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authorSimon Howard2006-05-23 22:56:28 +0000
committerSimon Howard2006-05-23 22:56:28 +0000
commit09baf6c488e70bb2089ec585ab13595a1b64d5c0 (patch)
tree2fbe0b190f2dc63239def8e070be98dd82216d90
parent6ea4e1e25cfe2f55e02a371654c1dd7814276398 (diff)
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Prevent crashes when loading savegames where mancubi were in the middle
of firing. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 521
-rw-r--r--src/p_mobj.c37
1 files changed, 31 insertions, 6 deletions
diff --git a/src/p_mobj.c b/src/p_mobj.c
index d0638642..cac88b80 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: p_mobj.c 354 2006-01-29 15:05:05Z fraggle $
+// $Id: p_mobj.c 521 2006-05-23 22:56:28Z fraggle $
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
@@ -48,7 +48,7 @@
//-----------------------------------------------------------------------------
static const char
-rcsid[] = "$Id: p_mobj.c 354 2006-01-29 15:05:05Z fraggle $";
+rcsid[] = "$Id: p_mobj.c 521 2006-05-23 22:56:28Z fraggle $";
#include "i_system.h"
#include "z_zone.h"
@@ -960,6 +960,31 @@ P_SpawnMissile
mobj_t* th;
angle_t an;
int dist;
+ fixed_t dest_x, dest_y, dest_z, dest_flags;
+
+ // fraggle: This prevents against *crashes* when dest == NULL.
+ // For example, when loading a game saved when a mancubus was
+ // in the middle of firing, mancubus->target == NULL. SpawnMissile
+ // then gets called with dest == NULL.
+ //
+ // However, this is not the *correct* behavior. At the moment,
+ // the missile is aimed at 0,0,0. In reality, monsters seem to aim
+ // somewhere else.
+
+ if (dest)
+ {
+ dest_x = dest->x;
+ dest_y = dest->y;
+ dest_z = dest->z;
+ dest_flags = dest->flags;
+ }
+ else
+ {
+ dest_x = 0;
+ dest_y = 0;
+ dest_z = 0;
+ dest_flags = 0;
+ }
th = P_SpawnMobj (source->x,
source->y,
@@ -969,10 +994,10 @@ P_SpawnMissile
S_StartSound (th, th->info->seesound);
th->target = source; // where it came from
- an = R_PointToAngle2 (source->x, source->y, dest->x, dest->y);
+ an = R_PointToAngle2 (source->x, source->y, dest_x, dest_y);
// fuzzy player
- if (dest->flags & MF_SHADOW)
+ if (dest_flags & MF_SHADOW)
an += (P_Random()-P_Random())<<20;
th->angle = an;
@@ -980,13 +1005,13 @@ P_SpawnMissile
th->momx = FixedMul (th->info->speed, finecosine[an]);
th->momy = FixedMul (th->info->speed, finesine[an]);
- dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
+ dist = P_AproxDistance (dest_x - source->x, dest_y - source->y);
dist = dist / th->info->speed;
if (dist < 1)
dist = 1;
- th->momz = (dest->z - source->z) / dist;
+ th->momz = (dest_z - source->z) / dist;
P_CheckMissileSpawn (th);
return th;