(svn r10207) -Codechange: remove the redundant player_money in favour of the money64, which is now renamed to player_money.

This commit is contained in:
rubidium
2007-06-18 21:00:14 +00:00
parent 26e9b5ca5f
commit 7a72dcb3b5
10 changed files with 24 additions and 45 deletions

View File

@@ -188,8 +188,7 @@ bool CheckPlayerHasMoney(CommandCost cost)
static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
{
p->money64 -= cost.GetCost();
UpdatePlayerMoney32(p);
p->player_money -= cost.GetCost();
p->yearly_expenses[0][_yearly_expenses_type] += cost.GetCost();
@@ -229,18 +228,6 @@ void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cst)
if (cost != 0) SubtractMoneyFromAnyPlayer(p, CommandCost(cost));
}
/** the player_money field is kept as it is, but money64 contains the actual amount of money. */
void UpdatePlayerMoney32(Player *p)
{
if (p->money64 < -2000000000) {
p->player_money = -2000000000;
} else if (p->money64 > 2000000000) {
p->player_money = 2000000000;
} else {
p->player_money = (int32)p->money64;
}
}
void GetNameOfOwner(Owner owner, TileIndex tile)
{
SetDParam(2, owner);
@@ -474,7 +461,7 @@ Player *DoStartupNewPlayer(bool is_ai)
p->name_1 = STR_SV_UNNAMED;
p->is_active = true;
p->money64 = p->player_money = p->current_loan = 100000;
p->player_money = p->current_loan = 100000;
p->is_ai = is_ai;
p->ai.state = 5; // AIS_WANT_NEW_ROUTE
@@ -1135,8 +1122,8 @@ static const SaveLoad _player_desc[] = {
SLE_VAR(Player, face, SLE_UINT32),
/* money was changed to a 64 bit field in savegame version 1. */
SLE_CONDVAR(Player, money64, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Player, money64, SLE_INT64, 1, SL_MAX_VERSION),
SLE_CONDVAR(Player, player_money, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Player, player_money, SLE_INT64, 1, SL_MAX_VERSION),
SLE_VAR(Player, current_loan, SLE_INT32),
@@ -1318,7 +1305,6 @@ static void Load_PLYR()
Player *p = GetPlayer((PlayerID)index);
SaveLoad_PLYR(p);
_player_colors[index] = p->player_color;
UpdatePlayerMoney32(p);
/* This is needed so an AI is attached to a loaded AI */
if (p->is_ai && (!_networking || _network_server) && _ai.enabled)