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-rw-r--r--src/economy.cpp339
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;
}