mirror of https://github.com/OpenTTD/OpenTTD
(svn r11122) -Fix [FS#1234]: crash when building a NewGRF vehicle when the articulated build vehicle callback returneed a different value for the purchase window than the normal build. Thanks for Dalestan and _minime_ for pointers to possible causes.
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f3491cb062
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257fdb38e6
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@ -15,16 +15,24 @@
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#include "newgrf_engine.h"
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uint CountArticulatedParts(EngineID engine_type)
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uint CountArticulatedParts(EngineID engine_type, bool purchase_window)
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{
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if (!HASBIT(EngInfo(engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return 0;
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Vehicle *v = NULL;;
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if (!purchase_window) {
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v = new InvalidVehicle();
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v->engine_type = engine_type;
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}
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uint i;
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for (i = 1; i < MAX_UVALUE(EngineID); i++) {
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, engine_type, NULL);
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, engine_type, v);
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if (callback == CALLBACK_FAILED || callback == 0xFF) break;
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}
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delete v;
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return i - 1;
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}
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@ -42,7 +50,6 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
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/* Attempt to use pre-allocated vehicles until they run out. This can happen
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* if the callback returns different values depending on the cargo type. */
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u->SetNext(vl[i]);
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if (u->Next() == NULL) u->SetNext(new InvalidVehicle());
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if (u->Next() == NULL) return;
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Vehicle *previous = u;
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@ -5,7 +5,7 @@
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#ifndef ARTICULATED_VEHICLES_H
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#define ARTICULATED_VEHICLES_H
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uint CountArticulatedParts(EngineID engine_type);
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uint CountArticulatedParts(EngineID engine_type, bool purchase_window);
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void AddArticulatedParts(Vehicle **vl, VehicleType type);
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#endif /* ARTICULATED_VEHICLES_H */
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@ -621,7 +621,7 @@ int DrawVehiclePurchaseInfo(int x, int y, uint w, EngineID engine_number)
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int multihead = (rvi->railveh_type == RAILVEH_MULTIHEAD ? 1 : 0);
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SetDParam(0, rvi->cargo_type);
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SetDParam(1, (capacity * (CountArticulatedParts(engine_number) + 1)) << multihead);
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SetDParam(1, (capacity * (CountArticulatedParts(engine_number, true) + 1)) << multihead);
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SetDParam(2, refitable ? STR_9842_REFITTABLE : STR_EMPTY);
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}
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DrawString(x, y, STR_PURCHASE_INFO_CAPACITY, 0);
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@ -179,11 +179,11 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (HASBIT(GetRoadTypes(tile), ROADTYPE_TRAM) != HASBIT(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE);
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uint num_vehicles = 1 + CountArticulatedParts(p1);
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uint num_vehicles = 1 + CountArticulatedParts(p1, false);
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/* Allow for the front and the articulated parts. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
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memset(vl, 0, sizeof(*vl) * num_vehicles);
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/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1));
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -514,12 +514,12 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
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const RailVehicleInfo *rvi = RailVehInfo(engine);
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CommandCost value((GetEngineProperty(engine, 0x17, rvi->base_cost) * _price.build_railwagon) >> 8);
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uint num_vehicles = 1 + CountArticulatedParts(engine);
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uint num_vehicles = 1 + CountArticulatedParts(engine, false);
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if (!(flags & DC_QUERY_COST)) {
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/* Allow for the wagon and the articulated parts. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
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memset(vl, 0, sizeof(*vl) * num_vehicles);
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/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1));
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles))
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -682,12 +682,12 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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uint num_vehicles =
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(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
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CountArticulatedParts(p1);
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CountArticulatedParts(p1, false);
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if (!(flags & DC_QUERY_COST)) {
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/* Allow for the dual-heads and the articulated parts. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
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memset(vl, 0, sizeof(*vl) * num_vehicles);
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/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1));
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles))
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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