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@@ -1215,14 +1215,39 @@ static void ProcessAircraftOrder(Vehicle
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const Order *order = GetVehicleOrder(v, v->cur_order_index);
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if (order == NULL) {
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v->current_order.type = OT_NOTHING;
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v->current_order.flags = 0;
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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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int32 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.type = OT_NOTHING;
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v->current_order.flags = 0;
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}
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return;
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}
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if (order->type == OT_DUMMY && !CheckForValidOrders(v)) CrashAirplane(v);
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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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