From 985608c71332b413b2abe2bbf89a140c2c19d8f1 Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 29 Jun 2009 19:55:36 +0000 Subject: (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. --- src/saveload/afterload.cpp | 30 ++++++++++++++++++++++++------ 1 file changed, 24 insertions(+), 6 deletions(-) (limited to 'src/saveload/afterload.cpp') 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::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(); -- cgit v1.2.3-54-g00ecf