(svn r12578) -Codechange: merge the aircrafts ProcessOrder too into the 'unified' ProcessOrder.

This commit is contained in:
rubidium
2008-04-05 12:01:34 +00:00
parent 65fedf0cfb
commit 5eb5889954
7 changed files with 75 additions and 88 deletions

View File

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