shithub: choc

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ref: 6d6375349747e1870f9c74bc950bfd25b6bb2b51
parent: 10eb5ee80c7854d4ec5cce996af0c250347c0231
author: Simon Howard <[email protected]>
date: Mon Jan 19 16:50:28 EST 2015

Add extra checks to weapon cycling loops.

Ensure that the loops to find the next weapon always terminate -
even if there are somehow no weapons equipped. Also, only ever do
weapon cycling when in the GS_LEVEL gamestate. This fixes #503 -
thanks to Fabian and raithe on Doomworld.

--- a/src/doom/g_game.c
+++ b/src/doom/g_game.c
@@ -281,7 +281,7 @@
 static int G_NextWeapon(int direction)
 {
     weapontype_t weapon;
-    int i;
+    int start_i, i;
 
     // Find index in the table.
 
@@ -302,13 +302,13 @@
         }
     }
 
-    // Switch weapon.
-
+    // Switch weapon. Don't loop forever.
+    start_i = i;
     do
     {
         i += direction;
         i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
-    } while (!WeaponSelectable(weapon_order_table[i].weapon));
+    } while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon));
 
     return weapon_order_table[i].weapon_num;
 }
@@ -445,12 +445,11 @@
     // next_weapon variable is set to change weapons when
     // we generate a ticcmd.  Choose a new weapon.
 
-    if (next_weapon != 0)
+    if (gamestate == GS_LEVEL && next_weapon != 0)
     {
         i = G_NextWeapon(next_weapon);
         cmd->buttons |= BT_CHANGE;
         cmd->buttons |= i << BT_WEAPONSHIFT;
-        next_weapon = 0;
     }
     else
     {
@@ -468,6 +467,8 @@
             }
         }
     }
+
+    next_weapon = 0;
 
     // mouse
     if (mousebuttons[mousebforward]) 
--- a/src/heretic/g_game.c
+++ b/src/heretic/g_game.c
@@ -228,7 +228,7 @@
 static int G_NextWeapon(int direction)
 {
     weapontype_t weapon;
-    int i;
+    int start_i, i;
 
     // Find index in the table.
 
@@ -249,13 +249,13 @@
         }
     }
 
-    // Switch weapon.
-
+    // Switch weapon. Don't loop forever.
+    start_i = i;
     do
     {
         i += direction;
         i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
-    } while (!WeaponSelectable(weapon_order_table[i].weapon));
+    } while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon));
 
     return weapon_order_table[i].weapon_num;
 }
@@ -466,7 +466,8 @@
     // we generate a ticcmd.  Choose a new weapon.
     // (Can't weapon cycle when the player is a chicken)
 
-    if (players[consoleplayer].chickenTics == 0 && next_weapon != 0)
+    if (gamestate == GS_LEVEL
+     && players[consoleplayer].chickenTics == 0 && next_weapon != 0)
     {
         i = G_NextWeapon(next_weapon);
         cmd->buttons |= BT_CHANGE;
--- a/src/hexen/g_game.c
+++ b/src/hexen/g_game.c
@@ -451,9 +451,11 @@
 
     // Weapon cycling. Switch to previous or next weapon.
     // (Disabled when player is a pig).
-
-    if (players[consoleplayer].morphTics == 0 && next_weapon != 0)
+    if (gamestate == GS_LEVEL
+     && players[consoleplayer].morphTics == 0 && next_weapon != 0)
     {
+        int start_i;
+
         if (players[consoleplayer].pendingweapon == WP_NOCHANGE)
         {
             i = players[consoleplayer].readyweapon;
@@ -463,9 +465,11 @@
             i = players[consoleplayer].pendingweapon;
         }
 
+        // Don't loop forever.
+        start_i = i;
         do {
-            i = (i + next_weapon) % NUMWEAPONS;
-        } while (!players[consoleplayer].weaponowned[i]);
+            i = (i + next_weapon + NUMWEAPONS) % NUMWEAPONS;
+        } while (i != start_i && !players[consoleplayer].weaponowned[i]);
 
         cmd->buttons |= BT_CHANGE;
         cmd->buttons |= i << BT_WEAPONSHIFT;
--- a/src/strife/g_game.c
+++ b/src/strife/g_game.c
@@ -289,7 +289,7 @@
 static int G_NextWeapon(int direction)
 {
     weapontype_t weapon;
-    int i;
+    int start_i, i;
 
     // Find index in the table.
 
@@ -311,12 +311,12 @@
     }
 
     // Switch weapon.
-
+    start_i = i;
     do
     {
         i += direction;
         i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table);
-    } while (!WeaponSelectable(weapon_order_table[i].weapon));
+    } while (i != start_i && !WeaponSelectable(weapon_order_table[i].weapon));
 
     return weapon_order_table[i].weapon_num;
 }
@@ -511,12 +511,11 @@
     // next_weapon variable is set to change weapons when
     // we generate a ticcmd.  Choose a new weapon.
 
-    if (next_weapon != 0)
+    if (gamestate == GS_LEVEL && next_weapon != 0)
     {
         i = G_NextWeapon(next_weapon);
         cmd->buttons |= BT_CHANGE;
         cmd->buttons |= i << BT_WEAPONSHIFT;
-        next_weapon = 0;
     }
     else
     {
@@ -534,6 +533,8 @@
             }
         }
     }
+
+    next_weapon = 0;
 
     // mouse
     if (mousebuttons[mousebforward])