Fix: crash due to overflow as a result of very low reliability values

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9088 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-06-19 10:27:13 +00:00
parent 7a866c5f29
commit a7d7f4b93b
2 changed files with 29 additions and 15 deletions
+6 -3
View File
@@ -6296,17 +6296,20 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
// Flugente : Added a malus to reliability for overheated guns // Flugente : Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change // HEADROCK HAM 5: Variable NCTH base change
UINT32 uiDepreciateTest = 0; UINT32 uiDepreciateTest = 0;
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true) if ( UsingNewCTHSystem() == true)
{ {
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS; UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds. FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus); depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( pObj ) - iOverheatReliabilityMalus);
uiDepreciateTest = max(0, uiDepreciateTest);
} }
else else
{ {
uiDepreciateTest = max( gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus, 0 ); depreciatetest = gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObj ) - iOverheatReliabilityMalus;
} }
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) ) if ( !PreRandom( uiDepreciateTest ) && ( (*pObj)[0]->data.objectStatus > 1) )
{ {
(*pObj)[0]->data.objectStatus--; (*pObj)[0]->data.objectStatus--;
+23 -12
View File
@@ -2536,17 +2536,20 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{ {
INT16 ammoReliability = Item[(*pObjAttHand)[0]->data.gun.usGunAmmoItem].bReliability; INT16 ammoReliability = Item[(*pObjAttHand)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance // HEADROCK HAM 5: Variable base chance
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true) if ( UsingNewCTHSystem() == true)
{ {
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS; UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds. FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) ); depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = max(0, uiDepreciateTest);
} }
else else
{ {
uiDepreciateTest = max( 0, gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability) ); depreciatetest = gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability);
} }
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) ) if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{ {
(*pA)[0]->data.objectStatus--; (*pA)[0]->data.objectStatus--;
@@ -3039,18 +3042,20 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
// Flugente: Added a malus to reliability for overheated guns // Flugente: Added a malus to reliability for overheated guns
// HEADROCK HAM 5: Variable NCTH base change // HEADROCK HAM 5: Variable NCTH base change
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true) if ( UsingNewCTHSystem() == true)
{ {
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS; UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds. FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = (UINT32)((usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) ) - iOverheatReliabilityMalus)) / dirtincreasefactor); uiDepreciateTest = (usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[pSoldier->ubAttackingHand]) ) - iOverheatReliabilityMalus)) / dirtincreasefactor;
uiDepreciateTest = max(0, uiDepreciateTest);
} }
else else
{ {
uiDepreciateTest = max( (UINT32)((gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObjAttHand ) - iOverheatReliabilityMalus) / dirtincreasefactor), 0 ); depreciatetest = ( gItemSettings.usBasicDeprecateChance + 3 * GetReliability( pObjAttHand ) - iOverheatReliabilityMalus ) / dirtincreasefactor;
} }
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) ) if ( !PreRandom( uiDepreciateTest ) && ( (*pObjAttHand)[0]->data.objectStatus > 1) )
{ {
(*pObjAttHand)[0]->data.objectStatus--; (*pObjAttHand)[0]->data.objectStatus--;
@@ -3266,17 +3271,21 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
{ {
INT16 ammoReliability = Item[(*pObjUsed)[0]->data.gun.usGunAmmoItem].bReliability; INT16 ammoReliability = Item[(*pObjUsed)[0]->data.gun.usGunAmmoItem].bReliability;
// HEADROCK HAM 5: Variable base chance // HEADROCK HAM 5: Variable base chance
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true ) if ( UsingNewCTHSystem() == true )
{ {
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS; UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds. FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) ); depreciatetest = usBaseChance + (INT16)( dReliabilityRatio * (Item[ iter->usItem ].bReliability + ammoReliability) );
uiDepreciateTest = __max(0, uiDepreciateTest);
} }
else else
{ {
uiDepreciateTest = __max( 0, gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability) ); depreciatetest = gItemSettings.usBasicDeprecateChance + 3 * (Item[iter->usItem].bReliability + ammoReliability);
} }
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) ) if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{ {
(*pA)[0]->data.objectStatus--; (*pA)[0]->data.objectStatus--;
@@ -3803,18 +3812,20 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
} }
// Flugente: Added a malus to reliability for overheated guns // Flugente: Added a malus to reliability for overheated guns
INT32 depreciatetest = 0;
if ( UsingNewCTHSystem() == true ) if ( UsingNewCTHSystem() == true )
{ {
UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS; UINT16 usBaseChance = gGameCTHConstants.BASIC_RELIABILITY_ODDS;
FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds. FLOAT dReliabilityRatio = 3.0f * ((FLOAT)usBaseChance / (FLOAT)gItemSettings.usBasicDeprecateChance); // Compare original odds to new odds.
uiDepreciateTest = (UINT32)(usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ])) - iOverheatReliabilityMalus) / dirtincreasefactor); uiDepreciateTest = usBaseChance + (INT16)( dReliabilityRatio * GetReliability( &(pSoldier->inv[ pSoldier->ubAttackingHand ])) - iOverheatReliabilityMalus) / dirtincreasefactor;
uiDepreciateTest = max(0, uiDepreciateTest);
} }
else else
{ {
uiDepreciateTest = max( (UINT32)((gItemSettings.usBasicDeprecateChance + 3 * (GetReliability( pObjUsed )) - iOverheatReliabilityMalus) / dirtincreasefactor), 0 ); depreciatetest = (gItemSettings.usBasicDeprecateChance + 3 * (GetReliability( pObjUsed )) - iOverheatReliabilityMalus) / dirtincreasefactor;
} }
uiDepreciateTest = min( 100, max( 0, depreciatetest ) );
if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) ) if ( !PreRandom( uiDepreciateTest ) && ( (*pObjUsed)[0]->data.objectStatus > 1) )
{ {
(*pObjUsed)[0]->data.objectStatus--; (*pObjUsed)[0]->data.objectStatus--;