diff options
author | michi_cc <michi_cc@openttd.org> | 2010-08-15 22:37:30 +0000 |
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committer | michi_cc <michi_cc@openttd.org> | 2010-08-15 22:37:30 +0000 |
commit | a994c1ef71adecc7bc1968d31ab0bcbcf4912d24 (patch) | |
tree | 92e0b6f9732546ee858205b7237bbade62cf9c22 /src/economy.cpp | |
parent | 236737b2f29cc9ddd129a963d6a312a5c4ffe78b (diff) | |
download | openttd-a994c1ef71adecc7bc1968d31ab0bcbcf4912d24.tar.xz |
(svn r20506) -Change: Vehicles will now stop loading after a load cycle that loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
Diffstat (limited to 'src/economy.cpp')
-rw-r--r-- | src/economy.cpp | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/src/economy.cpp b/src/economy.cpp index ad977a624..4ac69da14 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -1161,6 +1161,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left) bool completely_emptied = true; bool anything_unloaded = false; bool anything_loaded = false; + bool full_load_amount = false; uint32 cargo_not_full = 0; uint32 cargo_full = 0; @@ -1239,8 +1240,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left) continue; } - /* Do not pick up goods when we have no-load set. */ - if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue; + /* Do not pick up goods when we have no-load set or loading is stopped. */ + if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue; /* update stats */ int t; @@ -1272,12 +1273,17 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left) } if (cap > count) cap = count; - if (_settings_game.order.gradual_loading) cap = min(cap, load_amount); + if (_settings_game.order.gradual_loading) { + cap = min(cap, load_amount); + cap_left = min(cap_left, load_amount); + } if (_settings_game.order.improved_load) { /* Don't load stuff that is already 'reserved' for other vehicles */ cap = min((uint)cargo_left[v->cargo_type], cap); + count = cargo_left[v->cargo_type]; cargo_left[v->cargo_type] -= cap; } + if (count >= (uint)cap_left) full_load_amount = true; if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO); @@ -1330,6 +1336,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left) if (!anything_unloaded) delete payment; + ClrBit(u->vehicle_flags, VF_STOP_LOADING); if (anything_loaded || anything_unloaded) { if (_settings_game.order.gradual_loading) { /* The time it takes to load one 'slice' of cargo or passengers depends @@ -1338,6 +1345,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left) unloading_time = gradual_loading_wait_time[v->type]; } + /* We loaded less cargo than possible and it's not full load, stop loading. */ + if (!anything_unloaded && !full_load_amount && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD)) SetBit(u->vehicle_flags, VF_STOP_LOADING); } else { bool finished_loading = true; if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) { |