diff --git a/sc2/src/sc2code/intel.h b/sc2/src/sc2code/intel.h index 531312539..2f16337a9 100644 --- a/sc2/src/sc2code/intel.h +++ b/sc2/src/sc2code/intel.h @@ -65,7 +65,9 @@ extern BOOLEAN ThrustShip (ELEMENT *ShipPtr, COUNT angle); #define HUMAN_CONTROL (BYTE)(1 << 0) #define CYBORG_CONTROL (BYTE)(1 << 1) + // The computer fights the battles. #define PSYTRON_CONTROL (BYTE)(1 << 2) + // The computer selects the ships to fight with. #define NETWORK_CONTROL (BYTE)(1 << 3) #define COMPUTER_CONTROL (CYBORG_CONTROL | PSYTRON_CONTROL) #define CONTROL_MASK (HUMAN_CONTROL | COMPUTER_CONTROL | NETWORK_CONTROL) diff --git a/sc2/src/sc2code/setup.c b/sc2/src/sc2code/setup.c index e4fbc0014..fbb622ead 100644 --- a/sc2/src/sc2code/setup.c +++ b/sc2/src/sc2code/setup.c @@ -233,6 +233,14 @@ SetPlayerInput (COUNT playerI) (InputContext *) HumanInputContext_new (playerI); break; case COMPUTER_CONTROL: + case CYBORG_CONTROL: + // COMPUTER_CONTROL is used in SuperMelee; the computer choses + // the ships and fights the battles. + // CYBORG_CONTROL is used in the full game; the computer only + // fights the battles. XXX: This will need to be handled + // separately in the future if we want to remove the special + // cases for ship selection with CYBORG_CONTROL from the + // computer handlers. PlayerInput[playerI] = (InputContext *) ComputerInputContext_new (playerI); break;