Пример #1
0
bool GraphicAnimation::isVisible(const CViewport &vp, const CPosition &pos)
{
	// invisible graphics always invisible
	if (!g) {
		return false;
	}

	PixelSize graphicSize(g->Width, g->Height);
	PixelDiff margin(PixelTileSize.x - 1, PixelTileSize.y - 1);
	PixelPos position(pos.x, pos.y);
	Vec2i minPos = Map.MapPixelPosToTilePos(position);
	Vec2i maxPos = Map.MapPixelPosToTilePos(position + graphicSize + margin);
	Map.Clamp(minPos);
	Map.Clamp(maxPos);

	if (!vp.AnyMapAreaVisibleInViewport(minPos, maxPos)) {
		return false;
	}

	Vec2i p;
	for (p.x = minPos.x; p.x <= maxPos.x; ++p.x) {
		for (p.y = minPos.y; p.y <= maxPos.y; ++p.y) {
			if (ReplayRevealMap || Map.Field(p)->playerInfo.IsTeamVisible(*ThisPlayer)) {
				return true;
			}
		}
	}
	return false;
}
Пример #2
0
/**
**  Check missile visibility in a given viewport.
**
**  @param vp       Viewport to be checked.
**  @param missile  Missile pointer to check if visible.
**
**  @return         Returns true if visible, false otherwise.
*/
static int MissileVisibleInViewport(const CViewport &vp, const Missile &missile)
{
	Vec2i boxmin;
	Vec2i boxmax;

	GetMissileMapArea(missile, boxmin, boxmax);
	if (!vp.AnyMapAreaVisibleInViewport(boxmin, boxmax)) {
		return 0;
	}
	Vec2i pos;
	for (pos.x = boxmin.x; pos.x <= boxmax.x; ++pos.x) {
		for (pos.y = boxmin.y; pos.y <= boxmax.y; ++pos.y) {
			if (ReplayRevealMap || Map.Field(pos)->playerInfo.IsTeamVisible(*ThisPlayer)) {
				return 1;
			}
		}
	}
	return 0;
}