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authorrubidium <rubidium@openttd.org>2009-06-29 19:55:36 +0000
committerrubidium <rubidium@openttd.org>2009-06-29 19:55:36 +0000
commit985608c71332b413b2abe2bbf89a140c2c19d8f1 (patch)
treedc2ea79e6123a72f2407bc63234c81cbb20dd709 /src/saveload/afterload.cpp
parent80043e688e7e70eae69e1fad6d8a26caf19e3067 (diff)
downloadopenttd-985608c71332b413b2abe2bbf89a140c2c19d8f1.tar.xz
(svn r16694) -Fix [FS#2995] (rgradual loading, rnewindustries): only pay for whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder) * cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore * industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
Diffstat (limited to 'src/saveload/afterload.cpp')
-rw-r--r--src/saveload/afterload.cpp30
1 files changed, 24 insertions, 6 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 78c86bb43..26ca23b22 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -29,6 +29,7 @@
#include "../road_cmd.h"
#include "../ai/ai.hpp"
#include "../town.h"
+#include "../economy_base.h"
#include "table/strings.h"
@@ -547,6 +548,13 @@ bool AfterLoadGame()
if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated)))
DoStartupNewCompany(false);
+ /* Fix the cache for cargo payments. */
+ CargoPayment *cp;
+ FOR_ALL_CARGO_PAYMENTS(cp) {
+ cp->front->cargo_payment = cp;
+ cp->current_station = cp->front->last_station_visited;
+ }
+
if (CheckSavegameVersion(72)) {
/* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
for (TileIndex t = 0; t < MapSize(); t++) {
@@ -1269,13 +1277,8 @@ bool AfterLoadGame()
* stored to stop people cheating and cashing in several times. This
* wasn't enough though as it was cleared when the vehicle started
* loading again, even if it didn't actually load anything, so now the
- * amount of cargo that has been paid for is stored. */
+ * amount that has been paid is stored. */
FOR_ALL_VEHICLES(v) {
- const CargoList::List *packets = v->cargo.Packets();
- for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
- CargoPacket *cp = *it;
- cp->paid_for = HasBit(v->vehicle_flags, 2);
- }
ClrBit(v->vehicle_flags, 2);
v->cargo.InvalidateCache();
}
@@ -1870,6 +1873,21 @@ bool AfterLoadGame()
}
}
}
+
+ /* We didn't store cargo payment yet, so make them for vehicles that are
+ * currently at a station and loading/unloading. If they don't get any
+ * payment anymore they just removed in the next load/unload cycle.
+ * However, some 0.7 versions might have cargo payment. For those we just
+ * add cargopayment for the vehicles that don't have it.
+ */
+ Station *st;
+ FOR_ALL_STATIONS(st) {
+ std::list<Vehicle *>::iterator iter;
+ for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
+ Vehicle *v = *iter;
+ if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
+ }
+ }
}
AfterLoadLabelMaps();