File diff r20053:1f0b373e9dce → r20054:152d076eb07b
src/economy.cpp
Show inline comments
 
@@ -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.
 
@@ -1249,30 +1332,23 @@ static bool IsArticulatedVehicleEmpty(Ve
 
/**
 
 * 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);
 
	}
 

	
 
	StationID last_visited = front->last_station_visited;
 
	Station *st = Station::Get(last_visited);
 
	/* 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
 
@@ -1282,16 +1358,6 @@ static void LoadUnloadVehicle(Vehicle *f
 
		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 *f
 
		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);
 
			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);
 

	
 
				dirty_vehicle = true;
 
				accepted = true;
 
					/* ... 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;
 
				}
 
			}
 

	
 
			/* 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);
 
				}
 
			/* 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;
 

	
 
				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;
 
			}
 

	
 
			/* Deliver goods to the station */
 
			st->time_since_unload = 0;
 

	
 
			unloading_time += amount_unloaded;
 

	
 
			anything_unloaded = true;
 
			if (_settings_game.order.gradual_loading && remaining) {
 
				completely_emptied = false;
 
			} else {
 
@@ -1419,7 +1453,7 @@ static void LoadUnloadVehicle(Vehicle *f
 
			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 *f
 
				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 *f
 
				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 *f
 

	
 
		/* 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;
 
			}
 
		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);
 

	
 
			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;
 
				}
 
			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 *f
 
			 * 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;
 
			if (loaded > 0) {
 
				completely_emptied = false;
 
				anything_loaded = true;
 

	
 
			ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
 

	
 
			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 += loaded;
 

	
 
				dirty_vehicle = dirty_station = true;
 
			}
 

	
 
			unloading_time += cap;
 

	
 
			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 *f
 
	/* 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 *f
 
			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;
 
	}