@@ -855,13 +855,13 @@ struct AIDebugWindow : public Window {
ChangeToAI((CompanyID)(widget - AID_WIDGET_COMPANY_BUTTON_START));
}
if (widget == AID_WIDGET_RELOAD_TOGGLE && !this->IsWidgetDisabled(widget)) {
/* First kill the company of the AI, then start a new one. This should start the current AI again */
DoCommandP(0, 2, ai_debug_company, CMD_COMPANY_CTRL);
DoCommandP(0, 1, 0, CMD_COMPANY_CTRL);
DoCommandP(0, 1, ai_debug_company, CMD_COMPANY_CTRL);
virtual void OnTimeout()
{
this->RaiseWidget(AID_WIDGET_RELOAD_TOGGLE);
@@ -410,22 +410,29 @@ void ResetCompanyLivery(Company *c)
/**
* Create a new company and sets all company variables default values
*
* @param is_ai is a ai company?
* @param company CompanyID to use for the new company
* @return the company struct
*/
Company *DoStartupNewCompany(bool is_ai)
Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
if (!Company::CanAllocateItem()) return NULL;
/* we have to generate colour before this company is valid */
Colours colour = GenerateCompanyColour();
Company *c = new Company(STR_SV_UNNAMED, is_ai);
Company *c;
if (company == INVALID_COMPANY) {
c = new Company(STR_SV_UNNAMED, is_ai);
} else {
if (Company::IsValidID(company)) return NULL;
c = new (company) Company(STR_SV_UNNAMED, is_ai);
c->colour = colour;
ResetCompanyLivery(c);
_company_colours[c->index] = (Colours)c->colour;
@@ -472,13 +479,13 @@ static void MaybeStartNewCompany()
if (c->is_ai) n++;
if (n < (uint)_settings_game.difficulty.max_no_competitors) {
/* Send a command to all clients to start up a new AI.
* Works fine for Multiplayer and Singleplayer */
DoCommandP(0, 1, INVALID_COMPANY, CMD_COMPANY_CTRL);
void InitializeCompanies()
_company_pool.CleanPool();
@@ -594,12 +601,13 @@ void CompanyNewsInformation::FillData(co
* - p1 = 0 - create a new company, Which company (network) it will be is in p2
* - p1 = 1 - create a new AI company
* - p1 = 2 - delete a company. Company is identified by p2
* - p1 = 3 - merge two companies together. merge #1 with #2. Identified by p2
* @param p2 various functionality, dictated by p1
* - p1 = 0 - ClientID of the newly created client
* - p1 = 1 - CompanyID to start AI (INVALID_COMPANY for first available)
* - p1 = 2 - CompanyID of the that is getting deleted
* - p1 = 3 - #1 p2 = (bit 0-15) - company to merge (p2 & 0xFFFF)
* - #2 p2 = (bit 16-31) - company to be merged into ((p2>>16)&0xFFFF)
* @todo In the case of p1=0, create new company, the clientID of the new client is in parameter
* p2. This parameter is passed in at function DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
* on the server itself. First of all this is unbelievably ugly; second of all, well,
@@ -704,13 +712,14 @@ CommandCost CmdCompanyCtrl(TileIndex til
#endif /* ENABLE_NETWORK */
} break;
case 1: // Make a new AI company
if (!(flags & DC_EXEC)) return CommandCost();
DoStartupNewCompany(true);
if (p2 != INVALID_COMPANY && (p2 >= MAX_COMPANIES || Company::IsValidID(p2))) return CMD_ERROR;
DoStartupNewCompany(true, (CompanyID)p2);
break;
case 2: { // Delete a company
Company *c = Company::GetIfValid(p2);
if (c == NULL) return CMD_ERROR;
@@ -1041,13 +1041,13 @@ DEF_CONSOLE_CMD(ConStartAI)
if (argc == 3) {
config->StringToSettings(argv[2]);
/* Start a new AI company */
return true;
DEF_CONSOLE_CMD(ConReloadAI)
@@ -1077,13 +1077,13 @@ DEF_CONSOLE_CMD(ConReloadAI)
IConsoleWarning("Company is not controlled by an AI.");
DoCommandP(0, 2, company_id, CMD_COMPANY_CTRL);
DoCommandP(0, 1, company_id, CMD_COMPANY_CTRL);
IConsolePrint(CC_DEFAULT, "AI reloaded.");
DEF_CONSOLE_CMD(ConStopAI)
@@ -80,13 +80,13 @@ void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
void ProcessAsyncSaveFinish();
void CallWindowTickEvent();
extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
extern Company *DoStartupNewCompany(bool is_ai);
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void ShowOSErrorBox(const char *buf, bool system);
extern void InitializeRailGUI();
* Error handling for fatal user errors.
* @param s the string to print.
@@ -46,13 +46,13 @@
#include "saveload_internal.h"
#include <signal.h>
extern StringID _switch_mode_errorstr;
* Makes a tile canal or water depending on the surroundings.
* Must only be used for converting old savegames. Use WaterClass now.
Status change: