From a4c7f88ce99280a6a02008bd717137a4ab6c25bc Mon Sep 17 00:00:00 2001 From: mr-russ <> Date: Sun, 4 May 2003 07:31:28 +0000 Subject: [PATCH] Made computer reciprocate Shared Vision and Ally Commands --- doc/ChangeLog.html | 1 + src/action/command.cpp | 14 ++++++++++++++ 2 files changed, 15 insertions(+) diff --git a/doc/ChangeLog.html b/doc/ChangeLog.html index 38b7ee49f..d86660e63 100644 --- a/doc/ChangeLog.html +++ b/doc/ChangeLog.html @@ -31,6 +31,7 @@ <li>Future 1.19 Release<p> <ul> <li>+++ + <li>Made computer reciprocate Shared Vision and Ally Commands (from Russell Smith) <li>Made the 'make it so' cheat reversable and changes build speed for buildings already under construction (Nehal Mistry). <li>Fixed bug #427560: Diplomacy menu button (from Jimmy Salmon). <li>Rewrote the UI configuration (from Jimmy Salmon). diff --git a/src/action/command.cpp b/src/action/command.cpp index 639382b01..b1b858cde 100644 --- a/src/action/command.cpp +++ b/src/action/command.cpp @@ -1373,6 +1373,13 @@ global void CommandAutoSpellCast(Unit* unit,SpellType* spell) */ global void CommandDiplomacy(int player,int state,int opponent) { + // If we work changing states with a computer, it should + // automatically reciprocate the changes :) + if( Players[opponent].Type == PlayerComputer && + Players[player].Type == PlayerPerson ) { + CommandDiplomacy(opponent,state,player); + } + switch( state ) { case DiplomacyNeutral: Players[player].Enemy&=~(1<<opponent); @@ -1405,6 +1412,13 @@ global void CommandSharedVision(int player,int state,int opponent) { int i; Unit* unit; + + // If we work changing states with a computer, it should + // automatically reciprocate the changes :) + if( Players[opponent].Type == PlayerComputer && + Players[player].Type == PlayerPerson ) { + CommandSharedVision(opponent,state,player); + } if( state==0 ) { // Check all tiles and mark unseen ones as explored.