(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.
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@@ -29,6 +29,7 @@
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#include "../road_cmd.h"
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#include "../ai/ai.hpp"
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#include "../town.h"
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#include "../economy_base.h"
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#include "table/strings.h"
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@@ -547,6 +548,13 @@ bool AfterLoadGame()
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if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated)))
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DoStartupNewCompany(false);
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/* Fix the cache for cargo payments. */
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CargoPayment *cp;
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FOR_ALL_CARGO_PAYMENTS(cp) {
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cp->front->cargo_payment = cp;
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cp->current_station = cp->front->last_station_visited;
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}
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if (CheckSavegameVersion(72)) {
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/* Locks/shiplifts in very old savegames had OWNER_WATER as owner */
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for (TileIndex t = 0; t < MapSize(); t++) {
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@@ -1269,13 +1277,8 @@ bool AfterLoadGame()
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* stored to stop people cheating and cashing in several times. This
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* wasn't enough though as it was cleared when the vehicle started
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* loading again, even if it didn't actually load anything, so now the
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* amount of cargo that has been paid for is stored. */
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* amount that has been paid is stored. */
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FOR_ALL_VEHICLES(v) {
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const CargoList::List *packets = v->cargo.Packets();
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for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
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CargoPacket *cp = *it;
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cp->paid_for = HasBit(v->vehicle_flags, 2);
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}
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ClrBit(v->vehicle_flags, 2);
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v->cargo.InvalidateCache();
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}
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@@ -1870,6 +1873,21 @@ bool AfterLoadGame()
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}
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}
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}
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/* We didn't store cargo payment yet, so make them for vehicles that are
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* currently at a station and loading/unloading. If they don't get any
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* payment anymore they just removed in the next load/unload cycle.
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* However, some 0.7 versions might have cargo payment. For those we just
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* add cargopayment for the vehicles that don't have it.
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*/
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Station *st;
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FOR_ALL_STATIONS(st) {
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std::list<Vehicle *>::iterator iter;
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for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
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Vehicle *v = *iter;
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if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
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}
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}
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}
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AfterLoadLabelMaps();
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