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authorDarkvater <darkvater@openttd.org>2006-10-15 17:01:19 +0000
committerDarkvater <darkvater@openttd.org>2006-10-15 17:01:19 +0000
commitb2110cbaedbbbbb18769e4594f416dfef1c733fd (patch)
tree2918811729d57202b30a05affd69972a8168873b /ai
parent5a1ee9e02b21b6be130beda5d2c6a51c8b00239f (diff)
downloadopenttd-b2110cbaedbbbbb18769e4594f416dfef1c733fd.tar.xz
(svn r6780) -Codechange: Remove GPMI leftovers (-b impersonisation of AI in MP).
Diffstat (limited to 'ai')
-rw-r--r--ai/ai.c22
-rw-r--r--ai/ai.h4
-rw-r--r--ai/trolly/trolly.c4
3 files changed, 4 insertions, 26 deletions
diff --git a/ai/ai.c b/ai/ai.c
index 9072d8fe6..8068227d0 100644
--- a/ai/ai.c
+++ b/ai/ai.c
@@ -170,12 +170,8 @@ void AI_RunGameLoop(void)
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
- /* Don't do anything if we are a network-client
- * (too bad when a client joins, he thinks the AIs are real, so it wants to control
- * them.. this avoids that, while loading a network game in singleplayer, does make
- * the AIs to continue ;))
- */
- if (_networking && !_network_server && !_ai.network_client) return;
+ /* Don't do anything if we are a network-client */
+ if (_networking && !_network_server) return;
/* New tick */
_ai.tick++;
@@ -185,11 +181,7 @@ void AI_RunGameLoop(void)
if ((_ai.tick & ((1 << (4 - _opt.diff.competitor_speed)) - 1)) != 0) return;
/* Check for AI-client (so joining a network with an AI) */
- if (_ai.network_client && _ai_player[_ai.network_playas].active) {
- /* Run the script */
- AI_DequeueCommands(_ai.network_playas);
- AI_RunTick(_ai.network_playas);
- } else if (!_networking || _network_server) {
+ if (!_networking || _network_server) {
/* Check if we want to run AIs (server or SP only) */
const Player* p;
@@ -224,10 +216,6 @@ void AI_StartNewAI(PlayerID player)
*/
void AI_PlayerDied(PlayerID player)
{
- if (_ai.network_client && _ai.network_playas == player) {
- _ai.network_playas = PLAYER_SPECTATOR;
- }
-
/* Called if this AI died */
_ai_player[player].active = false;
}
@@ -237,16 +225,12 @@ void AI_PlayerDied(PlayerID player)
*/
void AI_Initialize(void)
{
- bool ai_network_client = _ai.network_client;
-
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
memset(&_ai, 0, sizeof(_ai));
memset(&_ai_player, 0, sizeof(_ai_player));
- _ai.network_client = ai_network_client;
- _ai.network_playas = PLAYER_SPECTATOR;
_ai.enabled = true;
}
diff --git a/ai/ai.h b/ai/ai.h
index 440d3347a..aedb5b5cd 100644
--- a/ai/ai.h
+++ b/ai/ai.h
@@ -32,10 +32,6 @@ typedef struct AIStruct {
/* General */
bool enabled; ///< Is AI enabled?
uint tick; ///< The current tick (something like _frame_counter, only for AIs)
-
- /* For network-clients (a OpenTTD client who acts as an AI connected to a server) */
- bool network_client; ///< Are we a network_client?
- uint8 network_playas; ///< The current network player we are connected as
} AIStruct;
VARDEF AIStruct _ai;
diff --git a/ai/trolly/trolly.c b/ai/trolly/trolly.c
index e15356379..d952975b9 100644
--- a/ai/trolly/trolly.c
+++ b/ai/trolly/trolly.c
@@ -48,9 +48,7 @@ static void AiNew_State_FirstTime(Player *p)
assert(p->ainew.state == AI_STATE_FIRST_TIME);
// We first have to init some things
- if (_current_player == 1 || _ai.network_client) {
- ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
- }
+ if (_current_player == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
// The PathFinder (AyStar)
// TODO: Maybe when an AI goes bankrupt, this is de-init