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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpMirage.cpp
Itms f7e591c9f2 Hide changes to buildings in the fog-of-war.
To achieve this, mirage entities are created per player, to replace the
real entities when these ones fall into the fog-of-war. These mirage
entities are created on-the-fly, and destroyed when they get back in
sight.
This depends heavily on the VisibilityChanged message added in
2174eaaeee.

As a temporary adjustment, territories do not explore the map anymore
when their borders change. See #2709.

Fixes #599

This was SVN commit r15612.
2014-08-04 22:49:19 +00:00

40 lines
1.1 KiB
C++

/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpMirage.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(Mirage)
END_INTERFACE_WRAPPER(Mirage)
class CCmpMirageScripted : public ICmpMirage
{
public:
DEFAULT_SCRIPT_WRAPPER(MirageScripted)
virtual player_id_t GetPlayer()
{
return m_Script.Call<player_id_t>("GetPlayer");
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(MirageScripted)