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-rw-r--r--openttd.c41
1 files changed, 23 insertions, 18 deletions
diff --git a/openttd.c b/openttd.c
index 8ed10a6b3..4fcc78e70 100644
--- a/openttd.c
+++ b/openttd.c
@@ -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;
}
}