mirror of https://github.com/OpenTTD/OpenTTD
(svn r20269) -Codechange: Use IsLocalCompany() everywhere, document the function and two company globals.
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@ -39,8 +39,8 @@
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#include "table/strings.h"
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#include "table/strings.h"
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CompanyByte _local_company;
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CompanyByte _local_company; ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR.
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CompanyByte _current_company;
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CompanyByte _current_company; ///< Company currently doing an action.
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/* NOSAVE: can be determined from company structs */
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/* NOSAVE: can be determined from company structs */
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Colours _company_colours[MAX_COMPANIES];
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Colours _company_colours[MAX_COMPANIES];
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CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
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CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
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@ -97,7 +97,7 @@ void SetLocalCompany(CompanyID new_company)
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InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
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InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);
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#endif
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#endif
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assert(_current_company == _local_company);
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assert(IsLocalCompany());
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_current_company = _local_company = new_company;
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_current_company = _local_company = new_company;
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@ -27,6 +27,10 @@ extern CompanyByte _current_company;
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extern Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs
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extern Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs
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extern CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
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extern CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
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/**
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* Is the current company the local company?
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* @return \c true of the current company is the local company, \c false otherwise.
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*/
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static inline bool IsLocalCompany()
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static inline bool IsLocalCompany()
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{
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{
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return _local_company == _current_company;
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return _local_company == _current_company;
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@ -154,7 +154,7 @@ void NetworkSyncCommandQueue(NetworkClientSocket *cs)
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*/
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*/
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void NetworkExecuteLocalCommandQueue()
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void NetworkExecuteLocalCommandQueue()
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{
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{
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assert(_current_company == _local_company);
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assert(IsLocalCompany());
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while (_local_command_queue != NULL) {
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while (_local_command_queue != NULL) {
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@ -1269,7 +1269,7 @@ void StateGameLoop()
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cur_company.Restore();
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cur_company.Restore();
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}
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}
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assert(_current_company == _local_company);
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assert(IsLocalCompany());
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}
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}
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/** Create an autosave. The default name is "autosave#.sav". However with
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/** Create an autosave. The default name is "autosave#.sav". However with
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@ -1974,7 +1974,7 @@ void HandleKeypress(uint32 raw_key)
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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assert(IsGeneratingWorld() || IsLocalCompany());
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/* Setup event */
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/* Setup event */
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uint16 key = GB(raw_key, 0, 16);
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uint16 key = GB(raw_key, 0, 16);
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@ -2135,7 +2135,7 @@ static void MouseLoop(MouseClick click, int mousewheel)
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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assert(IsGeneratingWorld() || IsLocalCompany());
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HandlePlacePresize();
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HandlePlacePresize();
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UpdateTileSelection();
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UpdateTileSelection();
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@ -2241,7 +2241,7 @@ void HandleMouseEvents()
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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assert(IsGeneratingWorld() || IsLocalCompany());
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static int double_click_time = 0;
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static int double_click_time = 0;
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static Point double_click_pos = {0, 0};
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static Point double_click_pos = {0, 0};
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@ -2348,7 +2348,7 @@ void InputLoop()
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{
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{
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/* World generation is multithreaded and messes with companies.
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/* World generation is multithreaded and messes with companies.
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* But there is no company related window open anyway, so _current_company is not used. */
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* But there is no company related window open anyway, so _current_company is not used. */
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assert(IsGeneratingWorld() || _local_company == _current_company);
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assert(IsGeneratingWorld() || IsLocalCompany());
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CheckSoftLimit();
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CheckSoftLimit();
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HandleKeyScrolling();
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HandleKeyScrolling();
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