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-rw-r--r--src/economy.cpp95
1 files changed, 46 insertions, 49 deletions
diff --git a/src/economy.cpp b/src/economy.cpp
index c1ea31045..ae1db1845 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -1130,21 +1130,21 @@ void PrepareUnload(Vehicle *front_v)
/**
* Loads/unload the vehicle if possible.
- * @param v the vehicle to be (un)loaded
+ * @param front the vehicle to be (un)loaded
* @param cargo_left the amount of each cargo type that is
* virtually left on the platform to be
* picked up by another vehicle when all
* previous vehicles have loaded.
*/
-static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
+static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
{
- assert(v->current_order.IsType(OT_LOADING));
+ assert(front->current_order.IsType(OT_LOADING));
/* We have not waited enough time till the next round of loading/unloading */
- if (v->load_unload_ticks != 0) {
- if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
+ if (front->load_unload_ticks != 0) {
+ if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
/* 'Reserve' this cargo for this vehicle, because we were first. */
- for (; v != NULL; v = v->Next()) {
+ for (Vehicle *v = front; v != NULL; v = v->Next()) {
int cap_left = v->cargo_cap - v->cargo.Count();
if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
}
@@ -1152,19 +1152,18 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
return;
}
- StationID last_visited = v->last_station_visited;
+ StationID last_visited = front->last_station_visited;
Station *st = Station::Get(last_visited);
- if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
+ if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
/* The train reversed in the station. Take the "easy" way
* out and let the train just leave as it always did. */
- SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
- v->load_unload_ticks = 1;
+ SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
+ front->load_unload_ticks = 1;
return;
}
int unloading_time = 0;
- Vehicle *u = v;
bool dirty_vehicle = false;
bool dirty_station = false;
@@ -1175,11 +1174,11 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
uint32 cargo_not_full = 0;
uint32 cargo_full = 0;
- v->cur_speed = 0;
+ front->cur_speed = 0;
- CargoPayment *payment = v->cargo_payment;
+ CargoPayment *payment = front->cargo_payment;
- for (; v != NULL; v = v->Next()) {
+ for (Vehicle *v = front; v != NULL; v = v->Next()) {
if (v->cargo_cap == 0) continue;
const Engine *e = Engine::Get(v->engine_type);
@@ -1195,7 +1194,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
GoodsEntry *ge = &st->goods[v->cargo_type];
- if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
+ if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
uint cargo_count = v->cargo.Count();
uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
@@ -1203,7 +1202,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
payment->SetCargo(v->cargo_type);
- if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
+ if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
/* The cargo has reached its final destination, the packets may now be destroyed */
remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
@@ -1216,8 +1215,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
* they were loaded, but to not force unload the vehicle when the
* station is still accepting the cargo in the vehicle. It doesn't
* accept cargo that was loaded at the same station. */
- if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
- remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
+ if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
+ remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
InvalidateWindowData(WC_STATION_LIST, last_visited);
SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
@@ -1254,22 +1253,22 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
}
/* 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;
+ if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
/* update stats */
int t;
- switch (u->type) {
+ switch (front->type) {
case VEH_TRAIN: /* FALL THROUGH */
case VEH_SHIP:
- t = u->vcache.cached_max_speed;
+ t = front->vcache.cached_max_speed;
break;
case VEH_ROAD:
- t = u->vcache.cached_max_speed / 2;
+ t = front->vcache.cached_max_speed / 2;
break;
case VEH_AIRCRAFT:
- t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
+ t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
break;
default: NOT_REACHED();
@@ -1277,7 +1276,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* 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 = _cur_year - u->build_year;
+ ge->last_age = _cur_year - front->build_year;
ge->days_since_pickup = 0;
/* If there's goods waiting at the station, and the vehicle
@@ -1352,40 +1351,38 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
* all wagons at the same time instead of using the same 'improved'
* loading algorithm for the wagons (only fill wagon when there is
* enough to fill the previous wagons) */
- if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
+ if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
/* Update left cargo */
- for (v = u; v != NULL; v = v->Next()) {
+ for (Vehicle *v = front; v != NULL; v = v->Next()) {
int cap_left = v->cargo_cap - v->cargo.Count();
if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
}
}
- v = u;
-
if (!anything_unloaded) delete payment;
- ClrBit(u->vehicle_flags, VF_STOP_LOADING);
+ ClrBit(front->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
* on the vehicle type - the values here are those found in TTDPatch */
const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
- unloading_time = gradual_loading_wait_time[v->type];
+ unloading_time = gradual_loading_wait_time[front->type];
}
/* We loaded less cargo than possible for all cargo types and it's not full
* load and we're not supposed to wait any longer: stop loading. */
- if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
- v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
- SetBit(v->vehicle_flags, VF_STOP_LOADING);
+ if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
+ front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
+ SetBit(front->vehicle_flags, VF_STOP_LOADING);
}
} else {
bool finished_loading = true;
- if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
- if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
+ if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
+ if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
/* if the aircraft carries passengers and is NOT full, then
* continue loading, no matter how much mail is in */
- if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
+ if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
(cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
finished_loading = false;
}
@@ -1395,12 +1392,12 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
}
unloading_time = 20;
- SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
+ SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
}
- if (v->type == VEH_TRAIN) {
+ if (front->type == VEH_TRAIN) {
/* Each platform tile is worth 2 rail vehicles. */
- int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
+ int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
if (overhang > 0) {
unloading_time <<= 1;
unloading_time += (overhang * unloading_time) / 8;
@@ -1413,27 +1410,27 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
* if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
* if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
*/
- if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
+ if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
StringID percent_up_down = STR_NULL;
- int percent = CalcPercentVehicleFilled(v, &percent_up_down);
- if (v->fill_percent_te_id == INVALID_TE_ID) {
- v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
+ int percent = CalcPercentVehicleFilled(front, &percent_up_down);
+ if (front->fill_percent_te_id == INVALID_TE_ID) {
+ front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
} else {
- UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
+ UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
}
}
/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
- v->load_unload_ticks = max(1, unloading_time);
+ front->load_unload_ticks = max(1, unloading_time);
if (completely_emptied) {
- TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
+ TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
}
if (dirty_vehicle) {
- SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
- SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
- v->MarkDirty();
+ SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
+ SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
+ front->MarkDirty();
}
if (dirty_station) {
st->MarkTilesDirty(true);