- added a new validation for faction validation report AND game load for attack-var since a negative value will segfault the game

This commit is contained in:
Mark Vejvoda 2011-01-10 05:44:45 +00:00
parent 18a0a93a8e
commit b201cebf3b
2 changed files with 53 additions and 27 deletions

View File

@ -361,6 +361,22 @@ std::vector<std::string> FactionType::validateFactionType() {
sprintf(szBuf,"The Unit [%s] in Faction [%s] has no other units that can produce, build or morph into it in this faction!",unitType.getName().c_str(),this->getName().c_str());
results.push_back(szBuf);
}
// Ensure that all attack skill types have valid values
if(unitType.hasSkillClass(scAttack) == true) {
for(int j = 0; j < unitType.getSkillTypeCount(); ++j) {
const SkillType *st = unitType.getSkillType(j);
if(st != NULL && dynamic_cast<const AttackSkillType *>(st) != NULL) {
const AttackSkillType *ast = dynamic_cast<const AttackSkillType *>(st);
if(ast->getAttackVar() < 0) {
char szBuf[4096]="";
sprintf(szBuf,"The Unit [%s] in Faction [%s] has the skill [%s] with an INVALID attack var value which is < 0 [%d]!",unitType.getName().c_str(),this->getName().c_str(),ast->getName().c_str(),ast->getAttackVar());
results.push_back(szBuf);
}
}
}
}
// end
}
return results;

View File

@ -155,7 +155,7 @@ int MoveSkillType::getTotalSpeed(const TotalUpgrade *totalUpgrade) const{
// =====================================================
//varios
AttackSkillType::AttackSkillType(){
AttackSkillType::AttackSkillType() {
skillClass= scAttack;
attackType= NULL;
projectile= false;
@ -163,24 +163,34 @@ AttackSkillType::AttackSkillType(){
splashRadius= 0;
projectileParticleSystemType= NULL;
splashParticleSystemType= NULL;
for(int i=0; i<fieldCount; ++i){
for(int i = 0; i < fieldCount; ++i) {
attackFields[i]= false;
}
}
AttackSkillType::~AttackSkillType(){
AttackSkillType::~AttackSkillType() {
delete projectileParticleSystemType;
projectileParticleSystemType = NULL;
delete splashParticleSystemType;
splashParticleSystemType = NULL;
deleteValues(projSounds.getSounds().begin(), projSounds.getSounds().end());
}
void AttackSkillType::load(const XmlNode *sn, const string &dir, const TechTree *tt, const FactionType *ft){
SkillType::load(sn, dir, tt, ft);
void AttackSkillType::load(const XmlNode *sn, const string &dir, const TechTree *tt, const FactionType *ft) {
SkillType::load(sn, dir, tt, ft);
//misc
attackStrength= sn->getChild("attack-strenght")->getAttribute("value")->getIntValue();
attackVar= sn->getChild("attack-var")->getAttribute("value")->getIntValue();
if(attackVar < 0) {
char szBuf[4096]="";
sprintf(szBuf,"The attack skill has an INVALID attack var value which is < 0 [%d] in file [%s]!",attackVar,dir.c_str());
throw runtime_error(szBuf);
}
attackRange= sn->getChild("attack-range")->getAttribute("value")->getIntValue();
string attackTypeName= sn->getChild("attack-type")->getAttribute("value")->getRestrictedValue();
attackType= tt->getAttackType(attackTypeName);