--- a/players.c Sat Nov 19 22:39:16 2005 +0000
+++ b/players.c Mon Nov 21 14:28:31 2005 +0000
@@ -528,12 +528,13 @@
// 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)
- if (n < (!_network_server ? RandomRange(_opt.diff.max_no_competitors + 2) : InteractiveRandomRange(_opt.diff.max_no_competitors + 2)) )
- DoStartupNewPlayer(true);
+ if (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) ? RandomRange(60 * DAY_TICKS) : InteractiveRandomRange(60 * DAY_TICKS);
+ _next_competitor_start += _network_server ? InteractiveRandomRange(60 * DAY_TICKS) : RandomRange(60 * DAY_TICKS);
}
void InitializePlayers(void)
@@ -556,9 +557,7 @@
_cur_player_tick_index = (_cur_player_tick_index + 1) % MAX_PLAYERS;
if (p->name_1 != 0) GenerateCompanyName(p);
- /* XXX -- For now, multiplayer AIs still aren't working, WIP! */
- //if (_ai.enabled && (!_networking || _network_server) && _game_mode != GM_MENU && !--_next_competitor_start)
- if (_ai.enabled && !_networking && _game_mode != GM_MENU && !--_next_competitor_start)
+ if (AI_AllowNewAI() && _game_mode != GM_MENU && !--_next_competitor_start)
MaybeStartNewPlayer();
}