Itms
d07d1a17f3
This first commit only refactors code and does not add any new feature. Refs #2913 (see this ticket for more information about the change) This was SVN commit r15925.
53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpVisibility.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(Visibility)
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END_INTERFACE_WRAPPER(Visibility)
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class CCmpVisibilityScripted : public ICmpVisibility
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(VisibilityScripted)
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virtual ICmpRangeManager::ELosVisibility GetLosVisibility(player_id_t player, bool isOutsideFog, bool forceRetainInFog)
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{
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int visibility = m_Script.Call<int, player_id_t, bool, bool>("GetLosVisibility", player, isOutsideFog, forceRetainInFog);
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switch (visibility)
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{
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case ICmpRangeManager::VIS_HIDDEN:
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return ICmpRangeManager::VIS_HIDDEN;
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case ICmpRangeManager::VIS_FOGGED:
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return ICmpRangeManager::VIS_FOGGED;
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case ICmpRangeManager::VIS_VISIBLE:
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return ICmpRangeManager::VIS_VISIBLE;
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default:
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LOGERROR(L"Received the invalid visibility value %d from the Visibility scripted component!", visibility);
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return ICmpRangeManager::VIS_HIDDEN;
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}
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(VisibilityScripted)
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