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https://github.com/TerryCavanagh/VVVVVV.git
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Fix indexing out-of-bounds via an entity's drawframe
I tracked down all the functions that took in an entity's drawframe and made sure that no matter what value an entity's drawframe was, the game would never segfault.
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parent
6900553f57
commit
5195299e65
3 changed files with 44 additions and 5 deletions
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@ -4603,8 +4603,11 @@ void entityclass::entitycollisioncheck()
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colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp;
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colpoint2.y = entities[j].yp;
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if (graphics.Hitest(spritesvec[entities[i].drawframe],
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colpoint1, spritesvec[entities[j].drawframe], colpoint2))
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int drawframe1 = entities[i].drawframe;
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int drawframe2 = entities[j].drawframe;
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if (INBOUNDS(drawframe1, spritesvec) && INBOUNDS(drawframe2, spritesvec)
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&& graphics.Hitest(spritesvec[drawframe1],
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colpoint1, spritesvec[drawframe2], colpoint2))
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{
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//Do the collision stuff
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game.deathseq = 30;
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@ -4703,8 +4706,11 @@ void entityclass::entitycollisioncheck()
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colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp;
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colpoint2.y = entities[j].yp;
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if (graphics.Hitest(spritesvec[entities[i].drawframe],
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colpoint1, spritesvec[entities[j].drawframe], colpoint2))
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int drawframe1 = entities[i].drawframe;
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int drawframe2 = entities[j].drawframe;
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if (INBOUNDS(drawframe1, spritesvec) && INBOUNDS(drawframe2, spritesvec)
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&& graphics.Hitest(spritesvec[drawframe1],
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colpoint1, spritesvec[drawframe2], colpoint2))
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{
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//Do the collision stuff
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game.deathseq = 30;
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@ -143,6 +143,10 @@ Graphics::~Graphics()
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void Graphics::drawspritesetcol(int x, int y, int t, int c)
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{
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if (!INBOUNDS(t, sprites))
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{
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return;
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}
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SDL_Rect rect;
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setRect(rect,x,y,sprites_rect.w,sprites_rect.h);
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setcol(c);
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@ -1442,6 +1446,10 @@ void Graphics::drawentities()
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{
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case 0:
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// Sprites
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if (!INBOUNDS(obj.entities[i].drawframe, (*spritesvec)))
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{
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continue;
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}
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp - yoff;
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setcol(obj.entities[i].colour);
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@ -1494,6 +1502,10 @@ void Graphics::drawentities()
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break;
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case 1:
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// Tiles
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if (!INBOUNDS(obj.entities[i].drawframe, tiles))
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{
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continue;
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}
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp - yoff;
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drawRect = tiles_rect;
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@ -1505,6 +1517,10 @@ void Graphics::drawentities()
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case 8:
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{
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// Special: Moving platform, 4 tiles or 8 tiles
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if (!INBOUNDS(obj.entities[i].drawframe, (*tilesvec)))
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{
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continue;
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}
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp - yoff;
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int thiswidth = 4;
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@ -1559,6 +1575,10 @@ void Graphics::drawentities()
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// Note: This code is in the 4-tile code
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break;
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case 9: // Really Big Sprite! (2x2)
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if (!INBOUNDS(obj.entities[i].drawframe, (*spritesvec)))
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{
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continue;
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}
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setcol(obj.entities[i].colour);
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tpoint.x = obj.entities[i].xp;
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@ -1594,6 +1614,10 @@ void Graphics::drawentities()
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BlitSurfaceColoured((*spritesvec)[obj.entities[i].drawframe + 13],NULL, backBuffer, &drawRect, ct);
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break;
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case 10: // 2x1 Sprite
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if (!INBOUNDS(obj.entities[i].drawframe, (*spritesvec)))
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{
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continue;
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}
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setcol(obj.entities[i].colour);
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tpoint.x = obj.entities[i].xp;
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@ -1617,6 +1641,10 @@ void Graphics::drawentities()
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drawimagecol(3, obj.entities[i].xp, obj.entities[i].yp - yoff);
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break;
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case 12: // Regular sprites that don't wrap
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if (!INBOUNDS(obj.entities[i].drawframe, (*spritesvec)))
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{
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continue;
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}
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp - yoff;
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setcol(obj.entities[i].colour);
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@ -1674,6 +1702,10 @@ void Graphics::drawentities()
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case 13:
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{
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//Special for epilogue: huge hero!
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if (!INBOUNDS(obj.entities[i].drawframe, (*spritesvec)))
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{
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continue;
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}
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tpoint.x = obj.entities[i].xp; tpoint.y = obj.entities[i].yp - yoff;
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setcol(obj.entities[i].colour);
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@ -2816,7 +2816,8 @@ void editorrender()
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SDL_FillRect(graphics.ghostbuffer, NULL, SDL_MapRGBA(graphics.ghostbuffer->format, 0, 0, 0, 0));
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for (int i = 0; i < (int)ed.ghosts.size(); i++) {
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if (i <= ed.currentghosts) { // We don't want all of them to show up at once :)
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if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy)
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if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy
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|| !INBOUNDS(ed.ghosts[i].frame, graphics.sprites))
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continue;
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point tpoint;
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tpoint.x = ed.ghosts[i].x;
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