Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)

Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.

git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-01-19 21:58:23 +00:00
parent a61052f807
commit ca2d612976
3 changed files with 25 additions and 21 deletions

View file

@ -334,7 +334,8 @@ extern char forcegl;
#define gametextpal(x,y,t,s,p) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536)
#define gametextpalbits(x,y,t,s,p,dabits) G_PrintGameText(0,STARTALPHANUM, x,y,t,s,p,dabits,0, 0, xdim-1, ydim-1, 65536)
#define A_CheckSpriteFlags(iActor, iType) (((SpriteFlags[sprite[iActor].picnum]^actor[iActor].flags) & iType) != 0)
#define A_CheckSpriteTileFlags(iPicnum, iType) ((SpriteFlags[iPicnum] & iType) != 0)
// (unsigned)iPicnum check: AMC TC Rusty Nails, bayonet MG alt. fire, iPicnum == -1 (via aplWeaponShoots)
#define A_CheckSpriteTileFlags(iPicnum, iType) (((unsigned)iPicnum < MAXTILES) && (SpriteFlags[iPicnum] & iType) != 0)
#define G_EnterText(x, y, t, dalen, c) _EnterText(0,x,y,t,dalen,c)
#define Net_EnterText(x, y, t, dalen, c) _EnterText(1,x,y,t,dalen,c)
#define S_StopSound(num) S_StopEnvSound(num, -1)

View file

@ -932,6 +932,8 @@ void Gv_ResetSystemDefaults(void)
aplWeaponFlags[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SHOOTS",i);
aplWeaponShoots[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
if ((unsigned)aplWeaponShoots[i][j] >= MAXTILES)
aplWeaponShoots[i][j] = 0;
Bsprintf(aszBuf,"WEAPON%d_SPAWNTIME",i);
aplWeaponSpawnTime[i][j]=Gv_GetVarByLabel(aszBuf,0, -1, j);
Bsprintf(aszBuf,"WEAPON%d_SPAWN",i);

View file

@ -346,26 +346,27 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
}
#ifdef POLYMER
switch (DynamicTileMap[atwith])
{
case FIRELASER__STATIC:
case SHOTGUN__STATIC:
case SHOTSPARK1__STATIC:
case CHAINGUN__STATIC:
case RPG__STATIC:
case MORTER__STATIC:
{
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
s-> x += x;
s-> y += y;
G_AddGameLight(0, i, PHEIGHT, 8192, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
actor[i].lightcount = 2;
s-> x -= x;
s-> y -= y;
}
if (atwith >= 0)
switch (DynamicTileMap[atwith])
{
case FIRELASER__STATIC:
case SHOTGUN__STATIC:
case SHOTSPARK1__STATIC:
case CHAINGUN__STATIC:
case RPG__STATIC:
case MORTER__STATIC:
{
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
s-> x += x;
s-> y += y;
G_AddGameLight(0, i, PHEIGHT, 8192, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
actor[i].lightcount = 2;
s-> x -= x;
s-> y -= y;
}
break;
}
break;
}
#endif // POLYMER
}
@ -1044,7 +1045,7 @@ DOSKIPBULLETHOLE:
}
}
else
else if (atwith >= 0)
{
switch (DynamicTileMap[atwith])
{