mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r22744) -Codechange: Clarify the scope of variables in LoadUnloadVehicle().
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@ -1130,21 +1130,21 @@ void PrepareUnload(Vehicle *front_v)
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/**
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* Loads/unload the vehicle if possible.
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* @param v the vehicle to be (un)loaded
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* @param front the vehicle to be (un)loaded
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* @param cargo_left the amount of each cargo type that is
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* virtually left on the platform to be
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* picked up by another vehicle when all
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* previous vehicles have loaded.
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*/
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static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
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{
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assert(v->current_order.IsType(OT_LOADING));
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assert(front->current_order.IsType(OT_LOADING));
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/* We have not waited enough time till the next round of loading/unloading */
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if (v->load_unload_ticks != 0) {
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if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
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if (front->load_unload_ticks != 0) {
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if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
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/* 'Reserve' this cargo for this vehicle, because we were first. */
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for (; v != NULL; v = v->Next()) {
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for (Vehicle *v = front; v != NULL; v = v->Next()) {
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int cap_left = v->cargo_cap - v->cargo.Count();
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if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
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}
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@ -1152,19 +1152,18 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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return;
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}
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StationID last_visited = v->last_station_visited;
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StationID last_visited = front->last_station_visited;
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Station *st = Station::Get(last_visited);
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if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
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if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
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/* The train reversed in the station. Take the "easy" way
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* out and let the train just leave as it always did. */
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SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
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v->load_unload_ticks = 1;
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SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
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front->load_unload_ticks = 1;
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return;
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}
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int unloading_time = 0;
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Vehicle *u = v;
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bool dirty_vehicle = false;
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bool dirty_station = false;
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@ -1175,11 +1174,11 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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uint32 cargo_not_full = 0;
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uint32 cargo_full = 0;
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v->cur_speed = 0;
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front->cur_speed = 0;
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CargoPayment *payment = v->cargo_payment;
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CargoPayment *payment = front->cargo_payment;
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for (; v != NULL; v = v->Next()) {
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for (Vehicle *v = front; v != NULL; v = v->Next()) {
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if (v->cargo_cap == 0) continue;
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const Engine *e = Engine::Get(v->engine_type);
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@ -1195,7 +1194,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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GoodsEntry *ge = &st->goods[v->cargo_type];
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if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
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if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
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uint cargo_count = v->cargo.Count();
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uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
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bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
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@ -1203,7 +1202,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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payment->SetCargo(v->cargo_type);
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if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
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if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
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/* The cargo has reached its final destination, the packets may now be destroyed */
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remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
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@ -1216,8 +1215,8 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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* they were loaded, but to not force unload the vehicle when the
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* station is still accepting the cargo in the vehicle. It doesn't
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* accept cargo that was loaded at the same station. */
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if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
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remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
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if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
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remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
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if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
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InvalidateWindowData(WC_STATION_LIST, last_visited);
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SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
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@ -1254,22 +1253,22 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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}
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/* Do not pick up goods when we have no-load set or loading is stopped. */
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if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
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if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
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/* update stats */
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int t;
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switch (u->type) {
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switch (front->type) {
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case VEH_TRAIN: /* FALL THROUGH */
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case VEH_SHIP:
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t = u->vcache.cached_max_speed;
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t = front->vcache.cached_max_speed;
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break;
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case VEH_ROAD:
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t = u->vcache.cached_max_speed / 2;
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t = front->vcache.cached_max_speed / 2;
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break;
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case VEH_AIRCRAFT:
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t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
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t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
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break;
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default: NOT_REACHED();
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@ -1277,7 +1276,7 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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/* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
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ge->last_speed = min(t, 255);
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ge->last_age = _cur_year - u->build_year;
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ge->last_age = _cur_year - front->build_year;
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ge->days_since_pickup = 0;
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/* If there's goods waiting at the station, and the vehicle
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@ -1352,40 +1351,38 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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* all wagons at the same time instead of using the same 'improved'
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* loading algorithm for the wagons (only fill wagon when there is
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* enough to fill the previous wagons) */
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if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
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if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
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/* Update left cargo */
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for (v = u; v != NULL; v = v->Next()) {
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for (Vehicle *v = front; v != NULL; v = v->Next()) {
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int cap_left = v->cargo_cap - v->cargo.Count();
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if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
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}
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}
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v = u;
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if (!anything_unloaded) delete payment;
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ClrBit(u->vehicle_flags, VF_STOP_LOADING);
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ClrBit(front->vehicle_flags, VF_STOP_LOADING);
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if (anything_loaded || anything_unloaded) {
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if (_settings_game.order.gradual_loading) {
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/* The time it takes to load one 'slice' of cargo or passengers depends
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* on the vehicle type - the values here are those found in TTDPatch */
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const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
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unloading_time = gradual_loading_wait_time[v->type];
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unloading_time = gradual_loading_wait_time[front->type];
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}
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/* We loaded less cargo than possible for all cargo types and it's not full
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* load and we're not supposed to wait any longer: stop loading. */
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if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
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v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
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SetBit(v->vehicle_flags, VF_STOP_LOADING);
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if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
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front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
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SetBit(front->vehicle_flags, VF_STOP_LOADING);
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}
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} else {
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bool finished_loading = true;
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if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
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if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
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if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
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if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
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/* if the aircraft carries passengers and is NOT full, then
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* continue loading, no matter how much mail is in */
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if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
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if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
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(cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
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finished_loading = false;
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}
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@ -1395,12 +1392,12 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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}
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unloading_time = 20;
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SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
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SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
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}
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if (v->type == VEH_TRAIN) {
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if (front->type == VEH_TRAIN) {
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/* Each platform tile is worth 2 rail vehicles. */
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int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
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int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
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if (overhang > 0) {
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unloading_time <<= 1;
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unloading_time += (overhang * unloading_time) / 8;
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@ -1413,27 +1410,27 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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* if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
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* if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
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*/
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if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
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if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
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StringID percent_up_down = STR_NULL;
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int percent = CalcPercentVehicleFilled(v, &percent_up_down);
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if (v->fill_percent_te_id == INVALID_TE_ID) {
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v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
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int percent = CalcPercentVehicleFilled(front, &percent_up_down);
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if (front->fill_percent_te_id == INVALID_TE_ID) {
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front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
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} else {
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UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
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UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
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}
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}
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/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
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v->load_unload_ticks = max(1, unloading_time);
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front->load_unload_ticks = max(1, unloading_time);
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if (completely_emptied) {
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TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
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TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
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}
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if (dirty_vehicle) {
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SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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v->MarkDirty();
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SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
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SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
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front->MarkDirty();
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}
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if (dirty_station) {
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st->MarkTilesDirty(true);
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