|
|
|
@ -1381,11 +1381,8 @@ static bool LoadWait(const Vehicle* v, const Vehicle* u)
|
|
|
|
|
/**
|
|
|
|
|
* Performs the vehicle payment _and_ marks the vehicle to be unloaded.
|
|
|
|
|
* @param front_v the vehicle to be unloaded
|
|
|
|
|
* @return what windows need to be updated;
|
|
|
|
|
* bit 0 set: only vehicle details,
|
|
|
|
|
* bit 1 set: vehicle details and station details
|
|
|
|
|
*/
|
|
|
|
|
static int VehiclePayment(Vehicle *front_v)
|
|
|
|
|
void VehiclePayment(Vehicle *front_v)
|
|
|
|
|
{
|
|
|
|
|
int result = 0;
|
|
|
|
|
|
|
|
|
@ -1401,10 +1398,22 @@ static int VehiclePayment(Vehicle *front_v)
|
|
|
|
|
StationID last_visited = front_v->last_station_visited;
|
|
|
|
|
Station *st = GetStation(last_visited);
|
|
|
|
|
|
|
|
|
|
/* The owner of the train wants to be paid */
|
|
|
|
|
PlayerID old_player = _current_player;
|
|
|
|
|
_current_player = front_v->owner;
|
|
|
|
|
|
|
|
|
|
/* At this moment loading cannot be finished */
|
|
|
|
|
CLRBIT(front_v->vehicle_flags, VF_LOADING_FINISHED);
|
|
|
|
|
|
|
|
|
|
/* Start unloading in at the first possible moment */
|
|
|
|
|
front_v->load_unload_time_rem = 1;
|
|
|
|
|
|
|
|
|
|
for (Vehicle *v = front_v; v != NULL; v = v->next) {
|
|
|
|
|
/* No cargo to unload */
|
|
|
|
|
if (v->cargo_cap == 0) continue;
|
|
|
|
|
|
|
|
|
|
SETBIT(v->vehicle_flags, VF_CARGO_UNLOADING);
|
|
|
|
|
/* All cargo has already been paid for, no need to pay again */
|
|
|
|
|
if (v->cargo_count == v->cargo_paid_for) continue;
|
|
|
|
|
|
|
|
|
|
GoodsEntry *ge = &st->goods[v->cargo_type];
|
|
|
|
@ -1465,17 +1474,17 @@ static int VehiclePayment(Vehicle *front_v)
|
|
|
|
|
ShowCostOrIncomeAnimation(front_v->x_pos, front_v->y_pos, front_v->z_pos, -total_veh_profit);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
_current_player = old_player;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int LoadUnloadVehicle(Vehicle *v, bool just_arrived)
|
|
|
|
|
int LoadUnloadVehicle(Vehicle *v)
|
|
|
|
|
{
|
|
|
|
|
int unloading_time = 20;
|
|
|
|
|
Vehicle *u = v;
|
|
|
|
|
int result = 0;
|
|
|
|
|
int t;
|
|
|
|
|
uint count, cap;
|
|
|
|
|
PlayerID old_player;
|
|
|
|
|
|
|
|
|
|
bool completely_empty = true;
|
|
|
|
|
byte load_amount;
|
|
|
|
|
bool anything_loaded = false;
|
|
|
|
@ -1491,14 +1500,9 @@ int LoadUnloadVehicle(Vehicle *v, bool just_arrived)
|
|
|
|
|
* enabling though. */
|
|
|
|
|
SETBIT(v->vehicle_flags, VF_LOADING_FINISHED);
|
|
|
|
|
|
|
|
|
|
old_player = _current_player;
|
|
|
|
|
_current_player = v->owner;
|
|
|
|
|
|
|
|
|
|
StationID last_visited = v->last_station_visited;
|
|
|
|
|
Station *st = GetStation(last_visited);
|
|
|
|
|
|
|
|
|
|
if (just_arrived) result |= VehiclePayment(v);
|
|
|
|
|
|
|
|
|
|
for (; v != NULL; v = v->next) {
|
|
|
|
|
GoodsEntry* ge;
|
|
|
|
|
load_amount = EngInfo(v->engine_type)->load_amount;
|
|
|
|
@ -1596,7 +1600,10 @@ int LoadUnloadVehicle(Vehicle *v, bool just_arrived)
|
|
|
|
|
|
|
|
|
|
/* Skip loading this vehicle if another train/vehicle is already handling
|
|
|
|
|
* the same cargo type at this station */
|
|
|
|
|
if (_patches.improved_load && (u->current_order.flags & OF_FULL_LOAD) && LoadWait(v,u)) continue;
|
|
|
|
|
if (_patches.improved_load && (u->current_order.flags & OF_FULL_LOAD) && LoadWait(v,u)) {
|
|
|
|
|
CLRBIT(u->vehicle_flags, VF_LOADING_FINISHED);
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* TODO: Regarding this, when we do gradual loading, we
|
|
|
|
|
* should first unload all vehicles and then start
|
|
|
|
@ -1673,13 +1680,15 @@ int LoadUnloadVehicle(Vehicle *v, bool just_arrived)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (result != 0) {
|
|
|
|
|
InvalidateWindow(v->GetVehicleListWindowClass(), v->owner);
|
|
|
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
|
|
|
|
|
|
st->MarkTilesDirty();
|
|
|
|
|
v->MarkDirty();
|
|
|
|
|
|
|
|
|
|
if (result & 2) InvalidateWindow(WC_STATION_VIEW, last_visited);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_current_player = old_player;
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|