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authorDarkvater <darkvater@openttd.org>2006-10-14 15:15:56 +0000
committerDarkvater <darkvater@openttd.org>2006-10-14 15:15:56 +0000
commit2dcdeb985d481ca44208d8d675eda31db7d4c9ff (patch)
tree2149ebda4f454f9dd52f174d0062275bb83fd28f /economy.c
parent91ac1fa1864d556127ba692f30d67df618fd7063 (diff)
downloadopenttd-2dcdeb985d481ca44208d8d675eda31db7d4c9ff.tar.xz
(svn r6771) -Codechange: Replace two macros with functions. IS_HUMAN_PLAYER and
IS_INTERACTIVE_PLAYER
Diffstat (limited to 'economy.c')
-rw-r--r--economy.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/economy.c b/economy.c
index 1efef2145..8d1a812ec 100644
--- a/economy.c
+++ b/economy.c
@@ -388,7 +388,7 @@ static void PlayersCheckBankrupt(Player *p)
case 3: {
/* XXX - In multiplayer, should we ask other players if it wants to take
over when it is a human company? -- TrueLight */
- if (IS_HUMAN_PLAYER(owner)) {
+ if (IsHumanPlayer(owner)) {
AddNewsItem( (StringID)(owner + 16),
NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
break;
@@ -415,12 +415,12 @@ static void PlayersCheckBankrupt(Player *p)
AddNewsItem( (StringID)(owner + 16*3), NEWS_FLAGS(NM_CALLBACK, 0, NT_COMPANY_INFO, DNC_BANKRUPCY),0,0);
// If the player is human, and it is no network play, leave the player playing
- if (IS_HUMAN_PLAYER(owner) && !_networking) {
+ if (IsHumanPlayer(owner) && !_networking) {
p->bankrupt_asked = 255;
p->bankrupt_timeout = 0x456;
} else {
#ifdef ENABLE_NETWORK
- if (IS_HUMAN_PLAYER(owner) && _network_server) {
+ if (IsHumanPlayer(owner) && _network_server) {
// If we are the server, make sure it is clear that his player is no
// longer with us!
NetworkClientInfo *ci;
@@ -436,7 +436,7 @@ static void PlayersCheckBankrupt(Player *p)
}
}
// Make sure the player no longer controls the company
- if (IS_HUMAN_PLAYER(owner) && owner == _local_player) {
+ if (IsHumanPlayer(owner) && owner == _local_player) {
// Switch the player to spectator..
_local_player = OWNER_SPECTATOR;
}
@@ -447,9 +447,9 @@ static void PlayersCheckBankrupt(Player *p)
// Register the player as not-active
p->is_active = false;
- if (!IS_HUMAN_PLAYER(owner) && (!_networking || _network_server) && _ai.enabled)
+ if (!IsHumanPlayer(owner) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(owner);
- if (IS_HUMAN_PLAYER(owner) && owner == _local_player && _ai.network_client)
+ if (IsHumanPlayer(owner) && owner == _local_player && _ai.network_client)
AI_PlayerDied(owner);
}
}