* Fix bug #8759 (in Skirmish mode it was possible to disable all AI players, we now check for that and make sure that at least one AI player is always available in Skirmish)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1451 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
0b359cf30b
commit
216eb52e3c
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@ -30,7 +30,6 @@
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#include <SDL/SDL_opengl.h>
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#include "lib/framework/frameresource.h"
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#include "lib/framework/strres.h"
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#include "lib/framework/frameint.h"
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// FIXME Direct iVis implementation include!
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#include "lib/ivis_opengl/screen.h"
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@ -51,7 +50,6 @@
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#include "gateway.h"
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#include <time.h>
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#include "lib/gamelib/gtime.h"
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#include "text.h"
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#include "configuration.h"
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#include "intdisplay.h"
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#include "design.h"
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@ -2291,6 +2289,24 @@ static void processMultiopWidgets(UDWORD id)
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disableMultiButs();
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// Ensure that Skirmish games have at least one AI player
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if (game.type == SKIRMISH)
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{
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// Search for the first AI player we can find and make sure that it is enabled
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for (i = 0; i < game.maxPlayers; ++i)
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{
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if (!isHumanPlayer(i))
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{
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if (game.skDiff[i] == 0)
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{
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game.skDiff[i] = 10;
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}
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break;
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}
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}
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}
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addPlayerBox(!ingame.bHostSetup || bHosted); //to make sure host can't skip player selection menu (sets game.skdiff to UBYTE_MAX for humans)
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break;
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