Changeset - r4580:d7183e255610
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master
0 1 0
bjarni - 18 years ago 2006-09-08 19:38:12
bjarni@openttd.org
(svn r6430) -Fix r6424: fixed failure to init the whole array of engines when starting a new player
1 file changed with 1 insertions and 1 deletions:
0 comments (0 inline, 0 general)
players.c
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@@ -475,97 +475,97 @@ static Player *AllocatePlayer(void)
 
			int i = p->index;
 
			memset(p, 0, sizeof(Player));
 
			p->index = i;
 
			return p;
 
		}
 
	}
 
	return NULL;
 
}
 

	
 
Player *DoStartupNewPlayer(bool is_ai)
 
{
 
	Player *p;
 

	
 
	p = AllocatePlayer();
 
	if (p == NULL) return NULL;
 

	
 
	// Make a color
 
	p->player_color = GeneratePlayerColor();
 
	_player_colors[p->index] = p->player_color;
 
	p->name_1 = STR_SV_UNNAMED;
 
	p->is_active = true;
 

	
 
	p->money64 = p->player_money = p->current_loan = 100000;
 

	
 
	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 ?
 
				InteractiveRandomRange(_opt.diff.max_no_competitors + 2) :
 
				RandomRange(_opt.diff.max_no_competitors + 2)
 
			)) {
 
		/* Send a command to all clients to start up a new AI.
 
		 * Works fine for Multiplayer and Singleplayer */
 
		DoCommandP(0, 1, 0, NULL, CMD_PLAYER_CTRL);
 
	}
 

	
 
	// The next AI starts like the difficulty setting said, with +2 month max
 
	_next_competitor_start = _opt.diff.competitor_start_time * 90 * DAY_TICKS + 1;
 
	_next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
 
}
 

	
 
void InitializePlayers(void)
 
{
 
	uint i;
 

	
 
	memset(_players, 0, sizeof(_players));
 
	for (i = 0; i != MAX_PLAYERS; i++) _players[i].index = i;
 
	_cur_player_tick_index = 0;
 
}
 

	
 
void OnTick_Players(void)
 
{
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