mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-06-20 12:09:32 +01:00
When a game script is in company mode, it pretends to be another company. When that company disappear (bankruptcy/merger), the game script still uses that company and it keeps calling functions as if it is that company. For example, ScriptEngine::IsBuildable internally dereferences Company without checks, causing a null dereference for any ScriptEngine function when called from a company scope of a company that has disappeared. Guard against this by extending the ScriptCompanyScope::IsValid check to also check for the company still being active.
39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
/*
|
|
* This file is part of OpenTTD.
|
|
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
|
|
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/** @file script_companymode.cpp Implementation of ScriptCompanyMode. */
|
|
|
|
#include "../../stdafx.h"
|
|
#include "../../company_base.h"
|
|
#include "script_companymode.hpp"
|
|
|
|
#include "../../safeguards.h"
|
|
|
|
ScriptCompanyMode::ScriptCompanyMode(SQInteger company)
|
|
{
|
|
if (company < OWNER_BEGIN || company >= MAX_COMPANIES) company = INVALID_COMPANY;
|
|
if (!::Company::IsValidID(company)) company = INVALID_COMPANY;
|
|
|
|
this->last_company = ScriptObject::GetCompany();
|
|
ScriptObject::SetCompany((::CompanyID)company);
|
|
}
|
|
|
|
ScriptCompanyMode::~ScriptCompanyMode()
|
|
{
|
|
ScriptObject::SetCompany(this->last_company);
|
|
}
|
|
|
|
/* static */ bool ScriptCompanyMode::IsValid()
|
|
{
|
|
return ::Company::IsValidID(ScriptObject::GetCompany());
|
|
}
|
|
|
|
/* static */ bool ScriptCompanyMode::IsDeity()
|
|
{
|
|
return ScriptObject::GetCompany() == OWNER_DEITY;
|
|
}
|