- Shadow Warrior fixes

* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
This commit is contained in:
Christoph Oelckers 2020-01-22 22:49:51 +01:00
parent 90ce4a893d
commit 6958e0326d
5 changed files with 31 additions and 13 deletions

View file

@ -734,6 +734,7 @@ static saveable_data saveable_coolie_data[] =
SAVE_DATA(sg_CoolieDead),
SAVE_DATA(CoolieActionSet),
SAVE_DATA(s_CoolieDeadHead),
};
saveable_module saveable_coolie =

View file

@ -2154,6 +2154,7 @@ void
UpdatePlayerSprite(PLAYERp pp)
{
SPRITEp sp = pp->SpriteP;
if (!sp) return;
// Update sprite representation of player
@ -2248,6 +2249,7 @@ DoPlayerZrange(PLAYERp pp)
int ceilhit, florhit;
short bakcstat;
if (!pp->SpriteP) return;
// Don't let you fall if you're just slightly over a cliff
// This function returns the highest and lowest z's
// for an entire box, NOT just a point. -Useful for clipping
@ -8044,7 +8046,7 @@ domovethings(void)
ChopsCheck(pp);
//if (!ScrollMode2D)
(*pp->DoPlayerAction)(pp);
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
UpdatePlayerSprite(pp);

View file

@ -24,25 +24,22 @@
#include "ns.h"
#include "compat.h"
#include "tarray.h"
BEGIN_SW_NS
#include "saveable.h"
#define maxModules 35
static saveable_module *saveablemodules[maxModules];
static unsigned nummodules = 0;
static TArray<saveable_module*> saveablemodules;
void Saveable_Init(void)
{
if (nummodules > 0) return;
if (saveablemodules.Size() > 0) return;
Saveable_Init_Dynamic();
#define MODULE(x) { \
extern saveable_module saveable_ ## x; \
saveablemodules[nummodules++] = &saveable_ ## x; \
saveablemodules.Push(&saveable_ ## x); \
}
MODULE(actor)
@ -81,6 +78,7 @@ void Saveable_Init(void)
MODULE(zombie)
MODULE(sector)
MODULE(text)
}
int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
@ -94,7 +92,7 @@ int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
return 0;
}
for (m=0; m<nummodules; m++)
for (m=0; m<saveablemodules.Size(); m++)
{
for (i=0; i<saveablemodules[m]->numcode; i++)
{
@ -122,7 +120,7 @@ int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
return 0;
}
for (m=0; m<nummodules; m++)
for (m = 0; m < saveablemodules.Size(); m++)
{
for (i=0; i<saveablemodules[m]->numdata; i++)
{
@ -148,7 +146,7 @@ int Saveable_RestoreCodeSym(savedcodesym *sym, void **ptr)
return 0;
}
if (sym->module > nummodules) return -1;
if (sym->module > saveablemodules.Size()) return -1;
if (sym->index >= saveablemodules[sym->module-1]->numcode) return -1;
*ptr = saveablemodules[sym->module-1]->code[sym->index];
@ -164,7 +162,7 @@ int Saveable_RestoreDataSym(saveddatasym *sym, void **ptr)
return 0;
}
if (sym->module > nummodules) return -1;
if (sym->module > saveablemodules.Size()) return -1;
if (sym->index >= saveablemodules[sym->module-1]->numdata) return -1;
if (sym->offset >= saveablemodules[sym->module-1]->data[sym->index].size) return -1;

View file

@ -2598,7 +2598,7 @@ PlayerOperateEnv(PLAYERp pp)
{
SWBOOL found;
if (Prediction)
if (Prediction || !pp->SpriteP)
return;
////DSPRINTF(ds,"dist %d sectnum %d wallnum %d spritenum %d",nti[nt_ndx].dist, nti[nt_ndx].sectnum, nti[nt_ndx].wallnum, nti[nt_ndx].spritenum);

View file

@ -483,4 +483,21 @@ void pMenuClearTextLine(PLAYERp pp)
#define TEXT_PLAYER_INFO_TIME (3)
#define TEXT_PLAYER_INFO_Y (200 - 40)
#include "saveable.h"
static saveable_code saveable_text_code[] =
{
SAVE_CODE(StringTimer),
};
saveable_module saveable_text =
{
// code
saveable_text_code,
SIZ(saveable_text_code),
// data
NULL,0
};
END_SW_NS