mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-03-12 02:19:41 +00:00
Fix #6544: Don't join AI company when loading network game in singleplayer
This commit is contained in:
parent
5ea55f3948
commit
ec90fb4c99
@ -1198,3 +1198,31 @@ CommandCost CmdGiveMoney(DoCommandFlag flags, uint32 money, CompanyID dest_compa
|
||||
/* Subtract money from local-company */
|
||||
return amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the index of the first available company. It attempts,
|
||||
* from first to last, and as soon as the attempt succeeds,
|
||||
* to get the index of the company:
|
||||
* 1st - get the first existing human company.
|
||||
* 2nd - get the first non-existing company.
|
||||
* 3rd - get COMPANY_FIRST.
|
||||
* @return the index of the first available company.
|
||||
*/
|
||||
CompanyID GetFirstPlayableCompanyID()
|
||||
{
|
||||
for (Company *c : Company::Iterate()) {
|
||||
if (Company::IsHumanID(c->index)) {
|
||||
return c->index;
|
||||
}
|
||||
}
|
||||
|
||||
if (Company::CanAllocateItem()) {
|
||||
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
|
||||
if (!Company::IsValidID(c)) {
|
||||
return c;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return COMPANY_FIRST;
|
||||
}
|
||||
|
@ -56,5 +56,6 @@ static inline bool IsInteractiveCompany(CompanyID company)
|
||||
}
|
||||
|
||||
int CompanyServiceInterval(const Company *c, VehicleType type);
|
||||
CompanyID GetFirstPlayableCompanyID();
|
||||
|
||||
#endif /* COMPANY_FUNC_H */
|
||||
|
@ -835,9 +835,9 @@ void HandleExitGameRequest()
|
||||
*/
|
||||
static void OnStartGame(bool dedicated_server)
|
||||
{
|
||||
/* 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(dedicated_server ? COMPANY_SPECTATOR : COMPANY_FIRST);
|
||||
/* Update the local company for a loaded game. It is either the first available company
|
||||
* or in the case of a dedicated server, a spectator */
|
||||
SetLocalCompany(dedicated_server ? COMPANY_SPECTATOR : GetFirstPlayableCompanyID());
|
||||
|
||||
/* Update the static game info to set the values from the new game. */
|
||||
NetworkServerUpdateGameInfo();
|
||||
|
@ -823,10 +823,12 @@ 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);
|
||||
c->settings = _settings_client.company;
|
||||
if (!_networking || (_networking && _network_server && !_network_dedicated)) {
|
||||
CompanyID first_human_company = GetFirstPlayableCompanyID();
|
||||
if (!Company::IsValidID(first_human_company)) {
|
||||
Company *c = DoStartupNewCompany(false, first_human_company);
|
||||
c->settings = _settings_client.company;
|
||||
}
|
||||
}
|
||||
|
||||
/* Fix the cache for cargo payments. */
|
||||
@ -1006,10 +1008,10 @@ bool AfterLoadGame()
|
||||
/* When loading a game, _local_company 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 company always
|
||||
* becomes company 0, unless we are in the scenario editor where all the
|
||||
* companies are 'invalid'.
|
||||
* becomes the first available company, unless we are in the scenario editor
|
||||
* where all the companies are 'invalid'.
|
||||
*/
|
||||
Company *c = Company::GetIfValid(COMPANY_FIRST);
|
||||
Company *c = Company::GetIfValid(GetFirstPlayableCompanyID());
|
||||
if (!_network_dedicated && c != nullptr) {
|
||||
c->settings = _settings_client.company;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user