diff options
-rw-r--r-- | ChangeLog | 14 | ||||
-rw-r--r-- | src/scripting/lua.cpp | 24 |
2 files changed, 27 insertions, 11 deletions
@@ -1,3 +1,8 @@ +2008-02-07 Bjørn Lindeijer <bjorn@lindeijer.nl> + + * src/scripting/lua.cpp: Fail gracefully on invalid monster IDs, don't + leak monsters when called without a map and handle insertion failures. + 2008-02-06 Philipp Sehmisch <tmw@crushnet.org> * src/scripting/lua.cpp: Implemented LUA callback function for @@ -6,18 +11,19 @@ 2008-02-05 Philipp Sehmisch <tmw@crushnet.org> - * src/game-server/monster.cpp, src/game-server/monster.hpp, + * src/game-server/monster.cpp, src/game-server/monster.hpp, src/game-server/monstermanager.cpp: Monster base attributes and experience reward are now read from monsters.xml. 2008-01-28 Philipp Sehmisch <tmw@crushnet.org> - * src/account-server/accounthandler.cpp, src/account-server/character.cpp, - src/account-server/character.hpp, src/account-server/dalstorage.cpp, + * src/account-server/accounthandler.cpp, + src/account-server/character.cpp, src/account-server/character.hpp, + src/account-server/dalstorage.cpp, src/account-server/dalstoragesql.hpp, src/dal/sqlitedataprovider.cpp, src/defines.h, src/game-server/accountconnection.cpp, src/game-server/being.hpp, src/game-server/character.cpp, - src/game-server/character.hpp, src/game-server/gamehandler.cpp, + src/game-server/character.hpp, src/game-server/gamehandler.cpp, src/game-server/item.cpp, src/game-server/itemmanager.cpp, src/game-server/monster.cpp, src/game-server/monster.hpp, src/serialize/characterdata.hpp: Implemented skill system, level gain diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp index d0490547..a5de9917 100644 --- a/src/scripting/lua.cpp +++ b/src/scripting/lua.cpp @@ -380,24 +380,34 @@ static int LuaMonster_Create(lua_State *s) LOG_WARN("LuaMonster_Create called with incorrect parameters."); return 0; } + lua_pushlightuserdata(s, (void *)®istryKey); lua_gettable(s, LUA_REGISTRYINDEX); Script *t = static_cast<Script *>(lua_touserdata(s, -1)); - - MonsterClass *spec = MonsterManager::getMonster(lua_tointeger(s, 1)); - Monster *q = new Monster(spec); MapComposite *m = t->getMap(); if (!m) { LOG_WARN("LuaMonster_Create called outside a map."); return 0; } + + int monsterId = lua_tointeger(s, 1); + MonsterClass *spec = MonsterManager::getMonster(monsterId); + if (!spec) + { + LOG_WARN("LuaMonster_Create invalid monster ID: " << monsterId); + return 0; + } + + Monster *q = new Monster(spec); q->setMap(m); q->setPosition(Point(lua_tointeger(s, 2), lua_tointeger(s, 3))); - bool b = GameState::insert(q); - /* Do not try to deal with a failure there. There are some serious issues - if an insertion failed on an almost empty map. */ - assert(b); (void)b; + if (!GameState::insertSafe(q)) + { + LOG_WARN("LuaMonster_Create failed to insert monster"); + return 0; + } + lua_pushlightuserdata(s, q); return 1; }; |