shithub: choc

Download patch

ref: 1112fd9573f8d45e167e1ba7cbe35a0f18aa5910
parent: d0de82cad1232cd7e8b1de9031c6b4fd9e26946f
author: James Haley <haleyjd@hotmail.com>
date: Fri Aug 26 17:09:51 EDT 2016

Overflow safety for solidsegs; hopefully interim.

--- a/src/doom/r_bsp.c
+++ b/src/doom/r_bsp.c
@@ -77,9 +77,15 @@
     
 } cliprange_t;
 
+// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
+// that can be generated in a scene by the DOOM engine. This was determined by
+// Lee Killough during BOOM development to be a function of the screensize.
+// The simplest thing we can do, other than fix this bug, is to let the game
+// render overage and then bomb out by detecting the overflow after the 
+// fact. -haleyjd
+//#define MAXSEGS 32
+#define MAXSEGS (SCREENWIDTH / 2 + 1)
 
-#define MAXSEGS		32
-
 // newend is one past the last valid seg
 cliprange_t*	newend;
 cliprange_t	solidsegs[MAXSEGS];
@@ -532,6 +538,10 @@
 	R_AddLine (line);
 	line++;
     }
+
+    // check for solidsegs overflow - extremely unsatisfactory!
+    if(newend > &solidsegs[32])
+        I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
 }
 
 
--- a/src/heretic/r_bsp.c
+++ b/src/heretic/r_bsp.c
@@ -58,7 +58,14 @@
     int first, last;
 } cliprange_t;
 
-#define	MAXSEGS	32
+// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
+// that can be generated in a scene by the DOOM engine. This was determined by
+// Lee Killough during BOOM development to be a function of the screensize.
+// The simplest thing we can do, other than fix this bug, is to let the game
+// render overage and then bomb out by detecting the overflow after the 
+// fact. -haleyjd
+//#define MAXSEGS 32
+#define MAXSEGS (SCREENWIDTH / 2 + 1)
 
 cliprange_t solidsegs[MAXSEGS], *newend;        // newend is one past the last valid seg
 
@@ -437,6 +444,10 @@
         R_AddLine(line);
         line++;
     }
+
+    // check for solidsegs overflow - extremely unsatisfactory!
+    if(newend > &solidsegs[32])
+        I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
 }
 
 
--- a/src/hexen/r_bsp.c
+++ b/src/hexen/r_bsp.c
@@ -59,7 +59,14 @@
     int first, last;
 } cliprange_t;
 
-#define MAXSEGS 32
+// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
+// that can be generated in a scene by the DOOM engine. This was determined by
+// Lee Killough during BOOM development to be a function of the screensize.
+// The simplest thing we can do, other than fix this bug, is to let the game
+// render overage and then bomb out by detecting the overflow after the 
+// fact. -haleyjd
+//#define MAXSEGS 32
+#define MAXSEGS (SCREENWIDTH / 2 + 1)
 
 cliprange_t solidsegs[MAXSEGS], *newend;        // newend is one past the last valid seg
 
@@ -458,6 +465,10 @@
         R_AddLine(line);
         line++;
     }
+
+    // check for solidsegs overflow - extremely unsatisfactory!
+    if(newend > &solidsegs[32])
+        I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
 }
 
 
--- a/src/strife/r_bsp.c
+++ b/src/strife/r_bsp.c
@@ -77,9 +77,15 @@
     
 } cliprange_t;
 
+// We must expand MAXSEGS to the theoretical limit of the number of solidsegs
+// that can be generated in a scene by the DOOM engine. This was determined by
+// Lee Killough during BOOM development to be a function of the screensize.
+// The simplest thing we can do, other than fix this bug, is to let the game
+// render overage and then bomb out by detecting the overflow after the 
+// fact. -haleyjd
+//#define MAXSEGS		32
+#define MAXSEGS (SCREENWIDTH / 2 + 1)
 
-#define MAXSEGS		32
-
 // newend is one past the last valid seg
 cliprange_t*	newend;
 cliprange_t	solidsegs[MAXSEGS];
@@ -532,6 +538,10 @@
 	R_AddLine (line);
 	line++;
     }
+
+    // check for solidsegs overflow - extremely unsatisfactory!
+    if(newend > &solidsegs[32])
+        I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
 }