Itms
f7e591c9f2
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.
38 lines
1.1 KiB
C++
38 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/>.
|
|
*/
|
|
|
|
#ifndef INCLUDED_ICMPMIRAGE
|
|
#define INCLUDED_ICMPMIRAGE
|
|
|
|
#include "simulation2/system/Interface.h"
|
|
|
|
#include "simulation2/helpers/Player.h"
|
|
|
|
/**
|
|
* Component allowing mirage entities to communicate with their parent entity.
|
|
* See ICmpFogging.
|
|
*/
|
|
class ICmpMirage : public IComponent
|
|
{
|
|
public:
|
|
virtual player_id_t GetPlayer() = 0;
|
|
|
|
DECLARE_INTERFACE_TYPE(Mirage)
|
|
};
|
|
|
|
#endif // INCLUDED_ICMPMIRAGE
|