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"onlyai" command - game starts with no human players, only AI.
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@@ -69,6 +69,7 @@ std::queue<SDL_Event*> events;
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boost::mutex eventsM;
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boost::mutex eventsM;
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TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
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TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
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static bool gOnlyAI = false;
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void processCommand(const std::string &message, CClient *&client);
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void processCommand(const std::string &message, CClient *&client);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen);
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@@ -201,6 +202,14 @@ int main(int argc, char** argv)
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CPG->showMainMenu();
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CPG->showMainMenu();
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StartInfo *options = new StartInfo(CPG->runLoop());
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StartInfo *options = new StartInfo(CPG->runLoop());
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if(gOnlyAI)
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{
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for (size_t i =0; i < options->playerInfos.size(); i++)
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{
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options->playerInfos[i].human = false;
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}
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}
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if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
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if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
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{
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{
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setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,conf.cc.fullscreen);
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setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,conf.cc.fullscreen);
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@@ -405,6 +414,10 @@ void processCommand(const std::string &message, CClient *&client)
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*ptr = 666;
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*ptr = 666;
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//disaster!
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//disaster!
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}
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}
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else if(cn == "onlyai")
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{
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gOnlyAI = true;
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}
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else if(client && client->serv && client->serv->connected) //send to server
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else if(client && client->serv && client->serv->connected) //send to server
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{
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{
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PlayerMessage pm(LOCPLINT->playerID,message);
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PlayerMessage pm(LOCPLINT->playerID,message);
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