Fix: deleting a face with invalid pointer leads to first mercs having Skyrider's face

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8581 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-07-21 21:49:22 +00:00
parent d66bdad9e3
commit a1763f9169
2 changed files with 16 additions and 90 deletions
+6 -57
View File
@@ -9190,69 +9190,18 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
SOLDIERTYPE * pSoldier;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID,pSoldier++)
{
if ( pSoldier->bCamo > 0 )
if ( pSoldier )
{
gCamoFace[pSoldier->ubProfile].gCamoface = TRUE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
else
{
gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
gCamoFace[pSoldier->ubProfile].gCamoface = ( pSoldier->bCamo > 0 );
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = ( pSoldier->urbanCamo > 0 );
gCamoFace[pSoldier->ubProfile].gDesertCamoface = ( pSoldier->desertCamo > 0 );
gCamoFace[pSoldier->ubProfile].gSnowCamoface = ( pSoldier->snowCamo > 0 );
if ( pSoldier->urbanCamo > 0 )
{
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = TRUE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
else
{
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
if ( pSoldier->desertCamo > 0 )
{
gCamoFace[pSoldier->ubProfile].gDesertCamoface = TRUE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
else
{
gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
if ( pSoldier->snowCamo > 0 )
{
gCamoFace[pSoldier->ubProfile].gSnowCamoface = TRUE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
else
{
gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
if ( pSoldier->snowCamo == 0 && pSoldier->bCamo == 0 && pSoldier->urbanCamo == 0 && pSoldier->desertCamo == 0)
{
gCamoFace[pSoldier->ubProfile].gCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gDesertCamoface = FALSE;
gCamoFace[pSoldier->ubProfile].gSnowCamoface = FALSE;
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
}
}
}
+10 -33
View File
@@ -325,62 +325,38 @@ void ShutdownDialogueControl()
//
}
void InitalizeStaticExternalNPCFaces( void )
{
INT32 iCounter = 0;
// go and grab all external NPC faces that are needed for the game who won't exist as soldiertypes
if( fExternFacesLoaded == TRUE )
{
if( fExternFacesLoaded )
return;
}
fExternFacesLoaded = TRUE;
//
// Code for loading miners' faces has been moved to LuaMines::InitMinerFaces ...
//
#ifdef JA2UB
for( iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; iCounter++ )
for( INT32 iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; ++iCounter )
{
uiExternalStaticNPCFacesUB[ iCounter ] = ( UINT32 )InitFace( ( UINT8 )( uiExternalFaceProfileIdsUB[ iCounter ] ), NOBODY, FACE_FORCE_SMALL );
}
#endif
//for( iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; iCounter++ )
//{
// uiExternalStaticNPCFaces[ iCounter ] = ( UINT32 )InitFace( ( UINT8 )( uiExternalFaceProfileIds[ iCounter ] ), NOBODY, FACE_FORCE_SMALL );
//}
// ... put Skyrider's face at index 0
uiExternalStaticNPCFaces.push_back(( UINT32 )InitFace( ( UINT8 )( SKYRIDER ), NOBODY, FACE_FORCE_SMALL ));
// anv: and put Waldo too
uiExternalStaticNPCFaces.push_back(( UINT32 )InitFace( ( UINT8 )( WALDO ), NOBODY, FACE_FORCE_SMALL ));
return;
fExternFacesLoaded = TRUE;
}
void ShutdownStaticExternalNPCFaces( void )
{
INT32 iCounter = 0;
if( fExternFacesLoaded == FALSE )
{
if ( !fExternFacesLoaded )
return;
}
fExternFacesLoaded = FALSE;
// remove all external npc faces
//for( iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; iCounter++ )
//{
// DeleteFace( uiExternalStaticNPCFaces[ iCounter ] );
//}
#ifdef JA2UB
for( iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; iCounter++ )
for( INT32 iCounter = 0; iCounter < NUMBER_OF_EXTERNAL_NPC_FACES; ++iCounter )
{
DeleteFace( uiExternalStaticNPCFacesUB[ iCounter ] );
}
@@ -391,7 +367,10 @@ void ShutdownStaticExternalNPCFaces( void )
{
DeleteFace(*face);
}
uiExternalStaticNPCFaces.clear();
fExternFacesLoaded = FALSE;
}
@@ -430,11 +409,9 @@ DEF: commented out because the Queue system ?? uses a contiguous memory block ??
BOOLEAN DialogueQueueIsEmpty( )
{
INT32 numDialogueItems;
if( ghDialogueQ != NULL )
{
numDialogueItems = QueueSize( ghDialogueQ );
INT32 numDialogueItems = QueueSize( ghDialogueQ );
if ( numDialogueItems == 0 )
{