# HG changeset patch # User truelight # Date 2005-07-17 13:34:19 # Node ID 297c1ed07fe8b5ea3bfc4eb7b12bdd26e7d9e3bc # Parent b9e8f21f28863cbe17648dddf858b4a031cd7a76 (svn r2602) -Codechange: removed unused variable (disable_computer) -Fix: Changed some stuff to make server-side AIs possible in the far future diff --git a/main_gui.c b/main_gui.c --- a/main_gui.c +++ b/main_gui.c @@ -35,8 +35,6 @@ static const uint MaxDate = 29220; // 20 extern void DoTestSave(void); extern void DoTestLoad(void); -extern bool disable_computer; - static int _rename_id; static int _rename_what; diff --git a/openttd.c b/openttd.c --- a/openttd.c +++ b/openttd.c @@ -62,7 +62,6 @@ extern void HalGameLoop(void); uint32 _pixels_redrawn; bool _dbg_screen_rect; -bool disable_computer; // We should get ride of this thing.. is only used for a debug-cheat static byte _os_version = 0; /* TODO: usrerror() for errors which are not of an internal nature but @@ -1032,7 +1031,7 @@ void StateGameLoop(void) // To bad the AI does not work in multiplayer, because states are not saved // perfectly - if (!disable_computer && !_networking) + if (!_networking) RunOtherPlayersLoop(); CallWindowTickEvent(); diff --git a/players.c b/players.c --- a/players.c +++ b/players.c @@ -521,11 +521,13 @@ static void MaybeStartNewPlayer(void) n++; // when there's a lot of computers in game, the probability that a new one starts is lower - if (n < (uint)_opt.diff.max_no_competitors && n < RandomRange(_opt.diff.max_no_competitors + 2)) + if (n < (uint)_opt.diff.max_no_competitors) + if (n < (!_network_server) ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_opt.diff.max_no_competitors + 2)) DoStartupNewPlayer(true); // The next AI starts like the difficulty setting said, with +2 month max - _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1; + _next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1; + _next_competitor_start += (!_network_server) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS); } void InitializePlayers(void)