Guard against possible illegal array access (by Seven) (#121)

ClosestPanicTrigger() can return -1 but its use in indexing gTacticalStatus.bPanicTriggerIsAlarm was not checked in all the places in the code
This commit is contained in:
Asdow
2023-01-31 20:26:21 +02:00
committed by GitHub
parent f8f8461a65
commit 35109a5615
3 changed files with 13 additions and 11 deletions
+5 -5
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@@ -3206,14 +3206,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 762:
{
// CODE: Set off Trigger
INT8 bPanicTrigger;
bPanicTrigger = ClosestPanicTrigger( pSoldier );
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
INT8 bPanicTrigger = ClosestPanicTrigger( pSoldier );
if (bPanicTrigger != -1)
{
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
}
// any AI guy has been specially given keys for this, now take them
// away
pSoldier->flags.bHasKeys = pSoldier->flags.bHasKeys >> 1;
}
break;
+7 -5
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@@ -21916,13 +21916,15 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
{
// sevenfm: bPanicTriggerIsAlarm is always not NULL pointer
//if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
if ( gTacticalStatus.ubTheChosenOne == pSoldier->ubID )
{
// replace this guy as the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
MakeClosestEnemyChosenOne( );
auto bPanicTrigger = ClosestPanicTrigger(pSoldier);
if (bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[bPanicTrigger]))
{
// replace this guy as the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
MakeClosestEnemyChosenOne( );
}
}
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
+1 -1
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@@ -4974,7 +4974,7 @@ INT16 ubMinAPCost;
bPanicTrigger = ClosestPanicTrigger( pSoldier );
// if it's an alarm trigger and team is alerted, ignore it
if ( !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
if ( bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
{
PossiblyMakeThisEnemyChosenOne( pSoldier );
}