor, isTeammate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsTeammate(other));
}
@ -6982,7 +6990,7 @@ bool AActor::IsFriend (AActor *other)
DEFINE_ACTION_FUNCTION(AActor, isFriend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsFriend(other));
}
@ -7019,7 +7027,7 @@ bool AActor::IsHostile (AActor *other)
DEFINE_ACTION_FUNCTION(AActor, isHostile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_BOOL(self->IsHostile(other));
}
@ -7058,7 +7066,7 @@ int AActor::DoSpecialDamage (AActor *target, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, DoSpecialDamage)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(target, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
PARAM_INT(damage);
PARAM_NAME(damagetype);
ACTION_RETURN_INT(self->DoSpecialDamage(target, damage, damagetype));
@ -7580,14 +7588,14 @@ DEFINE_ACTION_FUNCTION(AActor, absangle) // should this be global?
DEFINE_ACTION_FUNCTION(AActor, Distance2D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_FLOAT(self->Distance2D(other));
}
DEFINE_ACTION_FUNCTION(AActor, Distance3D)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_OBJECT_NOT_NULL(other, AActor);
ACTION_RETURN_FLOAT(self->Distance3D(other));
}
@ -7620,7 +7628,7 @@ DEFINE_ACTION_FUNCTION(AActor, GetDefaultByType)
{
PARAM_PROLOGUE;
PARAM_CLASS(cls, AActor);
ACTION_RETURN_OBJECT(GetDefaultByType(cls));
ACTION_RETURN_OBJECT(cls == nullptr? nullptr : GetDefaultByType(cls));
}
DEFINE_ACTION_FUNCTION(AActor, GetBobOffset)
@ -7692,7 +7700,7 @@ DEFINE_ACTION_FUNCTION(AActor, Thrust)
DEFINE_ACTION_FUNCTION(AActor, AngleTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(targ, AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_BOOL_DEF(absolute);
ACTION_RETURN_FLOAT(self->AngleTo(targ, absolute).Degrees);
}
@ -7717,7 +7725,7 @@ DEFINE_ACTION_FUNCTION(AActor, RotateVector)
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(targ, AActor);
PARAM_OBJECT_NOT_NULL(targ, AActor);
PARAM_FLOAT(speed);
ACTION_RETURN_FLOAT(self->DistanceBySpeed(targ, speed));
}
@ -7745,14 +7753,14 @@ DEFINE_ACTION_FUNCTION(AActor, Vec2Angle)
DEFINE_ACTION_FUNCTION(AActor, Vec3To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(t, AActor)
PARAM_OBJECT_NOT_NULL(t, AActor)
ACTION_RETURN_VEC3(self->Vec3To(t));
}
DEFINE_ACTION_FUNCTION(AActor, Vec2To)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(t, AActor)
PARAM_OBJECT_NOT_NULL(t, AActor)
ACTION_RETURN_VEC2(self->Vec2To(t));
}

View file

@ -1605,38 +1605,40 @@ void player_t::DestroyPSprites()
void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int index)
{
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
if (flashstate != nullptr)
{
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
PClassActor *cls = weapon->GetClass();
while (cls != RUNTIME_CLASS(AWeapon))
{
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
if (flashstate >= cls->OwnedStates && flashstate < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
// The flash state belongs to this class.
// Now let's check if the actually wanted state does also
if (flashstate + index < cls->OwnedStates + cls->NumOwnedStates)
{
// we're ok so set the state
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
return;
}
else
{
// oh, no! The state is beyond the end of the state table so use the original flash state.
P_SetPsprite(player, PSP_FLASH, flashstate, true);
return;
}
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
// try again with parent class
cls = static_cast<PClassActor *>(cls->ParentClass);
}
// if we get here the state doesn't seem to belong to any class in the inheritance chain
// This can happen with Dehacked if the flash states are remapped.
// The only way to check this would be to go through all Dehacked modifiable actors, convert
// their states into a single flat array and find the correct one.
// Rather than that, just check to make sure it belongs to something.
if (FState::StaticFindStateOwner(flashstate + index) == NULL)
{ // Invalid state. With no index offset, it should at least be valid.
index = 0;
}
P_SetPsprite(player, PSP_FLASH, flashstate + index, true);
}
@ -1644,7 +1646,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSafeFlash)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(weapon, AWeapon);
PARAM_OBJECT_NOT_NULL(weapon, AWeapon);
PARAM_POINTER(state, FState);
PARAM_INT(index);
P_SetSafeFlash(weapon, self, state, index);

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@ -908,7 +908,7 @@ done:
DEFINE_ACTION_FUNCTION(AActor, CheckSight)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(target, AActor);
PARAM_OBJECT_NOT_NULL(target, AActor);
PARAM_INT_DEF(flags);
ACTION_RETURN_BOOL(P_CheckSight(self, target, flags));
}

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@ -1083,11 +1083,12 @@ DEFINE_ACTION_FUNCTION(FState, DistanceTo)
{
PARAM_SELF_STRUCT_PROLOGUE(FState);
PARAM_POINTER(other, FState);
// Safely calculate the distance between two states.
auto o1 = FState::StaticFindStateOwner(self);
int retv;
if (other < o1->OwnedStates || other >= o1->OwnedStates + o1->NumOwnedStates) retv = INT_MIN;
else retv = int(other - self);
int retv = INT_MIN;
if (other != nullptr)
{
// Safely calculate the distance between two states.
auto o1 = FState::StaticFindStateOwner(self);
if (other >= o1->OwnedStates && other < o1->OwnedStates + o1->NumOwnedStates) retv = int(other - self);
}
ACTION_RETURN_INT(retv);
}

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@ -9697,7 +9697,7 @@ int BuiltinClassCast(VMValue *param, TArray<VMValue> &defaultparam, int numparam
PARAM_PROLOGUE;
PARAM_CLASS(from, DObject);
PARAM_CLASS(to, DObject);
ACTION_RETURN_OBJECT(from->IsDescendantOf(to) ? from : nullptr);
ACTION_RETURN_OBJECT(from && to && from->IsDescendantOf(to) ? from : nullptr);
}
ExpEmit FxClassPtrCast::Emit(VMFunctionBuilder *build)

View file

@ -951,6 +951,9 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
// Use these to collect the parameters in a native function.
// variable name <x> at position <p>
void NullParam(const char *varname);
#define PARAM_NULLCHECK(ptr, var) (ptr == nullptr? NullParam(#var), ptr : ptr)
// For required parameters.
#define PARAM_INT_AT(p,x) assert((p) < numparam); assert(param[p].Type == REGT_INT); int x = param[p].i;
@ -966,6 +969,9 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
#define PARAM_POINTER_AT(p,x,type) assert((p) < numparam); assert(param[p].Type == REGT_POINTER); type *x = (type *)param[p].a;
#define PARAM_OBJECT_AT(p,x,type) assert((p) < numparam); assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); type *x = (type *)param[p].a; assert(x == NULL || x->IsKindOf(RUNTIME_CLASS(type)));
#define PARAM_CLASS_AT(p,x,base) assert((p) < numparam); assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); base::MetaClass *x = (base::MetaClass *)param[p].a; assert(x == NULL || x->IsDescendantOf(RUNTIME_CLASS(base)));
#define PARAM_POINTER_NOT_NULL_AT(p,x,type) assert((p) < numparam); assert(param[p].Type == REGT_POINTER); type *x = (type *)PARAM_NULLCHECK(param[p].a, #x);
#define PARAM_OBJECT_NOT_NULL_AT(p,x,type) assert((p) < numparam); assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); type *x = (type *)PARAM_NULLCHECK(param[p].a, #x); assert(x == NULL || x->IsKindOf(RUNTIME_CLASS(type)));
#define PARAM_CLASS_NOT_NULL_AT(p,x,base) assert((p) < numparam); assert(param[p].Type == REGT_POINTER && (param[p].atag == ATAG_OBJECT || param[p].a == NULL)); base::MetaClass *x = (base::MetaClass *)PARAM_NULLCHECK(param[p].a, #x); assert(x == NULL || x->IsDescendantOf(RUNTIME_CLASS(base)));
#define PARAM_EXISTS(p) ((p) < numparam)
#define ASSERTINT(p) assert((p).Type == REGT_INT)
@ -988,6 +994,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
#define PARAM_POINTER_DEF_AT(p,x,t) t *x; if (PARAM_EXISTS(p)) { ASSERTPOINTER(param[p]); x = (t*)param[p].a; } else { ASSERTPOINTER(defaultparam[p]); x = (t*)defaultparam[p].a; }
#define PARAM_OBJECT_DEF_AT(p,x,t) t *x; if (PARAM_EXISTS(p)) { ASSERTOBJECT(param[p]); x = (t*)param[p].a; } else { ASSERTOBJECT(defaultparam[p]); x = (t*)defaultparam[p].a; }
#define PARAM_CLASS_DEF_AT(p,x,t) t::MetaClass *x; if (PARAM_EXISTS(p)) { ASSERTOBJECT(param[p]); x = (t::MetaClass*)param[p].a; } else { ASSERTOBJECT(defaultparam[p]); x = (t::MetaClass*)defaultparam[p].a; }
#define PARAM_CLASS_DEF_NOT_NULL_AT(p,x,t) t::MetaClass *x; if (PARAM_EXISTS(p)) { ASSERTOBJECT(param[p]); x = (t::MetaClass*)PARAM_NULLCHECK(param[p].a, #x); } else { ASSERTOBJECT(defaultparam[p]); x = (t::MetaClass*)PARAM_NULLCHECK(defaultparam[p].a, #x); }
// The above, but with an automatically increasing position index.
#define PARAM_PROLOGUE int paramnum = -1;
@ -1005,6 +1012,9 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
#define PARAM_POINTER(x,type) ++paramnum; PARAM_POINTER_AT(paramnum,x,type)
#define PARAM_OBJECT(x,type) ++paramnum; PARAM_OBJECT_AT(paramnum,x,type)
#define PARAM_CLASS(x,base) ++paramnum; PARAM_CLASS_AT(paramnum,x,base)
#define PARAM_POINTER_NOT_NULL(x,type) ++paramnum; PARAM_POINTER_NOT_NULL_AT(paramnum,x,type)
#define PARAM_OBJECT_NOT_NULL(x,type) ++paramnum; PARAM_OBJECT_NOT_NULL_AT(paramnum,x,type)
#define PARAM_CLASS_NOT_NULL(x,base) ++paramnum; PARAM_CLASS_NOT_NULL_AT(paramnum,x,base)
#define PARAM_INT_DEF(x) ++paramnum; PARAM_INT_DEF_AT(paramnum,x)
#define PARAM_BOOL_DEF(x) ++paramnum; PARAM_BOOL_DEF_AT(paramnum,x)
@ -1019,6 +1029,7 @@ void VMDisasm(FILE *out, const VMOP *code, int codesize, const VMScriptFunction
#define PARAM_POINTER_DEF(x,type) ++paramnum; PARAM_POINTER_DEF_AT(paramnum,x,type)
#define PARAM_OBJECT_DEF(x,type) ++paramnum; PARAM_OBJECT_DEF_AT(paramnum,x,type)
#define PARAM_CLASS_DEF(x,base) ++paramnum; PARAM_CLASS_DEF_AT(paramnum,x,base)
#define PARAM_CLASS_DEF_NOT_NULL(x,base) ++paramnum; PARAM_CLASS_DEF_NOT_NULL_AT(paramnum,x,base)
typedef int(*actionf_p)(VMValue *param, TArray<VMValue> &defaultparam, int numparam, VMReturn *ret, int numret);/*(VM_ARGS)*/

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@ -228,3 +228,7 @@ void VMFillParams(VMValue *params, VMFrame *callee, int numparam)
}
}
}
void NullParam(const char *varname)
{
}