Fix crash when STOR is next to PIPE and has an invalid tmp value (http://tpt.io/~1768004)
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@ -1476,7 +1476,7 @@ bool GameController::IsValidElement(int type)
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{
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if(gameModel && gameModel->GetSimulation())
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{
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return (type > 0 && type < PT_NUM && gameModel->GetSimulation()->elements[type].Enabled);
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return (type && gameModel->GetSimulation()->IsValidElement(type));
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}
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else
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return false;
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@ -132,6 +132,9 @@ public:
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int eval_move(int pt, int nx, int ny, unsigned *rr);
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void init_can_move();
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bool IsWallBlocking(int x, int y, int type);
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bool IsValidElement(int type) {
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return (type >= 0 && type < PT_NUM && elements[type].Enabled);
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}
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void create_cherenkov_photon(int pp);
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void create_gain_photon(int pp);
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void kill_part(int i);
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@ -210,7 +210,7 @@ int Element_PIPE::update(UPDATE_FUNC_ARGS)
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transfer_part_to_pipe(parts+(r>>8), parts+i);
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sim->kill_part(r>>8);
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}
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else if ((parts[i].tmp&0xFF) == 0 && (r&0xFF)==PT_STOR && parts[r>>8].tmp && (sim->elements[parts[r>>8].tmp].Properties & (TYPE_PART | TYPE_LIQUID | TYPE_GAS | TYPE_ENERGY)))
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else if ((parts[i].tmp&0xFF) == 0 && (r&0xFF)==PT_STOR && parts[r>>8].tmp>0 && sim->IsValidElement(parts[r>>8].tmp) && (sim->elements[parts[r>>8].tmp].Properties & (TYPE_PART | TYPE_LIQUID | TYPE_GAS | TYPE_ENERGY)))
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{
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// STOR stores properties in the same places as PIPE does
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transfer_pipe_to_pipe(parts+(r>>8), parts+i);
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@ -50,6 +50,8 @@ Element_STOR::Element_STOR()
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int Element_STOR::update(UPDATE_FUNC_ARGS)
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{
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int r, rx, ry, np, rx1, ry1;
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if (!sim->IsValidElement(parts[i].tmp))
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parts[i].tmp = 0;
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if(parts[i].life && !parts[i].tmp)
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parts[i].life--;
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for (rx=-2; rx<3; rx++)
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