(svn r14343) -Fix [FS#2300]: invalid v->u.air.targetairport could cause crashes at several places when the station pool got smaller

pull/155/head
smatz 16 years ago
parent 564aa83835
commit e6afe2ea0c

@ -130,4 +130,6 @@ struct Aircraft : public Vehicle {
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
};
Station *GetTargetAirportIfValid(const Vehicle *v);
#endif /* AIRCRAFT_H */

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

@ -652,9 +652,11 @@ void Vehicle::PreDestructor()
if (this->type == VEH_ROAD) ClearSlot(this);
if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
Station *st = GetStation(this->u.air.targetairport);
const AirportFTA *layout = st->Airport()->layout;
CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block);
Station *st = GetTargetAirportIfValid(this);
if (st != NULL) {
const AirportFTA *layout = st->Airport()->layout;
CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block);
}
}
if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {

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