forked from 0ad/0ad
Add an 'explore map' option to the game setup.
This was SVN commit r14931.
This commit is contained in:
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a9d0a3bcae
commit
e1488fee56
@ -235,6 +235,15 @@ function initMain()
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updateGameAttributes();
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};
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Engine.GetGUIObjectByName("exploreMap").onPress = function()
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{ // Update attributes so other players can see change
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g_GameAttributes.settings.ExploreMap = this.checked;
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if (!g_IsInGuiUpdate)
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updateGameAttributes();
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};
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Engine.GetGUIObjectByName("lockTeams").onPress = function()
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{ // Update attributes so other players can see change
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g_GameAttributes.settings.LockTeams = this.checked;
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@ -933,6 +942,7 @@ function onGameAttributesChange()
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// Controls common to all map types
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var numPlayersSelection = Engine.GetGUIObjectByName("numPlayersSelection");
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var revealMap = Engine.GetGUIObjectByName("revealMap");
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var exploreMap = Engine.GetGUIObjectByName("exploreMap");
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var victoryCondition = Engine.GetGUIObjectByName("victoryCondition");
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var lockTeams = Engine.GetGUIObjectByName("lockTeams");
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var mapSize = Engine.GetGUIObjectByName("mapSize");
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@ -944,6 +954,7 @@ function onGameAttributesChange()
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var mapSizeDesc = Engine.GetGUIObjectByName("mapSizeDesc");
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var mapSizeText = Engine.GetGUIObjectByName("mapSizeText");
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var revealMapText = Engine.GetGUIObjectByName("revealMapText");
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var exploreMapText = Engine.GetGUIObjectByName("exploreMapText");
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var victoryConditionText = Engine.GetGUIObjectByName("victoryConditionText");
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var lockTeamsText = Engine.GetGUIObjectByName("lockTeamsText");
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var enableCheatsText = Engine.GetGUIObjectByName("enableCheatsText");
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@ -977,6 +988,7 @@ function onGameAttributesChange()
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numPlayersSelection.hidden = false;
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mapSize.hidden = false;
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revealMap.hidden = false;
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exploreMap.hidden = false;
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victoryCondition.hidden = false;
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lockTeams.hidden = false;
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populationCap.hidden = false;
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@ -985,6 +997,7 @@ function onGameAttributesChange()
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numPlayersText.hidden = true;
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mapSizeText.hidden = true;
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revealMapText.hidden = true;
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exploreMapText.hidden = true;
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victoryConditionText.hidden = true;
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lockTeamsText.hidden = true;
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populationCapText.hidden = true;
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@ -993,7 +1006,9 @@ function onGameAttributesChange()
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mapSizeText.caption = "Map size:";
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mapSize.selected = sizeIdx;
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revealMapText.caption = "Reveal map:";
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exploreMapText.caption = "Explore map:";
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revealMap.checked = (mapSettings.RevealMap ? true : false);
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exploreMap.checked = (mapSettings.ExploreMap ? true : false);
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victoryConditionText.caption = "Victory condition:";
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victoryCondition.selected = victoryIdx;
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@ -1006,6 +1021,7 @@ function onGameAttributesChange()
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numPlayersText.hidden = false;
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mapSizeText.hidden = false;
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revealMapText.hidden = false;
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exploreMapText.hidden = false;
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victoryConditionText.hidden = false;
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lockTeamsText.hidden = false;
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populationCap.hidden = true;
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@ -1016,6 +1032,7 @@ function onGameAttributesChange()
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numPlayersText.caption = numPlayers;
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mapSizeText.caption = g_MapSizes.names[sizeIdx];
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revealMapText.caption = (mapSettings.RevealMap ? "Yes" : "No");
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exploreMapText.caption = (mapSettings.ExloreMap ? "Yes" : "No");
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victoryConditionText.caption = VICTORY_TEXT[victoryIdx];
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lockTeamsText.caption = (mapSettings.LockTeams ? "Yes" : "No");
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}
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@ -1033,6 +1050,7 @@ function onGameAttributesChange()
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{
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//Host
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revealMap.hidden = false;
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exploreMap.hidden = false;
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victoryCondition.hidden = false;
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lockTeams.hidden = false;
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populationCap.hidden = false;
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@ -1040,13 +1058,16 @@ function onGameAttributesChange()
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numPlayersText.hidden = false;
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revealMapText.hidden = true;
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exploreMapText.hidden = true;
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victoryConditionText.hidden = true;
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lockTeamsText.hidden = true;
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populationCapText.hidden = true;
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startingResourcesText.hidden = true;
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revealMapText.caption = "Reveal map:";
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exploreMapText.caption = "Explore map:";
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revealMap.checked = (mapSettings.RevealMap ? true : false);
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exploreMap.checked = (mapSettings.ExploreMap ? true : false);
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victoryConditionText.caption = "Victory condition:";
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victoryCondition.selected = victoryIdx;
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@ -1058,6 +1079,7 @@ function onGameAttributesChange()
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// Client
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numPlayersText.hidden = false;
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revealMapText.hidden = false;
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exploreMapText.hidden = false;
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victoryConditionText.hidden = false;
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lockTeamsText.hidden = false;
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populationCap.hidden = true;
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@ -1066,6 +1088,7 @@ function onGameAttributesChange()
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startingResourcesText.hidden = false;
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revealMapText.caption = (mapSettings.RevealMap ? "Yes" : "No");
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exploreMapText.caption = (mapSettings.ExploreMap ? "Yes" : "No");
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victoryConditionText.caption = VICTORY_TEXT[victoryIdx];
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lockTeamsText.caption = (mapSettings.LockTeams ? "Yes" : "No");
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}
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@ -1078,12 +1101,14 @@ function onGameAttributesChange()
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numPlayersSelection.hidden = true;
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mapSize.hidden = true;
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revealMap.hidden = true;
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exploreMap.hidden = true;
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victoryCondition.hidden = true;
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lockTeams.hidden = true;
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numPlayersText.hidden = false;
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mapSizeText.hidden = true;
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mapSizeDesc.hidden = true;
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revealMapText.hidden = false;
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exploreMapText.hidden = false;
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victoryConditionText.hidden = false;
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lockTeamsText.hidden = false;
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populationCap.hidden = true;
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@ -1094,6 +1119,7 @@ function onGameAttributesChange()
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numPlayersText.caption = numPlayers;
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mapSizeText.caption = "Default";
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revealMapText.caption = (mapSettings.RevealMap ? "Yes" : "No");
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exploreMapText.caption = (mapSettings.ExploreMap ? "Yes" : "No");
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victoryConditionText.caption = VICTORY_TEXT[victoryIdx];
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lockTeamsText.caption = (mapSettings.LockTeams ? "Yes" : "No");
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Engine.GetGUIObjectByName("populationCap").selected = POPULATION_CAP_DEFAULTIDX;
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@ -276,21 +276,29 @@
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<object size="0 0 100% 100%" type="text" style="ModernRightLabelText">Reveal Map:</object>
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</object>
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<object size="0 30 40% 58">
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<object size="0 0 100% 100%" type="text" style="ModernRightLabelText">Explore Map:</object>
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</object>
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<object size="0 60 40% 88">
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<object size="0 0 100% 100%" type="text" style="ModernRightLabelText">Teams Locked:</object>
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</object>
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<object size="0 60 40% 88" name="enableCheatsDesc" hidden="true">
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<object size="0 90 40% 118" name="enableCheatsDesc" hidden="true">
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<object size="0 0 100% 100%" type="text" style="ModernRightLabelText">Cheats:</object>
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</object>
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<object size="40% 0 100% 28">
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<object name="revealMapText" size="0 0 100% 100%" type="text" style="ModernLeftLabelText"/>
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<object name="revealMap" size="10 50%-8 26 50%+8" type="checkbox" style="ModernTickBox" hidden="true" tooltip_style="onscreenToolTip" tooltip="Toggle reveal map."/>
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<object name="revealMap" size="10 50%-8 26 50%+8" type="checkbox" style="ModernTickBox" hidden="true" tooltip_style="onscreenToolTip" tooltip="Toggle reveal map(see everything)."/>
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</object>
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<object size="40% 30 100% 58">
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<object name="exploreMapText" size="0 0 100% 100%" type="text" style="ModernLeftLabelText"/>
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<object name="exploreMap" size="10 50%-8 26 50%+8" type="checkbox" style="ModernTickBox" hidden="true" tooltip_style="onscreenToolTip" tooltip="Toggle explore map (see everything apart from enemy units)."/>
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</object>
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<object size="40% 60 100% 88">
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<object name="lockTeamsText" size="0 0 100% 100%" type="text" style="ModernLeftLabelText"/>
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<object name="lockTeams" size="10 50%-8 26 50%+8" type="checkbox" style="ModernTickBox" hidden="true" tooltip_style="onscreenToolTip" tooltip="Toggle locked teams."/>
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</object>
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<object size="40% 60 100% 88">
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<object size="40% 90 100% 1188">
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<object name="enableCheatsText" size="0 0 100% 100%" type="text" style="ModernLeftLabelText" hidden="true"/>
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<object name="enableCheats" size="10 50%-8 26 50%+8" type="checkbox" style="ModernTickBox" hidden="true" tooltip_style="onscreenToolTip" tooltip="Toggle the usability of cheats."/>
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</object>
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@ -36,6 +36,16 @@ function LoadMapSettings(settings)
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cmpObstructionManager.SetPassabilityCircular(true);
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}
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if (settings.ExploreMap)
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{
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// this needs to happen after changing the map to a circular one
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// as by making the map circular, the explored tiles get reset
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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for (var i = 0; i < settings.PlayerData.length; i++)
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cmpRangeManager.ExploreAllTiles(i+1);
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}
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var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
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if (settings.GameType)
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cmpEndGameManager.SetGameType(settings.GameType);
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@ -1430,6 +1430,21 @@ public:
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return m_SharedLosMasks[player];
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}
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void ExploreAllTiles(player_id_t p)
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{
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for (u16 j = 0; j < m_TerrainVerticesPerSide; ++j)
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{
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for (u16 i = 0; i < m_TerrainVerticesPerSide; ++i)
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{
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if (LosIsOffWorld(i,j))
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continue;
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u32 &explored = m_ExploredVertices.at(p);
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explored += !(m_LosState[i + j*m_TerrainVerticesPerSide] & (LOS_EXPLORED << (2*(p-1))));
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m_LosState[i + j*m_TerrainVerticesPerSide] |= (LOS_EXPLORED << (2*(p-1)));
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}
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}
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}
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void UpdateTerritoriesLos()
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{
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CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity());
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@ -46,6 +46,7 @@ DEFINE_INTERFACE_METHOD_3("SetEntityFlag", void, ICmpRangeManager, SetEntityFlag
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DEFINE_INTERFACE_METHOD_1("GetEntityFlagMask", u8, ICmpRangeManager, GetEntityFlagMask, std::string)
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DEFINE_INTERFACE_METHOD_1("GetEntitiesByPlayer", std::vector<entity_id_t>, ICmpRangeManager, GetEntitiesByPlayer, player_id_t)
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DEFINE_INTERFACE_METHOD_1("SetDebugOverlay", void, ICmpRangeManager, SetDebugOverlay, bool)
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DEFINE_INTERFACE_METHOD_1("ExploreAllTiles", void, ICmpRangeManager, ExploreAllTiles, player_id_t)
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DEFINE_INTERFACE_METHOD_2("SetLosRevealAll", void, ICmpRangeManager, SetLosRevealAll, player_id_t, bool)
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DEFINE_INTERFACE_METHOD_1("GetLosRevealAll", bool, ICmpRangeManager, GetLosRevealAll, player_id_t)
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DEFINE_INTERFACE_METHOD_5("GetElevationAdaptedRange", entity_pos_t, ICmpRangeManager, GetElevationAdaptedRange, CFixedVector3D, CFixedVector3D, entity_pos_t, entity_pos_t, entity_pos_t)
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@ -332,6 +332,11 @@ public:
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*/
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std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player, bool forceRetainInFog);
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/**
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* Explore all tiles (but leave them in the FoW) for player p
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*/
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virtual void ExploreAllTiles(player_id_t p) = 0;
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/**
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* Set whether the whole map should be made visible to the given player.
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* If player is -1, the map will be made visible to all players.
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