Bounds check all entity getters that can return 0

The entity getters I'm referring to are entityclass::getscm(),
entityclass::getlineat(), entityclass::getcrewman(), and
entityclass::getcustomcrewman().

Even though the player should always exist, and the player should always
be indice 0, I wouldn't want to make that assumption. I've been wrong
before.

Also, these functions returning 0 lull you into a false sense of
security. If you assume that commands using these functions are fine,
you'll forget about the fact that `i` in those commands could be
potentially anything, given an invalid argument. In fact, it's possible
to index createactivityzone(), flipgravity(), and customposition()
out-of-bounds by setting `i` to anything! Well, WAS possible. I fixed it
so now they can't.

Furthermore, in the game.scmmoveme block in gamelogic(), obj.getplayer()
wasn't even checked, even though it's been checked in all other places.
I only caught it just now because I wanted to bounds-check all usages of
obj.getscm(), too, and that game.scmmove block also used obj.getscm()
without bounds-checking it as well.
This commit is contained in:
Misa
2020-09-09 22:31:09 -07:00
committed by Ethan Lee
parent 19a8352775
commit 76d6a3536b
5 changed files with 136 additions and 96 deletions

View File

@@ -2813,110 +2813,125 @@ bool entityclass::updateentities( int i )
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(1); //purple
if (entities[j].xp > entities[i].xp + 5)
if (INBOUNDS_VEC(j, entities))
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 12)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(2); //yellow
if (entities[j].xp > entities[i].xp + 5)
if (INBOUNDS_VEC(j, entities))
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 13)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(3); //red
if (entities[j].xp > entities[i].xp + 5)
if (INBOUNDS_VEC(j, entities))
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 14)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(4); //green
if (entities[j].xp > entities[i].xp + 5)
if (INBOUNDS_VEC(j, entities))
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 15)
{
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
int j=getcrewman(5); //blue
if (entities[j].xp > entities[i].xp + 5)
if (INBOUNDS_VEC(j, entities))
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 5)
{
entities[i].dir = 1;
}
else if (entities[j].xp < entities[i].xp - 5)
{
entities[i].dir = 0;
}
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
if (entities[j].xp > entities[i].xp + 45)
{
entities[i].ax = 3;
}
else if (entities[j].xp < entities[i].xp - 45)
{
entities[i].ax = -3;
}
}
}
else if (entities[i].state == 16)