diff --git a/ai/ai.c b/ai/ai.c --- a/ai/ai.c +++ b/ai/ai.c @@ -87,7 +87,7 @@ int32 AI_DoCommand(uint tile, uint32 p1, /* First, do a test-run to see if we can do this */ res = DoCommandByTile(tile, p1, p2, flags & ~DC_EXEC, procc); /* The command failed, or you didn't want to execute, or you are quering, return */ - if ((res & CMD_ERROR) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) + if ((CmdFailed(res)) || !(flags & DC_EXEC) || (flags & DC_QUERY_COST)) return res; /* If we did a DC_EXEC, and the command did not return an error, execute it @@ -162,10 +162,10 @@ void AI_RunGameLoop(void) return; /* Check for AI-client (so joining a network with an AI) */ - if (_ai.network_client) { + if (_ai.network_client && _ai_player[_ai.network_playas].active) { /* Run the script */ - AI_DequeueCommands(_ai.network_player); - AI_RunTick(_ai.network_player); + AI_DequeueCommands(_ai.network_playas); + AI_RunTick(_ai.network_playas); } else if (!_networking || _network_server) { /* Check if we want to run AIs (server or SP only) */ Player *p; @@ -199,6 +199,9 @@ void AI_StartNewAI(PlayerID player) */ void AI_PlayerDied(PlayerID player) { + if (_ai.network_client && _ai.network_playas == player) + _ai.network_playas = OWNER_SPECTATOR; + /* Called if this AI died */ _ai_player[player].active = false; } @@ -208,9 +211,13 @@ void AI_PlayerDied(PlayerID player) */ void AI_Initialize(void) { + bool ai_network_client = _ai.network_client; + memset(&_ai, 0, sizeof(_ai)); memset(&_ai_player, 0, sizeof(_ai_player)); + _ai.network_client = ai_network_client; + _ai.network_playas = OWNER_SPECTATOR; _ai.enabled = true; }