diff options
Diffstat (limited to 'src/economy.cpp')
-rw-r--r-- | src/economy.cpp | 339 |
1 files changed, 160 insertions, 179 deletions
diff --git a/src/economy.cpp b/src/economy.cpp index c3745df33..f4f3c3a08 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -1217,6 +1217,9 @@ void PrepareUnload(Vehicle *front_v) if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { for (Vehicle *v = front_v; v != NULL; v = v->Next()) { if (v->cargo_cap > 0 && !v->cargo.Empty()) { + v->cargo.Stage( + HasBit(Station::Get(front_v->last_station_visited)->goods[v->cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTANCE), + front_v->last_station_visited, front_v->current_order.GetUnloadType()); SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); } } @@ -1231,6 +1234,86 @@ void PrepareUnload(Vehicle *front_v) } /** + * Gets the amount of cargo the given vehicle can load in the current tick. + * This is only about loading speed. The free capacity is ignored. + * @param v Vehicle to be queried. + * @return Amount of cargo the vehicle can load at once. + */ +static byte GetLoadAmount(Vehicle *v) +{ + const Engine *e = v->GetEngine(); + byte load_amount = e->info.load_amount; + + /* The default loadamount for mail is 1/4 of the load amount for passengers */ + if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4); + + if (_settings_game.order.gradual_loading) { + uint16 cb_load_amount = CALLBACK_FAILED; + if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) { + /* Use callback 36 */ + cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED); + } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) { + /* Use callback 12 */ + cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v); + } + if (cb_load_amount != CALLBACK_FAILED) { + if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8); + if (cb_load_amount >= 0x100) { + ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount); + } else if (cb_load_amount != 0) { + load_amount = cb_load_amount; + } + } + } + return load_amount; +} + +/** + * Reserves cargo if the full load order and improved_load is set or if the + * current order allows autorefit. + * @param st Station where the consist is loading at the moment. + * @param u Front of the loading vehicle consist. + * @param consist_capleft If given, save free capacities after reserving there. + */ +static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft) +{ + Vehicle *next_cargo = u; + uint32 seen_cargos = 0; + + while (next_cargo != NULL) { + if (next_cargo->cargo_cap == 0) { + /* No need to reserve for vehicles without capacity. */ + next_cargo = next_cargo->Next(); + continue; + } + + CargoID current_cargo = next_cargo->cargo_type; + + Vehicle *v = next_cargo; + SetBit(seen_cargos, current_cargo); + next_cargo = NULL; + for (; v != NULL; v = v->Next()) { + if (v->cargo_type != current_cargo) { + /* Save start point for next cargo type. */ + if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v; + continue; + } + + uint cap = v->cargo_cap - v->cargo.RemainingCount(); + + /* Nothing to do if the vehicle is full */ + if (cap > 0) { + cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy); + } + + if (consist_capleft != NULL) { + (*consist_capleft)[current_cargo] += cap; + } + } + } +} + +/** * Checks whether an articulated vehicle is empty. * @param v Vehicle * @return true if all parts are empty. @@ -1249,31 +1332,24 @@ static bool IsArticulatedVehicleEmpty(Vehicle *v) /** * Loads/unload the vehicle if possible. * @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 *front, int *cargo_left) +static void LoadUnloadVehicle(Vehicle *front) { assert(front->current_order.IsType(OT_LOADING)); - /* We have not waited enough time till the next round of loading/unloading */ - 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 (Vehicle *v = front; v != NULL; v = v->Next()) { - int cap_left = v->cargo_cap; - if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) cap_left -= v->cargo.Count(); - if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left; - } - } - return; - } - StationID last_visited = front->last_station_visited; Station *st = Station::Get(last_visited); + bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT; + CargoArray consist_capleft; + if (_settings_game.order.improved_load && + ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) { + ReserveConsist(st, front, (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL); + } + + /* We have not waited enough time till the next round of loading/unloading */ + if (front->load_unload_ticks != 0) return; + 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. */ @@ -1282,16 +1358,6 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) return; } - bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT; - CargoArray consist_capleft; - if (use_autorefit) { - /* Sum cargo, that can be loaded without refitting */ - for (Vehicle *v = front; v != NULL; v = v->Next()) { - int cap_left = v->cargo_cap - v->cargo.Count(); - if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left; - } - } - int unloading_time = 0; bool dirty_vehicle = false; bool dirty_station = false; @@ -1314,81 +1380,49 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) if (v->cargo_cap == 0) continue; artic_part++; - const Engine *e = v->GetEngine(); - byte load_amount = e->info.load_amount; - - /* The default loadamount for mail is 1/4 of the load amount for passengers */ - if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4); - - if (_settings_game.order.gradual_loading) { - uint16 cb_load_amount = CALLBACK_FAILED; - if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) { - /* Use callback 36 */ - cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED); - } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) { - /* Use callback 12 */ - cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v); - } - if (cb_load_amount != CALLBACK_FAILED) { - if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8); - if (cb_load_amount >= 0x100) { - ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount); - } else if (cb_load_amount != 0) { - load_amount = cb_load_amount; - } - } - } + byte load_amount = GetLoadAmount(v); GoodsEntry *ge = &st->goods[v->cargo_type]; if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { - uint cargo_count = v->cargo.Count(); + uint cargo_count = v->cargo.UnloadCount(); 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? - bool accepted = false; // Is the cargo accepted by the station? payment->SetCargo(v->cargo_type); - 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); - - dirty_vehicle = true; - accepted = true; - } - - /* The !accepted || v->cargo.Count == cargo_count clause is there - * to make it possible to force unload vehicles at the station where - * 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 ((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)) { - SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP); - InvalidateWindowData(WC_STATION_LIST, last_visited); + if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) { + /* The station does not accept our goods anymore. */ + if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) { + /* Transfer instead of delivering. */ + v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), + VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER); + } else { + /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/ + v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), + VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP); + + /* ... say we unloaded something, otherwise we'll think we didn't unload + * something and we didn't load something, so we must be finished + * at this station. Setting the unloaded means that we will get a + * retry for loading in the next cycle. */ + anything_unloaded = true; } - - dirty_vehicle = dirty_station = true; - } else if (!accepted) { - /* The order changed while unloading (unset unload/transfer) or the - * station does not accept our goods. */ - ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING); - - /* Say we loaded something, otherwise we'll think we didn't unload - * something and we didn't load something, so we must be finished - * at this station. Setting the unloaded means that we will get a - * retry for loading in the next cycle. */ - anything_unloaded = true; - continue; } - /* Deliver goods to the station */ - st->time_since_unload = 0; + /* Mark the station dirty if we transfer, but not if we only deliver. */ + dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0; + amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment); + remaining = v->cargo.UnloadCount() > 0; + if (amount_unloaded > 0) { + dirty_vehicle = true; + anything_unloaded = true; + unloading_time += amount_unloaded; - unloading_time += amount_unloaded; + /* Deliver goods to the station */ + st->time_since_unload = 0; + } - anything_unloaded = true; if (_settings_game.order.gradual_loading && remaining) { completely_emptied = false; } else { @@ -1419,7 +1453,7 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE); /* Check if all articulated parts are empty and collect refit mask. */ - uint32 refit_mask = e->info.refit_mask; + uint32 refit_mask = v->GetEngine()->info.refit_mask; Vehicle *w = v_start; while (w->HasArticulatedPart()) { w = w->GetNextArticulatedPart(); @@ -1434,13 +1468,13 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) FOR_EACH_SET_CARGO_ID(cid, refit_mask) { /* Consider refitting to this cargo, if other vehicles of the consist cannot * already take the cargo without refitting */ - if (cargo_left[cid] > (int)consist_capleft[cid] + amount) { + if ((int)st->goods[cid].cargo.Count() > (int)consist_capleft[cid] + amount) { /* Try to find out if auto-refitting would succeed. In case the refit is allowed, * the returned refit capacity will be greater than zero. */ new_subtype = GetBestFittingSubType(v, v, cid); DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts. if (_returned_refit_capacity > 0) { - amount = cargo_left[cid] - consist_capleft[cid]; + amount = st->goods[cid].cargo.Count() - consist_capleft[cid]; new_cid = cid; } } @@ -1454,12 +1488,13 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) ge = &st->goods[v->cargo_type]; } - /* Add new capacity to consist capacity */ - consist_capleft[v_start->cargo_type] += v_start->cargo_cap; - for (Vehicle *w = v_start; w->HasArticulatedPart(); ) { - w = w->GetNextArticulatedPart(); - consist_capleft[w->cargo_type] += w->cargo_cap; - } + /* Add new capacity to consist capacity and reserve cargo */ + w = v_start; + do { + st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap, &w->cargo, st->xy); + consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.Count(); + w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL; + } while (w != NULL); cur_company.Restore(); } @@ -1490,54 +1525,25 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) /* If there's goods waiting at the station, and the vehicle * has capacity for it, load it on the vehicle. */ - int cap_left = v->cargo_cap - v->cargo.Count(); - if (!ge->cargo.Empty() && cap_left > 0) { - uint cap = cap_left; - uint count = ge->cargo.Count(); - - /* Skip loading this vehicle if another train/vehicle is already handling - * the same cargo type at this station */ - if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) { - SetBit(cargo_not_full, v->cargo_type); - continue; - } - - if (cap > count) cap = count; - 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]; - if (use_autorefit) { - /* When using autorefit, reserve all cargo for this wagon to prevent other wagons - * from feeling the need to refit. */ - uint total_cap_left = v->cargo_cap - v->cargo.Count(); - cargo_left[v->cargo_type] -= total_cap_left; - consist_capleft[v->cargo_type] -= total_cap_left; - if (total_cap_left > cap && count > cap) { - /* Remember if there are reservations left so that we don't stop - * loading before they're loaded. */ - SetBit(reservation_left, v->cargo_type); - } - } else { - /* Update cargo left; but don't reserve everything yet, so other wagons - * of the same consist load in parallel. */ - cargo_left[v->cargo_type] -= cap; - } + int cap_left = v->cargo_cap - v->cargo.OnboardCount(); + if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || !ge->cargo.Empty())) { + if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount); + if (v->cargo.OnboardCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO); + + uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy); + 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 (count >= (uint)cap_left) { + if (loaded == (uint)cap_left) { SetBit(full_load_amount, v->cargo_type); } else { ClrBit(full_load_amount, v->cargo_type); } - if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO); - /* TODO: Regarding this, when we do gradual loading, we * should first unload all vehicles and then start * loading them. Since this will cause @@ -1545,26 +1551,26 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) * the whole vehicle chain is really totally empty, the * completely_emptied assignment can then be safely * removed; that's how TTDPatch behaves too. --pasky */ - completely_emptied = false; - anything_loaded = true; - - ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy); + if (loaded > 0) { + completely_emptied = false; + anything_loaded = true; - st->time_since_load = 0; - st->last_vehicle_type = v->type; + st->time_since_load = 0; + st->last_vehicle_type = v->type; - if (ge->cargo.Empty()) { - 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); - } + if (ge->cargo.Empty()) { + 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); + } - unloading_time += cap; + unloading_time += loaded; - dirty_vehicle = dirty_station = true; + dirty_vehicle = dirty_station = true; + } } - if (v->cargo.Count() >= v->cargo_cap) { + if (v->cargo.OnboardCount() >= v->cargo_cap) { SetBit(cargo_full, v->cargo_type); } else { SetBit(cargo_not_full, v->cargo_type); @@ -1581,27 +1587,6 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) /* Only set completely_emptied, if we just unloaded all remaining cargo */ completely_emptied &= anything_unloaded; - /* For consists without autorefit-order we adjust the reserved cargo at the station after loading, - * so that all wagons start loading if the consist is the first consist. - * - * If we use autorefit otoh, we only want to load/refit a vehicle if the other wagons cannot already hold the cargo, - * to keep the option to still refit the vehicle when new cargo of different type shows up. - */ - if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) { - /* Update left cargo */ - for (Vehicle *v = front; v != NULL; v = v->Next()) { - int cap_left = v->cargo_cap; - if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) { - if (use_autorefit) { - continue; - } else { - cap_left -= v->cargo.Count(); - } - } - if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left; - } - } - if (!anything_unloaded) delete payment; ClrBit(front->vehicle_flags, VF_STOP_LOADING); @@ -1625,7 +1610,7 @@ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) 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 ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) || + if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) || (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes finished_loading = false; } @@ -1716,13 +1701,9 @@ void LoadUnloadStation(Station *st) */ if (last_loading == NULL) return; - int cargo_left[NUM_CARGO]; - - for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count(); - for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) { Vehicle *v = *iter; - if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left); + if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v); if (v == last_loading) break; } |