@@ -499,49 +499,49 @@ Player *DoStartupNewPlayer(bool is_ai)
p->is_ai = is_ai;
p->ai.state = 5; /* AIS_WANT_NEW_ROUTE */
p->share_owners[0] = p->share_owners[1] = p->share_owners[2] = p->share_owners[3] = OWNER_SPECTATOR;
p->avail_railtypes = GetPlayerRailtypes(p->index);
p->inaugurated_year = _cur_year;
p->face = Random();
/* Engine renewal settings */
p->engine_renew_list = NULL;
p->renew_keep_length = false;
p->engine_renew = false;
p->engine_renew_months = -6;
p->engine_renew_money = 100000;
GeneratePresidentName(p);
InvalidateWindow(WC_GRAPH_LEGEND, 0);
InvalidateWindow(WC_TOOLBAR_MENU, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
if (is_ai && (!_networking || _network_server) && _ai.enabled)
AI_StartNewAI(p->index);
memset(p->num_engines, 0, TOTAL_NUM_ENGINES);
memset(p->num_engines, 0, sizeof(p->num_engines));
return p;
}
void StartupPlayers(void)
{
// The AI starts like in the setting with +2 month max
_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + RandomRange(60 * DAY_TICKS) + 1;
static void MaybeStartNewPlayer(void)
uint n;
Player *p;
// count number of competitors
n = 0;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->is_ai) 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 < (_network_server ?
Status change: