(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.
This commit is contained in:
rubidium
2009-06-29 19:55:36 +00:00
parent 80043e688e
commit 985608c713
13 changed files with 165 additions and 116 deletions

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@@ -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<Vehicle *>::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();

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@@ -8,13 +8,15 @@
#include "saveload.h"
static const SaveLoad _cargopacket_desc[] = {
SLE_VAR(CargoPacket, source, SLE_UINT16),
SLE_VAR(CargoPacket, source_xy, SLE_UINT32),
SLE_VAR(CargoPacket, loaded_at_xy, SLE_UINT32),
SLE_VAR(CargoPacket, count, SLE_UINT16),
SLE_VAR(CargoPacket, days_in_transit, SLE_UINT8),
SLE_VAR(CargoPacket, feeder_share, SLE_INT64),
SLE_VAR(CargoPacket, paid_for, SLE_BOOL),
SLE_VAR(CargoPacket, source, SLE_UINT16),
SLE_VAR(CargoPacket, source_xy, SLE_UINT32),
SLE_VAR(CargoPacket, loaded_at_xy, SLE_UINT32),
SLE_VAR(CargoPacket, count, SLE_UINT16),
SLE_VAR(CargoPacket, days_in_transit, SLE_UINT8),
SLE_VAR(CargoPacket, feeder_share, SLE_INT64),
/* Used to be paid_for, but that got changed. */
SLE_CONDNULL(1, 0, 120),
SLE_END()
};

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@@ -4,6 +4,7 @@
#include "../stdafx.h"
#include "../economy_func.h"
#include "../economy_base.h"
#include "saveload.h"
@@ -51,8 +52,45 @@ static void Load_ECMY()
StartupIndustryDailyChanges(CheckSavegameVersion(102)); // old savegames will need to be initialized
}
extern const ChunkHandler _economy_chunk_handlers[] = {
{ 'PRIC', SaveLoad_PRIC, SaveLoad_PRIC, NULL, CH_RIFF | CH_AUTO_LENGTH},
{ 'CAPR', SaveLoad_CAPR, SaveLoad_CAPR, NULL, CH_RIFF | CH_AUTO_LENGTH},
{ 'ECMY', Save_ECMY, Load_ECMY, NULL, CH_RIFF | CH_LAST},
static const SaveLoad _cargopayment_desc[] = {
SLE_REF(CargoPayment, front, REF_VEHICLE),
SLE_VAR(CargoPayment, route_profit, SLE_INT64),
SLE_VAR(CargoPayment, visual_profit, SLE_INT64),
SLE_END()
};
static void Save_CAPY()
{
CargoPayment *cp;
FOR_ALL_CARGO_PAYMENTS(cp) {
SlSetArrayIndex(cp->index);
SlObject(cp, _cargopayment_desc);
}
}
static void Load_CAPY()
{
int index;
while ((index = SlIterateArray()) != -1) {
CargoPayment *cp = new (index) CargoPayment();
SlObject(cp, _cargopayment_desc);
}
}
static void Ptrs_CAPY()
{
CargoPayment *cp;
FOR_ALL_CARGO_PAYMENTS(cp) {
SlObject(cp, _cargopayment_desc);
}
}
extern const ChunkHandler _economy_chunk_handlers[] = {
{ 'CAPY', Save_CAPY, Load_CAPY, Ptrs_CAPY, CH_ARRAY},
{ 'PRIC', SaveLoad_PRIC, SaveLoad_PRIC, NULL, CH_RIFF | CH_AUTO_LENGTH},
{ 'CAPR', SaveLoad_CAPR, SaveLoad_CAPR, NULL, CH_RIFF | CH_AUTO_LENGTH},
{ 'ECMY', Save_ECMY, Load_ECMY, NULL, CH_RIFF | CH_LAST},
};

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@@ -41,7 +41,7 @@
#include "saveload_internal.h"
extern const uint16 SAVEGAME_VERSION = 120;
extern const uint16 SAVEGAME_VERSION = 121;
SavegameType _savegame_type; ///< type of savegame we are loading