(svn r7561) -Fix (FS#431): core and (patches) GUI were not in-sync with respect to autorenew settings. This is only a temporary fix, as the definite fix needs to move the autorenew settings to a per-company settings window.

pull/155/head
rubidium 18 years ago
parent 24bb55e079
commit eb7a6a3018

@ -420,7 +420,8 @@ static void PlayersCheckBankrupt(Player *p)
p->bankrupt_timeout = 0x456;
break;
} else if (owner == _local_player) {
_local_player = _network_playas = PLAYER_SPECTATOR;
_network_playas = PLAYER_SPECTATOR;
SetLocalPlayer(PLAYER_SPECTATOR);
}
#ifdef ENABLE_NETWORK

@ -133,7 +133,7 @@ static void *_GenerateWorld(void *arg)
}
ResetObjectToPlace();
_local_player = _gw.lp;
SetLocalPlayer(_gw.lp);
SetGeneratingWorldProgress(GWP_GAME_START, 1);
/* Call any callback */
@ -249,7 +249,7 @@ void GenerateWorld(int mode, uint size_x, uint size_y)
_gw.threaded = true;
/* This disables some commands and stuff */
_local_player = PLAYER_SPECTATOR;
SetLocalPlayer(PLAYER_SPECTATOR);
/* Make sure everything is done via OWNER_NONE */
_current_player = OWNER_NONE;

@ -1647,7 +1647,8 @@ static int32 ClickChangePlayerCheat(int32 p1, int32 p2)
{
while (IsValidPlayer((PlayerID)p1)) {
if (_players[p1].is_active) {
_local_player = (PlayerID)p1;
SetLocalPlayer((PlayerID)p1);
MarkWholeScreenDirty();
return _local_player;
}

@ -509,7 +509,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
!GetPlayer(_network_playas)->is_active) {
_local_player = PLAYER_SPECTATOR;
SetLocalPlayer(PLAYER_SPECTATOR);
if (_network_playas == PLAYER_SPECTATOR) {
// The client wants to be a spectator..
@ -521,10 +521,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
}
} else {
// take control over an existing company
_local_player = _network_playas;
_patches.autorenew = GetPlayer(_local_player)->engine_renew;
_patches.autorenew_months = GetPlayer(_local_player)->engine_renew_months;
_patches.autorenew_money = GetPlayer(_local_player)->engine_renew_money;
SetLocalPlayer(_network_playas);
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
}

@ -301,7 +301,7 @@ static void LoadIntroGame(void)
}
_pause = 0;
_local_player = 0;
SetLocalPlayer(0);
/* Make sure you can't scroll in the menu */
_scrolling_viewport = 0;
_cursor.fix_at = false;
@ -595,14 +595,14 @@ static void MakeNewGameDone(void)
{
/* In a dedicated server, the server does not play */
if (_network_dedicated) {
_local_player = PLAYER_SPECTATOR;
SetLocalPlayer(PLAYER_SPECTATOR);
return;
}
/* Create a single player */
DoStartupNewPlayer(false);
_local_player = 0;
SetLocalPlayer(0);
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
@ -623,7 +623,7 @@ static void MakeNewGame(bool from_heightmap)
static void MakeNewEditorWorldDone(void)
{
_local_player = OWNER_NONE;
SetLocalPlayer(OWNER_NONE);
MarkWholeScreenDirty();
}
@ -682,7 +682,7 @@ static void StartScenario(void)
StartupEngines();
StartupDisasters();
_local_player = 0;
SetLocalPlayer(0);
_current_player = _local_player;
DoCommandP(0, (_patches.autorenew << 15 ) | (_patches.autorenew_months << 16) | 4, _patches.autorenew_money, NULL, CMD_SET_AUTOREPLACE);
@ -773,7 +773,7 @@ void SwitchMode(int new_mode)
} else {
/* Update the local player for a loaded game. It is either always
* player #1 (eg 0) or in the case of a dedicated server a spectator */
_local_player = _network_dedicated ? PLAYER_SPECTATOR : 0;
SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : 0);
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
#ifdef ENABLE_NETWORK
if (_network_server) {
@ -794,7 +794,7 @@ void SwitchMode(int new_mode)
break;
case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
_local_player = OWNER_NONE;
SetLocalPlayer(OWNER_NONE);
GenerateWorld(GW_HEIGHTMAP, 1 << _patches.map_x, 1 << _patches.map_y);
MarkWholeScreenDirty();
@ -806,7 +806,7 @@ void SwitchMode(int new_mode)
_opt_ptr = &_opt;
_local_player = OWNER_NONE;
SetLocalPlayer(OWNER_NONE);
_generating_world = true;
/* Delete all players */
FOR_ALL_PLAYERS(p) {
@ -838,7 +838,7 @@ void SwitchMode(int new_mode)
break;
case SM_GENRANDLAND: /* Generate random land within scenario editor */
_local_player = OWNER_NONE;
SetLocalPlayer(OWNER_NONE);
GenerateWorld(GW_RANDOM, 1 << _patches.map_x, 1 << _patches.map_y);
// XXX: set date
MarkWholeScreenDirty();
@ -1275,18 +1275,23 @@ bool AfterLoadGame(void)
* of course, we do need to initialize them for older savegames. */
if (CheckSavegameVersion(16)) {
FOR_ALL_PLAYERS(p) {
p->engine_renew_list = NULL;
p->engine_renew = false;
p->engine_renew_list = NULL;
p->engine_renew = false;
p->engine_renew_months = -6;
p->engine_renew_money = 100000;
p->engine_renew_money = 100000;
}
if (IsValidPlayer(_local_player)) {
// Set the human controlled player to the patch settings
// Scenario editor do not have any companies
p = GetPlayer(_local_player);
p->engine_renew = _patches.autorenew;
/* When loading a game, _local_player is not yet set to the correct value.
* However, in a dedicated server we are a spectator, so nothing needs to
* happen. In case we are not a dedicated server, the local player always
* becomes player 0, unless we are in the scenario editor where all the
* players are 'invalid'.
*/
if (!_network_dedicated && IsValidPlayer(0)) {
p = GetPlayer(0);
p->engine_renew = _patches.autorenew;
p->engine_renew_months = _patches.autorenew_months;
p->engine_renew_money = _patches.autorenew_money;
p->engine_renew_money = _patches.autorenew_money;
}
}

@ -206,6 +206,7 @@ void GetNameOfOwner(Owner owner, TileIndex tile);
int64 CalculateCompanyValue(const Player* p);
void InvalidatePlayerWindows(const Player* p);
void UpdatePlayerMoney32(Player *p);
void SetLocalPlayer(PlayerID new_player);
#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
VARDEF PlayerID _local_player;

@ -28,6 +28,29 @@
#include "date.h"
#include "window.h"
/**
* Sets the local player and updates the patch settings that are set on a
* per-company (player) basis to reflect the core's state in the GUI.
* @param new_player the new player
* @pre IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE
*/
void SetLocalPlayer(PlayerID new_player)
{
/* Player could also be PLAYER_SPECTATOR or OWNER_NONE */
assert(IsValidPlayer(new_player) || new_player == PLAYER_SPECTATOR || new_player == OWNER_NONE);
_local_player = new_player;
/* Do not update the patches if we are in the intro GUI */
if (IsValidPlayer(new_player) && _game_mode != GM_MENU) {
const Player *p = GetPlayer(new_player);
_patches.autorenew = p->engine_renew;
_patches.autorenew_months = p->engine_renew_months;
_patches.autorenew_money = p->engine_renew_money;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
}
uint16 GetDrawStringPlayerColor(PlayerID player)
{
@ -838,7 +861,8 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
} else
#endif /* ENABLE_NETWORK */
{
_local_player = _network_playas = PLAYER_SPECTATOR;
_network_playas = PLAYER_SPECTATOR;
SetLocalPlayer(PLAYER_SPECTATOR);
}
break;
}
@ -846,7 +870,7 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* This is the joining client who wants a new company */
if (_local_player != _network_playas) {
assert(_local_player == PLAYER_SPECTATOR && _network_playas == p->index);
_local_player = p->index;
SetLocalPlayer(p->index);
MarkWholeScreenDirty();
}

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