(svn r11626) -Fix [FS#1529]: Pause state wasn't set correctly in multiplayer saves

This commit is contained in:
skidd13 2007-12-12 21:56:10 +00:00
parent 5acc147c1c
commit 1d9c27e235
3 changed files with 10 additions and 6 deletions

View File

@ -1677,12 +1677,12 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
} break;
case WE_MOUSELOOP:
if (w->IsWidgetLowered(0) != !!_pause_game) {
if (w->IsWidgetLowered(0) != (bool)_pause_game) {
w->ToggleWidgetLoweredState(0);
w->InvalidateWidget(0);
}
if (w->IsWidgetLowered(1) != !!_fast_forward) {
if (w->IsWidgetLowered(1) != (bool)_fast_forward) {
w->ToggleWidgetLoweredState(1);
w->InvalidateWidget(1);
}
@ -1986,12 +1986,12 @@ static void ScenEditToolbarWndProc(Window *w, WindowEvent *e)
} break;
case WE_MOUSELOOP:
if (w->IsWidgetLowered(0) != !!_pause_game) {
if (w->IsWidgetLowered(0) != (bool)_pause_game) {
w->ToggleWidgetLoweredState(0);
SetWindowDirty(w);
}
if (w->IsWidgetLowered(1) != !!_fast_forward) {
if (w->IsWidgetLowered(1) != (bool)_fast_forward) {
w->ToggleWidgetLoweredState(1);
SetWindowDirty(w);
}

View File

@ -317,7 +317,7 @@ static void AskUnsafeUnpauseCallback(Window *w, bool confirmed)
CommandCost CmdPause(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_pause_game += (p1 == 1) ? 1 : -1;
_pause_game += (p1 == 0) ? -1 : 1;
switch (_pause_game) {
case (byte)-4:

View File

@ -912,7 +912,8 @@ void SwitchMode(int new_mode)
/* 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 */
SetLocalPlayer(_network_dedicated ? PLAYER_SPECTATOR : PLAYER_FIRST);
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
@ -956,12 +957,15 @@ void SwitchMode(int new_mode)
break;
case SM_SAVE: /* Save game */
/* Make network saved games on pause compatible to singleplayer */
if (_networking && _pause_game == 1) _pause_game = 2;
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(INVALID_STRING_ID, STR_012D, 0, 0);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
}
if (_networking && _pause_game == 2) _pause_game = 1;
break;
case SM_GENRANDLAND: /* Generate random land within scenario editor */