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-rw-r--r--src/economy.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/economy.cpp b/src/economy.cpp
index 97283ae44..74c4cf079 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -1518,6 +1518,17 @@ static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station
cur_company.Restore();
}
+/**
+ * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
+ * @param st Station with cargo waiting to be loaded.
+ * @param v Vehicle loading the cargo.
+ * @return true when a vehicle can load the cargo.
+ */
+static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
+{
+ return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
+}
+
struct ReserveCargoAction {
Station *st;
StationIDStack *next_station;
@@ -1527,7 +1538,7 @@ struct ReserveCargoAction {
bool operator()(Vehicle *v)
{
- if (v->cargo_cap > v->cargo.RemainingCount()) {
+ if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
&v->cargo, st->xy, *next_station);
}
@@ -1751,7 +1762,7 @@ static void LoadUnloadVehicle(Vehicle *front)
/* If there's goods waiting at the station, and the vehicle
* has capacity for it, load it on the vehicle. */
uint cap_left = v->cargo_cap - v->cargo.StoredCount();
- if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
+ 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));