@@ -349,8 +349,8 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
349349 DEBUG_ASSERTCRASH (msg != nullptr && msg != (GameMessage*)0xdeadbeef , (" bad msg" ));
350350#endif
351351
352- Player *thisPlayer = ThePlayerList->getNthPlayer ( msg->getPlayerIndex () );
353- if (thisPlayer == nullptr )
352+ Player *msgPlayer = ThePlayerList->getNthPlayer ( msg->getPlayerIndex () );
353+ if (msgPlayer == nullptr )
354354 {
355355 DEBUG_CRASH ((" logicMessageDispatcher: Processing message from unknown player (player index '%d')" , msg->getPlayerIndex ()));
356356 return ;
@@ -367,9 +367,9 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
367367 currentlySelectedGroup = TheAI->createGroup (); // can't do this outside a game - it'll cause sync errors galore.
368368 CRCGEN_LOG (( " Creating AIGroup %d in GameLogic::logicMessageDispatcher()" , currentlySelectedGroup?currentlySelectedGroup->getID ():0 ));
369369#if RETAIL_COMPATIBLE_AIGROUP
370- thisPlayer ->getCurrentSelectionAsAIGroup (currentlySelectedGroup);
370+ msgPlayer ->getCurrentSelectionAsAIGroup (currentlySelectedGroup);
371371#else
372- thisPlayer ->getCurrentSelectionAsAIGroup (currentlySelectedGroup.Peek ());
372+ msgPlayer ->getCurrentSelectionAsAIGroup (currentlySelectedGroup.Peek ());
373373#endif
374374
375375 // We can't issue commands to groups that contain units that don't belong to the issuing player, so pretend like
@@ -385,7 +385,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
385385
386386 // If there are any units that the player doesn't own, then remove them from the "currentlySelectedGroup"
387387 if (currentlySelectedGroup)
388- if (currentlySelectedGroup->removeAnyObjectsNotOwnedByPlayer (thisPlayer ))
388+ if (currentlySelectedGroup->removeAnyObjectsNotOwnedByPlayer (msgPlayer ))
389389 currentlySelectedGroup = nullptr ;
390390
391391 if (TheStatsCollector)
@@ -410,7 +410,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
410410 if (commandName.isNotEmpty() /*&& msg->getType() != GameMessage::MSG_FRAME_TICK*/)
411411 {
412412 DEBUG_LOG(("Frame %d: GameLogic::logicMessageDispatcher() saw a %s from player %d (%ls)", getFrame(), commandName.str(),
413- thisPlayer ->getPlayerIndex(), thisPlayer ->getPlayerDisplayName().str()));
413+ msgPlayer ->getPlayerIndex(), msgPlayer ->getPlayerDisplayName().str()));
414414 }
415415#endif
416416#endif // DEBUG_LOGGING
@@ -1037,7 +1037,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
10371037 break ;
10381038
10391039 // sanity, the player must actually control this object
1040- if ( objectWantingToExit->getControllingPlayer () != thisPlayer )
1040+ if ( objectWantingToExit->getControllingPlayer () != msgPlayer )
10411041 break ;
10421042
10431043 objectWantingToExit->releaseWeaponLock (LOCKED_TEMPORARILY ); // release any temporary locks.
@@ -1345,7 +1345,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
13451345 break ;
13461346
13471347 // the player must actually control the producer object
1348- if ( producer->getControllingPlayer () != thisPlayer )
1348+ if ( producer->getControllingPlayer () != msgPlayer )
13491349 break ;
13501350
13511351 // producer must have a production update
@@ -1412,7 +1412,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
14121412 break ;
14131413
14141414 // sanity, the player must control the producer
1415- if ( producer->getControllingPlayer () != thisPlayer )
1415+ if ( producer->getControllingPlayer () != msgPlayer )
14161416 break ;
14171417
14181418 // get the unit production interface
@@ -1496,7 +1496,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
14961496 break ;
14971497
14981498 // the player sending this message must actually control this building
1499- if ( building->getControllingPlayer () != thisPlayer )
1499+ if ( building->getControllingPlayer () != msgPlayer )
15001500 break ;
15011501
15021502 // Check to make sure it is actually under construction
@@ -1506,8 +1506,8 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
15061506 // OK, refund the money to the player, unless it is a rebuilding Hole.
15071507 if ( !building->testStatus (OBJECT_STATUS_RECONSTRUCTING ))
15081508 {
1509- Money *money = thisPlayer ->getMoney ();
1510- UnsignedInt amount = building->getTemplate ()->calcCostToBuild ( thisPlayer );
1509+ Money *money = msgPlayer ->getMoney ();
1510+ UnsignedInt amount = building->getTemplate ()->calcCostToBuild ( msgPlayer );
15111511 money->deposit ( amount, TRUE , FALSE );
15121512 }
15131513
@@ -1594,7 +1594,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
15941594 continue ;
15951595 }
15961596
1597- selectObject (obj, createNewGroup && firstObject, thisPlayer ->getPlayerMask ());
1597+ selectObject (obj, createNewGroup && firstObject, msgPlayer ->getPlayerMask ());
15981598 firstObject = FALSE ;
15991599 }
16001600
@@ -1612,7 +1612,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
16121612 continue ;
16131613 }
16141614
1615- deselectObject (objToRemove, thisPlayer ->getPlayerMask ());
1615+ deselectObject (objToRemove, msgPlayer ->getPlayerMask ());
16161616 }
16171617
16181618 break ;
@@ -1622,7 +1622,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
16221622 // ---------------------------------------------------------------------------------------------
16231623 case GameMessage::MSG_DESTROY_SELECTED_GROUP :
16241624 {
1625- thisPlayer ->setCurrentlySelectedAIGroup (nullptr );
1625+ msgPlayer ->setCurrentlySelectedAIGroup (nullptr );
16261626
16271627 break ;
16281628
@@ -1639,57 +1639,57 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
16391639 // --------------------------------------------------------------------------------------------
16401640 case GameMessage::MSG_PLACE_BEACON :
16411641 {
1642- if (thisPlayer ->getPlayerTemplate () == nullptr )
1642+ if (msgPlayer ->getPlayerTemplate () == nullptr )
16431643 break ;
16441644 Coord3D pos = msg->getArgument ( 0 )->location ;
16451645 Region3D r;
16461646 TheTerrainLogic->getExtent (&r);
16471647 if (!r.isInRegionNoZ (&pos))
16481648 pos = TheTerrainLogic->findClosestEdgePoint (&pos);
1649- const ThingTemplate *thing = TheThingFactory->findTemplate ( thisPlayer ->getPlayerTemplate ()->getBeaconTemplate () );
1650- if (thing && !TheVictoryConditions->hasSinglePlayerBeenDefeated (thisPlayer ))
1649+ const ThingTemplate *thing = TheThingFactory->findTemplate ( msgPlayer ->getPlayerTemplate ()->getBeaconTemplate () );
1650+ if (thing && !TheVictoryConditions->hasSinglePlayerBeenDefeated (msgPlayer ))
16511651 {
16521652 // how many does this player have active?
16531653 Int count;
1654- thisPlayer ->countObjectsByThingTemplate ( 1 , &thing, false , &count );
1654+ msgPlayer ->countObjectsByThingTemplate ( 1 , &thing, false , &count );
16551655 DEBUG_LOG ((" Player already has %d beacons active" , count));
16561656 if (count >= TheMultiplayerSettings->getMaxBeaconsPerPlayer ())
16571657 {
1658- if (thisPlayer == ThePlayerList->getLocalPlayer ())
1658+ if (msgPlayer == ThePlayerList->getLocalPlayer ())
16591659 {
16601660 // tell the user
16611661 TheInGameUI->message ( TheGameText->fetch (" GUI:TooManyBeacons" ) );
16621662
16631663 // play a sound
16641664 static AudioEventRTS aSound (" BeaconPlacementFailed" );
16651665 aSound.setPosition (&pos);
1666- aSound.setPlayerIndex (thisPlayer ->getPlayerIndex ());
1666+ aSound.setPlayerIndex (msgPlayer ->getPlayerIndex ());
16671667 TheAudio->addAudioEvent (&aSound);
16681668 }
16691669
16701670 break ;
16711671 }
1672- Object *object = TheThingFactory->newObject ( thing, thisPlayer ->getDefaultTeam () );
1672+ Object *object = TheThingFactory->newObject ( thing, msgPlayer ->getDefaultTeam () );
16731673 object->setPosition ( &pos );
16741674 object->setProducer (nullptr );
16751675
1676- if (thisPlayer ->getRelationship ( ThePlayerList->getLocalPlayer ()->getDefaultTeam () ) == ALLIES || ThePlayerList->getLocalPlayer ()->isPlayerObserver ())
1676+ if (msgPlayer ->getRelationship ( ThePlayerList->getLocalPlayer ()->getDefaultTeam () ) == ALLIES || ThePlayerList->getLocalPlayer ()->isPlayerObserver ())
16771677 {
16781678 // tell the user
16791679 UnicodeString s;
1680- s.format (TheGameText->fetch (" GUI:BeaconPlaced" ), thisPlayer ->getPlayerDisplayName ().str ());
1680+ s.format (TheGameText->fetch (" GUI:BeaconPlaced" ), msgPlayer ->getPlayerDisplayName ().str ());
16811681 TheInGameUI->message ( s );
16821682
16831683 // play a sound
16841684 static AudioEventRTS aSound (" BeaconPlaced" );
1685- aSound.setPlayerIndex (thisPlayer ->getPlayerIndex ());
1685+ aSound.setPlayerIndex (msgPlayer ->getPlayerIndex ());
16861686 aSound.setPosition (&pos);
16871687 TheAudio->addAudioEvent (&aSound);
16881688
16891689 // beacons are a rare event; play a nifty radar event thingy
16901690 TheRadar->createEvent ( object->getPosition (), RADAR_EVENT_INFORMATION );
16911691
1692- if (ThePlayerList->getLocalPlayer ()->getRelationship (thisPlayer ->getDefaultTeam ()) == ALLIES )
1692+ if (ThePlayerList->getLocalPlayer ()->getRelationship (msgPlayer ->getDefaultTeam ()) == ALLIES )
16931693 TheEva->setShouldPlay (EVA_BeaconDetected);
16941694
16951695 TheControlBar->markUIDirty (); // check if we should grey out the button
@@ -1725,7 +1725,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
17251725 // play a sound
17261726 static AudioEventRTS aSound (" BeaconPlacementFailed" );
17271727 aSound.setPosition (&pos);
1728- aSound.setPlayerIndex (thisPlayer ->getPlayerIndex ());
1728+ aSound.setPlayerIndex (msgPlayer ->getPlayerIndex ());
17291729 TheAudio->addAudioEvent (&aSound);
17301730 }
17311731 break ;
@@ -1736,9 +1736,9 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
17361736 {
17371737 AIGroupPtr allSelectedObjects = TheAI->createGroup ();
17381738#if RETAIL_COMPATIBLE_AIGROUP
1739- thisPlayer ->getCurrentSelectionAsAIGroup (allSelectedObjects); // need to act on all objects, so we can hide teammates' beacons.
1739+ msgPlayer ->getCurrentSelectionAsAIGroup (allSelectedObjects); // need to act on all objects, so we can hide teammates' beacons.
17401740#else
1741- thisPlayer ->getCurrentSelectionAsAIGroup (allSelectedObjects.Peek ()); // need to act on all objects, so we can hide teammates' beacons.
1741+ msgPlayer ->getCurrentSelectionAsAIGroup (allSelectedObjects.Peek ()); // need to act on all objects, so we can hide teammates' beacons.
17421742#endif
17431743 if ( allSelectedObjects )
17441744 {
@@ -1756,13 +1756,13 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
17561756 const ThingTemplate *thing = TheThingFactory->findTemplate ( playerTemplate->getBeaconTemplate () );
17571757 if (thing && thing->isEquivalentTo (beacon->getTemplate ()))
17581758 {
1759- if (beacon->getControllingPlayer () == thisPlayer )
1759+ if (beacon->getControllingPlayer () == msgPlayer )
17601760 {
17611761 destroyObject (beacon); // the owner is telling it to go away. such is life.
17621762
17631763 TheControlBar->markUIDirty (); // check if we should un-grey out the button
17641764 }
1765- else if (thisPlayer == ThePlayerList->getLocalPlayer ())
1765+ else if (msgPlayer == ThePlayerList->getLocalPlayer ())
17661766 {
17671767 Drawable *beaconDrawable = beacon->getDrawable ();
17681768 if (beaconDrawable)
@@ -1836,31 +1836,31 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
18361836 Int i=0 ;
18371837 for (; i<ThePlayerList->getPlayerCount (); ++i)
18381838 {
1839- if (i != thisPlayer ->getPlayerIndex ())
1839+ if (i != msgPlayer ->getPlayerIndex ())
18401840 {
18411841 Player *otherPlayer = ThePlayerList->getNthPlayer (i);
1842- if (thisPlayer ->getRelationship (otherPlayer->getDefaultTeam ()) == ALLIES &&
1843- otherPlayer->getRelationship (thisPlayer ->getDefaultTeam ()) == ALLIES )
1842+ if (msgPlayer ->getRelationship (otherPlayer->getDefaultTeam ()) == ALLIES &&
1843+ otherPlayer->getRelationship (msgPlayer ->getDefaultTeam ()) == ALLIES )
18441844 {
18451845 if (TheVictoryConditions->hasSinglePlayerBeenDefeated (otherPlayer))
18461846 continue ;
18471847
18481848 // a living ally! hooray!
1849- otherPlayer->transferAssetsFromThat (thisPlayer );
1850- thisPlayer ->killPlayer (); // just to be safe (and to kill beacons etc that don't transfer)
1849+ otherPlayer->transferAssetsFromThat (msgPlayer );
1850+ msgPlayer ->killPlayer (); // just to be safe (and to kill beacons etc that don't transfer)
18511851 break ;
18521852 }
18531853 }
18541854 }
18551855 if (i == ThePlayerList->getPlayerCount ())
18561856 {
18571857 // didn't find any allies. die, loner!
1858- thisPlayer ->killPlayer ();
1858+ msgPlayer ->killPlayer ();
18591859 }
18601860 }
18611861 else
18621862 {
1863- thisPlayer ->killPlayer ();
1863+ msgPlayer ->killPlayer ();
18641864 }
18651865 // There is no reason to do any notification here, it now takes place in the victory conditions.
18661866 // bonehead.
@@ -1870,7 +1870,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
18701870 // --------------------------------------------------------------------------------------------
18711871 case GameMessage::MSG_SET_REPLAY_CAMERA :
18721872 {
1873- if (TheRecorder->isPlaybackMode () && TheGlobalData->m_useCameraInReplay && TheControlBar->getObserverLookAtPlayer () == thisPlayer )
1873+ if (TheRecorder->isPlaybackMode () && TheGlobalData->m_useCameraInReplay && TheControlBar->getObserverLookAtPlayer () == msgPlayer )
18741874 {
18751875 if (TheTacticalView->isCameraMovementFinished ())
18761876 {
@@ -1919,8 +1919,8 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19191919 case GameMessage::MSG_CREATE_TEAM9 :
19201920 {
19211921 // TheSuperHackers @tweak Stubbjax 17/08/2025 The local player processes this message in CommandXlat for immediate assignment.
1922- if (!thisPlayer ->isLocalPlayer ())
1923- thisPlayer ->processCreateTeamGameMessage (msg->getType () - GameMessage::MSG_CREATE_TEAM0 , msg);
1922+ if (!msgPlayer ->isLocalPlayer ())
1923+ msgPlayer ->processCreateTeamGameMessage (msg->getType () - GameMessage::MSG_CREATE_TEAM0 , msg);
19241924
19251925 break ;
19261926 }
@@ -1936,7 +1936,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19361936 case GameMessage::MSG_SELECT_TEAM8 :
19371937 case GameMessage::MSG_SELECT_TEAM9 :
19381938 {
1939- thisPlayer ->processSelectTeamGameMessage (msg->getType () - GameMessage::MSG_SELECT_TEAM0 , msg);
1939+ msgPlayer ->processSelectTeamGameMessage (msg->getType () - GameMessage::MSG_SELECT_TEAM0 , msg);
19401940 break ;
19411941 }
19421942
@@ -1951,7 +1951,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19511951 case GameMessage::MSG_ADD_TEAM8 :
19521952 case GameMessage::MSG_ADD_TEAM9 :
19531953 {
1954- thisPlayer ->processAddTeamGameMessage (msg->getType () - GameMessage::MSG_ADD_TEAM0 , msg);
1954+ msgPlayer ->processAddTeamGameMessage (msg->getType () - GameMessage::MSG_ADD_TEAM0 , msg);
19551955 break ;
19561956 }
19571957
@@ -1964,7 +1964,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19641964 Int slotIndex = -1 ;
19651965 for (Int i=0 ; i<MAX_SLOTS ; ++i)
19661966 {
1967- if (thisPlayer ->getPlayerType () == PLAYER_HUMAN && TheNetwork->getPlayerName (i) == thisPlayer ->getPlayerDisplayName ())
1967+ if (msgPlayer ->getPlayerType () == PLAYER_HUMAN && TheNetwork->getPlayerName (i) == msgPlayer ->getPlayerDisplayName ())
19681968 {
19691969 slotIndex = i;
19701970 break ;
@@ -1974,7 +1974,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19741974 if (slotIndex < 0 || !TheNetwork->isPlayerConnected (slotIndex))
19751975 break ;
19761976
1977- if (thisPlayer ->isLocalPlayer ())
1977+ if (msgPlayer ->isLocalPlayer ())
19781978 {
19791979#if defined(RTS_DEBUG)
19801980 // don't even put this in release, cause someone might hack it.
@@ -1989,16 +1989,16 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
19891989
19901990 UnsignedInt newCRC = msg->getArgument (0 )->integer ;
19911991 // DEBUG_LOG(("Received CRC of %8.8X from %ls on frame %d", newCRC,
1992- // thisPlayer ->getPlayerDisplayName().str(), m_frame));
1993- m_cachedCRCs[thisPlayer ->getPlayerIndex ()] = newCRC;
1992+ // msgPlayer ->getPlayerDisplayName().str(), m_frame));
1993+ m_cachedCRCs[msgPlayer ->getPlayerIndex ()] = newCRC;
19941994 }
19951995 else if (TheRecorder && TheRecorder->isPlaybackMode ())
19961996 {
19971997 UnsignedInt newCRC = msg->getArgument (0 )->integer ;
19981998 // DEBUG_LOG(("Saw CRC of %X from player %d. Our CRC is %X. Arg count is %d",
1999- // newCRC, thisPlayer ->getPlayerIndex(), getCRC(), msg->getArgumentCount()));
1999+ // newCRC, msgPlayer ->getPlayerIndex(), getCRC(), msg->getArgumentCount()));
20002000
2001- TheRecorder->handleCRCMessage (newCRC, thisPlayer ->getPlayerIndex (), (msg->getArgument (1 )->boolean ));
2001+ TheRecorder->handleCRCMessage (newCRC, msgPlayer ->getPlayerIndex (), (msg->getArgument (1 )->boolean ));
20022002 }
20032003 break ;
20042004
@@ -2013,7 +2013,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
20132013 if ( science == SCIENCE_INVALID )
20142014 break ;
20152015
2016- thisPlayer ->attemptToPurchaseScience (science);
2016+ msgPlayer ->attemptToPurchaseScience (science);
20172017
20182018 break ;
20192019
@@ -2030,7 +2030,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData )
20302030#endif
20312031
20322032 /* */ // / @todo: multiplayer semantics
2033- if (currentlySelectedGroup && TheRecorder->isPlaybackMode () && TheGlobalData->m_useCameraInReplay && TheControlBar->getObserverLookAtPlayer () == thisPlayer /* && !TheRecorder->isMultiplayer()*/ )
2033+ if (currentlySelectedGroup && TheRecorder->isPlaybackMode () && TheGlobalData->m_useCameraInReplay && TheControlBar->getObserverLookAtPlayer () == msgPlayer /* && !TheRecorder->isMultiplayer()*/ )
20342034 {
20352035 const VecObjectID& selectedObjects = currentlySelectedGroup->getAllIDs ();
20362036 TheInGameUI->deselectAllDrawables ();
0 commit comments