mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22046) -Fix [FS#4487]: Make sure order indices stay in range when copying, sharing, unsharing or deleting all orders.
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@ -1404,8 +1404,10 @@ CommandCost CmdCloneOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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if (flags & DC_EXEC) {
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/* If the destination vehicle had a OrderList, destroy it */
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DeleteVehicleOrders(dst);
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/* If the destination vehicle had a OrderList, destroy it.
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* We only reset the order indices, if the new orders are obviously different.
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* (We mainly do this to keep the order indices valid and in range.) */
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DeleteVehicleOrders(dst, false, dst->GetNumOrders() != src->GetNumOrders());
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dst->orders.list = src->orders.list;
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@ -1451,8 +1453,10 @@ CommandCost CmdCloneOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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Order *first = NULL;
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Order **order_dst;
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/* If the destination vehicle had an order list, destroy the chain but keep the OrderList */
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DeleteVehicleOrders(dst, true);
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/* If the destination vehicle had an order list, destroy the chain but keep the OrderList.
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* We only reset the order indices, if the new orders are obviously different.
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* (We mainly do this to keep the order indices valid and in range.) */
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DeleteVehicleOrders(dst, true, dst->GetNumOrders() != src->GetNumOrders());
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order_dst = &first;
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FOR_VEHICLE_ORDERS(src, order) {
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@ -1674,11 +1678,15 @@ bool Vehicle::HasDepotOrder() const
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}
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/**
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*
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* Delete all orders from a vehicle
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*
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* @param v Vehicle whose orders to reset
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* @param keep_orderlist If true, do not free the order list, only empty it.
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* @param reset_order_indices If true, reset cur_auto_order_index and cur_real_order_index
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* and cancel the current full load order (if the vehicle is loading).
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* If false, _you_ have to make sure the order indices are valid after
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* your messing with them!
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*/
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void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist)
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void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist, bool reset_order_indices)
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{
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DeleteOrderWarnings(v);
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@ -1691,6 +1699,13 @@ void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist)
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v->orders.list->FreeChain(keep_orderlist);
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if (!keep_orderlist) v->orders.list = NULL;
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}
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if (reset_order_indices) {
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v->cur_auto_order_index = v->cur_real_order_index = 0;
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if (v->current_order.IsType(OT_LOADING)) {
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CancelLoadingDueToDeletedOrder(v);
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}
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}
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}
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/**
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@ -1927,6 +1942,7 @@ bool ProcessOrders(Vehicle *v)
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}
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/* Get the current order */
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assert(v->cur_auto_order_index == 0 || v->cur_auto_order_index < v->GetNumOrders());
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v->UpdateRealOrderIndex();
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const Order *order = v->GetOrder(v->cur_real_order_index);
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@ -20,7 +20,7 @@
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void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination);
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void InvalidateVehicleOrder(const Vehicle *v, int data);
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void CheckOrders(const Vehicle*);
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void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist = false);
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void DeleteVehicleOrders(Vehicle *v, bool keep_orderlist = false, bool reset_order_indices = true);
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bool ProcessOrders(Vehicle *v);
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bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth = 0);
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VehicleOrderID ProcessConditionalOrder(const Order *order, const Vehicle *v);
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@ -2564,6 +2564,9 @@ bool AfterLoadGame()
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FOR_ALL_VEHICLES(v) {
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if (!v->IsPrimaryVehicle()) continue;
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/* Older versions are less strict with indices being in range and fix them on the fly */
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if (v->cur_auto_order_index >= v->GetNumOrders()) v->cur_auto_order_index = 0;
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v->cur_real_order_index = v->cur_auto_order_index;
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v->UpdateRealOrderIndex();
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}
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