On load, use previous local company or first usable company

Instead of always using the first company slot
pull/192/head
Jonathan G Rennison 4 years ago
parent 9af2c258fa
commit 4763f441f6

@ -44,6 +44,7 @@ void ClearEnginesHiddenFlagOfCompany(CompanyID cid);
CompanyID _local_company; ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR.
CompanyID _current_company; ///< Company currently doing an action.
CompanyID _loaded_local_company; ///< Local company in loaded savegame
Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs.
CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
uint _next_competitor_start; ///< the number of ticks before the next AI is started
@ -1184,6 +1185,20 @@ int CompanyServiceInterval(const Company *c, VehicleType type)
}
}
/**
* Get the default local company after loading a new game
*/
CompanyID GetDefaultLocalCompany()
{
if (_loaded_local_company >= COMPANY_FIRST && _loaded_local_company < MAX_COMPANIES && Company::IsValidID(_loaded_local_company)) {
return _loaded_local_company;
}
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
if (Company::IsValidID(i)) return i;
}
return COMPANY_FIRST;
}
/**
* Get total sum of all owned road bits.
* @return Combined total road road bits.

@ -32,6 +32,7 @@ CommandCost CheckTileOwnership(TileIndex tile);
extern CompanyID _local_company;
extern CompanyID _current_company;
extern CompanyID _loaded_local_company;
extern Colours _company_colours[MAX_COMPANIES];
extern CompanyManagerFace _company_manager_face;
@ -57,4 +58,6 @@ static inline bool IsInteractiveCompany(CompanyID company)
int CompanyServiceInterval(const Company *c, VehicleType type);
CompanyID GetDefaultLocalCompany();
#endif /* COMPANY_FUNC_H */

@ -81,6 +81,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
_cur_tileloop_tile = 1;
_thd.redsq = INVALID_TILE;
_road_layout_change_counter = 0;
_loaded_local_company = COMPANY_SPECTATOR;
_game_events_since_load = (GameEventFlags) 0;
_game_events_overall = (GameEventFlags) 0;
_game_load_cur_date_ymd = { 0, 0, 0 };

@ -717,7 +717,7 @@ static void NetworkInitGameInfo()
/* There should be always space for the server. */
assert(NetworkClientInfo::CanAllocateItem());
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST;
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : GetDefaultLocalCompany();
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
}

@ -434,6 +434,7 @@ static void ShutdownGame()
ClearCommandLog();
ClearDesyncMsgLog();
_loaded_local_company = COMPANY_SPECTATOR;
_game_events_since_load = (GameEventFlags) 0;
_game_events_overall = (GameEventFlags) 0;
_game_load_cur_date_ymd = { 0, 0, 0 };
@ -1233,8 +1234,8 @@ void SwitchToMode(SwitchMode new_mode)
EngineOverrideManager::ResetToCurrentNewGRFConfig();
}
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
* a company or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : GetDefaultLocalCompany());
if (_ctrl_pressed && !_network_dedicated) {
DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
}

@ -970,9 +970,8 @@ bool AfterLoadGame()
* a company does not exist yet. So create one here.
* 1 exception: network-games. Those can have 0 companies
* But this exception is not true for non-dedicated network servers! */
if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
DoStartupNewCompany(false);
Company *c = Company::Get(COMPANY_FIRST);
if (!Company::IsValidID(GetDefaultLocalCompany()) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
Company *c = DoStartupNewCompany(false);
c->settings = _settings_client.company;
}

@ -44,6 +44,7 @@
#include "../map_func.h"
#include "../rev.h"
#include "../strings_func.h"
#include "../company_func.h"
#include "table/strings.h"
#include <vector>
@ -62,6 +63,8 @@ static const uint32 _sl_xv_slxi_chunk_version = 0; ///< current version
static void loadVL(const SlxiSubChunkInfo *info, uint32 length);
static uint32 saveVL(const SlxiSubChunkInfo *info, bool dry_run);
static void loadLC(const SlxiSubChunkInfo *info, uint32 length);
static uint32 saveLC(const SlxiSubChunkInfo *info, bool dry_run);
const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
{ XSLFI_VERSION_LABEL, XSCF_IGNORABLE_ALL, 1, 1, "version_label", saveVL, loadVL, nullptr },
@ -129,6 +132,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
{ XSLFI_TOWN_MULTI_BUILDING, XSCF_NULL, 1, 1, "town_multi_building", nullptr, nullptr, nullptr },
{ XSLFI_SHIP_LOST_COUNTER, XSCF_NULL, 1, 1, "ship_lost_counter", nullptr, nullptr, nullptr },
{ XSLFI_BUILD_OBJECT_RATE_LIMIT,XSCF_NULL, 1, 1, "build_object_rate_limit", nullptr, nullptr, nullptr },
{ XSLFI_LOCAL_COMPANY, XSCF_IGNORABLE_ALL, 1, 1, "local_company", saveLC, loadLC, nullptr },
{ XSLFI_NULL, XSCF_NULL, 0, 0, nullptr, nullptr, nullptr, nullptr },// This is the end marker
};
@ -627,6 +631,22 @@ static uint32 saveVL(const SlxiSubChunkInfo *info, bool dry_run)
return length;
}
static void loadLC(const SlxiSubChunkInfo *info, uint32 length)
{
if (length == 1) {
_loaded_local_company = (CompanyID) ReadBuffer::GetCurrent()->ReadByte();
} else {
DEBUG(sl, 1, "SLXI chunk: feature: '%s', version: %d, has data of wrong length: %u", info->name, _sl_xv_feature_versions[info->index], length);
ReadBuffer::GetCurrent()->SkipBytes(length);
}
}
static uint32 saveLC(const SlxiSubChunkInfo *info, bool dry_run)
{
if (!dry_run) MemoryDumper::GetCurrent()->WriteByte(_local_company);
return 1;
}
extern const ChunkHandler _version_ext_chunk_handlers[] = {
{ 'SLXI', Save_SLXI, Load_SLXI, nullptr, Load_SLXI, CH_RIFF | CH_LAST},
};

@ -86,6 +86,7 @@ enum SlXvFeatureIndex {
XSLFI_TOWN_MULTI_BUILDING, ///< Allow multiple stadium/church buildings in a single town
XSLFI_SHIP_LOST_COUNTER, ///< Ship lost counter
XSLFI_BUILD_OBJECT_RATE_LIMIT, ///< Build object rate limit
XSLFI_LOCAL_COMPANY, ///< Local company ID
XSLFI_RIFF_HEADER_60_BIT, ///< Size field in RIFF chunk header is 60 bit
XSLFI_HEIGHT_8_BIT, ///< Map tile height is 8 bit instead of 4 bit, but savegame version may be before this became true in trunk

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