(svn r20269) -Codechange: Use IsLocalCompany() everywhere, document the function and two company globals.

pull/155/head
alberth 14 years ago
parent 461da5e1d3
commit 603c33efc1

@ -39,8 +39,8 @@
#include "table/strings.h"
CompanyByte _local_company;
CompanyByte _current_company;
CompanyByte _local_company; ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR.
CompanyByte _current_company; ///< Company currently doing an action.
/* NOSAVE: can be determined from company structs */
Colours _company_colours[MAX_COMPANIES];
CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
@ -97,7 +97,7 @@ void SetLocalCompany(CompanyID new_company)
InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
#endif
assert(_current_company == _local_company);
assert(IsLocalCompany());
_current_company = _local_company = new_company;

@ -27,6 +27,10 @@ extern CompanyByte _current_company;
extern Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs
extern CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
/**
* Is the current company the local company?
* @return \c true of the current company is the local company, \c false otherwise.
*/
static inline bool IsLocalCompany()
{
return _local_company == _current_company;

@ -154,7 +154,7 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
*/
void NetworkExecuteLocalCommandQueue()
{
assert(_current_company == _local_company);
assert(IsLocalCompany());
while (_local_command_queue != NULL) {

@ -1269,7 +1269,7 @@ void StateGameLoop()
cur_company.Restore();
}
assert(_current_company == _local_company);
assert(IsLocalCompany());
}
/** Create an autosave. The default name is "autosave#.sav". However with

@ -1974,7 +1974,7 @@ void HandleKeypress(uint32 raw_key)
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
assert(IsGeneratingWorld() || IsLocalCompany());
/* Setup event */
uint16 key = GB(raw_key, 0, 16);
@ -2135,7 +2135,7 @@ static void MouseLoop(MouseClick click, int mousewheel)
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
assert(IsGeneratingWorld() || IsLocalCompany());
HandlePlacePresize();
UpdateTileSelection();
@ -2241,7 +2241,7 @@ void HandleMouseEvents()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
assert(IsGeneratingWorld() || IsLocalCompany());
static int double_click_time = 0;
static Point double_click_pos = {0, 0};
@ -2348,7 +2348,7 @@ void InputLoop()
{
/* World generation is multithreaded and messes with companies.
* But there is no company related window open anyway, so _current_company is not used. */
assert(IsGeneratingWorld() || _local_company == _current_company);
assert(IsGeneratingWorld() || IsLocalCompany());
CheckSoftLimit();
HandleKeyScrolling();

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