--- a/main_gui.c Sun Jul 17 12:49:00 2005 +0000
+++ b/main_gui.c Sun Jul 17 13:34:19 2005 +0000
@@ -35,8 +35,6 @@
extern void DoTestSave(void);
extern void DoTestLoad(void);
-extern bool disable_computer;
-
static int _rename_id;
static int _rename_what;
--- a/openttd.c Sun Jul 17 12:49:00 2005 +0000
+++ b/openttd.c Sun Jul 17 13:34:19 2005 +0000
@@ -62,7 +62,6 @@
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 @@
// To bad the AI does not work in multiplayer, because states are not saved
// perfectly
- if (!disable_computer && !_networking)
+ if (!_networking)
RunOtherPlayersLoop();
CallWindowTickEvent();
--- a/players.c Sun Jul 17 12:49:00 2005 +0000
+++ b/players.c Sun Jul 17 13:34:19 2005 +0000
@@ -521,11 +521,13 @@
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)