(svn r6780) -Codechange: Remove GPMI leftovers (-b impersonisation of AI in MP).

This commit is contained in:
Darkvater 2006-10-15 17:01:19 +00:00
parent 5a1ee9e02b
commit b2110cbaed
7 changed files with 7 additions and 67 deletions

22
ai/ai.c
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@ -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;
}

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@ -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;

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@ -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

View File

@ -449,8 +449,6 @@ static void PlayersCheckBankrupt(Player *p)
if (!IsHumanPlayer(owner) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(owner);
if (IsHumanPlayer(owner) && owner == _local_player && _ai.network_client)
AI_PlayerDied(owner);
}
}
}

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@ -340,13 +340,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
if (index == _network_own_client_index) {
_network_playas = playas;
/* Are we a ai-network-client? Are we not joining as a SPECTATOR (playas == 0, means SPECTATOR) */
if (_ai.network_client && playas != 0) {
if (_ai.network_playas == PLAYER_SPECTATOR)
AI_StartNewAI(playas - 1);
_ai.network_playas = playas - 1;
}
}
ci = NetworkFindClientInfoFromIndex(index);
@ -540,17 +533,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
_patches.autorenew_money = GetPlayer(_local_player)->engine_renew_money;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
}
/* Check if we are an ai-network-client, and if so, disable GUI */
if (_ai.network_client) {
_ai.network_playas = _local_player;
_local_player = PLAYER_SPECTATOR;
if (_ai.network_playas != PLAYER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
}
}
return NETWORK_RECV_STATUS_OKAY;

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@ -338,7 +338,7 @@ int ttd_main(int argc, char *argv[])
// a letter means: it accepts that param (e.g.: -h)
// a ':' behind it means: it need a param (e.g.: -m<driver>)
// a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
optformat = "bm:s:v:hDn::eit:d::r:g::G:c:"
optformat = "m:s:v:hDn::eit:d::r:g::G:c:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
"f"
#endif
@ -361,7 +361,6 @@ int ttd_main(int argc, char *argv[])
network = true;
network_conn = mgo.opt; // optional IP parameter, NULL if unset
break;
case 'b': _ai.network_client = true; break;
case 'r': ParseResolution(resolution, mgo.opt); break;
case 't': startyear = atoi(mgo.opt); break;
case 'd': {
@ -389,11 +388,6 @@ int ttd_main(int argc, char *argv[])
}
}
if (_ai.network_client && !network) {
_ai.network_client = false;
DEBUG(ai, 0) ("[AI] Can't enable network-AI, because '-n' is not used\n");
}
DeterminePaths();
CheckExternalFiles();

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@ -835,24 +835,12 @@ int32 CmdPlayerCtrl(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == PLAYER_SPECTATOR &&
(!_ai.network_client || _ai.network_playas == PLAYER_SPECTATOR)) {
if (_local_player == PLAYER_SPECTATOR) {
/* Check if we do not want to be a spectator in network */
if (!_networking ||
(_network_server && !_network_dedicated) ||
_network_playas != PLAYER_SPECTATOR ||
_ai.network_client) {
if (_ai.network_client) {
/* As ai-network-client, we have our own rulez (disable GUI and stuff) */
_ai.network_playas = p->index;
_local_player = PLAYER_SPECTATOR;
if (_ai.network_playas != PLAYER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
} else {
_network_playas != PLAYER_SPECTATOR) {
_local_player = p->index;
}
MarkWholeScreenDirty();
}
} else if (p->index == _local_player) {