0ad/source/simulation2/components/ICmpVisibility.cpp
Itms 1564a10120 Move back the computation of most of the visibilities from JS to engine, to improve performance.
Also fix the remaining TODO left by #958, as a use case of the scripted
Visibility component.

Refs #2913, #958.

This was SVN commit r16248.
2015-01-30 15:28:06 +00:00

67 lines
2 KiB
C++

/* Copyright (C) 2015 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 "ICmpVisibility.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(Visibility)
END_INTERFACE_WRAPPER(Visibility)
class CCmpVisibilityScripted : public ICmpVisibility
{
public:
DEFAULT_SCRIPT_WRAPPER(VisibilityScripted)
virtual bool IsActivated()
{
return m_Script.Call<bool>("IsActivated");
}
virtual ICmpRangeManager::ELosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored)
{
int visibility = m_Script.Call<int, player_id_t, bool, bool>("GetVisibility", player, isVisible, isExplored);
switch (visibility)
{
case ICmpRangeManager::VIS_HIDDEN:
return ICmpRangeManager::VIS_HIDDEN;
case ICmpRangeManager::VIS_FOGGED:
return ICmpRangeManager::VIS_FOGGED;
case ICmpRangeManager::VIS_VISIBLE:
return ICmpRangeManager::VIS_VISIBLE;
default:
LOGERROR("Received the invalid visibility value %d from the Visibility scripted component!", visibility);
return ICmpRangeManager::VIS_HIDDEN;
}
}
virtual bool GetRetainInFog()
{
return m_Script.Call<bool>("GetRetainInFog");
}
virtual bool GetAlwaysVisible()
{
return m_Script.Call<bool>("GetAlwaysVisible");
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(VisibilityScripted)