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(svn r14343) -Fix [FS#2300]: invalid v->u.air.targetairport could cause crashes at several places when the station pool got smaller
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@ -130,4 +130,6 @@ struct Aircraft : public Vehicle {
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bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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};
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Station *GetTargetAirportIfValid(const Vehicle *v);
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#endif /* AIRCRAFT_H */
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@ -498,9 +498,9 @@ CommandCost CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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{
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const Station *st = GetStation(this->u.air.targetairport);
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const Station *st = GetTargetAirportIfValid(this);
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/* If the station is not a valid airport or if it has no hangars */
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if (!st->IsValid() || st->airport_tile == 0 || st->Airport()->nof_depots == 0) {
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if (st == NULL || st->Airport()->nof_depots == 0) {
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/* the aircraft has to search for a hangar on its own */
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StationID station = FindNearestHangar(this);
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@ -937,9 +937,16 @@ static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
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assert(v != NULL);
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assert(apc != NULL);
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const Station *st = GetStation(v->u.air.targetairport);
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/* Make sure we don't go to 0,0 if the airport has been removed. */
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TileIndex tile = (st->airport_tile != 0) ? st->airport_tile : st->xy;
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/* In the case the station doesn't exit anymore, set target tile 0.
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* It doesn't hurt much, aircraft will go to next order, nearest hangar
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* or it will simply crash in next tick */
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TileIndex tile = 0;
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if (IsValidStationID(v->u.air.targetairport)) {
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const Station *st = GetStation(v->u.air.targetairport);
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/* Make sure we don't go to 0,0 if the airport has been removed. */
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tile = (st->airport_tile != 0) ? st->airport_tile : st->xy;
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}
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int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
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int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
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@ -965,15 +972,22 @@ static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
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static bool AircraftController(Vehicle *v)
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{
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int count;
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const Station *st = GetStation(v->u.air.targetairport);
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const AirportFTAClass *afc = st->Airport();
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const AirportMovingData *amd;
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StationID target = v->u.air.targetairport;
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/* NULL if station is invalid */
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const Station *st = IsValidStationID(target) ? GetStation(target) : NULL;
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/* 0 if there is no station */
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TileIndex tile = 0;
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if (st != NULL) {
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tile = st->airport_tile;
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if (tile == 0) tile = st->xy;
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}
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/* DUMMY if there is no station or no airport */
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const AirportFTAClass *afc = tile == 0 ? GetAirport(AT_DUMMY) : st->Airport();
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/* prevent going to 0,0 if airport is deleted. */
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TileIndex tile = st->airport_tile;
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if (tile == 0) {
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tile = st->xy;
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if (st == NULL || st->airport_tile == 0) {
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/* Jump into our "holding pattern" state machine if possible */
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if (v->u.air.pos >= afc->nofelements) {
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v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, afc);
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@ -989,7 +1003,7 @@ static bool AircraftController(Vehicle *v)
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}
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/* get airport moving data */
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amd = afc->MovingData(v->u.air.pos);
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const AirportMovingData *amd = afc->MovingData(v->u.air.pos);
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int x = TileX(tile) * TILE_SIZE;
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int y = TileY(tile) * TILE_SIZE;
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@ -1021,7 +1035,7 @@ static bool AircraftController(Vehicle *v)
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/* Helicopter landing. */
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if (amd->flag & AMED_HELI_LOWER) {
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if (st->airport_tile == 0) {
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if (st == NULL) {
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/* FIXME - AircraftController -> if station no longer exists, do not land
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* helicopter will circle until sign disappears, then go to next order
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* what to do when it is the only order left, right now it just stays in 1 place */
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@ -1032,7 +1046,7 @@ static bool AircraftController(Vehicle *v)
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}
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/* Vehicle is now at the airport. */
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v->tile = st->airport_tile;
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v->tile = tile;
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/* Find altitude of landing position. */
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int z = GetSlopeZ(x, y) + 1 + afc->delta_z;
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@ -1186,10 +1200,10 @@ static void HandleCrashedAircraft(Vehicle *v)
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{
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v->u.air.crashed_counter++;
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Station *st = GetStation(v->u.air.targetairport);
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Station *st = GetTargetAirportIfValid(v);
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/* make aircraft crash down to the ground */
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if (v->u.air.crashed_counter < 500 && st->airport_tile==0 && ((v->u.air.crashed_counter % 3) == 0) ) {
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if (v->u.air.crashed_counter < 500 && st == NULL && ((v->u.air.crashed_counter % 3) == 0) ) {
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uint z = GetSlopeZ(v->x_pos, v->y_pos);
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v->z_pos -= 1;
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if (v->z_pos == z) {
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@ -1220,9 +1234,11 @@ static void HandleCrashedAircraft(Vehicle *v)
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/* clear runway-in on all airports, set by crashing plane
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* small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
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* but they all share the same number */
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CLRBITS(st->airport_flags, RUNWAY_IN_block);
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CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
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CLRBITS(st->airport_flags, RUNWAY_IN2_block); // intercontinental
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if (st != NULL) {
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CLRBITS(st->airport_flags, RUNWAY_IN_block);
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CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
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CLRBITS(st->airport_flags, RUNWAY_IN2_block); // intercontinental
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}
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MarkSingleVehicleDirty(v);
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@ -1295,8 +1311,8 @@ void HandleMissingAircraftOrders(Vehicle *v)
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* go to a depot, we have to keep that order so the aircraft
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* actually stops.
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*/
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const Station *st = GetStation(v->u.air.targetairport);
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if (!st->IsValid() || st->airport_tile == 0) {
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const Station *st = GetTargetAirportIfValid(v);
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if (st == NULL) {
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CommandCost ret;
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PlayerID old_player = _current_player;
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@ -1344,16 +1360,15 @@ static void CrashAirplane(Vehicle *v)
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v->cargo.Truncate(0);
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v->Next()->cargo.Truncate(0);
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const Station *st = GetStation(v->u.air.targetairport);
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const Station *st = GetTargetAirportIfValid(v);
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StringID newsitem;
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if (st->airport_tile == 0) {
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if (st == NULL) {
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newsitem = STR_PLANE_CRASH_OUT_OF_FUEL;
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} else {
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SetDParam(1, st->index);
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newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL;
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}
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SetDParam(1, st->index);
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AddNewsItem(newsitem,
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NS_ACCIDENT_VEHICLE,
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v->index,
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@ -1423,11 +1438,12 @@ static void AircraftLandAirplane(Vehicle *v)
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/** set the right pos when heading to other airports after takeoff */
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void AircraftNextAirportPos_and_Order(Vehicle *v)
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{
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if (v->current_order.IsType(OT_GOTO_STATION) ||
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v->current_order.IsType(OT_GOTO_DEPOT))
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if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
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v->u.air.targetairport = v->current_order.GetDestination();
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}
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const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();
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const Station *st = GetTargetAirportIfValid(v);
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const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->Airport();
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v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, apc);
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}
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@ -2076,6 +2092,24 @@ void Aircraft::Tick()
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}
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/** Returns aircraft's target station if v->u.air.target_airport
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* is a valid station with airport.
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* @param v vehicle to get target airport for
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* @return pointer to target station, NULL if invalid
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*/
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Station *GetTargetAirportIfValid(const Vehicle *v)
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{
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assert(v->type == VEH_AIRCRAFT);
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StationID sid = v->u.air.targetairport;
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if (!IsValidStationID(sid)) return NULL;
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Station *st = GetStation(sid);
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return st->airport_tile == 0 ? NULL : st;
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}
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/** need to be called to load aircraft from old version */
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void UpdateOldAircraft()
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{
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@ -652,9 +652,11 @@ void Vehicle::PreDestructor()
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if (this->type == VEH_ROAD) ClearSlot(this);
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if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
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Station *st = GetStation(this->u.air.targetairport);
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const AirportFTA *layout = st->Airport()->layout;
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CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block);
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Station *st = GetTargetAirportIfValid(this);
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if (st != NULL) {
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const AirportFTA *layout = st->Airport()->layout;
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CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block);
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}
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}
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if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
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