forked from mirror/OpenTTD
(svn r12578) -Codechange: merge the aircrafts ProcessOrder too into the 'unified' ProcessOrder.
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@@ -1361,74 +1361,48 @@ static void HandleAircraftSmoke(Vehicle *v)
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}
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}
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static void ProcessAircraftOrder(Vehicle *v)
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void HandleMissingAircraftOrders(Vehicle *v)
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{
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switch (v->current_order.type) {
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case OT_GOTO_DEPOT:
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if (!(v->current_order.flags & OFB_PART_OF_ORDERS)) return;
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if (v->current_order.flags & OFB_SERVICE_IF_NEEDED &&
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!VehicleNeedsService(v)) {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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}
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break;
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/*
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* We do not have an order. This can be divided into two cases:
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* 1) we are heading to an invalid station. In this case we must
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* find another airport to go to. If there is nowhere to go,
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* we will destroy the aircraft as it otherwise will enter
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* the holding pattern for the first airport, which can cause
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* the plane to go into an undefined state when building an
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* airport with the same StationID.
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* 2) we are (still) heading to a (still) valid airport, then we
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* can continue going there. This can happen when you are
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* changing the aircraft's orders while in-flight or in for
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* example a depot. However, when we have a current order to
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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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CommandCost ret;
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PlayerID old_player = _current_player;
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case OT_LOADING: return;
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_current_player = v->owner;
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ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
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_current_player = old_player;
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default: break;
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if (CmdFailed(ret)) CrashAirplane(v);
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} else if (v->current_order.type != OT_GOTO_DEPOT) {
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v->current_order.Free();
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}
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}
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TileIndex Aircraft::GetOrderStationLocation(StationID station)
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{
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/* Orders are changed in flight, ensure going to the right station. */
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if (this->u.air.state == FLYING) {
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AircraftNextAirportPos_and_Order(this);
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}
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if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
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const Order *order = GetVehicleOrder(v, v->cur_order_index);
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if (order == NULL|| (order->type == OT_DUMMY && !CheckForValidOrders(v))) {
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/*
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* We do not have an order. This can be divided into two cases:
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* 1) we are heading to an invalid station. In this case we must
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* find another airport to go to. If there is nowhere to go,
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* we will destroy the aircraft as it otherwise will enter
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* the holding pattern for the first airport, which can cause
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* the plane to go into an undefined state when building an
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* airport with the same StationID.
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* 2) we are (still) heading to a (still) valid airport, then we
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* can continue going there. This can happen when you are
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* changing the aircraft's orders while in-flight or in for
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* example a depot. However, when we have a current order to
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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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CommandCost ret;
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PlayerID old_player = _current_player;
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_current_player = v->owner;
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ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
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_current_player = old_player;
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if (CmdFailed(ret)) CrashAirplane(v);
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} else if (v->current_order.type != OT_GOTO_DEPOT) {
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v->current_order.Free();
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}
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return;
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}
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if (order->type == v->current_order.type &&
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order->flags == v->current_order.flags &&
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order->dest == v->current_order.dest)
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return;
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v->current_order = *order;
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/* orders are changed in flight, ensure going to the right station */
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if (order->type == OT_GOTO_STATION && v->u.air.state == FLYING) {
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AircraftNextAirportPos_and_Order(v);
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}
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InvalidateVehicleOrder(v);
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InvalidateWindowClasses(WC_AIRCRAFT_LIST);
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/* Aircraft do not use dest-tile */
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return 0;
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}
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void Aircraft::MarkDirty()
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@@ -2149,7 +2123,7 @@ static void AircraftEventHandler(Vehicle *v, int loop)
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}
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HandleAircraftSmoke(v);
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ProcessAircraftOrder(v);
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ProcessOrders(v);
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v->HandleLoading(loop != 0);
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if (v->current_order.type >= OT_LOADING) return;
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