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/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
#include <queue>#include "stratagus.h"#include "map.h"#include "actions.h"#include "fov.h"#include "minimap.h"#include "player.h"#include "tileset.h"#include "ui.h"#include "unit.h"#include "unit_manager.h"#include "video.h"#include "../video/intern_video.h"#include "st_backtrace.h"Classes | |
| class | _filter_flags |
| class | _TileSeen< MARK > |
map_fog.cpp - The map fog of war handling. | |
| CFieldOfView | FieldOfView |
| int | MapFogFilterFlags (CPlayer &player, const unsigned int index, int mask) |
| int | MapFogFilterFlags (CPlayer &player, const Vec2i &pos, int mask) |
| Filter map flags through fog. More... | |
| static void | UnitsOnTileMarkSeen (const CPlayer &player, CMapField &mf, int cloak) |
| static void | UnitsOnTileUnmarkSeen (const CPlayer &player, CMapField &mf, int cloak) |
| void | MapMarkTileSight (const CPlayer &player, const unsigned int index) |
| void | MapMarkTileSight (const CPlayer &player, const Vec2i &pos) |
| void | MapUnmarkTileSight (const CPlayer &player, const unsigned int index) |
| void | MapUnmarkTileSight (const CPlayer &player, const Vec2i &pos) |
| void | MapMarkTileDetectCloak (const CPlayer &player, const unsigned int index) |
| void | MapMarkTileDetectCloak (const CPlayer &player, const Vec2i &pos) |
| void | MapUnmarkTileDetectCloak (const CPlayer &player, const unsigned int index) |
| void | MapUnmarkTileDetectCloak (const CPlayer &player, const Vec2i &pos) |
| void | MapSight (const CPlayer &player, const CUnit &unit, const Vec2i &pos, int w, int h, int range, MapMarkerFunc *marker) |
| Mark sight changes. More... | |
| void | UpdateFogOfWarChange () |
| Update fog of war. More... | |
| int MapFogFilterFlags | ( | CPlayer & | player, |
| const unsigned int | index, | ||
| int | mask | ||
| ) |
Find out what the tile flags are a tile is covered by fog
| player | player who is doing operation |
| index | map location |
| mask | input mask to filter |
Filter map flags through fog.
Mark a tile for cloak detection.
| player | Player to mark sight. |
| index | Tile to mark. |
Mark a tile's sight. (Explore and make visible.)
| player | Player to mark sight. |
| index | tile to mark. |
| void MapSight | ( | const CPlayer & | player, |
| const CUnit & | unit, | ||
| const Vec2i & | pos, | ||
| int | w, | ||
| int | h, | ||
| int | range, | ||
| MapMarkerFunc * | marker | ||
| ) |
Mark sight changes.
Mark the sight of unit. (Explore and make visible.)
| player | player to mark the sight for (not unit owner) |
| pos | location to mark |
| w | width to mark, in square |
| h | height to mark, in square |
| range | Radius to mark. |
| marker | Function to mark or unmark sight |
Unmark a tile for cloak detection.
| player | Player to mark sight. |
| index | tile to mark. |
Assert(*v != 0); This could happen if shadow caster type of field of view is enabled, because of multiple calls for tiles in vertical/horizontal/diagonal lines
Unmark a tile's sight. (Explore and make visible.)
| player | Player to mark sight. |
| indexx | tile to mark. |
TODO: change ThisPlayer to currently rendered player/players #RenderTargets
Mark all units on a tile as now visible.
| player | The player this is for. |
| mf | field location to check |
| cloak | If we mark cloaked units too. |
This function unmarks units on x, y as seen. It uses a reference count.
| player | The player to mark for. |
| mf | field to check if building is on, and mark as seen |
| cloak | If this is for cloaked units. |
| void UpdateFogOfWarChange | ( | ) |
Update fog of war.
Update fog of war.
| CFieldOfView FieldOfView |
1.8.17
(C) Copyright 1998-2012 by The Stratagus Project under the GNU General Public License.