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@ -285,13 +285,16 @@ int UpdateCompanyRatingAndValue(Company *c, bool update)
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/* use INVALID_OWNER as new_owner to delete the company. */
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void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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{
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/* We need to set _current_company to old_owner before we try to move
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* the client. This is needed as it needs to know whether "you" really
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* are the current local company. */
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Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
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#ifdef ENABLE_NETWORK
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/* In all cases, make spectators of clients connected to that company */
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if (_networking) NetworkClientsToSpectators(old_owner);
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#endif /* ENABLE_NETWORK */
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Town *t;
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Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
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assert(old_owner != new_owner);
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@ -520,8 +523,16 @@ static void CompanyCheckBankrupt(Company *c)
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break;
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}
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/* Actually remove the company. */
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DoCommand(0, 2 | (c->index << 16), 0, DC_EXEC, CMD_COMPANY_CTRL);
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/* Actually remove the company, but not when we're a network client.
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* In case of network clients we will be getting a command from the
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* server. It is done in this way as we are called from the
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* StateGameLoop which can't change the current company, and thus
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* updating the local company triggers an assert later on. In the
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* case of a network game the command will be processed at a time
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* that changing the current company is okay. In case of single
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* player we are sure (the above check) that we are not the local
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* company and thus we won't be moved. */
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if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
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break;
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}
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}
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