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authorSimon Howard2006-10-28 19:30:59 +0000
committerSimon Howard2006-10-28 19:30:59 +0000
commit4ed8566a0b2803a9eb29216afaa48e57b86fc9e7 (patch)
treec6420d38e5003e1ba1c4e679445a60d13bf169c8 /src
parentc39b37221169c959dc5746c9d009f8574ff7731e (diff)
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Explicitly support dehacked patches that overflow the ammo[] array with
an invalid ammo type, allowing weapons that decrease the max ammo of other weapons. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 743
Diffstat (limited to 'src')
-rw-r--r--src/p_pspr.c32
1 files changed, 25 insertions, 7 deletions
diff --git a/src/p_pspr.c b/src/p_pspr.c
index b29f7ae1..fe32c53f 100644
--- a/src/p_pspr.c
+++ b/src/p_pspr.c
@@ -541,6 +541,23 @@ A_Saw
player->mo->flags |= MF_JUSTATTACKED;
}
+// Doom does not check the bounds of the ammo array. As a result,
+// it is possible to use an ammo type > 4 that overflows into the
+// maxammo array and affects that instead. Through dehacked, for
+// example, it is possible to make a weapon that decreases the max
+// number of ammo for another weapon. Emulate this.
+
+static void DecreaseAmmo(player_t *player, int ammonum, int amount)
+{
+ if (ammonum < NUMAMMO)
+ {
+ player->ammo[ammonum] -= amount;
+ }
+ else
+ {
+ player->maxammo[ammonum - NUMAMMO] -= amount;
+ }
+}
//
@@ -551,7 +568,7 @@ A_FireMissile
( player_t* player,
pspdef_t* psp )
{
- player->ammo[weaponinfo[player->readyweapon].ammo]--;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SpawnPlayerMissile (player->mo, MT_ROCKET);
}
@@ -564,7 +581,8 @@ A_FireBFG
( player_t* player,
pspdef_t* psp )
{
- player->ammo[weaponinfo[player->readyweapon].ammo] -= deh_bfg_cells_per_shot;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo,
+ deh_bfg_cells_per_shot);
P_SpawnPlayerMissile (player->mo, MT_BFG);
}
@@ -578,7 +596,7 @@ A_FirePlasma
( player_t* player,
pspdef_t* psp )
{
- player->ammo[weaponinfo[player->readyweapon].ammo]--;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
@@ -650,7 +668,7 @@ A_FirePistol
S_StartSound (player->mo, sfx_pistol);
P_SetMobjState (player->mo, S_PLAY_ATK2);
- player->ammo[weaponinfo[player->readyweapon].ammo]--;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
@@ -674,7 +692,7 @@ A_FireShotgun
S_StartSound (player->mo, sfx_shotgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
- player->ammo[weaponinfo[player->readyweapon].ammo]--;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,
@@ -704,7 +722,7 @@ A_FireShotgun2
S_StartSound (player->mo, sfx_dshtgn);
P_SetMobjState (player->mo, S_PLAY_ATK2);
- player->ammo[weaponinfo[player->readyweapon].ammo]-=2;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 2);
P_SetPsprite (player,
ps_flash,
@@ -739,7 +757,7 @@ A_FireCGun
return;
P_SetMobjState (player->mo, S_PLAY_ATK2);
- player->ammo[weaponinfo[player->readyweapon].ammo]--;
+ DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1);
P_SetPsprite (player,
ps_flash,