(svn r3226) -Fix: GPMI implementation had minor glitches

-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
This commit is contained in:
truelight
2005-11-22 15:55:38 +00:00
parent 28df667ceb
commit e4cb8ed457
8 changed files with 64 additions and 57 deletions

View File

@@ -806,10 +806,20 @@ int32 CmdPlayerCtrl(int x, int y, uint32 flags, uint32 p1, uint32 p2)
#endif /* ENABLE_NETWORK */
if (p != NULL) {
if (_local_player == OWNER_SPECTATOR) {
if (_local_player == OWNER_SPECTATOR && (!_ai.network_client || _ai.network_playas == OWNER_SPECTATOR)) {
/* Check if we do not want to be a spectator in network */
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_SPECTATOR) {
_local_player = p->index;
if (!_networking || (_network_server && !_network_dedicated) || _network_playas != OWNER_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 = OWNER_SPECTATOR;
if (_ai.network_playas != OWNER_SPECTATOR) {
/* If we didn't join the game as a spectator, activate the AI */
AI_StartNewAI(_ai.network_playas);
}
} else {
_local_player = p->index;
}
MarkWholeScreenDirty();
}
} else if (p->index == _local_player) {