Fixed network game creation...
... to return back to create dialog after failed savegame loading Fixed AI handling of unit without attacking weapons (bug #10886)
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22e57cfd6a
commit
5ebdb36e6b
4 changed files with 19 additions and 8 deletions
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@ -22,6 +22,8 @@ Version 1.3.15+svn:
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* During ai moves the source hex is no longer highlighted.
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* show unit standing animations and idle animations are now separate options
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* Removed broken "Host network game" option from multiplayer menu (bug #10800)
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* Fixed network game creation return back to create dialog after failed
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savegame loading
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* miscellaneous and bug fixes:
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* Fixed networking not to timeout with slow connections but timeout faster
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with lost connection (partialy fix bug #10967)
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@ -35,6 +37,7 @@ Version 1.3.15+svn:
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* Added some toys&whisles to unit tests
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* Added networking unit tests
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* Hide race sections having only units with "hide_help=true"
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* Fixed ai handling of unit without attacking weapons (bug #10886)
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* Optimize roads placing of random map
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* when a unit miss an animation, the engine will base the replacement on
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the standing animation instead of the standing frame
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@ -1115,8 +1115,10 @@ void ai_interface::attack_enemy(const location u,
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LOG_STREAM(err, ai) << "attempt to attack twice with the same unit\n";
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return;
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}
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recorder.add_attack(u,target,weapon,def_weapon);
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if(weapon >= 0)
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{
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recorder.add_attack(u,target,weapon,def_weapon);
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}
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try {
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attack(info_.disp, info_.map, info_.teams, u, target, weapon, def_weapon,
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info_.units, info_.state, info_.gameinfo);
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@ -322,6 +322,8 @@ static void enter_wait_mode(game_display& disp, const config& game_config, game_
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}
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}
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static void enter_create_mode(game_display& disp, const config& game_config, game_data& data, mp::chat& chat, config& gamelist, mp::controller default_controller, bool is_server);
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static void enter_connect_mode(game_display& disp, const config& game_config, game_data& data,
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mp::chat& chat, config& gamelist, const mp::create::parameters& params,
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mp::controller default_controller, bool is_server)
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@ -357,6 +359,9 @@ static void enter_connect_mode(game_display& disp, const config& game_config, ga
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play_game(disp, state, game_config, data, nolog, IO_SERVER);
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recorder.clear();
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break;
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case mp::ui::CREATE:
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enter_create_mode(disp, game_config, data, chat, gamelist, default_controller, is_server);
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break;
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case mp::ui::QUIT:
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default:
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@ -928,7 +928,8 @@ connect::connect(game_display& disp, const config& game_config, const game_data&
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{
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load_game();
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if(get_result() == QUIT)
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if(get_result() == QUIT
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|| get_result() == CREATE)
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return;
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lists_init();
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if(sides_.empty()) {
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@ -1412,7 +1413,7 @@ void connect::load_game()
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const std::string game = dialogs::load_game_dialog(disp(),
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game_config(), game_data_, &show_replay);
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if(game.empty()) {
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set_result(QUIT);
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set_result(CREATE);
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return;
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}
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@ -1425,7 +1426,7 @@ void connect::load_game()
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gui::show_error_message(disp(),
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_("The file you have tried to load is corrupt: '") +
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error_log);
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set_result(QUIT);
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set_result(CREATE);
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return;
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}
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@ -1433,7 +1434,7 @@ void connect::load_game()
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/* GCC-3.3 needs a temp var otherwise compilation fails */
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gui::message_dialog dlg(disp(), "", _("This is not a multiplayer save"));
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dlg.show();
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set_result(QUIT);
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set_result(CREATE);
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return;
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}
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@ -1447,7 +1448,7 @@ void connect::load_game()
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/* GCC-3.3 needs a temp var otherwise compilation fails */
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gui::message_dialog dlg2(disp(), "", _("This save is from a version too old to be loaded."));
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dlg2.show();
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set_result(QUIT);
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set_result(CREATE);
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return;
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}
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@ -1455,7 +1456,7 @@ void connect::load_game()
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_("This save is from a different version of the game. Do you want to try to load it?"),
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gui::YES_NO).show();
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if(res == 1) {
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set_result(QUIT);
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set_result(CREATE);
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return;
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}
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}
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