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authorMingwei Samuel <mingwei.samuel@gmail.com>2019-05-16 11:52:53 -0700
committerNiels Martin Hansen <nielsm@indvikleren.dk>2019-12-23 21:07:45 +0100
commit26ce4eb45d98521568315227378610323bf92226 (patch)
tree3d292f6c3751226f1ebefac3237efd823bb750ae /src/economy.cpp
parentf0ff7003fd60712fad6ce9d4662395536c43c06e (diff)
downloadopenttd-26ce4eb45d98521568315227378610323bf92226.tar.xz
Fix #7430: when train visits station, only reset time_since_pickup if has room to load
Diffstat (limited to 'src/economy.cpp')
-rw-r--r--src/economy.cpp84
1 files changed, 45 insertions, 39 deletions
diff --git a/src/economy.cpp b/src/economy.cpp
index 256e94d5c..a0907efbe 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -1744,53 +1744,59 @@ static void LoadUnloadVehicle(Vehicle *front)
/* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
ge->last_speed = min(t, 255);
ge->last_age = min(_cur_year - front->build_year, 255);
- ge->time_since_pickup = 0;
assert(v->cargo_cap >= v->cargo.StoredCount());
- /* If there's goods waiting at the station, and the vehicle
- * has capacity for it, load it on the vehicle. */
+ /* Capacity available for loading more cargo. */
uint cap_left = v->cargo_cap - v->cargo.StoredCount();
- if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
- if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
- if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));
-
- uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
- if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
- /* Remember if there are reservations left so that we don't stop
- * loading before they're loaded. */
- SetBit(reservation_left, v->cargo_type);
- }
-
- /* Store whether the maximum possible load amount was loaded or not.*/
- if (loaded == cap_left) {
- SetBit(full_load_amount, v->cargo_type);
- } else {
- ClrBit(full_load_amount, v->cargo_type);
- }
-
- /* TODO: Regarding this, when we do gradual loading, we
- * should first unload all vehicles and then start
- * loading them. Since this will cause
- * VEHICLE_TRIGGER_EMPTY to be called at the time when
- * the whole vehicle chain is really totally empty, the
- * completely_emptied assignment can then be safely
- * removed; that's how TTDPatch behaves too. --pasky */
- if (loaded > 0) {
- completely_emptied = false;
- anything_loaded = true;
- st->time_since_load = 0;
- st->last_vehicle_type = v->type;
+ if (cap_left > 0) {
+ /* If vehicle can load cargo, reset time_since_pickup. */
+ ge->time_since_pickup = 0;
+
+ /* If there's goods waiting at the station, and the vehicle
+ * has capacity for it, load it on the vehicle. */
+ if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
+ if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
+ if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));
+
+ uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
+ if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
+ /* Remember if there are reservations left so that we don't stop
+ * loading before they're loaded. */
+ SetBit(reservation_left, v->cargo_type);
+ }
- if (ge->cargo.TotalCount() == 0) {
- TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
- TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
- AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
+ /* Store whether the maximum possible load amount was loaded or not.*/
+ if (loaded == cap_left) {
+ SetBit(full_load_amount, v->cargo_type);
+ } else {
+ ClrBit(full_load_amount, v->cargo_type);
}
- new_load_unload_ticks += loaded;
+ /* TODO: Regarding this, when we do gradual loading, we
+ * should first unload all vehicles and then start
+ * loading them. Since this will cause
+ * VEHICLE_TRIGGER_EMPTY to be called at the time when
+ * the whole vehicle chain is really totally empty, the
+ * completely_emptied assignment can then be safely
+ * removed; that's how TTDPatch behaves too. --pasky */
+ if (loaded > 0) {
+ completely_emptied = false;
+ anything_loaded = true;
+
+ st->time_since_load = 0;
+ st->last_vehicle_type = v->type;
+
+ if (ge->cargo.TotalCount() == 0) {
+ TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
+ TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
+ AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
+ }
- dirty_vehicle = dirty_station = true;
+ new_load_unload_ticks += loaded;
+
+ dirty_vehicle = dirty_station = true;
+ }
}
}